Gangland wrote:I’d rather the Dark Apostles just go back to granting rerolls to hit myself.
So would everyone, because the Dark Apostle's new ability doesn't actually work when he starts the turn in a transport. Which, being an assault-support unit, is most of the time. The old version was reliable. It didn't have a 1-in-6 chance of doing nothing each turn (1-in-3 without the "Dark Disciples"), it didn't stop working if you started the turn inside a transport or in reserves, and you could have multiple Apostles using it at the same time.
The new version would literally work better as a new table of psychic powers exclusive to the Apostle, with a warp charge of 2+, and the Apostle rolling only a
D6 to cast one power each round. Dark Disciples allow a re-roll. This is because the new prayers are trying to be bootleg psychic powers, a halfway house between magic and normal auras, and as a result they don't get the built-in design advantages of
either. They should just pick one.
The only army to have something remotely similar is the Astra Militarum with its Orders, which are put together much more coherently and (this is important) don't ever
fail to work. Random chance is poison to a strategic ability of this sort.
The only
other army I could see having something similar are the AdMech, to replace the current, downright weird army-wide Canticles ability with "programmable" auras/orders from tech-priests.
Drukhari could potentially have something similar for the Haemonculus, replacing Master of Pain with a range of different auras or targeted "orders" to represent the different drugs and treatments it has access to... but these would be better-represented as exclusive equipment options anyway (the Ork Runtherd does something similar with its loadouts). And again - shouldn't be allowed to fail.