Switch Theme:

Create some interesting Ideas for relics.  [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
Longtime Dakkanaut






So, I thought it'd be fun if we bounced around a few ideas for relics that could create some interesting gameplay opportunities or strategies. Could be a counter to something you consider toxic in the game, or just something fun that would be an interesting tool in an army. Here's what I've got:

Inquisition/Chaos space marines: Tome of Malice: No invulns saves may be taken by any unit, friendly or foe, within a foot of the bearer of this relic.

Tau: Gravitational shield redistributor: Single use, For one turn every unit friendly or foe within a foot of the bearer gets an invuln save of 4+. However, any unit with an invuln save better than a 4+ must take the invuln given by the generator unless their cover or armor save would be better.

Grey knights: Emperor's shield: Storm shield, but has the following profile in combat: Strength user, ap 2, init -1, Force.

Dark Eldar: (I'm not good at dark eldar names): Close combat weapon, str user, ap 2: If a model fails a save caused by this weapon, roll a d6. On a 5+ plus the model gains FNP 5+, on a 4-3 they take an additional d3 automatic wounds, on a 1-2 they are removed from play.

What Ideas do you guys have? I've love to hear some other fun ideas for relics.

This message was edited 1 time. Last update was at 2017/04/21 02:45:11


 
   
Made in us
Confessor Of Sins




WA, USA

All of these are either brokenly overpowered, or, perhaps worse, boringly overpowered. Sorry to be blunt about this, but all of these ideas are just the usual "giant save" or "deny save" or "instakilling AP2 at initiative weapon" which are just -dull-.

 Ouze wrote:

Afterward, Curran killed a guy in the parking lot with a trident.
 
   
Made in us
Devestating Grey Knight Dreadknight







Well if you want something with flavor and fun... may as well go AoS with it.

-Scion of the Adeptus Mechanicus-

If you have been fitted with a prosthetic you know the might of the machine, gain split-fire on your HQ and deny any to wound special rules such as fleshbane and poison.


-The Iron Commissars Discipline-

Only available if there are there are no Commissars on the field. Rather than choose a model at random, you may select which model to remove from play with a hammer.

 SHUPPET wrote:

wtf is this buddhist monk ascendant martial dice arts crap lol
 
   
Made in us
Longtime Dakkanaut






 curran12 wrote:
All of these are either brokenly overpowered, or, perhaps worse, boringly overpowered. Sorry to be blunt about this, but all of these ideas are just the usual "giant save" or "deny save" or "instakilling AP2 at initiative weapon" which are just -dull-.


I feel like the problem with relics is that you want them to be circumstantial, but not completely broken. I feel like the shield generator is a bad idea in hindsight, but I feel like the others wouldn't be OP. Giving dark eldar a weapon that can 1 shot an MC, but still overkills any mook isn't too crazy. Considering the problems the book already has, giving it something that could delete something in melee isn't exactly a bad thing. I'd also mention that the book that kills invulns wouldn't be relevant against a lot of units or even armies, and if used incorrectly could cause problems to your own units. Sure magnus could suddenly be killable or a two up rerolling death machine, but frankly there needs to be some counters to this kind of stuff out there that's easily available to certain armies. The shield isn't exactly crazy either since only one person could get it. Codex Grey knight has a problem where their terminators die instantly, and they've no low AP in anything other than a thunder hammer, so I don't see why giving them an upgrade that fixes this for a single unit would be crazy.

This message was edited 1 time. Last update was at 2017/04/21 03:15:45


 
   
Made in au
Infiltrating Broodlord





 Quickjager wrote:
-The Iron Commissars Discipline-

Only available if there are there are no Commissars on the field. Rather than choose a model at random, you may select which model to remove from play with a hammer.


Dam.. now I need to build a guard army.. and buy a hammer
   
Made in us
Fixture of Dakka





 Jaxler wrote:


Giving dark eldar a weapon that can 1 shot an MC, but still overkills any mook isn't too crazy. Considering the problems the book already has, giving it something that could delete something in melee isn't exactly a bad thing.


So by that logic, a melee D-weapon is okay, right? After all, it can 1 shot an MC, but it still overkills any mook. ;D

A few off the top of my head:

GENERAL
Big Honkin' Relic: Most "relics" are small and delicate. This one is hefty. This relic may be picked up by vehicles and MCs. In fact, this relic may only be picked up by vehicles and MCs.

