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![[Post New]](/s/i/i.gif) 2016/09/14 10:57:23
Subject: DOOMRIDER! 7e needs more cocaine.
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Potent Possessed Daemonvessel
Why Aye Ya Canny Dakkanaughts!
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I was talking with some new members of the club about older retconned fluff and DOOMRIDER! came up, one thing lead to another and now I have been sanctioned the task of coming up with some club rules for DOOMRIDER!
So here is what I have combined from the old rules and new Daemon prince rules:
DOOMRIDER! (320pts)
WS BS S T W I A Ld__Sv__Unit Type
9__5__6 6 4 8 5 10 3+/4++ JetBike/MC/IC (or should he just be a character?)
Wargear:
-Power Armour
-Sigil of Corruption
-DOOMRIDERS! bike (Jetbike)
-Twin linked melta gun
-COCAINE 'NADES!*
Special rules:
-Daemon
-Fearless
-Veterans of the Long War
-"WHAT'S YOUR POISON!?"**
-He comes, he goes.***
*COCAINE 'NADES! - Range 6" Strength - Ap - Type Assault 1, Blast, COCAINE'S ONE HELLUVA DRUG!
COCAINE'S ONE HELLUVA DRUG! - Any unit, friend or foe, hit by this grenade gains +1WS,BS and I. At the end of the turn that unit takes a number of S3 Ap2 ignores cover hits equal to the number of models in the unit.
**WHAT'S YOUR POISON!? - At the start of his turn DOOMRIDER! may take one of his 'combat stimulants' (Wink wink) and gain the benefits/negatives till the end of his turn:
1. Doubles his movement but can't shoot or charge
2. He gains FnP(4+) but his WS and BS become 3.
3. His WS, BS and I become 10, his A become 8 but he takes a wound with no saves of any kind allowed at the end of the turn.
***He comes, he goes - At the end of turn 2, and subsequent turns, roll a d6; on a 1 he is removed from play but offers no victory points of any kind. On a 2-6 nothing happens.
I am going to play test this soon but I would like your opinions all the same.
Is the points high enough?
Is a real DP on a bike too OP?
Is there enough Cocaine?
Thanks.
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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) 2016/09/14 11:19:48
Subject: DOOMRIDER! 7e needs more cocaine.
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Krazed Killa Kan
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This sounds awesome and just made my morning. +1
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"Hold my shoota, I'm goin in"
Armies (7th edition points)
7000+ Points Death Skullz
4000 Points
+ + 3000 Points "The Fiery Heart of the Emperor"
3500 Points "Void Kraken" Space Marines
3000 Points "Bard's Booze Cruise" |
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![[Post New]](/s/i/i.gif) 2016/09/14 13:05:29
Subject: DOOMRIDER! 7e needs more cocaine.
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Keeper of the Holy Orb of Antioch
avoiding the lorax on Crion
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Sounds fun and you end up buffing the one your fighting!
Or break him.
Random as hell but brilliant.
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Sgt. Vanden - OOC Hey, that was your doing. I didn't choose to fly in the "Dongerprise'.
"May the odds be ever in your favour"
Hybrid Son Of Oxayotl wrote:
I have no clue how Dakka's moderation work. I expect it involves throwing a lot of d100 and looking at many random tables.
FudgeDumper - It could be that you are just so uncomfortable with the idea of your chapters primarch having his way with a docile tyranid spore cyst, that you must deny they have any feelings at all. |
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![[Post New]](/s/i/i.gif) 2016/09/15 02:42:16
Subject: DOOMRIDER! 7e needs more cocaine.
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Fixture of Dakka
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Ha! I like it! The only things I'd note:
1. He's really meant to ride alone (as per his old rules), and things can get confusing/messy if he vanishes while joined to a unit. I'd get rid of IC and just make him a bike MC.
2. I'm not sure the double movement thing is all that useful. As a biker, he can already turbo boost extremely far. It's going to be a very rare day that he can't get where he's going by simply turbo boosting. So with that in mind, the movement option is sort of redundant with a regular turbo boost. You already have a solid melee and defense option; why not give him one that ups his shooting? Maybe one that lets him shoot after turbo boosting? I kind of like the idea of him driving around at crazy speed, popping off break-neck meltagun shots and drug grenade barrages.
3. Please clarify whether his grenades hurt those they hit at the end of the player turn or game turn.
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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) 2016/09/15 06:38:50
Subject: DOOMRIDER! 7e needs more cocaine.
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Potent Possessed Daemonvessel
Why Aye Ya Canny Dakkanaughts!
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1. Yes, I was wondering whether IC fit his mojo.
2. I see your point. How about: He can shoot all weapons after turbo boosting but he snap fires next turn?
3. I would say player turn, easier to keep track of that way. (Especially when you are this high  )
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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) 2016/09/15 07:01:55
Subject: Re:DOOMRIDER! 7e needs more cocaine.
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Crazed Spirit of the Defiler
Newcastle
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Hydra Dominatus |
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![[Post New]](/s/i/i.gif) 2016/09/15 21:09:31
Subject: DOOMRIDER! 7e needs more cocaine.
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Ancient Venerable Black Templar Dreadnought
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I find these rules oddly balanced... heresy!
For the turbo boost shooting, the rule can be "Whoa!":
"The rider can be so focused they can fire after turbo-boosting but the sudden deceleration mixed with the gunfire disorients the rider the following turn (snap fire and disordered charge)."
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A revolution is an idea which has found its bayonets.
Napoleon Bonaparte |
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![[Post New]](/s/i/i.gif) 2016/09/15 21:26:45
Subject: DOOMRIDER! 7e needs more cocaine.
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Potent Possessed Daemonvessel
Why Aye Ya Canny Dakkanaughts!
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Talizvar wrote:I find these rules oddly balanced... heresy!
For the turbo boost shooting, the rule can be "Whoa!":
"The rider can be so focused they can fire after turbo-boosting but the sudden deceleration mixed with the gunfire disorients the rider the following turn (snap fire and disordered charge)."
"Heresy" - because you loyalist armies know what balance is, do you?
But despite your loyalty to the corpse man, you can certainly suggest a good rules compromise.
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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) 2016/09/15 22:25:02
Subject: DOOMRIDER! 7e needs more cocaine.
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Keeper of the Holy Orb of Antioch
avoiding the lorax on Crion
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Well given your 320 point unit could vanish on a bad roll
Id say the buffs are well compensated for against risk.
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Sgt. Vanden - OOC Hey, that was your doing. I didn't choose to fly in the "Dongerprise'.
"May the odds be ever in your favour"
Hybrid Son Of Oxayotl wrote:
I have no clue how Dakka's moderation work. I expect it involves throwing a lot of d100 and looking at many random tables.
FudgeDumper - It could be that you are just so uncomfortable with the idea of your chapters primarch having his way with a docile tyranid spore cyst, that you must deny they have any feelings at all. |
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![[Post New]](/s/i/i.gif) 2016/09/16 00:57:49
Subject: DOOMRIDER! 7e needs more cocaine.
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Fixture of Dakka
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I'm not a fan of the "shoot everything after turbo boosting, but snapfire next turn" thing. Obviously I like the ability to boost and shoot. I suggested it after all.  The two things that sort of stick out at me, however, are these:
1. You rarely want to shoot a meltagun at the same target you want to shoot a strength 3 weapon. This option isn't unwelcome, but I'm not sure it's necessary.
2. You're already giving up your FNP and melee buffs to do the boost and shoot, and turbo boosting means you aren't assaulting with him that turn either.
At his price tag, I think simply letting him boost and shoot on a turn that he isn't murdering things in melee or shrugging off half their attacks with FNP is a reasonable option.
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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) 2016/09/16 13:01:35
Subject: DOOMRIDER! 7e needs more cocaine.
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Ancient Venerable Black Templar Dreadnought
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mrhappyface wrote: Talizvar wrote:I find these rules oddly balanced... heresy!
For the turbo boost shooting, the rule can be "Whoa!":
"The rider can be so focused they can fire after turbo-boosting but the sudden deceleration mixed with the gunfire disorients the rider the following turn (snap fire and disordered charge)."
"Heresy" - because you loyalist armies know what balance is, do you? 
Oh yes, when you play both sides you always assume you will face whatever unholy house rule you made. But despite your loyalty to the corpse man, you can certainly suggest a good rules compromise.
Thanks for the compliment... I think.
But think of me more like the Alpha Legion.
I have enough Chaos models to fight amongst the 4 gods.
But I had to have an army or two, three, four for taking those guys on... Inquisition, Grey Knights, Black Templar, Imperial Guard and the recent Deathwatch and I think they are still nervous.
I hate to say, Doomrider is the only named character model I never picked up for chaos.
I like what your are doing for the guy, that is why this thread caught my eye.
Believe me, I am on your side on this one... or maybe not... Alpha Legion is such a mess to deal with.
<edit> Good prior point on not able to melee anyway after a turbo. Also, wait one minute: Abaddon may take offence the shiny guy on a bike is worth more points than him!
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This message was edited 1 time. Last update was at 2016/09/16 13:03:58
A revolution is an idea which has found its bayonets.
Napoleon Bonaparte |
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![[Post New]](/s/i/i.gif) 2016/09/21 22:57:24
Subject: DOOMRIDER! 7e needs more cocaine.
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Pulsating Possessed Space Marine of Slaanesh
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You should give him preferred enemy (white scars) and White Scars within 6 gain Hatred (Doomrider) for a bit of fluff rule.
Edit: You should bring back his old rule where, he would burn anything he flew over, perhaps you get to place a flamer template on any any unit (max 1 for balance) he moved over during his movement just make it a regular flamer str wise but give it soul blaze.
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This message was edited 2 times. Last update was at 2016/09/22 05:37:02
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![[Post New]](/s/i/i.gif) 2016/09/22 03:54:12
Subject: DOOMRIDER! 7e needs more cocaine.
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Fixture of Dakka
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Rydria wrote:You should give him preferred enemy (white scars) and White Scars within 6 gain Hatred (Doomrider) for a bit of fluff rule.
Edit: You should bring back his old rule where, he would burn anything he flew over, perhaps you get to place a flamer template on any any unit he moved over during his movement just make it a regular flamer str wise but give it soul blaze.
Or, instead of my boost & shoot idea, you could let him move over enemy models and terrain like a jump unit and hit each unit he passed over in a straight line with a vector strike.
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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) 2016/09/22 04:42:14
Subject: DOOMRIDER! 7e needs more cocaine.
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Veteran Inquisitor with Xenos Alliances
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What if instead of being removed from play he simply went into ongoing reserves?
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![[Post New]](/s/i/i.gif) 2016/09/22 06:41:00
Subject: DOOMRIDER! 7e needs more cocaine.
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Potent Possessed Daemonvessel
Why Aye Ya Canny Dakkanaughts!
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Wyldhunt wrote: Rydria wrote:You should give him preferred enemy (white scars) and White Scars within 6 gain Hatred (Doomrider) for a bit of fluff rule.
Edit: You should bring back his old rule where, he would burn anything he flew over, perhaps you get to place a flamer template on any any unit he moved over during his movement just make it a regular flamer str wise but give it soul blaze.
Or, instead of my boost & shoot idea, you could let him move over enemy models and terrain like a jump unit and hit each unit he passed over in a straight line with a vector strike.
I like these ideas, I forgot about his jumping over units shenanegans.
aka_mythos wrote:What if instead of being removed from play he simply went into ongoing reserves?
DOOMRIDER has better things to do than hang around in your reserve; there's things to do, cocaine to sample!
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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) 2016/09/23 06:12:33
Subject: DOOMRIDER! 7e needs more cocaine.
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Veteran Inquisitor with Xenos Alliances
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mrhappyface wrote:
aka_mythos wrote:What if instead of being removed from play he simply went into ongoing reserves?
DOOMRIDER has better things to do than hang around in your reserve; there's things to do, cocaine to sample!
On going reserves is obviously when he's stopped off in a slanneshi mirror room so he could do a mountain of cocaine off of every surface before finishing what he started on the battlefield.
"Gotta go, need more cocaine, be right back"
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![[Post New]](/s/i/i.gif) 2016/09/23 07:15:22
Subject: DOOMRIDER! 7e needs more cocaine.
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Longtime Dakkanaut
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mrhappyface wrote:I was talking with some new members of the club about older retconned fluff and DOOMRIDER! came up, one thing lead to another and now I have been sanctioned the task of coming up with some club rules for DOOMRIDER!
So here is what I have combined from the old rules and new Daemon prince rules:
DOOMRIDER! (320pts)
WS BS S T W I A Ld__Sv__Unit Type
9__5__6 6 4 8 5 10 3+/4++ JetBike/ MC/ IC (or should he just be a character?)
Wargear:
-Power Armour
-Sigil of Corruption
-DOOMRIDERS! bike (Jetbike)
-Twin linked melta gun
-COCAINE 'NADES!*
Special rules:
-Daemon
-Fearless
-Veterans of the Long War
-"WHAT'S YOUR POISON!?"**
-He comes, he goes.***
*COCAINE 'NADES! - Range 6" Strength - Ap - Type Assault 1, Blast, COCAINE'S ONE HELLUVA DRUG!
COCAINE'S ONE HELLUVA DRUG! - Any unit, friend or foe, hit by this grenade gains +1WS, BS and I. At the end of the turn that unit takes a number of S3 Ap2 ignores cover hits equal to the number of models in the unit.
**WHAT'S YOUR POISON!? - At the start of his turn DOOMRIDER! may take one of his 'combat stimulants' (Wink wink) and gain the benefits/negatives till the end of his turn:
1. Doubles his movement but can't shoot or charge
2. He gains FnP(4+) but his WS and BS become 3.
3. His WS, BS and I become 10, his A become 8 but he takes a wound with no saves of any kind allowed at the end of the turn.
***He comes, he goes - At the end of turn 2, and subsequent turns, roll a d6; on a 1 he is removed from play but offers no victory points of any kind. On a 2-6 nothing happens.
I am going to play test this soon but I would like your opinions all the same.
Is the points high enough?
Is a real DP on a bike too OP?
Is there enough Cocaine?
Thanks.
Excellent rules here.
Oh, and as far as Dommrider is concerned, there is NEVER enough cocaine.
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Proud Purveyor Of The Unconventional In 40k |
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