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![[Post New]](/s/i/i.gif) 2013/10/30 16:38:48
Subject: Uthwe supplement rules
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Agile Revenant Titan
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Hello everyone, in case you didn’t know, I play uthwe eldar. I have always wanted to see rules for an Uthwe supplement, and decided to make my own! This is a rough draft, but please comment on how to fix anything.
comments and critiques.
Thanks.
So without further wait, here you go!
Eldar uthwe supplement for warhammer 40k
Warlord traits.
1: hallucinations: eldar player may redeploy one unit after both sides have deployed, may not move unit outside deployment zone, or into or from reserve.
2: Power of the mind: Warlord has +1 to deny the witch roles.
3: There minds are weak: enemy deny the witch roles against the warlord are made at -1.
4: Reworking faits design: may reroll one psychic power from any table.
5: There destiny is doomed: Warlords weapon becomes a force weapon for one turn.
6: Strand of fate are rewritten: warlord may have up to 3 rerolls per game.
Army wide special rules:
-All eldar psychic tests are taken on a 3d6, discarding the highest role.
-For every primary detachment, you may take one Seer council, which takes up 1 hq slot. Seer council includes 1-5 far seers, 0-5 spirit sears, and 3-10 warlocks. all models must be one squad, and cannot join other squads
- Also warlord has to be a psycher.
Special war gear: Each piece can only be taken one per army.
-staff of souls. Psycher automatically denies the witch, and can use one psychic power twice per turn. (35 points)
- Armor of spirits: Wearer may reroll failed invulnerable saves, but has -1 leadership. (30 points)
-Elder spirit stone: wearer automatically passes all psychic tests. in addition, whenever a enemy psycher directs a which fire or malediction onto the bearers unit, role a d6. on a 5+, the enemies psychic power is directed back onto the enemies unit. (30 points)
-Protector gauntlet: For every wound the bearer of the Protector gauntlet takes, place a Ghostblade in base contact the bearer. The ghostblade joins bearers unit. Ghostblade is a wraithblade with wraith axe and shield, and has stealth. (50 points)
-Fates blessing: bearer auto knows the Mind war power, and the enemy unit that mind war is directed against suffers a -2 leadership for the phase. (25 points)
and there you go.
warlord traits, army wide special rules, and special war gear.
thanks,
ninjafiredragon
EDIT: editied spelling (ran it through word really quick)
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This message was edited 1 time. Last update was at 2013/10/30 21:27:05
I do drugs.
Mostly Plastic Crack, but I do dabble in Cardboard Cocaine. |
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![[Post New]](/s/i/i.gif) 2013/10/30 16:47:23
Subject: Uthwe supplement rules
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Confessor Of Sins
WA, USA
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Okay dude, being poor at spelling is one thing, but you really need to edit this. It's nearly unreadable. There are spellchecks built into almost every browser now. Use them. PLEASE.
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Ouze wrote:
Afterward, Curran killed a guy in the parking lot with a trident.
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![[Post New]](/s/i/i.gif) 2013/10/30 16:50:57
Subject: Uthwe supplement rules
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Lord of the Fleet
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Please, please, please spellcheck, for the love of god.
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![[Post New]](/s/i/i.gif) 2013/10/30 18:06:58
Subject: Uthwe supplement rules
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Angered Reaver Arena Champion
Connah's Quay, North Wales
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Hey, spelling is hard. I am a teen who suffers from dyslexia and I find it very hard to write on this forum to the extent in which I would type everything up on Word and then C+P onto these forums. Also for what its worth, I can't spell couldn't spell psychic for the life of me until I drummed it in. Onto the rules...
I like most of the warlord traits, but you could simplify some of them. For example 5) should be that the Warlord's CC attacks gain the Force USR. And 6) seems to step on the toes of the Lyanden special traits, so how about 'Fate is against them' where you can force your opponent to re-roll D3 of their rolls, that seems more unique. The Seer Council isn't as unique as you'd think, because those HQ's can join that unit anyway. So maybe you should simply go for '2 Farseers per HQ choice' to avoided spamming spiritseers better then Lyanden.
Remnants of Glory.
Staff of souls: Maybe does to much, you could make it a melee weapon (Str - Ap 4 Fleshbane, Armourbane, SoulBlaze) that lets you cast the same power twice.
Armour of spirits. Seems Ok
Spiritstone. Seems weird, Maybe it could be like runes of warding ++ where it grants a +2 to deny the witch and on a 4+ lets you re-direct the power to a unit of your choice within 12 inches. I think this is because very few powers will get through Vs. a 4+ deny the witch, usually re-rollable.
Protector Gauntlet. Seems complicated and Mordrak-y, but if you think it could work you should give it a melee profile, other wise you will simply never kill anything with a few strength 3 attacks.
Fates Blessing. Seems Ok, but maybe it should be simply you can re-roll the dice to determine if you win or not. That way it will never be impossible to win, but you will be much more likely.
Alex
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![[Post New]](/s/i/i.gif) 2013/10/30 21:22:48
Subject: Uthwe supplement rules
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Agile Revenant Titan
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ALEXisAWESOME wrote:Hey, spelling is hard. I am a teen who suffers from dyslexia and I find it very hard to write on this forum to the extent in which I would type everything up on Word and then C+P onto these forums. Also for what its worth, I can't spell couldn't spell psychic for the life of me until I drummed it in. Onto the rules...
I like most of the warlord traits, but you could simplify some of them. For example 5) should be that the Warlord's CC attacks gain the Force USR. And 6) seems to step on the toes of the Lyanden special traits, so how about 'Fate is against them' where you can force your opponent to re-roll D3 of their rolls, that seems more unique. The Seer Council isn't as unique as you'd think, because those HQ's can join that unit anyway. So maybe you should simply go for '2 Farseers per HQ choice' to avoided spamming spiritseers better then Lyanden.
Remnants of Glory.
Staff of souls: Maybe does to much, you could make it a melee weapon ( Str - Ap 4 Fleshbane, Armourbane, SoulBlaze) that lets you cast the same power twice.
Armour of spirits. Seems Ok
Spiritstone. Seems weird, Maybe it could be like runes of warding ++ where it grants a +2 to deny the witch and on a 4+ lets you re-direct the power to a unit of your choice within 12 inches. I think this is because very few powers will get through Vs. a 4+ deny the witch, usually re-rollable.
Protector Gauntlet. Seems complicated and Mordrak-y, but if you think it could work you should give it a melee profile, other wise you will simply never kill anything with a few strength 3 attacks.
Fates Blessing. Seems Ok, but maybe it should be simply you can re-roll the dice to determine if you win or not. That way it will never be impossible to win, but you will be much more likely.
Alex
ok sorry to everyone, i was speed writing. i made this all in 10 minutes at lunchbreak, and so had to rush it :(
putting it into word doc soon to spell check it.
sorry :/
thanks alex for reply.
like idea for warlord traight 6, seems cool+good.
i see what you mean, i just wanted a better sear council, but extra farseers per slot seams good to.
I had totally forgotten to put melee weapons profiles onto them, thats a good idea and i need to change that.
spirit stone, also good avise.
protector gauntlet, you nailed it. Based of mordrak, was hoping noneone would notice
fates blessing... reroll dice to win? i wasnt aware of anytime the game goes down to a roll of a dice to see who wins.
again, sorry everyone for bad spelling, changing now.
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I do drugs.
Mostly Plastic Crack, but I do dabble in Cardboard Cocaine. |
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![[Post New]](/s/i/i.gif) 2013/10/30 21:27:06
Subject: Uthwe supplement rules
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Angered Reaver Arena Champion
Connah's Quay, North Wales
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Not to win as in to 'Win', but I meant you could re-roll the dice in the roll off between Farseer and Target. Maybe you could also make it so he can always pick his target, because usually you have to roll under 6 on your psy-test to be able to pick the model you want to 'MIND CRUSH!'
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![[Post New]](/s/i/i.gif) 2013/10/30 21:29:24
Subject: Uthwe supplement rules
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Agile Revenant Titan
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ohh i see. haha that makes since. yet again, another great suggestion!
i shall re work changes soon!