Garage Door Opener: Through implants, psychic links, or some other means, this relic is able to command doors to open and close. When used in a game of Zone Mortalis, the player controlling the relic may open or close any door within 12" during their movement phase (without moving into base contact with it).

Durable: This relic isn't fragile at all! In fact... Go long, brother! Instead of shooting in the shooting phase, a model holding this relic may place the relic anywhere within 8" and then scatter it 2d6" - the model's BS. If the relic lands on top of another model (friend or foe), it immediately becomes held by that that model. If the relic lands upon both friendly and enemy models, it is automatically held by a friendly model of your choice.

CRAFTWORLDERS
Spirit Stone: This small gem contains the terrified, confused soul of a recently-dead eldar. The model carrying this relic suffers a -2 to WS and BS (minimum 1) as the emotional torment of the eldar spirit creeps into their mind. Because relics don't always have to be useful on the battlefield!

Phoenix Armor: The relic is actually the armor of a fallen phoenix lord! If the same craftworlder unit manages to hold onto (not necessarily control or contest) the relic for 3 consecutive eldar turns, one model in the unit may be replaced with a phoenix lord of your choice. So turn 1, you pick up the relic and hold onto it until the end of the turn. Turn 2, you continue to hold onto the relic. Turn 3, you hold onto the relic and transform one model into a phoenix lord at the end of the turn.

DARK ELDAR
Chattle: The relic represents one or more helpless creatures that can be goaded along and, more importantly, tormented on the move. While controlled by a dark eldar unit, the relic causes all dark eldar units within 12" to treat the current turn as being one higher than normal for purposes of Power From Pain.

TYRANIDS:
Synaptic Node: The relic is a portable signal booster for the hive mind. Tyranids within 12" of the relic are considered to be within synapse range.

HARLEQUINS:
Decoy: That relic... is not actually the relic. Once per game at the start of any harlequin turn in which the relic is controlled by the non-harlequin player, the harlequin player may declare that the relic is a decoy. The relic is instantly dropped and scatters 4d6". If a bulls eye is rolled, the harlequin player may choose which direction the relic scatters.

Cursed Mask: The mask of the solitaire must be donned in only the most dire of circumstances. At the end of any turn in which the relic is both held and controlled by a harlequin unit, you may remove the relic from the game. If you do so, immediatley replacethe model holding the relic with a solitaire. If the solitaire created in this way is killed during the course of the battle, replace the model with a new Cursed Mask relic. If the Solitaire created using this relic is alive at the end of the game, neither player scores points for controlling the relic. The harlequin player loses 1 VP for each harlequin model that donned the mask over the course of the game.

CHAOS
Heretechal Vessel: The relic constantly emits a stream of corrupt code that causes nearbye machines to malfunction and rebel against their masters. All ranged weapons fired while within 12" of this relic (not including withcfire psychic powers) have the Gets Hot! rule.

Anointed Sacrifice: Like the phoenix lord armor above, but gain a greater daemon of your choice instead of a phoenix lord.



SPESS MUHREENS
Gene Seed: The relic represents a collection of your fallen brothers' geneseed. Protect it with your lives! And if your lives end protecting it, that just makes it all the more valuable! Keep track of the number of space marine models removed as casualties while within 6" of this relic over the course of the game. This relic is worth 1 VP at the end of the game +1 additional point for each marine slain within 6" of the relic during the course of the game.





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.
 
   
Made in au
Infiltrating Broodlord





Wyldhunt wrote:
 Jaxler wrote:


Giving dark eldar a weapon that can 1 shot an MC, but still overkills any mook isn't too crazy. Considering the problems the book already has, giving it something that could delete something in melee isn't exactly a bad thing.


So by that logic, a melee D-weapon is okay, right? After all, it can 1 shot an MC, but it still overkills any mook. ;D

A few off the top of my head:

GENERAL
Big Honkin' Relic: Most "relics" are small and delicate. This one is hefty. This relic may be picked up by vehicles and MCs. In fact, this relic may only be picked up by vehicles and MCs.

Garage Door Opener: Through implants, psychic links, or some other means, this relic is able to command doors to open and close. When used in a game of Zone Mortalis, the player controlling the relic may open or close any door within 12" during their movement phase (without moving into base contact with it).

