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Made in gb
Jovial Plaguebearer of Nurgle




Leicester

So not being too happy with the dark raiders rules for Tzeenchian renegade chapters i came up with this.
Warriors of Fate
Daemon princes hell brutes infantry and bikes with this legion trait re roll saving throws of 1 in addition they must take the mark of tzeench. Psykers with this mark may re roll ones on a psychic test or deny the witch attempt.

So i thought id explain how i came up with this.
First of all with the reroll saving throws of 1 part i wanted Tzeench to be tougher to kill without copying Nurgle. It also struck me how i imagine Tzeenchians would prefer ranged combat vs being up close and personal. On the re roll 1s on psychic and deny the witch tests it struck me as a way of emphasising Tzeenchian sorcerors and dps are better psykers than a loyalist librarian without being better psykers than Grey Knights and eldar.

The warlord trait
Nexus of Fate roll a D6 each time a command point is spent on a 5+ you regain a command point. Your warlord must be on the table to make use of this warlord trait.

The relic
Bedlem stave
This replaces a models power maul or force stave.
Range:- S+2 AP -2 D D3 special rules manic warp energies
Manic warp energies roll a D6 when a model equipped with this relic wounds a model with the character vehicle or monster Keywords but does not slay them. on the roll of a 4+ the model takes D3 mortal wounds. If the model is slain by this roll a D6 for every enemy unit within 9" of the bearer on a 5+ they take D3 mortal wounds. If a unit contains 10 models ir more add +1 to the roll when determining if a unit suffers D3 mortal wounds.
   
Made in us
Fixture of Dakka





Warriors of Fate looks liek it could quickly become too good. Stand some marines in cover, and you've got a rerollable 2+ save. Even out in the open, I'm pretty sure 3+ rerolling 1s is better than a 2+ save.

What exactly are you trying to represent with this rule? Magic force fields? Supernaturally good luck? Maybe something like Salamander tactics that can be applied to shooting attacks and saves instead of shooting attacks and melee attacks would be more appropriate?


The warlord trait seems fine.

The bedlam stave doesn't necessarily seem OP, but it does seem like an annoying pain in the power armor to resolve. In addition to working like a normal weapon, you then have to ...

1.Roll to see if you do mortal wounds.
2. Roll to see how many mortal wounds you do.
3. Roll to seeif you affect a unit within 9".
4. Roll another d3 to see how many wounds they take.
5. Count models in the unit to see if you should add +1 to the last roll.
6. Repeat steps 3 through 5 for each additional enemy within 9" of the original target.

Also, do the wounds on nearby units happen only if the mortal wounds kill the original target or if the attacks from the stave kill a character/vehicle in general?


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 gb
Jovial Plaguebearer of Nurgle




Leicester

I was trying to go with the idea of that they warp "fate" thanks to Tzeench's blessings. However i do agree its slightly too strong. Having thought upon it im considering with changing it to when taking moral tests they reduce the roll of the D6 by 1 or allowing them to re roll wounds of 1.
For the Bedlam Stave they actually have to kill the initial target fir the chance of the extra mortal wounds to trigger.
   
Made in us
Fixture of Dakka





I think you'd find the morale tests thing to be a somewhat uninviting benefit. It's a passive benefit that won't come up all that often unless you're spamming large squads. And even then, I'm not sure that "running away less" matches the "bending fate" thing you're going for.

Rerolling to-wound rolls of 1 seems pretty potent (I think my eldar pay 2CP to do that for a single turn these days), but I'm not positive it would be completely broken.

While the Bedlam Stave doesn't trigger every time, it's still pretty complex when it does go off. You still end up doing steps 3 through 6 of the breakdown I posted above when it triggers.


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 gb
Jovial Plaguebearer of Nurgle




Leicester

I do agree on the chapter trait. Part of me is just tempted to cooy the destiny dice gimmick from AoS but that has the potential to be way too powerful ir garbage as its all dependant on your rolls. Also with most of the chapter traits being a buff to most units in the army its tricky to come up with one thats sufficently Tzeenchy while being balanced.
On the bedlam staff i think i may just simplify it as it is quite complex. Will have to think on it.
   
 
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