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![[Post New]](/s/i/i.gif) 2016/03/11 17:20:42
Subject: Tzeentch + Nurgle Knights
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Potent Possessed Daemonvessel
Why Aye Ya Canny Dakkanaughts!
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So recently someone posted a noise marine knight so that got me thinking about Nurgle and Tzeentch (Khorne already has kytan).
Tzeentch
I thought perhaps the first psychic knight:
450pts
WS-4
BS-4
S-10
Front-13
Side-12
Rear-12
I-4
A-3
HP-6
Unit Composition
1 Tzeentch sorcerer knight
Unit Type
Vehicle (Super-heavy Walker)
Wargear
Staff of the end times
Warp portal
Ion shield
Special rules
Daemon knight of Tzeentch
Staff of the end times:
Range-Hellstorm
S-6
AP-2
Type-Template, Torrent, The flaming touch of Tzeentch*
*Any unit touched by the template must pass a leadership test or have their WS and BS lowered to 1 for one turn. A second leadership test must be passed at the end of the turn or have their WS and BS lowered to 1 for the rest of the game.
Warp rift:
Units in reserve may choose to enter play from the warp rift which surrounds thevknight, if so roll for reserves as normal and, if passed, place the models within 12" of the knight. If they cannot be placed they cannot enter via the warp rift.
Nurgle
450pts
WS-4
BS-4
S-10
Front-13
Side-13
Rear-12
I-4
A-3
HP-6
Unit Composition
1 Plague knight of nurgle
Unit Type
Vehicle (Super-heavy Walker)
Wargear
Pestilence cannon
Rot reaper chainsword
Pot of nurgle (likely placed onto the back of the knight)
Special rules
Daemon knight of Nurgle
Pestilence cannon:
Range-36"
S-8
AP-2
Type-Heavy 1, Large blast, Seeds of the Garden of Nurgle*
*Leave a marker where it landed. Any model within 2.5" takes 1 Str1 AP4 Poison(4+) hit.
Rot reaper chainsword:
Range-
S-D
AP-2
Type-melee, Rot&Rust*
*A Gargantuan creature which takes a wound or a super heavy which loses a hull point from this weapon takes a further Str6 AP2 hit.
Pot of nurgle:
Fumes-All nurgle units within 12" of the knight gain shrouded or if they already had shrouded gain a +3 to their cover save instead of shrouded.
Liquid death-Once a plague knight is destroyed leave a marker at it's death bed. The liquid from the pot spills in a 2d6" circle around the marker. ANY model that ends its movement phase within this range takes 1 Str1 AP4 Poison(3+) hit.
Unfortunetly I am not too good with names (or rules for that matter!) so feel free to suggest more menacing names for the artifacts these creatures carry.
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This message was edited 4 times. Last update was at 2016/03/14 07:36:18
Ghorros wrote:The moral of the story: Don't park your Imperial Knight in a field of Gretchin carrying power tools.
Marmatag wrote:All the while, my opponent is furious, throwing his codex on the floor, trying to slash his wrists with safety scissors. |
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![[Post New]](/s/i/i.gif) 2016/03/13 20:40:09
Subject: Re:Tzeentch + Nurgle Knights
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Dakka Veteran
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FW already has chaos knights. The noise marine knight was a real gap because FW dropped the ball (IMO) and didn't make a giant blast master. The other ones are fine.
That said, the proposal here isn't totally invalid. I wouldn't mind if some of these were side-grades to the existing knights. Maybe the nurgle thing could be a relatively weak base weapon but with an "exploding" effect that lets you take chances at more wounds. Try S5 AP4 with a high ROF but successful wounds generate additional attacks. Or "lascannon +" stats with a low ROF that generate more attacks at weaker stats.
Psychic Knights aren't something I'd be ok with, though. The cool thing about chaos is the dynamic of powerful dudes that are also small, like 2W heralds that are also crazy powerful psykers and PA sorcerers that lead legions of their followers. Things that are big and powerful that also get to be psykers kind of kills that for me. I would emphasize daemonic fire and its effects, maybe a flamer weapon like you've written it, but as a replacement to the normal guns. Again, this would be a side- grade to the basic Tzeentch knight and not another whole unit entry.
I also think the rules you've written are crazy overcosted, even with all the extra bits and bobs. The Tzeeentch one might be worth 450 points and the nurgle one is worth 475 points.
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I went to Hershey Park in central PA this year, and I have to say I was more than a little disappointed. I fully expected the entire theme park to be make entirely of chocolate, but no. Here in America, we have "building codes," and some other nonsense about chocolate melting if don't store it someplace kept below room temperature. |
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![[Post New]](/s/i/i.gif) 2016/03/13 21:03:56
Subject: Tzeentch + Nurgle Knights
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Potent Possessed Daemonvessel
Why Aye Ya Canny Dakkanaughts!
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I've changed the points and removed the psycher rule as suggested.
I know that forgeworld already has a chaos knight but unlike the kytan daemon engine or hypothetical noise marine knight a simple knight with a mark of nurgle isn't really representing the plague encrusted daemon engine.
As for the plague knight have a weapon that causes further wounds, that was the idea behind having a kind of plague garden after the weapon has fired. This is to show that filth and decay has been left behind where the shell has landed, anyone who ventured into the disease ridden crater where the shell landed is to pay for their stupidity.
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Ghorros wrote:The moral of the story: Don't park your Imperial Knight in a field of Gretchin carrying power tools.
Marmatag wrote:All the while, my opponent is furious, throwing his codex on the floor, trying to slash his wrists with safety scissors. |
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![[Post New]](/s/i/i.gif) 2016/03/13 21:52:26
Subject: Re:Tzeentch + Nurgle Knights
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Dakka Veteran
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I misread the nurgle knight rules then. The garden rule is actually really cool.
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I went to Hershey Park in central PA this year, and I have to say I was more than a little disappointed. I fully expected the entire theme park to be make entirely of chocolate, but no. Here in America, we have "building codes," and some other nonsense about chocolate melting if don't store it someplace kept below room temperature. |
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![[Post New]](/s/i/i.gif) 2016/03/14 00:42:52
Subject: Tzeentch + Nurgle Knights
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Fixture of Dakka
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I like these! The Nurgle one stinks of sickness and corruption, so well done! I do have a couple notes though:
* Seeds of the Garden of Nurgle (cool name) is a great way to make the backfield inhospitable to enemy gunlines. As currently worded, however, you don't actually take damage from it if you don't "enter" it, so units already inside can just stay sitting there without negative effects. They can also leave without negative effects. Maybe rephrase it as, "models that end their movement phase under the marker..." Also, there are decent odds that you won't actually kill off the entire unit you shoot at with this, so picking up a handful of models to place the blast under them might be a pain, and you stand to potentially run out of blast templates rather fast with this guy. Consider replacing the template with a "corruption marker" that affects models within X inches instead?
* I have the opposite suggestion for Pot of Nurgle. Rather than make it a 2d6" circle, why not just make it an apocolyptic blast marker that gets placed in BTB with the knight before it's removed? Although I imagine the best way to handle this might just be to place a "corruption token" with a the random radius marked by a die next to it. I usually don't like random rolls for stuff like this, but your rule makes the pot feel extra "sloppy."
*9 hull points feels like a lot for something of that size, though I feel your points cost is reasonable. Consider lowering the cost slightly to make this Knight easier to fit into a list, dropping the hull points to 6, and giving it IWND?
The Tzeentch Knight is cool, but it feels slightly off to me. A literal staff somehow seems awkward on a Knight, though simply having that be the name for an arcane cannon is pretty cool. The warp portal feels a bit weird because I'm picturing this machine bobbing up and down as it walks and the people coming out of this awkwardly placed portal jumping more than a store out of the air in order to land on the ground. This makes more sense in my head if you treat it as a sort of reality-thinning field (reverse-Gellar field?) that lets things within its radius cut their way out of the warp more easily.
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ATTENTION. Psychic tests are unfluffy. Your longing for AV is understandable but misguided. Your chapter doesn't need a separate codex. Doctrines should go away. Being a "troop" means nothing. This has been a cranky service announcement. You may now resume your regularly scheduled arguing.
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![[Post New]](/s/i/i.gif) 2016/03/14 07:40:09
Subject: Tzeentch + Nurgle Knights
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Potent Possessed Daemonvessel
Why Aye Ya Canny Dakkanaughts!
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I have changed the hp, cost and wording of the nurgle stuff. I have also changed the wording of the Tzeentch portal so now it is more as if the warp itself has ripped bevause of the meer presence of the knight.
Btw the nurgle knight already gets iwnd from the mark of nurgle.
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Ghorros wrote:The moral of the story: Don't park your Imperial Knight in a field of Gretchin carrying power tools.
Marmatag wrote:All the while, my opponent is furious, throwing his codex on the floor, trying to slash his wrists with safety scissors. |
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![[Post New]](/s/i/i.gif) 2016/03/14 07:45:02
Subject: Tzeentch + Nurgle Knights
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Painlord Titan Princeps of Slaanesh
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So you are just trying to buff each of the chaos knights?
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![[Post New]](/s/i/i.gif) 2016/03/14 07:51:36
Subject: Tzeentch + Nurgle Knights
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Potent Possessed Daemonvessel
Why Aye Ya Canny Dakkanaughts!
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Filch wrote:So you are just trying to buff each of the chaos knights?
I am trying to make the knights fit more with their God. If I am taking a war machine of Nurgle it makes more sense for it to spew out boiling broth filled with disease than for it to fire a couple of battle cannon shots.
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Ghorros wrote:The moral of the story: Don't park your Imperial Knight in a field of Gretchin carrying power tools.
Marmatag wrote:All the while, my opponent is furious, throwing his codex on the floor, trying to slash his wrists with safety scissors. |
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![[Post New]](/s/i/i.gif) 2016/03/14 14:53:22
Subject: Tzeentch + Nurgle Knights
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Khorne Veteran Marine with Chain-Axe
Bodt
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Filch wrote:So you are just trying to buff each of the chaos knights?
It seems more like making cult units for the knights. Like, you can have regular Chaos Space Marines with MoN, but then there's also Plague Marines. I like it, it's a neat idea.
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4000 pts
4700+ pts
2500 pts Hive Fleet Gungnir
St. Peter don't you call me 'cause I can't go. I owe my soul to GW's store. |
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![[Post New]](/s/i/i.gif) 2016/03/17 13:32:32
Subject: Tzeentch + Nurgle Knights
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Nurgle Chosen Marine on a Palanquin
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I am pretty sure in IA:13 there is a vehicle buff (cant remember their names) that you can give superheavies that acts like a giant chaos icon. Legacy of war or something? These are pretty cool, I dig the Nurgle one.
Why not just change the "Pot of nurgle" to give stealth? Nothing that is nurgle has stealth by default, and it will stack with shrouded to increase the cover save to a +3. It really makes the knight feel more daemonic than machine.
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This message was edited 1 time. Last update was at 2016/03/17 13:32:51
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