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Made in fi
Been Around the Block




Here are current experimental rules on Skaven for 40k:

https://drive.google.com/open?id=15-dfLT8cXs5V23ajOyQel2eWzzxz88SC

This message was edited 10 times. Last update was at 2019/09/05 01:18:02


 
   
Made in dk
Loyal Necron Lychguard






Skaven are fast they should have M7 base and the ability to advance while falling back. 3 pts is very little for t3 models, in general costs are too low.

Vermin Lords are huge, at least as big as a GD iirc, the stats and cost should be around that level IMO.

Grey Seers not having smite is weird.

Why handle clans the way you did?
   
Made in fi
Been Around the Block




I though bout those low cost units also before, what pt costs would you suggest to them ?

I though to make grey seers more spezialised.

The clans follow the style from new marine codex. I like the design in that. (There could easily be more options for each clan)

I believe they do have m7, at least they would be supposed to.


--


Actually i checked them and they were m6 (i am accustomed to fb moving values) -> I changed that.

Keep in mind that weapons cost 1 pts for clanrats thus making them 4 pts which is the same as Guardsman in IG. Guardsman might be better as they benefit from extra rules (orders).

Would it be better to change them 4 pts and to pick one weapon for 0 pts thus disablin the option to wield them as 3 pts models ?

The one i'm mostly worried about is Skavenslaves (2 pts currently), this seems to be really hard unit to convert to 40k.

Is the speed with bikes and dragsters ok ? Should they be faster or slower ? (Added a Warp Boost option for them, still thinking rules for second fast vehicle, probably something sturdier. Have to be something with an extra twist.)

I also have an idea about storm bikers (stormvermin on bikes) with some stupid Skryre lightning type weapon on their bikes. (Probably anti vehicle) <- Added them.

One thing i was worried is the lack of decent anti tank options before i added "Warp Cannon". They still do not pack as much punch as most of the factions do so they might come a little short in that end. I'm thinking about some crazy Skryre warp based addition. Maybe for Lords of War ? (Dooms Day Machine)

Maybe they deserve another tank and / or some dreadnough type of thing ?

Had an idea about monster truck that can pulverize smaller vehicles by driving over them with different kind of tire options.

I changed Vermin Daemon to be s6 t6 (?). Is 5 attack enough, i think it's quite a lot ?

I am thinking your proposal of fall back / advance. It really could give some character for the army. Had a though it could also be a clan (Eshin) spesific attribute. I'm still thinking this through.

I have next to zero experience in 40k gameplay (played one tutorial game).

I made this for fun because there is not existing book for Skaven that i have found and i like to do things like this. If there is something someone wants to be converted to something, i might give it a try. (Or to invent something)


Maybe with little help we can make this playable ?

This message was edited 20 times. Last update was at 2019/09/02 00:36:50


 
   
Made in dk
Loyal Necron Lychguard






Amai wrote:
I though bout those low cost units also before, what pt costs would you suggest to them ?

I though to make grey seers more spezialised.

The clans follow the style from new marine codex. I like the design in that. (There could easily be more options for each clan)

I believe they do have m7, at least they would be supposed to.


--


Actually i checked them and they were m6 (i am accustomed to fb moving values) -> I changed that.

Keep in mind that weapons cost 1 pts for clanrats thus making them 4 pts which is the same as Guardsman in IG. Guardsman might be better as they benefit from extra rules (orders).

Would it be better to change them 4 pts and to pick one weapon for 0 pts thus disablin the option to wield them as 3 pts models ?

The one i'm mostly worried about is Skavenslaves (2 pts currently), this seems to be really hard unit to convert to 40k.

Is the speed with bikes and dragsters ok ? Should they be faster or slower ? (Added a Warp Boost option for them, still thinking rules for second fast vehicle, probably something sturdier. Have to be something with an extra twist.)

I also have an idea about storm bikers (stormvermin on bikes) with some stupid Skryre lightning type weapon on their bikes. (Probably anti vehicle) <- Added them.

One thing i was worried is the lack of decent anti tank options before i added "Warp Cannon". They still do not pack as much punch as most of the factions do so they might come a little short in that end. I'm thinking about some crazy Skryre warp based addition. Maybe for Lords of War ? (Dooms Day Machine)

Maybe they deserve another tank and / or some dreadnough type of thing ?

Had an idea about monster truck that can pulverize smaller vehicles by driving over them with different kind of tire options.

I changed Vermin Daemon to be s6 t6 (?). Is 5 attack enough, i think it's quite a lot ?

I am thinking your proposal of fall back / advance. It really could give some character for the army. Had a though it could also be a clan (Eshin) spesific attribute. I'm still thinking this through.

I have next to zero experience in 40k gameplay (played one tutorial game).

I made this for fun because there is not existing book for Skaven that i have found and i like to do things like this. If there is something someone wants to be converted to something, i might give
a try. (Or to invent something)

Maybe with little help we can make this playable ?

3 pts for a Slave, 0,2 for a pistol, 0,4 for a punch dagger, 0,6 for a lasgun. 4 pts for a Clanrat, 50% more expensive wargear. Going back and forth thinking about the units being used against you and you creating a list while trying to get the most for your pts. You should also compare with official units, Ork Gretchin, Astra Militarum Infantry Squads and Conscripts, Chaos Space Marine Cultists and Death Guard Poxwalkers. Infantry Squads are op, Company Commanders are op, creating something op is fine but you would have to dial a lot of things back over time to create balance.

I am not familiar with AOS Skaven but no smite for grey seers is weird, he had access to a number of direct damage spells afaik. Abilities that summon new units are generally bad, they need to be really convenient to be worthwhile, I am not going to go through everything with a fine comb but it is something to consider.

Leaving no strong anti-tank options could be a design option. I am not sure about what tech level you want your Skaven to be at or what is going on with the whfb unique units in your faction. I'd be taking things in other directions but I think you should do what you feel is cool in regards to how you want to handle factions, tech level and new units.

In whfb Skaven run away farther than normal, I think this should be represented in your faction, but they already have a decent movement so it is not something that is necessary, I like to try to tell stories with rules.

For the Vermin Lord he should have 12-18 wounds and be 200-350 pts to represent the model IMO.

This message was edited 1 time. Last update was at 2019/09/02 06:12:05


 
   
Made in fi
Been Around the Block




Op doesnt matter, everybody got them so its balance.

I will change verminlord further. Its supposed to be scary. I put 10 wounds and 12 for verminking. Greater demons should still be even scarier. I will upload updated document after monster wheel is made.

I will think something for the running.

I will leave the grey seer as it is, people can houserule the smite if they want to. It already got 2 damage spells.


Is the psychic powers fine ?

Any suggestions on lord of war ?

This message was edited 3 times. Last update was at 2019/09/02 12:11:36


 
   
Made in gb
Pulsating Possessed Chaos Marine






There's a lot of nice flavour in the powers but some of the psychic powers are just too powerful.

Halfing leadership at 24" is too much. Maybe reducing by d3 might be more balanced.

Also the -1 to hit aura to all units within 12" is also too big, miasma of pestilence is just one unit wheras this could be 10 units for only 2 more WC. Should be 6".

Finally vermin tide needs some serious work or maybe removing. It's always difficult to balance unit creation, even if that unit is small that's still a potential 36 points per turn. 200+ points in a game.

As for a LoW it would seem that skaven would have developed some technology like daemon engines. Could something be kitbashed to resemble a khorne lord of skulls, grrater brass scorpion or a Kytan ravenger?

Failing that how about a giant hell pit abomination from the giant spawn?

This message was edited 1 time. Last update was at 2019/09/03 13:56:21


 
   
Made in fi
Been Around the Block




Ok i changed the powers somewhat.

I personally do not see Vermintide as a good choice. There are other spells that are more useful. Casting value of 8+ is quite likely to fail, so it could amount to nothing because of that. Maybe it turns out to be balanced for casting value 7+ instead ?

Still it may be seen i do not have full grasp of the 40k game. (For example i though 12" for -1 to hit would be reasonable as there are free traits to give it to whole army)

Monster Wheel and Shadowseer are added.

Yeah many of the models could be easy to convert. In my imagination the dragster, tank and transport are stylishly something similar to Ork vehicles. (Which are Da Best)


Things that are stil under construction:
-Speed Wheel
-Lord of Wars
-Rules for fleeing (cannot think of a good name for the rule)
-Probably more Faction / Warlord traits
-Probably endless re-balancing


If someone have interest on me helping them convert or inverting some stuff probably should act soon as i might lose the ability to do things like this in the future.

This message was edited 28 times. Last update was at 2019/09/04 17:12:09


 
   
 
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