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This message was edited 1 time. Last update was at 2013/10/30 21:29:33
I do drugs.
Mostly Plastic Crack, but I do dabble in Cardboard Cocaine. |
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![[Post New]](/s/i/i.gif) 2013/10/30 21:38:03
Subject: Uthwe supplement rules
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Disguised Speculo
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Man, I gotta say, I take stuff like this far more seriously when people take the time to like... format it and gak.
If you typed it up during a lunchbreak, I imagine its not all that well thought out and needs a bunch of work.
I dig the "Hallucination" trait, its actually really cool. "power of the mind" is fine, as is "reworking" and *possibly* "their destiny is doomed"
"Their minds are weak" is ok as long as the minimum 6+ is maintained. "Strands of fate" is hilariously overpowered though. I've seen the bs of fateweaver and his re-roll per turn, last thing we need is more of that!
For army wide rules
-the 3d6 psychic test is iffy. Give them the option of 3d6, but getting perils on any double 1 or double 6 on the three dice
-Seer councils are a huge issue currently, but I haven't played one so cannot comment. To my untrained eye it looks like "herp derp can take +2 riptides per army" for tau.
For wargear
-Staff of Souls: Auto deny the witch is a huge NOPE from me.
-Armour of Spirits: Rerolling Invuln is a huge NOPE from me. If you limit it to "the re-roll can only be taken at 4++" then its much more acceptable. God knows I would never allow more screamerstar/seercouncil 2++ rerollable nonsense in any of my games
-Spirit Stone: Massively undercosted for what it does IMO. Probably should not exist, period.
-No comment on protector gauntlet, not familiar enough with the eldar dex. Ditto for fates blessing
Overall, the vibe I get here is honestly that this codex is designed to try and exploit the rules to get overpowered gak, rather than to be fluffy. Would play against it once and then probably never again.
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This message was edited 1 time. Last update was at 2013/10/30 21:39:03
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![[Post New]](/s/i/i.gif) 2013/10/30 21:45:54
Subject: Uthwe supplement rules
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Agile Revenant Titan
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well thanks for the reply.
i had thought throught the rules for about a week now, just wrote them on a lunch break.
like i said, its a big rough draft, and im trying to find whats op and whats broke, whats undercosted, and whats wrong wit hit, so i can fix it.
i believe its fluffy enough. basically everything in it is based around psyckers, which uthwe is.
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This message was edited 1 time. Last update was at 2013/10/30 21:46:13
I do drugs.
Mostly Plastic Crack, but I do dabble in Cardboard Cocaine. |
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![[Post New]](/s/i/i.gif) 2013/10/30 22:08:49
Subject: Uthwe supplement rules
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Angered Reaver Arena Champion
Connah's Quay, North Wales
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Dakkamite wrote:Man, I gotta say, I take stuff like this far more seriously when people take the time to like... format it and gak.
If you typed it up during a lunchbreak, I imagine its not all that well thought out and needs a bunch of work.