Durable: This relic isn't fragile at all! In fact... Go long, brother! Instead of shooting in the shooting phase, a model holding this relic may place the relic anywhere within 8" and then scatter it 2d6" - the model's BS. If the relic lands on top of another model (friend or foe), it immediately becomes held by that that model. If the relic lands upon both friendly and enemy models, it is automatically held by a friendly model of your choice.

CRAFTWORLDERS
Spirit Stone: This small gem contains the terrified, confused soul of a recently-dead eldar. The model carrying this relic suffers a -2 to WS and BS (minimum 1) as the emotional torment of the eldar spirit creeps into their mind. Because relics don't always have to be useful on the battlefield!

Phoenix Armor: The relic is actually the armor of a fallen phoenix lord! If the same craftworlder unit manages to hold onto (not necessarily control or contest) the relic for 3 consecutive eldar turns, one model in the unit may be replaced with a phoenix lord of your choice. So turn 1, you pick up the relic and hold onto it until the end of the turn. Turn 2, you continue to hold onto the relic. Turn 3, you hold onto the relic and transform one model into a phoenix lord at the end of the turn.

DARK ELDAR
Chattle: The relic represents one or more helpless creatures that can be goaded along and, more importantly, tormented on the move. While controlled by a dark eldar unit, the relic causes all dark eldar units within 12" to treat the current turn as being one higher than normal for purposes of Power From Pain.

TYRANIDS:
Synaptic Node: The relic is a portable signal booster for the hive mind. Tyranids within 12" of the relic are considered to be within synapse range.

HARLEQUINS:
Decoy: That relic... is not actually the relic. Once per game at the start of any harlequin turn in which the relic is controlled by the non-harlequin player, the harlequin player may declare that the relic is a decoy. The relic is instantly dropped and scatters 4d6". If a bulls eye is rolled, the harlequin player may choose which direction the relic scatters.

Cursed Mask: The mask of the solitaire must be donned in only the most dire of circumstances. At the end of any turn in which the relic is both held and controlled by a harlequin unit, you may remove the relic from the game. If you do so, immediatley replacethe model holding the relic with a solitaire. If the solitaire created in this way is killed during the course of the battle, replace the model with a new Cursed Mask relic. If the Solitaire created using this relic is alive at the end of the game, neither player scores points for controlling the relic. The harlequin player loses 1 VP for each harlequin model that donned the mask over the course of the game.

CHAOS
Heretechal Vessel: The relic constantly emits a stream of corrupt code that causes nearbye machines to malfunction and rebel against their masters. All ranged weapons fired while within 12" of this relic (not including withcfire psychic powers) have the Gets Hot! rule.

Anointed Sacrifice: Like the phoenix lord armor above, but gain a greater daemon of your choice instead of a phoenix lord.



SPESS MUHREENS
Gene Seed: The relic represents a collection of your fallen brothers' geneseed. Protect it with your lives! And if your lives end protecting it, that just makes it all the more valuable! Keep track of the number of space marine models removed as casualties while within 6" of this relic over the course of the game. This relic is worth 1 VP at the end of the game +1 additional point for each marine slain within 6" of the relic during the course of the game.



These actually seem fun to use In the Relic mission....
   
Made in nl
Longtime Dakkanaut






how about this list ? just rename the items and convert the magic phase interacting stuff to their equivalent in 40k.
https://1d4chan.org/wiki/Warhammer/Tactics/Magic_Items

This message was edited 1 time. Last update was at 2017/04/21 05:00:35


Inactive, user. New profile might pop up in a while 
   
Made in us
Blood-Drenched Death Company Marine





Mississippi

Blood Angels:

(Wishlist)
The Spear of Telestro. (Have it being carried by Dante with a new Plastic Dante resculpt.)

Ranged Profile:
Range: 12", S:8, AP:1 (under the current AP system), Master Crafted, Lance, Returning.

Returning: A model that throws the Spear of Telestro may use it in melee in the same game turn as he makes a shooting attack with the weapon..

Melee Profile:
Melee: S:+2, AP:2 (under current AP system) Spear, Master Crafted, The Angel's Light (One use only).

Spear: The model gains an additional +1 S when charging into melee.

The Angel's Light: Once per game, during the Assault Phase, the wielder can activate the ancient archaeotech contained inside of the Spear of Telestro. Golden light flashes out from the head of the spear in a brilliant, blinding flash. Anyone not bearing the gene-seed of Sanguinius who are close enough to this flare of energy are vaporized, flashed to nothing but ash by the immense energy released.
When activated, any non-Blood Angel's models that are within 8" of the model wielding the Spear of Telestro suffer a ST:10, AP:2 hit at I:10, re-rolling 1's to-wound. These wounds and casualties are then resolved at I:10 and count toward combat resolution for the assault phase in which The Angel's Light was activated.


That's my contribution.

I'd also like to see some or all of the Death Company relics from Angel's Blade carried over to the regular Blood Angels codex and replace some of the relics that you almost never see, such as the relic plasma pistol that costs as much as a power fist, or the relic jump pack that, while cool, is almost never taken.

Just my opinion on that. Take it easy.

-Red__Thirst-


You don't know me son, so I'll explain this to you once: If I ever kill you, you'll be awake, you'll be facing me, and you'll be armed.  
   
Made in us
Screaming Shining Spear





Northern California

The Sword of Carllus Tutillus: 40 points

Codex: Adeptus Astartes

The Sword of Carllus Tutillus has the same profile as a Power Sword, but grants the bearer and the bearer's unit Preferred Enemy and Hatred against unpainted models or models with less than three colors on them (primer doesn't count). At the end of the game, if the bearer of The Sword of Carllus Tutillus is in play, score one additional Victory Point if your army is independently judged to be better painted than your opponent's army.

This message was edited 1 time. Last update was at 2017/04/21 04:58:11


~3000 (Fully Painted)
Coming Soon!
Dman137 wrote:
goobs is all you guys will ever be
 
   
Made in us
Fixture of Dakka





Somehow I failed to realize we were talking about artefact wargear rather than objectives used in The Relic-style missions. XD


Automatically Appended Next Post:
 TheNewBlood wrote:
The Sword of Carllus Tutillus: 40 points

Codex: Adeptus Astartes

The Sword of Carllus Tutillus has the same profile as a Power Sword, but grants the bearer and the bearer's unit Preferred Enemy and Hatred against unpainted models or models with less than three colors on them (primer doesn't count). At the end of the game, if the bearer of The Sword of Carllus Tutillus is in play, score one additional Victory Point if your army is independently judged to be better painted than your opponent's army.


Shelldari Laser Amplifier: Scatter lasers in the same army as a model equipped with this relic fire 5 shots instead of 4.

This message was edited 1 time. Last update was at 2017/04/21 05:02:37



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.
 
   
Made in ca
Insect-Infested Nurgle Chaos Lord






Some of my favourites from the 3.5 Edition Chaos Codex (note that these are not exact remakes, but re-interpretations) They're usable by any models with access to the Relics section in the Chaos Space Marine Codex (and derivative detachments) or Daemon Princes in Chaos Daemons:

Kai Gun - Same profile as a Heavy Bolter with AP3, Soulblaze and Ignores Cover. Has the Daemon Weapon rule to determine number of shots (and yes, it can rebel in the same way as a Daemon Weapon in the melee phase). Retains the Heavy rule, but can be selected by Daemon Princes. If used by a Monstrous Creature, it counts as an extra CCW if the user has another weapon just like if it has the pistol rule (it is not an actual pistol though).

Blade of Malice - A +2 Strength, AP- melee weapon that ignores Invulnerable Saves and grants the rule Hatred: Daemon when used in combat (the bearer does not have this rule in any other phase other than the combat phase when this weapon is used, so using it as a second CCW does not grant Hatred: Daemon). Also is a Daemon Weapon. If the bearer is a Daemon, when the blade rebels it causes D3 wounds instead of just 1.

(for those of you wondering, this is a combination of two older Daemon Weapons, the Dread Axe and Dark Blade).

Needle of Bliss - A Melee weapon with Poisoned 2+, AP - , and Instant Death. It's AP value can never be affected by any other rule (in effect, it's always stuck at AP - ). It also has the Daemon Weapon rule and Two Handed (technically it's used in one hand, but so precise is the attack that there's no way the user can use another weapon of any kind with it). Usable by models with the Mark of Slaanesh or Daemon of Slaanesh only.

Demagogue - Any model within 18" of the bearer of this "relic" can choose to pass or fail any morale checks instead of testing. Fearless units are unaffected. The Bearer of this rule has the Zealot rule if he doesn't already.

