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Made in us
Infiltrating Broodlord





Indiana

So, to start this off, here is the easiest place to find the rules in question on page 3; http://eastern-empire.com/downloads/CreatureFeature.pdf

So, lets start off this 40k YMDC thread right.

1. These are currently applicable for any game of 40k, provided, like everything else, you and your opponent agree to play each other.

2. According to the rules as set by Andy Chambers when he wrote them, Enslavers are usable as alternate HQ choices, taking up 1 slot, like any other HQ choice, and are usable in any 40k army.

3. Under the standard Wargear and Special Rules, they recieve no wargear, and only recieve the Deep Strike, Enslavement, Mind Control, and Psychic Lash special rules.

4. For basing and size of models, while not clearly defined, they are, at the minimum, to be on a standard infantry base and be roughly the size of a spore mine with tentacles. (So, for standard measurement, something in the neighborhood of 1-1.5 inches tall, and 1-2 inches wide.)

5. Because these are utilized as alternate HQs in an army, due to how Enslavement dice work, Upon the start of the game, all units currently under your army automatically subtract from your dice pool the required number in order to function (1 dice, or two if you want to gain full function), or would you have to start from the beginning, working on the dice accumulation in order to add that force to your army, and regain those Enslavement dice?

6. Enslavement casualties are determined by which player? The player rolling for enslavement, or the opponent since it is their unit still?

7. Mind Control; Are the effects cumulative per enslaver, or would the effect be baseline for any encounter?

8. Units under the control of the Enslaver are fully under control, including times when they may not be in unit coherency, such as Combat Squads, or simply separated by more than 2 inches.

Ladies and Gentlemen, I would like to hear your judgement.

"There is a cancer eating at the Imperium. With each decade it advances deeper, leaving drained, dead worlds in its wake. This horror, this abomination, has thought and purpose that functions on an unimaginable, galactic scale and all we can do is try to stop the swarms of bioengineered monsters it unleashes upon us by instinct. We have given the horror a name to salve our fears; we call it the Tyranid race, but if is aware of us at all it must know us only as Prey."
Hive Fleet Grootslang 15000+
Servants of the Void 2000+ 
   
Made in im
Nasty Nob on Warbike with Klaw





Liverpool

Wow those are some seriously old rules.
3rd edition by the look of it.
   
Made in us
Longtime Dakkanaut




Maybe even Second, but yeah old rules, but look pretty fun.
   
Made in us
Infiltrating Broodlord





Indiana

My friend wanted to figure out how strong these things would be in a tabletop setting, so I decided to dig through a mountain of things i randomly have sitting around. That being said, I am 75% positive that this would lead to the end of taudar and top deathstar armies if you brought this to a GT and it was let in.

"There is a cancer eating at the Imperium. With each decade it advances deeper, leaving drained, dead worlds in its wake. This horror, this abomination, has thought and purpose that functions on an unimaginable, galactic scale and all we can do is try to stop the swarms of bioengineered monsters it unleashes upon us by instinct. We have given the horror a name to salve our fears; we call it the Tyranid race, but if is aware of us at all it must know us only as Prey."
Hive Fleet Grootslang 15000+
Servants of the Void 2000+ 
   
Made in im
Nasty Nob on Warbike with Klaw





Liverpool

 Unyielding Hunger wrote:
if you brought this to a GT and it was let in.
I'm going to bet you five smiley orks that no tournament will.
It's ancient rules! This is back before "Feel no Pain" was a rule, they had to introduce it with the zombies in that document.
   
Made in us
Longtime Dakkanaut






 Unyielding Hunger wrote:
5. Because these are utilized as alternate HQs in an army, due to how Enslavement dice work, Upon the start of the game, all units currently under your army automatically subtract from your dice pool the required number in order to function (1 dice, or two if you want to gain full function), or would you have to start from the beginning, working on the dice accumulation in order to add that force to your army, and regain those Enslavement dice?

You start off with 0 units under permanent control. At the start of your turn you generate a pool of dice and and allocate up to three dice per enemy unit to try and enslave that unit. Each time you try and enslave an enemy unit and meet or beat that units leadership using the allocated dice one of the dice you used is left there. How well you beat their leadership will determin what actions you can cause the unit to take this turn. Futrure enslavement rolls will use this dice in addition to any others you allocate (remember 3 at the most at any time). When you generate new die on your next turn you have to subtract the dice left on the units. once the unit has had 3 dice allocated to it you get those dice back and the unit is permanently enslaved. To control a permanently enslaved unit you need to allocate one to two dice to it during your turn.

6. Enslavement casualties are determined by which player? The player rolling for enslavement, or the opponent since it is their unit still?
The controlling player removes the causalities, You are not the controlling player until the unit is permanent enslaved.

7. Mind Control; Are the effects cumulative per enslaver, or would the effect be baseline for any encounter?
It dos'nt say one or more, so I would say yes they are cumulative.

