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![[Post New]](/s/i/i.gif) 2018/03/11 05:52:03
Subject: Variant and Advanced Craftworld Traits
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Fixture of Dakka
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So there are two main themes to this suggestion:
A.) Changing up craftworld traits and stratagems to better reflect the craftworlds that have them.
B.) Per a suggestion from another thread, granting each craftworld an "advanced" trait if your entire army (rather than a single detachment) belongs to that craftworld. Note that while I'm only writing out proposals for crafworld advanced traits, I'm operating under the assumption that chapters, regiments, etc. would get something similar. So as you read through those Advanced Traits, keep in mind that you only get t hem if you don't mix and match craftworlds, run ynnari, or soup aeldari in general.
So here's what I'm thinking:
ULTHWE
TRAIT: Ulthwe units may reroll to-hit rolls of 1 with shuriken weapons. A shuriken weapon is any weapon with "shuriken" in its name or Kurnous's Bow.
STRATAGEM Replace the Black Guardians stratagem (which would probably be too good combo'd with the new trait) with the following.
Witch Host of Ulthwe(1CP): Use this stratagem when an Ulthwe psyker fails to cast a power from the Runes of Battle list on an Ulthwe Guardian Defenders or Storm Guardians squad. The character counts as having rolled a 10 to cast the power instead.
ADVANCED TRAIT: When an Ulthwe psyker successfully casts a power from the Runes of Battle List, you may immediately attempt to cast the power's opposite. For instance, a warlock that successfully casts Protect may immediately attempt to cast Jinx as well provided there is a valid target in range. Note that this allows psykers to potentially cast more powers in a psychic phase than normally possible. Additionally, Ulthwe psykers within 12" of another Ulthwe psyker unit may add 1 to psychic tests.
BIEL-TAN
TRAIT: Biel-Tan Aspect Warriors gain +1 Leadership. Biel-Tan Aspect Warrior units may reroll a single to-hit and to-wound roll each time they shoot or fight.
STRATAGEM Fine as is.
ADVANCED TRAIT: You may choose to treat any aspect warrior unit's combat role as Troops when mustering your army. (So you can fill up a batallion with troops other than dire avengers more easily.)
IYANDEN
TRAIT: Iyanden units have 6+ FNP. Iyanden Wraith Lords treat heavy weapons they're equipped with as assault weapons.
STRATAGEM Fine as is.
ADVANCED TRAIT: At the start of the first player turn in which the Iyanden player's current number of units (including units in reserves) is less than half the number of units they began the game with, increase the Movement of all remaining Iyanden units by 2" and the Attacks and Leadership characterstics of all remaining Iyanden units by 1.
SAIM-HANN
TRAIT: Fine as is.
STRATAGEM Fine as is.
ADVANCED TRAIT: When a Saim-Hann unit with the Fly keyword is targeted by a shooting attack, you may impose a -1 penalty on all to-hit rolls made against the unit for the remainder of the phase. If you do so, that unit takes a -1 penalty to its own to-hit rolls until the end of the Saim-Hann player's next turn. (Sort of a Jink mechanic.)
ALAITOC
TRAIT: Fine as is, but how would we feel about replacing this with the "count as being in cover if you hold still" thing that Tau and Jormungandr have? It would tone the trait down just slightly, let our rangers hide in plain sight, and make it harder for us to stack -1 to-hit penalties. Holding still isn't terribly eldar-esque, and serpents with 2+ saves seem a bit daunting, but what do you think?
STRATAGEM Fine as is.
ADVANCED TRAIT: Ranger disruption. For each unit of Alaitoc rangers (or Illic Nightspear) in your army, you may inflict d3 mortal wounds on an enemy unit at the end of deployment. The same enemy unit may not be targeted by this ability twice. Units in reserves or in transports may not be targeted by this ability.
So the general idea is that...
*Ulthwe likes psykers and guardians.
* Biel-Tan has rules that benefit all aspect warriors and let you feature them prominently in your force
* Iyanden has rules that actually benefit their most iconic units. The advanced trait is meant to be a more interesting way of representing the craftworld's desperation. We've lost too many already. Drive these vermin back and avenge our fallen!
* Saim-Hann was basically fine to begin with. The advanced trait is meant recapture something akin to jink rules. The enemy won't hit you as easily, but you'll given up some of your own offense to do that barrel roll.
* Alaitoc was mostly fine to begin with, but I wanted to present an option for making them a bit less of an auto-take. The ranger disruption rule is a great way to soften up the enemy, but you can only accomplish so much by sprinkling an average of 2 mortal wounds onto enemy units.Also, you're probably going to start seeing diminishing returns if you take too many ranger squads. So my hope is that the advanced trait has its own built-in limitatiions that let you feel like a bunch of sneaky assassins without becoming a new form of mortal wound spam.
What do you think?
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This message was edited 2 times. Last update was at 2018/03/11 05:58:04
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) 2018/03/11 05:54:48
Subject: Variant and Advanced Craftworld Traits
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Fixture of Dakka
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So there are two main themes to this suggestion:
A.) Changing up craftworld traits and stratagems to better reflect the craftworlds that have them.
B.) Per a suggestion from another thread, granting each craftworld an "advanced" trait if your entire army (rather than a single detachment) belongs to that craftworld. Note that while I'm only writing out proposals for crafworld advanced traits, I'm operating under the assumption that chapters, regiments, etc. would get something similar. So as you read through those Advanced Traits, keep in mind that you only get t hem if you don't mix and match craftworlds, run ynnari, or soup aeldari in general.
So here's what I'm thinking:
ULTHWE
TRAIT: Ulthwe units may reroll to-hit rolls of 1 with shuriken weapons. A shuriken weapon is any weapon with "shuriken" in its name or Kurnous's Bow.
STRATAGEM Replace the Black Guardians stratagem (which would probably be too good combo'd with the new trait) with the following.
Witch Host of Ulthwe(1CP): Use this stratagem when an Ulthwe psyker fails to cast a power from the Runes of Battle list on an Ulthwe Guardian Defenders or Storm Guardians squad. The character counts as having rolled a 10 to cast the power instead.
ADVANCED TRAIT: When an Ulthwe psyker successfully casts a power from the Runes of Battle List, you may immediately attempt to cast the power's opposite. For instance, a warlock that successfully casts Protect may immediately attempt to cast Jinx as well provided there is a valid target in range. Note that this allows psykers to potentially cast more powers in a psychic phase than normally possible. Additionally, Ulthwe psykers within 12" of another Ulthwe psyker unit may add 1 to psychic tests.
BIEL-TAN
TRAIT: Biel-Tan Aspect Warriors gain +1 Leadership. Biel-Tan Aspect Warrior units may reroll a single to-hit and to-wound roll each time they shoot or fight.
STRATAGEM Fine as is.
ADVANCED TRAIT: You may choose to treat any aspect warrior unit's combat role as Troops when mustering your army. (So you can fill up a batallion with troops other than dire avengers more easily.)
IYANDEN
TRAIT: Iyanden units have 6+ FNP. Iyanden Wraith Lords treat heavy weapons they're equipped with as assault weapons.
STRATAGEM Fine as is.
ADVANCED TRAIT: At the beginning of the first player turn in which the Iyanden player's current number of units (including units in reserves) is less than half the number of units they began the game with, increase the Movement of all remaining Iyanden units by 2" and the Attacks and Leadership characterstics of all remaining Iyanden units by 1 for the remainder of the game.
SAIM-HANN
TRAIT: Fine as is.
STRATAGEM Fine as is.
ADVANCED TRAIT: When a Saim-Hann unit with the Fly keyword is targeted by a shooting attack, you may impose a -1 penalty on all to-hit rolls made against the unit for the remainder of the phase. If you do so, that unit takes a -1 penalty to its own to-hit rolls until the end of the Saim-Hann player's next turn. (Sort of a Jink mechanic.)
ALAITOC
TRAIT: Fine as is, but how would we feel about replacing this with the "count as being in cover if you hold still" thing that Tau and Jormungandr have? It would tone the trait down just slightly, let our rangers hide in plain sight, and make it harder for us to stack -1 to-hit penalties. Holding still isn't terribly eldar-esque, and serpents with 2+ saves seem a bit daunting, but what do you think?
STRATAGEM Fine as is.
ADVANCED TRAIT: Ranger disruption. For each unit of Alaitoc rangers (or Illic Nightspear) in your army, you may inflict d3 mortal wounds on an enemy unit at the end of deployment. The same enemy unit may not be targeted by this ability twice. Units in reserves or in transports may not be targeted by this ability.
So the general idea is that...
*Ulthwe likes psykers and guardians.
* Biel-Tan has rules that benefit all aspect warriors and let you feature them prominently in your force
* Iyanden has rules that actually benefit their most iconic units. The advanced trait is meant to be a more interesting way of representing the craftworld's desperation. We've lost too many already. Drive these vermin back and avenge our fallen!
* Saim-Hann was basically fine to begin with. The advanced trait is meant recapture something akin to jink rules. The enemy won't hit you as easily, but you'll given up some of your own offense to do that barrel roll.
* Alaitoc was mostly fine to begin with, but I wanted to present an option for making them a bit less of an auto-take. The ranger disruption rule is a great way to soften up the enemy, but you can only accomplish so much by sprinkling an average of 2 mortal wounds onto enemy units.Also, you're probably going to start seeing diminishing returns if you take too many ranger squads. So my hope is that the advanced trait has its own built-in limitatiions that let you feel like a bunch of sneaky assassins without becoming a new form of mortal wound spam.
What do you think?
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This message was edited 1 time. Last update was at 2018/03/11 05:55:07
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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