Ruinous Talisman - Psyker with the Mark of Tzeentch or Daemon of Tzeentch only. Enemy models (and non-battle brother allies) suffer a -1 penalty to harnessing warp charges while the bearer of this relic is alive (this is applied after all other modifiers). In addition, count the number of Warp Charges the bearer fails to harness over the course of the game; 3 warp charges and the Bearer suffers a wound with no saves of any kind allowed. 9 Warp Charges and he is killed outright. The Bearer's mastery is not used in determining Warp Charges or Deny Dice.

Gwar! wrote:Huh, I had no idea Graham McNeillm Dav Torpe and Pete Haines posted on Dakka. Hi Graham McNeillm Dav Torpe and Pete Haines!!!!!!!!!!!!! Can I have an Autograph!


Kanluwen wrote:
Hell, I'm not that bothered by the Stormraven. Why? Because, as it stands right now, it's "limited use".When it's shoehorned in to the Codex: Space Marines, then yeah. I'll be irked.


When I'm editing alot, you know I have a gakload of homework to (not) do. 
   
Made in us
Longtime Dakkanaut






Wyldhunt wrote:
 Jaxler wrote:


Giving dark eldar a weapon that can 1 shot an MC, but still overkills any mook isn't too crazy. Considering the problems the book already has, giving it something that could delete something in melee isn't exactly a bad thing.


So by that logic, a melee D-weapon is okay, right? After all, it can 1 shot an MC, but it still overkills any mook. ;D




In DE I think it'd be fine. also, the relic is worse than a D weapon in that it wounds on something that's not a 2+, and is fairly crap against vehicles. The fact you only have one, have to get into melee, and then have to wound and have them fail a save makes this weapon fairly limited in it's ability to be OP when the opponent has means of countering it.
   
Made in ru
!!Goffik Rocker!!






The Shokkest Attakkest Gun. Roll only one d6 to determine strength. All results count as if you've rolled a double.
   
Made in us
Fighter Pilot





Inquisition: St. Attila's Holy Hand Grenade of Antioch.

Here's to me in my sober mood,
When I ramble, sit, and think.
Here's to me in my drunken mood,
When I gamble, sin, and drink.
And when my days are over,
And from this world I pass,
I hope they bury me upside down,
So the world can kiss my ass!
 
   
Made in ca
Insect-Infested Nurgle Chaos Lord






 Flanker wrote:
Inquisition: St. Attila's Holy Hand Grenade of Antioch.


That actually existed as a Black Templar relic in 4th edition. Shame they removed it. Unfortunately due to being a small blast template it seldomed to work as well as you'd hope. However it was only 10 points for basically an one-time auto-wound so meh.

Gwar! wrote:Huh, I had no idea Graham McNeillm Dav Torpe and Pete Haines posted on Dakka. Hi Graham McNeillm Dav Torpe and Pete Haines!!!!!!!!!!!!! Can I have an Autograph!


Kanluwen wrote:
Hell, I'm not that bothered by the Stormraven. Why? Because, as it stands right now, it's "limited use".When it's shoehorned in to the Codex: Space Marines, then yeah. I'll be irked.


When I'm editing alot, you know I have a gakload of homework to (not) do. 
   
Made in ca
Mekboy Hammerin' Somethin'




Kapuskasing, ON

Dakka Deffgun - Almost enuff Dakka but needs a bit more Dakka.
S7 AP4 48" Heavy d6 Twin linked

Mega Rumblah - Zog off you git!
Units charging a unit with a Mega Rumblah treat the terrain as dangerous terrain.

Zogwarts Warp Ead Staff - A squig brought dis to me de uver day.
May replace a weirdboys staff even if they can't access relics. Weird boy only.
S+2 AP4 Force Two Handed Oh Dat's How He Did It!
Oh Dats How He Did It! - Wielder gains an extra ML. Wielder gains Zogwarts Curse instead of rolling for another power.
Zogwarts Curse - Warp Charge 3. Targeted Witchfire 18" May only target IC models. Model is turned into a squig. Casting player must supply squig model.
   
Made in nz
Longtime Dakkanaut





Auckland, NZ

The Stinger of Mortrex

When the bearer of this bio-artifact destroys an enemy model in close combat, the tyranid player can choose to make that model roll a toughness test. If the test is failed, then a unit of D6 ripper swarms appears within 6" of the enemy models location.
This can only be performed once per close combat phase.
   
Made in gb
Keeper of the Holy Orb of Antioch





avoiding the lorax on Crion

Stone breaker

A ancient and unknown thunder hammer who original maker has been lost to ages. Its power field is particularly destructive against stone and metal.