I dig the "Hallucination" trait, its actually really cool. "power of the mind" is fine, as is "reworking" and *possibly* "their destiny is doomed" Agree
"Their minds are weak" is ok as long as the minimum 6+ is maintained Agree. "Strands of fate" is hilariously overpowered though. I've seen the bs of fateweaver and his re-roll per turn, last thing we need is more of that! Disagree, this has precedent in the Lyanden supplement, although I would replace it with forcing enemy re-rolls
For army wide rules
-the 3d6 psychic test is iffy. Give them the option of 3d6, but getting perils on any double 1 or double 6 on the three dice Agree
-Seer councils are a huge issue currently, but I haven't played one so cannot comment. To my untrained eye it looks like "herp derp can take +2 riptides per army" for tau. Kind of agree, but I don't like it because it just seems like a step up from Lyandens 5 for 1 offer, Ulthwe should have its own thing e.g Farseers
For wargear
-Staff of Souls: Auto deny the witch is a huge NOPE from me. Agree, but you could work with the 2 of the same powers thing and make it a good piece of gear
-Armour of Spirits: Rerolling Invuln is a huge NOPE from me. If you limit it to "the re-roll can only be taken at 4++" then its much more acceptable. God knows I would never allow more screamerstar/seercouncil 2++ rerollable nonsense in any of my games Disagree, You do realise that the best invul Eldar HQ's get is a 4+ right? Meaning he is paying 30pts for a save slightly better then a stormshield that has a massive downside, needs to be cheaper
-Spirit Stone: Massively undercosted for what it does IMO. Probably should not exist, period. Agree, They should work on either helping to pass psychic tests or the deflection thing
-No comment on protector gauntlet, not familiar enough with the eldar dex. Ditto for fates blessing I think they are OK, but maybe come up with own statline for the ghost warrior, because the farseer us unlikely to be 'spawning' wraithbone
Overall, the vibe I get here is honestly that this codex is designed to try and exploit the rules to get overpowered gak, rather than to be fluffy. Would play against it once and then probably never again. Disagree, I think he is trying to make an army dependent on seers rather then serpents, on warlocks rather then wraithknights. Although I think he might be focusing a bit to much on the seers, for example Ulthwe is famous for its 'black guardians' who should have a rule (Maybe re-roll 1's to hit?) and maybe have a remnant of glory that isn't seer exclusive (Maybe a special shuri catapult for a Autarch) to add more diversity to supplement :Ulthwe rather then Supplement : Awesome Seer madness
And I'm done
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![[Post New]](/s/i/i.gif) 2013/10/30 23:14:24
Subject: Uthwe supplement rules
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Agile Revenant Titan
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you guys have some great points, taking it back to the drawing board..... re post soon!
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I do drugs.
Mostly Plastic Crack, but I do dabble in Cardboard Cocaine. |
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![[Post New]](/s/i/i.gif) 2013/10/30 23:59:19
Subject: Uthwe supplement rules
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Powerful Phoenix Lord
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I sent you a PM regarding a possible change to the Seer Council (based on the old Craftworld Eldar rules), as well as Black Guardians.
I'll re-post Black Guardians here.
Black Guardians: As fewer Ulthwé Eldar tread the path of the Aspect Warrior, Ulthwé must rely heavily on their long-standing army known as Black Guardians. To represent this, an Ulthwé army may not contain more Aspect Warrior units than Guardian squads (Defender or Storm squads).
Furhtermore, any Guardian unit (Defender or Storm) chosen as a compulsory Troop choice is a Black Guardian squad and has the following changes at no cost. All other Guardian squads follow the rules as per C: Eldar.
Storm Guardians: Storm Guardians have the Counter-Attack special rule.
Guardian Defenders: Guardian Defenders re-roll To Hit rolls of 1 when shooting. Note that this does not apply to any characters joined to the squad.
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Greebo had spent an irritating two minutes in that box. Technically, a cat locked in a box may be alive or it may be dead. You never know until you look. In fact, the mere act of opening the box will determine the state of the cat, although in this case there were three determinate states the cat could be in: these being Alive, Dead, and Bloody Furious.
Orks always ride in single file to hide their strength and numbers.
Gozer the Gozerian, Gozer the Destructor, Volguus Zildrohar, Gozer the Traveler, and Lord of the Sebouillia |
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![[Post New]](/s/i/i.gif) 2013/10/31 17:11:04
Subject: Uthwe supplement rules
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Agile Revenant Titan
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Thanks everyone for replies, and here is reworked rules!
Eldar uthwe supplement for warhammer 40k (second try)
Warlord traits.
1: hallucinations: eldar player may redeploy one unit after both sides have deployed, may not move unit outside deployment zone, or into or from reserve.
2: Power of the mind: Warlord has +1 to deny the witch roles.
3: There minds are weak: enemy deny the witch roles against the warlord are made at -1. to a minimun of 6+
4: Reworking faits design: may reroll one psychic power from any table.
5: There destiny is doomed: Warlords cc weapon becomes a force weapon for one turn.
