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So, the Mark of Tzeentch has an issue; it's virtually useless for anyone who doesn't have an invulnerable save already.
The Daemon of Tzeentch rule also has issues; it's pretty weak for most units, but suddenly becomes horrifically strong when combined with anything which gives a 2+ invulnerable save.
I suggest that both rules be changed to the following;
A unit with this rule gets +1 to any invulnerable save it has, to a maximum of 3+. A unit without an invulnerable save gets a 5+ invulnerable save instead.
I think there should also be something to make using psychic powers a bit easier but possibly also more dangerous. The current DoT rule which gives a bonus to Ld makes the Daemons less vulnerable to Perils of the Warp, which seems like exactly the opposite of what I would expect from Tzeentch. However, I've got no good ideas for that. Any suggestions?
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