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The humble, [s]useless[/s] ~Sacrosanct Forgeshrine [IK][8th]  [RSS] Share on facebook Share on Twitter Submit to Reddit
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Made in gb
Pauper with Promise





So, the one thing in the IK codex which I think it can be unanimously agreed, sucks like a void grenade after way too many sixes.

The only time it might just barely be justifiably played is in big-points games where loosing a knight for a turn is NOT going to take out a hefty chunk of your armies dakka(dakka).

It was brought up in a FB thread and I came up with some (very rough), rules as a concept for how to run the forgeshrine. So:-

Psychic phase (because we haven't got anything else to do then). If any friendly IK model finish their movement phase within 3" of this model, pick one and roll a d6:
1-3, nothing happens.
4-5, roll from the following effect table.
6, once you have finished rolling for effects on the currently selcted knight, you may then select an other and roll for that model.

Effect table, roll a d6:-
1 - Autosimulacrum - The selected knight heals d3 wounds.
2 - Motivator overdrive - If the Knight advanced during the movement phase immediately preceding this psychic phase, half its movement range in the next turn and roll 1d6 to advance immediately, otherwise it may make an advance move, rolling 2 d6 and discarding the lowest value. Follow the usual rules for advancing regarding heavy/assault weapons (unless overrided by household traits, warlord traits, or stratagems.)
3 - Calibrated Auguries - The player may select a ranged weapon and make a second attack during the shooting phase at WS5+ (regardless of the target knights stat-line, this second roll cannot be buffed, but can be nerfed by enemy effects).
4-5 - Plasma Reactor Restart - The Knight suffers 1 mortal wound, and then the player may select the effect for a roll of 1, 2, or 3 to apply to the selected knight.
6 - Plasma Reactor Overload - The selected Knight suffers D3 mortal wounds, and then the player may either 1) Select an effect from this table for a roll of 1, 2, or 3 to apply to for the selected knight, or 2) roll a d6 for an effect to apply to the selected Knight(not re-rollable, if a 6 is rolled, apply the mortal wounds and carry on) and then select a second knight and begin rolling from the beginning to see if the Forgeshrine applies an effect again.

the Forgeshrine cannot apply more than two effects in total per turn. If a Forgeshrine applies two effects during a turn, it cannot do so the next turn, regardless of the effect roll. all other effects are still applied.

Circa 200-250pts?

Your thoughts fellow nobles?



This message was edited 3 times. Last update was at 2019/02/25 15:24:11


 
   
Made in ca
Fireknife Shas'el






eKtor wrote:
So, the one thing in the IK codex which I think it can be unanimously agreed, sucks like a void grenade after way too many sixes.

<snippity>

Your thoughts fellow nobles?


So I for the cost I could take 7-8 Techpriest Enginseers and reliably get 1D3 wounds repaired on 7-8 units every turn, or keep everything clustered around the shrine hoping for a rare chain-bonus, while just as often my unit(s) take mortal wounds? And 50% of the time it does NOTHING?

The Forge Shrine bonuses suck, but at least they're reliable.

   
Made in gb
Lord of the Fleet






London

Too complicated and takes up too many points.
   
Made in gb
Pauper with Promise





Thanks for the feedback guys, still getting my teeth into 40k and 8th, so how about this? :-

Psychic phase: If any friendly IK model finish their movement phase within 3" of this model, pick one and roll a d6:

Effect table:-
1 - cogitators error - no effect.
2 - Plasma Reactor Restart - The Knight recovers d3 wounds.
3 - Motivator overdrive - if the selected knight was stationary last turn, it must move at least 1/2 it's movement range. If it has moved and/or advanced in the preceding movement phase it can move again (applying any extant advance/move penalties).
3 - Calibrated Auguries - The player may select a ranged weapon and make an attack immediately with it against an enemy unit as per shooting phase rules.
4-5 - Autosimulacrum - The selected knight heals 1 wound.
6 - Plasma Reactor Overload - The selected Knight suffers D3 mortal wounds, and then the player may either 1) Select an effect from this table for a roll of 2, 3, or 4/5 to apply to for the selected knight, or 2) roll a d6 for an effect to apply to the selected Knight(not re-rollable, if a 6 is rolled, apply the mortal wounds and carry on) and then select a second knight and begin rolling from the beginning to see if the Forgeshrine applies an other effect on a second knight.

the Forgeshrine cannot apply more than two effects in total per turn. If a Forgeshrine applies two effects during a turn, it cannot do so the next turn, regardless of the effect roll. all other effects are still applied.

180pts.

Stratagems:

Questor Mechanicum - blessed machine spirit 2CP - this stratagem must be played at the start of the psychic phase. during the turn this stratagem is active the player may roll 2d6 /2d3for all Sacrosanct Forgeshrine rolls and select the preferred roll.

Questor Imperialis - indomitable Will 1CP - this stratagem must be played at the start of the psychic phase. during the turn this stratagem is activated, the player may reroll 1s on the Sacrosanct Forgeshrine effects table and, wound healed on a roll of 2, are or 5 are set at 2, mortal wounds from a roll of 6 are set to 1.

IK - Compliant Machine Spirit, 1CP Armiger class, 2CP Questoris class, 3CP all other imperial knights. The player may select any effect to apply to a knight in range of the Forgeshrine except the roll 6 effects. This can be used to cancel an effect rolled for by the player by forcing a 1 roll using this stratagem during the psychic phase.

IK - Ministrations of the Sacrosanct 1CP - if you roll a 2, the Sacrosanct Forgeshrine, you may use this stratagem to heal D3 wounds instead. If you have rolled a 4/5 then heal 2d3 wounds

180pts

This message was edited 5 times. Last update was at 2019/02/25 17:48:31


 
   
 
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