6: Strand of fate are rewritten: warlord may make the opponent have to reroll 3 rolls per game. thses rolls can be taken at any point the eldar warlord chooses.
Army wide special rules:
-All eldar psychic tests are taken on a 3d6, discarding the highest role. before discarding highest role, note roll on dice. if there are any double 1s, or double 6s, then the model takes parils.
-For every primary detachment, you may take one Seer council, which takes up 1 hq slot. Seer council includes 1-5 far seers, 0-5 spirit sears, and 3-10 warlocks. all models must be one squad, and cannot join other squads (still working on a good way to do this, have had allot of good advise and don’t know what to do lol)
- Also warlord has to be a psycher
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Special war gear: Each piece can only be taken one per army.
-staff of souls. Range- s+1, ap 4 type: melee, concusive. Staff of souls also lets bearer use one psychic power twice per turn. (35 points)
- Armor of spirits: Wearer may reroll failed invulnerable saves of 4+, but has -1 leadership. (25 points)
-Elder spirit stone: whenever an enemy psycher directs a which fire or malediction onto the bearers unit, role a d6. on a 5+, the enemies psychic power is directed back onto the enemies unit that used the power. (30 points)
-Protector gauntlet: For every wound the bearer of the Protector gauntlet takes, place a Ghostblade in base contact the bearer. The ghostblade joins bearers unit. (50 points)
Ghostblade: WS 5 BS 4 S6 T6 W1 A2 I 4 LD 10 sv 3+. Wargear: ghost axe: range- S user AP 3 fleshbane, 2 handed. Ghost shield: grants bearer 4+ invulnerable save. Special rules: stealth, feel no pan (6+) fearless
-Fates blessing: bearer auto knows the Mind war power. When using mind war power, the elder player may choose to reroll the dice in an attempt to get higher than the last roll. Must take second roles role, even if it is worse. (25 points)
Black guardians: Black Guardians: As fewer Ulthwé Eldar tread the path of the Aspect Warrior, Ulthwé must rely heavily on their long-standing army known as Black Guardians. To represent this, an Ulthwé army may not contain more Aspect Warrior units than Guardian squads (Defender or Storm squads).
Furthermore, any Guardian unit (Defender or Storm) chosen as a compulsory Troop choice is a Black Guardian squad and has the following changes at no cost. All other Guardian squads follow the rules as per C: Eldar.
Storm Guardians: Storm Guardians have the Counter-Attack special rule.
Guardian Defenders: Guardian Defenders re-roll To Hit rolls of 1 when shooting. Note that this does not apply to any characters joined to the squad.
(thanks to happyjew for that)
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This message was edited 1 time. Last update was at 2013/10/31 17:11:33
I do drugs.
Mostly Plastic Crack, but I do dabble in Cardboard Cocaine. |
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![[Post New]](/s/i/i.gif) 2013/10/31 18:21:56
Subject: Uthwe supplement rules
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Powerful Phoenix Lord
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Regarding my PM:
I based the Seer Council off of the original rules from 2000.
Seer Council consists of 2-5 Farseers, 3+ Warlocks. Each model can take any upgrade they're allowed from the codex, Farseers cannot take jetbikes. Warlocks can detach to lead, however you must have a minimum of 3 Warlocks in the Seer Council. Warlocks can take "Augment" as a psychic power.
Same deal with Black Guardians, except they use to get +1 BS or +1 WS depending on squad. Since they now have the same WS/BS as Aspect Warriors, giving them +1 would make them better than Aspects. As such I tried to give them a special rule which ties into their strengths, but doesn't make them super awesome.
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Greebo had spent an irritating two minutes in that box. Technically, a cat locked in a box may be alive or it may be dead. You never know until you look. In fact, the mere act of opening the box will determine the state of the cat, although in this case there were three determinate states the cat could be in: these being Alive, Dead, and Bloody Furious.
Orks always ride in single file to hide their strength and numbers.
Gozer the Gozerian, Gozer the Destructor, Volguus Zildrohar, Gozer the Traveler, and Lord of the Sebouillia |
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