8. Units under the control of the Enslaver are fully under control, including times when they may not be in unit coherency, such as Combat Squads, or simply separated by more than 2 inches
Combat squads are two seperate units as far as the game, and enslavement, would be concerned. Units not in coherency, if they can move, must move back to coherency, no mater what player chooses that movement.

Ladies and Gentlemen, I would like to hear your judgement.


The only thing that seems left out is that units not permanently enslaved act normally on your opponents turn.
--------------------

Radical Ordo Xenos Enslaver Army

HQ Ordo Xenos inquisitor
HQ 3 Enslavers
HQ Ordo cenos inquisitor
HQ 3 enslavers
?? Imperial Knight

laugh in your opponats face when you agree to play a friendly 1000 point game.
   
Made in us
Infiltrating Broodlord





Indiana

 DJGietzen wrote:
 Unyielding Hunger wrote:
5. Because these are utilized as alternate HQs in an army, due to how Enslavement dice work, Upon the start of the game, all units currently under your army automatically subtract from your dice pool the required number in order to function (1 dice, or two if you want to gain full function), or would you have to start from the beginning, working on the dice accumulation in order to add that force to your army, and regain those Enslavement dice?

You start off with 0 units under permanent control. At the start of your turn you generate a pool of dice and and allocate up to three dice per enemy unit to try and enslave that unit. Each time you try and enslave an enemy unit and meet or beat that units leadership using the allocated dice one of the dice you used is left there. How well you beat their leadership will determin what actions you can cause the unit to take this turn. Futrure enslavement rolls will use this dice in addition to any others you allocate (remember 3 at the most at any time). When you generate new die on your next turn you have to subtract the dice left on the units. once the unit has had 3 dice allocated to it you get those dice back and the unit is permanently enslaved. To control a permanently enslaved unit you need to allocate one to two dice to it during your turn.


I am refering to my own army, at this point. I understood how the enemy was to be controlled, I was merely trying to figure out if, with these substituted HQs, if the units already apart of my army started out fully enslaved, or partially enslaved, and I have to go the 3 turn road in order to get fully enslaved units.


"There is a cancer eating at the Imperium. With each decade it advances deeper, leaving drained, dead worlds in its wake. This horror, this abomination, has thought and purpose that functions on an unimaginable, galactic scale and all we can do is try to stop the swarms of bioengineered monsters it unleashes upon us by instinct. We have given the horror a name to salve our fears; we call it the Tyranid race, but if is aware of us at all it must know us only as Prey."
Hive Fleet Grootslang 15000+
Servants of the Void 2000+ 
   
Made in au
Frenzied Berserker Terminator






barnowl wrote:
Maybe even Second, but yeah old rules, but look pretty fun.

Nah - if they were from 2nd ed, they'd also have a Movement value in the stat line. A quick bit of Googling found that they are originally from UK WD 292 (May 2004). As such, I would err against using these just as much as I would for any Chapter Approved article, simply due to age and lack of further support.

(As a sidenote - wow, I hadn't realised Mat Ward had been writing rules for that long!)

5. Because these are utilized as alternate HQs in an army, due to how Enslavement dice work, Upon the start of the game, all units currently under your army automatically subtract from your dice pool the required number in order to function (1 dice, or two if you want to gain full function), or would you have to start from the beginning, working on the dice accumulation in order to add that force to your army, and regain those Enslavement dice?

If a unit is already enslaved, you just need to allocate at least one dice to keep them under control. You only need to roll against the unit's Leadership when trying to enslave new units.

6. Enslavement casualties are determined by which player? The player rolling for enslavement, or the opponent since it is their unit still?

What do you mean by "enslavement casualties"? I assume to mean casualties caused by enslaved models - the rule isn't written well at all (welcome to the wonders of 3rd edition rules...), but the only real way to use them would be to treat them as models friendly to the Enslavers. Thus wounds caused by enslaved models would be allocated as if those models were your own.

7. Mind Control; Are the effects cumulative per enslaver, or would the effect be baseline for any encounter?

It seems like only the closest Enslaver is actually using the ability. Again, the rules are written very poorly.

Honestly, if you wanted to use these against me, I would be inclined to simply drop these overly convoluted and confusing rules and just treat them each as ML1 psykers with the Puppet Master ability (and bump up the cost substantially). At this point, these rules can only be considered house rules as they are no longer in print - just like any other Chapter Approved articles, or any other rules that haven't explicitly been replaced (like codex supplements from 3rd edition, etc.) - so I would rather make them into modern, functional rules.
   
Made in us
Dakka Veteran




Your own original army is just ordinary models under your control as normal. You don't have to allocate dice to control them.
   
Made in us
Longtime Dakkanaut






 Unyielding Hunger wrote:
 DJGietzen wrote:
 Unyielding Hunger wrote:
5. Because these are utilized as alternate HQs in an army, due to how Enslavement dice work, Upon the start of the game, all units currently under your army automatically subtract from your dice pool the required number in order to function (1 dice, or two if you want to gain full function), or would you have to start from the beginning, working on the dice accumulation in order to add that force to your army, and regain those Enslavement dice?

You start off with 0 units under permanent control. At the start of your turn you generate a pool of dice and and allocate up to three dice per enemy unit to try and enslave that unit. Each time you try and enslave an enemy unit and meet or beat that units leadership using the allocated dice one of the dice you used is left there. How well you beat their leadership will determin what actions you can cause the unit to take this turn. Futrure enslavement rolls will use this dice in addition to any others you allocate (remember 3 at the most at any time). When you generate new die on your next turn you have to subtract the dice left on the units. once the unit has had 3 dice allocated to it you get those dice back and the unit is permanently enslaved. To control a permanently enslaved unit you need to allocate one to two dice to it during your turn.


I am refering to my own army, at this point. I understood how the enemy was to be controlled, I was merely trying to figure out if, with these substituted HQs, if the units already apart of my army started out fully enslaved, or partially enslaved, and I have to go the 3 turn road in order to get fully enslaved units.



Ah, I would say the models in your army are paid for with points not dice
   
Made in us
Infiltrating Broodlord





Indiana

What I thought, but you always have to be sure when you do things like this. Way I see it, this is like the old SoB codex before the digital release. Ironically, I am rather surprised the rules are this easy. Most of the time, old rules can't even be brought forward due to vast changes. Now, all I have to do is make a template for these things in an easy to read format for general purposes.

On a side note, realistically, what would this be classified as? It's not a formation or a dataslate, let alone a codex. Perhaps a WD army list, or just a simple WD unit?

So I guess there is only one question left. If a person approached you with this WD unit in an army in a friendly game, would you play it? How about at a tournament?

"There is a cancer eating at the Imperium. With each decade it advances deeper, leaving drained, dead worlds in its wake. This horror, this abomination, has thought and purpose that functions on an unimaginable, galactic scale and all we can do is try to stop the swarms of bioengineered monsters it unleashes upon us by instinct. We have given the horror a name to salve our fears; we call it the Tyranid race, but if is aware of us at all it must know us only as Prey."
Hive Fleet Grootslang 15000+
Servants of the Void 2000+ 
   
Made in im
Nasty Nob on Warbike with Klaw





Liverpool

 Unyielding Hunger wrote:
So I guess there is only one question left. If a person approached you with this WD unit in an army in a friendly game, would you play it? How about at a tournament?
In a friendly game sure I'd let my opponent try it.

Tournament? Not a chance, something 3 editions out of date is just too old.
   
Made in us
Dakka Veteran




 Unyielding Hunger wrote:
Most of the time, old rules can't even be brought forward due to vast changes.
This gets around that by having pretty much nothing to do with the normal rules, aside from the profile, which hasn't actually changed since 3rd.

 Unyielding Hunger wrote:
If a person approached you with this WD unit in an army in a friendly game, would you play it? How about at a tournament?
Friendly game, okay. Tournament? That wasn't tournament legal when it was new.
   
Made in us
The Hammer of Witches





A new day, a new time zone.

I'd be interested in giving the rules a read through and giving it a shot in a pick up game. It'd be something novel and different.

 Unyielding Hunger wrote:
How about at a tournament?

Your opponent doesn't get to have a say in a tournament. It's up to the organizer, and I can't think of a single one that'd agree to circa 2004 WD rules that weren't tournament legal when they were new.

"-Nonsense, the Inquisitor and his retinue are our hounoured guests, of course we should invite them to celebrate Four-armed Emperor-day with us..."
Thought for the Day - Never use the powerfist hand to wipe. 
   
Made in us
Infiltrating Broodlord





Indiana

Out of curiosity, how do you know that they are not tournament legal? Is there an official list of non-tournament legal units, etc?

"There is a cancer eating at the Imperium. With each decade it advances deeper, leaving drained, dead worlds in its wake. This horror, this abomination, has thought and purpose that functions on an unimaginable, galactic scale and all we can do is try to stop the swarms of bioengineered monsters it unleashes upon us by instinct. We have given the horror a name to salve our fears; we call it the Tyranid race, but if is aware of us at all it must know us only as Prey."
Hive Fleet Grootslang 15000+
Servants of the Void 2000+ 
   
Made in us
Monster-Slaying Daemonhunter






Dimmamar

 Unyielding Hunger wrote:
Out of curiosity, how do you know that they are not tournament legal? Is there an official list of non-tournament legal units, etc?


Well, "tournament legal" can include all 40k tournaments in the world, or just the officially-sponsored GW tournaments.
For all tournaments, the things that are legal are what the TO says is legal: his word is law. If he wants to ban the Chaos Marine codex, or the Allies Matrix, or require that each player has a minimum of three Troops, it's within his right to do so. So you'd have to talk to him about whether these would be allowed or not. (I'm guessing "not.")

LVO 2017 - Best GK Player

The Grimdark Future 8500 1500 6000 2000 5000


"[We have] an inheritance which is beyond the reach of change and decay." 1 Peter 1.4
"With the Emperor there is no variation or shadow due to change." James 1.17
“Fear the Emperor; do not associate with those who are given to change.” Proverbs 24.21 
   
 
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