Regular stats but forces re roll against building damage table and must take highest. Same with tanks.

Gains no bonus vs a MC, GC, is still I1, and still has regular draw backs.

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.  
   
Made in us
Bonkers Buggy Driver with Rockets






 ProwlerPC wrote:
Dakka Deffgun - Almost enuff Dakka but needs a bit more Dakka.
S7 AP4 48" Heavy d6 Twin linked

Mega Rumblah - Zog off you git!
Units charging a unit with a Mega Rumblah treat the terrain as dangerous terrain.

Zogwarts Warp Ead Staff - A squig brought dis to me de uver day.
May replace a weirdboys staff even if they can't access relics. Weird boy only.
S+2 AP4 Force Two Handed Oh Dat's How He Did It!
Oh Dats How He Did It! - Wielder gains an extra ML. Wielder gains Zogwarts Curse instead of rolling for another power.
Zogwarts Curse - Warp Charge 3. Targeted Witchfire 18" May only target IC models. Model is turned into a squig. Casting player must supply squig model.

These seem fun but not too game-changing. The dakka deffgun is a bigger deffgun, which lets you create a loota Warboss/Mek and is therefore awesome. The mega-rumblah is only mediocre because orks usually want to be the ones charging, not the gits hanging around within charge range. It prevents more orks or enemies from joining in when the character with it is locked in combat, so there's probably something hanky you can do with that. And Zogwart's staff can't really be abused by orks because of their lack of access to warp charges. Overall none of them are better than, say, da lucky stikk, but that thing makes relics from many armies look like gak in comparison.

40k drinking game: take a shot everytime a book references Skitarii using transports.
 
   
Made in us
Ragin' Ork Dreadnought




 gnome_idea_what wrote:
 ProwlerPC wrote:
Dakka Deffgun - Almost enuff Dakka but needs a bit more Dakka.
S7 AP4 48" Heavy d6 Twin linked

Mega Rumblah - Zog off you git!
Units charging a unit with a Mega Rumblah treat the terrain as dangerous terrain.

Zogwarts Warp Ead Staff - A squig brought dis to me de uver day.
May replace a weirdboys staff even if they can't access relics. Weird boy only.
S+2 AP4 Force Two Handed Oh Dat's How He Did It!
Oh Dats How He Did It! - Wielder gains an extra ML. Wielder gains Zogwarts Curse instead of rolling for another power.
Zogwarts Curse - Warp Charge 3. Targeted Witchfire 18" May only target IC models. Model is turned into a squig. Casting player must supply squig model.

These seem fun but not too game-changing. The dakka deffgun is a bigger deffgun, which lets you create a loota Warboss/Mek and is therefore awesome. The mega-rumblah is only mediocre because orks usually want to be the ones charging, not the gits hanging around within charge range. It prevents more orks or enemies from joining in when the character with it is locked in combat, so there's probably something hanky you can do with that. And Zogwart's staff can't really be abused by orks because of their lack of access to warp charges. Overall none of them are better than, say, da lucky stikk, but that thing makes relics from many armies look like gak in comparison.

I disagree on the last one. Orks don't have massive access to Warp Charges, but a single Weirdboy can generate three on his own normally, and this makes it 4 - In a smallish game (Say, 1k,) you are getting 4 Warp Charges, plus d6 - You want to manifest with at least 4, so you need 8. Since you're manifesting with 4, most armies are not going to be able to successfully deny that power.
So, half the time, you are instagibbing characters of potentially super high points cost. A Weirdboy isn't very expensive, and this relic would presumably cost something in the 40-point range (25 for the ML, plus 15-ish for the extra power,) and you're gaining the ability to instagib anything you want with relative impunity. Hell, take a second Weirdboy, and you're guaranteeing enough Warp Charges every turn.
This can kill Smashfather, it can kill Papa Smurf, it can kill Celestine, it can kill Cawl - Anything tanky is still just going to be completely removed from the board with no recourse.
   
Made in ru
!!Goffik Rocker!!






Not anything - just IC. So, it's gona destroy a celestine and Cawl, but Girlyman is gona be ok.

Also, it's just a wierdboy with ld7. He doesn't have armor and he's pretty much footslogging. If this relic costs something like 60-70 pts like it should, he's becoming a 130-140 pts one-hit wonder with 2 wounds and 6+ armor. Than you'll suffer guaranteed perils and fail 50% of the time. Compare that to a 200 pts celestine that can eat your 2000 pt army's worth of firepower for a turn and than stand up for the 2-d round.

7-th is crazy and it needs crazy stuff. Leave balance for 8-th ;P

This message was edited 1 time. Last update was at 2017/04/27 06:57:21


 
   
Made in gb
Keeper of the Holy Orb of Antioch





avoiding the lorax on Crion

 koooaei wrote:
Not anything - just IC. So, it's gona destroy a celestine and Cawl, but Girlyman is gona be ok.

Also, it's just a wierdboy with ld7. He doesn't have armor and he's pretty much footslogging. If this relic costs something like 60-70 pts like it should, he's becoming a 130-140 pts one-hit wonder with 2 wounds and 6+ armor. Than you'll suffer guaranteed perils and fail 50% of the time. Compare that to a 200 pts celestine that can eat your 2000 pt army's worth of firepower for a turn and than stand up for the 2-d round.

7-th is crazy and it needs crazy stuff. Leave balance for 8-th ;P


This is orks.
Thr odds of backfire, failing a save or getting killed by ranged fire is high.
Ira powerful but ita also risky to deploy.

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.  
   
Made in au
Ancient Space Wolves Venerable Dreadnought






Space Wolves - Frost Dagger
Strength user, AP2.
The Frost Dagger is actually a vambrace mounted punch dagger, disliked by most Space Wolves for being an underhanded weapon this artifact was created by the Iron Priest Tander Spike-Fist who spent time as a Wolf Guard Assassin.

Blood Angels - Ruby Locator
Can only be attached to a Blood Angels' Drop Pod. Blood Angels with Jump Packs can arrive the same turn as the Drop Pod bearing the Ruby Locator and charge the turn they arrived.
A locator beacon attuned to Blood Angel jump Packs, the Ruby Locator turns the Drop Pod bearing it into an unmistakable crimson comet, unmissable to the Sons of Sanguine.

Tyrannids - Acid Glands
-1 Balistic Skill to units targeting Friendly Tyranids within 12'of the bearer.
A noxious, obscuring vapour that burns eyes and blackens visors. Makes for a nasty bite to boot.

I don't break the rules but I'll bend them as far as they'll go. 
   
Made in gb
Boosting Ultramarine Biker






Cardiff,Wales.

Well if we are talking ideas for relics,i have one or two you could say,all in the form of objective markers,most of which have custom rules i made.
Link to my objective markers thread in the bottom of my posts.

Just one example.

ISOTROPIC FUEL ROD. (Necromunda)


(fan rules)
Can be Sold at a Trading Post,for 60+6D6 Credits.(alot)
Dangerous Material,If dropped by a downed or fallen from height fighter,roll a D6 on a 6 the dropped rod becomes critical killing outright the carrying unit with intese radiation,no injury rolls,just dead,
as well as acting as a rad grenade contaminating the area with hard radiation,contamination works like smoke grenades,or just use a large blast marker for a randomly determined amount of turns decided on a D6,example a result of 2,contamination lasts 2turns.


   
Made in us
Librarian with Freaky Familiar






Dark angels:
An actual useful relic:
Plasma blaster with out gets hot: 35 points.

To many unpainted models to count. 
   
Made in gb
Eternally-Stimulated Slaanesh Dreadnought





UK

Anti-bs Field.

Causes all relics on both sides to malfunction and not work for whole game so game actually becomes balanced
   
Made in us
Humming Great Unclean One of Nurgle





In My Lab

Relics are not what makes the game unbalanced.

For instance, Dark Angels have the Lion's Roar. It's a combi Plasma Cannon. How is that unbalancing the game?

Clocks for the clockmaker! Cogs for the cog throne! 
   
Made in us
Librarian with Freaky Familiar






 JNAProductions wrote:
Relics are not what makes the game unbalanced.

For instance, Dark Angels have the Lion's Roar. It's a combi Plasma Cannon. How is that unbalancing the game?


The unbalanced ones come from Angels of death, spicificly gorgen chain when stacked with other buffs

To many unpainted models to count. 
   
Made in us
Humming Great Unclean One of Nurgle





In My Lab

Okay, there's one issue. How many others are an issue?

I won't say every relic is good, but to say they're all BS is blatant exaggeration.

And there are many OTHER issues than relics-much bigger ones too.

Clocks for the clockmaker! Cogs for the cog throne! 
   
 
Forum Index » 40K Proposed Rules
Go to: