Switch Theme:

LexOdin9's Unofficial 7th Edition Astra Militarum Codex Rebalance  [RSS] Share on facebook Share on Twitter Submit to Reddit
»
Author Message
Advert


Forum adverts like this one are shown to any user who is not logged in. Join us by filling out a tiny 3 field form and you will get your own, free, dakka user account which gives a good range of benefits to you:
  • No adverts like this in the forums anymore.
  • Times and dates in your local timezone.
  • Full tracking of what you have read so you can skip to your first unread post, easily see what has changed since you last logged in, and easily see what is new at a glance.
  • Email notifications for threads you want to watch closely.
  • Being a part of the oldest wargaming community on the net.
If you are already a member then feel free to login now.




Made in us
Cog in the Machine






Need some playtesters. Ideally, I want Tau vs IG, Eldar vs IG, Space Wolves vs IG, [insert really strong comp codex here] vs IG. Play this codex off against FOTM super-competitive lists. Post battle reports and let me know how it goes.

v0.9.2a here

Older Versions:

0.9.1a change log:
Spoiler:


- Increased the point cost of the Lord Commissar from 30 points to 40 points.

- Grand Strategist only affects non-flyer Astra Militarum units.

- Rewrote and modified the mechanics of the Chant of the Black Choir Primaris power:

Chant of the Black Choir is a blessing that targets a unit within 12”. The unit gains, until the beginning of your next psychic phase, 1 die re-roll for any test taken by the unit or can use that die re-roll to force the enemy to re-roll a specific test against the unit of any kind. Additional re-rolls can be given to the unit per additional successful casts of Chant of the Black Choir on the unit. This re-roll can only be used once per test taken.


- Modified the attack profile of the Warp Lightning psychic power.

- Modified the mechanics of the Glorious Luminescence psychic power:

Glorious Luminescence is a malediction that targets a single enemy within 24”. Whilst the power is in effect, the target unit and all units within 6” suffer the Blind effect and must make an immediate saving throw as per the Blind rules.


- Hyperbolic Disjunction now forces a leadership test if an enemy Psyker is within the nova. If there is, the highest leadership enemy Psyker within the nova must take a leadership check 3d6. If failed, the enemy player loses X warp dice during their next psychic phase, where X is however many points by which they failed their leadership check.

- Coordinated Assault was rewritten to include a specification that no template or blast weapons can be fired in this way.

- The Entrenchment Tools wargear was mistakenly missing from the new additions page. It has been added.

- The Astral Choir rule has been added to the new rule addition section, to clarify any misunderstandings about the mechanics of the Wyrdvane Psykers.



0.9.2a change log:
Spoiler:


- Changed Grand Strategist Warlord Trait to Master of Strategy:

Nominate D3 Astra Militarum units after deployment is completed. Each of these units gains the ability fire their weapons immediately before the first player can begin their turn, but cannot fire their weapons in their next shooting phase if they choose to do so.


- Removed the Ignore Cover special rule from Warp Lightning and gave it the Tesla special rule.

- Changed the way Chant of the Black Choir primaris power works fundamentally:

Chant of the Black Choir is a blessing that targets a unit within 12”. For every successfully manifested warp charge used to cast Chant of the Black Choir, the target unit gains 1 ablative wound at majority toughness before the unit begins taking casualties. No saves of any kind may be taken on these wounds. These ablative wounds dissipate at the beginning of your next psychic phase.


- Made Greater Illumination Warp Charge 1 and made it a malediction:

Greater Illumination is a malediction that targets an enemy unit within 24”. While the power is in effect, the enemy unit suffers -2 to their Leadership.


- Changed part of the Hyperbolic Disjunction special effect to make it more tactically versatile:

Hyperbolic Disjunction is a nova power with an 18” range. If successfully cast, all psychic blessings and maledictions are removed from any units within the nova. In addition, all friendly units within 12” of the Psyker gain a 6+ invulnerable save until the beginning of your next psychic phase.


- Changed Icarian Pride from S6 to S7.



Note:

(1) The regimental doctrine concept isn't complete. Pretend it isn't there.

(2) I want feedback on the psychic powers. I love the concept of the Black Choir primaris and I want you guys to help me make it better.

(3) General feedback is appreciated as well, but feedback from BATTLE REPORTS is EXTRA AWESOME.

(4) v1.0a will come soon with FORMATIONS TO TEST!

This message was edited 8 times. Last update was at 2015/11/20 00:59:29


 
   
Made in dk
Dakka Veteran




Very very interesting. Will be looking through it to gather inspiration.

Would it be ok for me to use your text about GW's copyright in my own codex? (I'm not that much into legal texts.)

Remember that in the 7th edition rules, the following applies: "the effect movement has on shooting is applied on a model-by-model basis", so the rules for Cadians could be time demanding if the Imperial Guard player wants to move some models and therefore have to divide his to-hit dice into BS3 and BS4.
I'm in the progress of writing a Cadian codex, if you're interested in discussing rules and ideas.

Andy Chambers wrote:
To me the Chaos Space Marines needed to be characterised as a threat reaching back to the Imperium's past, a threat which had refused to lie down and become part of history. This is in part why the gods of Chaos are less pivotal in Codex Chaos; we felt that the motivations of Chaos Space Marines should remain their own, no matter how debased and vile. Though the corrupted Space Marines of the Traitor Legions make excellent champions for the gods of Chaos, they are not pawns and have their own agendas of vengeance, empire-building vindication or arcane study which gives them purpose. 
   
Made in us
Cog in the Machine






Chaospling wrote:
Would it be ok for me to use your text about GW's copyright in my own codex? (I'm not that much into legal texts.)


Go for it, sparky.

Chaospling wrote:
Remember that in the 7th edition rules, the following applies: "the effect movement has on shooting is applied on a model-by-model basis", so the rules for Cadians could be time demanding if the Imperial Guard player wants to move some models and therefore have to divide his to-hit dice into BS3 and BS4.


You're talking about the Cadian doctrine, right? That would be basically looking at whether the entire unit has moved. If no one in the unit has moved, you get to claim that awesome +1BS.
Still, I want to reiterate: "The regimental doctrine concept isn't complete. Pretend it isn't there."

Chaospling wrote:
I'm in the progress of writing a Cadian codex, if you're interested in discussing rules and ideas.


Sure. This document has taken me... approximately 15 hours to write. It was quite tedious at times.

 
   
Made in dk
Dakka Veteran




Darn... Yes, I forgot about your note about the doctrines...

Andy Chambers wrote:
To me the Chaos Space Marines needed to be characterised as a threat reaching back to the Imperium's past, a threat which had refused to lie down and become part of history. This is in part why the gods of Chaos are less pivotal in Codex Chaos; we felt that the motivations of Chaos Space Marines should remain their own, no matter how debased and vile. Though the corrupted Space Marines of the Traitor Legions make excellent champions for the gods of Chaos, they are not pawns and have their own agendas of vengeance, empire-building vindication or arcane study which gives them purpose. 
   
Made in us
Unshakeable Grey Knight Land Raider Pilot





Ooh, let's see.

Grand Strategist is a poor choice. Deep Strike raises rules questions when used on flyers, and balance ones when used on, say, Superheavies. A better option might be Infiltrate, and I'd personally not allow it on Superheavies, Gargantuans, and Heavy Vehicles.

Chant of the Black Choir needs more explanation. How long is it in effect? What can you re-roll? This is a little weak for 1WC. Maybe you get 1 die re-roll per WC manifested?

Warp Lightning, if it causes at least one wound, will kill any unit entirely with armor -. Is this intentional?

Glorious Luminescence, did you mean initiative test? The proper wording would be "must test exactly as if they had been hit by a weapon with the Blind special rule." This is also super weak for 1WC, consider making it hit a unit and all other units within 6"

Icarian Pride is way weak for WC2. You'll on average land only one hit, then you need a 5 or 6 AT BEST to do probably nothing. I'd make it S7 and again as many shots as dice successfully manifested.

Greater Illumination is weak for WC2. Make it target an enemy.

Hyperbolic Disjunction is again lame. Make it do something fun in addition.

How does Coordinated Assault work with Template and Blast weapons?
   
Made in us
Cog in the Machine






raverrn wrote:
Ooh, let's see.

Grand Strategist is a poor choice. Deep Strike raises rules questions when used on flyers, and balance ones when used on, say, Superheavies. A better option might be Infiltrate, and I'd personally not allow it on Superheavies, Gargantuans, and Heavy Vehicles.

Chant of the Black Choir needs more explanation. How long is it in effect? What can you re-roll? This is a little weak for 1WC. Maybe you get 1 die re-roll per WC manifested?

Warp Lightning, if it causes at least one wound, will kill any unit entirely with armor -. Is this intentional?

Glorious Luminescence, did you mean initiative test? The proper wording would be "must test exactly as if they had been hit by a weapon with the Blind special rule." This is also super weak for 1WC, consider making it hit a unit and all other units within 6"

Icarian Pride is way weak for WC2. You'll on average land only one hit, then you need a 5 or 6 AT BEST to do probably nothing. I'd make it S7 and again as many shots as dice successfully manifested.

Greater Illumination is weak for WC2. Make it target an enemy.

Hyperbolic Disjunction is again lame. Make it do something fun in addition.

How does Coordinated Assault work with Template and Blast weapons?


Grand Strategist: There is already an infiltrate warlord trait, it belongs to the Tyranid codex. I wanted to give the IG a different flavor. You are only permitted to deep strike IG units (if it doesn't say only astra militarum units, I need to fix that ). I can agree with preventing heavy vehicles from deep striking. Maybe. That last one is up to debate! But definitely no flyers deep striking.

Chant of the Black Choir: It lasts one turn. How about this: we say it can be cast on any unit within 12". Per successful cast on that unit, that unit may re-roll one specific test or force an enemy to re-roll a specific test against the unit of ANY kind (and only ONCE!). I think that justifies the 1 WC cost minimum, since you exchange raw power for the versatility of choice.

Warp Lightning: Yeah, that's a big problem. Maybe a toughness test instead? I didn't want it to be too similar to hemorrage. Good call on that one. I'll need to fix it. What if we simply make it S4 AP-, Assault 5, Ignore Cover without any of the chain effect?

Glorious Luminescence: As per the blind special rule, the initiative test is implied. Listing out that the unit must take an an initiative test is redundant. One unit and all other units within 6" is a good idea. I'll add that in.

Icarian Pride: I have to disagree on S7 with as many shots as dice successfully manifested. That feels a bit over the top. How about S6 and as many shots as dice manifested?

Greater Illumination: What range are we talking about then? Should it simply be WC1 if it only targets one single unit?

Hyperbolic Disjunction: What would you recommend here? I'm drawing a blank on how to make it more fun. It sounds quite interesting to me, but I'd like to hear some ideas regardless.

Coordinated Assault: Template and Blast weapons are a no-no. I will list and emphasize that in the specific rule. Good catch here.

This message was edited 2 times. Last update was at 2015/11/19 20:18:23


 
   
Made in us
Unshakeable Grey Knight Land Raider Pilot





LexOdin9 wrote:

Grand Strategist: There is already an infiltrate warlord trait, it belongs to the Tyranid codex. I wanted to give the IG a different flavor. You are only permitted to deep strike IG units (if it doesn't say only astra militarum units, I need to fix that ). I can agree with preventing heavy vehicles from deep striking. Maybe. That last one is up to debate! But definitely no flyers deep striking.

What about giving Scout to units within 12"? Call it 'Lead from the Front'

Chant of the Black Choir: It lasts one turn. How about this: we say it can be cast on any unit within 12". Per successful cast on that unit, that unit may re-roll one specific test or force an enemy to re-roll a specific test against the unit of ANY kind (and only ONCE!). I think that justifies the 1 WC cost minimum, since you exchange raw power for the versatility of choice.

A unit can only manifest a particular power once per turn, so that limits 'per successful cast' quite a bit. Compare it to Guide (Re-roll all misses) or Precog (re-roll all attacks, wounds and saves). You need to have some oomph to it. Perhaps d3 re-rolls, usable at any time.

Warp Lightning: Yeah, that's a big problem. Maybe a toughness test instead? I didn't want it to be too similar to hemorrage. Good call on that one. I'll need to fix it. What if we simply make it S4 AP-, Assault 5, Ignore Cover without any of the chain effect?

If you want the chain lightning effect, there's a rule for that in the Necron book, Tesla. Make it S4 AP- Assault 5 Tesla.

Icarian Pride: I have to disagree on S7 with as many shots as dice successfully manifested. That feels a bit over the top. How about S6 and as many shots as dice manifested?

Compare it to Cleansing Flame in Sanctic. It's 9" range, but you get 2d6 automatic hits (instead of rolling to hit) at S5 that ignore cover (and therefore jink saves!) AND the power hits every other enemy unit with the same profile. It puts out a TON of damage, that's what you should be looking at for a WC2 power.

Greater Illumination: What range are we talking about then? Should it simply be WC1 if it only targets one single unit?

24" is usually pretty good.

Hyperbolic Disjunction: What would you recommend here? I'm drawing a blank on how to make it more fun. It sounds quite interesting to me, but I'd like to hear some ideas regardless.

The problem is it's totally useless against a large number of enemy armies - not so great for a power you can roll into. I'd say make it hand out a 6+ invulnerable save instead of Adamantium Will - or even a 6+ FnP save.
   
Made in us
Cog in the Machine






ravern, I've taken your recommendations into consideration, and have implemented some of them in 0.9.2a. Scout is kinda weak and not so good for guard, so instead I gave them the following:

Master of Strategy: Nominate D3 Astra Militarum units after deployment is completed. Each of these units gains the ability fire their weapons immediately before the first player can begin their turn, but cannot fire their weapons in their next shooting phase if they choose to do so.

 
   
Made in us
Fresh-Faced New User





I am currently writing my own fandex (see "The Spartans" dex if you care to look). Here is some stuff i would change.

1) change cost of Master of ordnance back. I think he was well balanced. He always scatters,and if you move him, he cant fire his barrage. i love using him, but he only hits like 0-2 times in a game, and usually only slightly pays himself off (due to the always scatter, never gets super good hits). If not, at least drop to like 25-30pts.

2) Commisar -> 20 pts

3) psyker -> 30 pts (is say 30 pts is ok if he was still ws, bs 3. becase 10 pts for double wound basic guardsman + 20pts for psyic ability's. make next lv 20pts)

4) Special weapon squad -> 25pts (6 x 4 pts = 24, but round it to 25)

5) chimera -> 55 pts

6) ogryns -> 95 pts (bone ed +1 ld is not worth 10 pts IMO. make it 5)

7) rattlings -> 7-10 pts. ( 5 pts a guy?To cheap. 3 pts for bs 4, stealth, infiltrate, and shoot S&S is WAY to low. (cuz sniper is 2pt per gun) )

Thats about what i didn't like or think needs change.

Take with a grain of salt. Your fandex not mine but its my 2c on it.

This message was edited 1 time. Last update was at 2015/11/20 08:14:08


 
   
 
Forum Index » 40K Proposed Rules
Go to: