Switch Theme:

Custom Forge World: Ohm  [RSS] Share on facebook Share on Twitter Submit to Reddit
»
Author Message
Advert


Forum adverts like this one are shown to any user who is not logged in. Join us by filling out a tiny 3 field form and you will get your own, free, dakka user account which gives a good range of benefits to you:
  • No adverts like this in the forums anymore.
  • Times and dates in your local timezone.
  • Full tracking of what you have read so you can skip to your first unread post, easily see what has changed since you last logged in, and easily see what is new at a glance.
  • Email notifications for threads you want to watch closely.
  • Being a part of the oldest wargaming community on the net.
If you are already a member then feel free to login now.




Made in gb
Dakka Veteran




Forge World: Ohm
Spoiler:
The skies of Ohm are veiled by an endless network of hypercell thunderstorms, which dance around the peaks of its colossal mountain ranges and crash like crackling waves into the impenetrable marshes below. Much of its surface is covered by these dense jungles of squat rubber-leaf mangroves, their deep roots straining against the monstrous winds and viridescent lightning. Vicious coppery lizards prowl through chemical-stained waters, soaking up voltage like sunlight and preying on the ouragan-rats that ride the storm across entire continents. The very air of this world is heavy with latent electricity, and its crust trembles with telluric force.

Few who witnessed such a place would think it a fiefdom of the Adeptus Mechanicus, but ever since its discovery in the wake of the Astropath Wars, Ohm has been a site of pilgrimage for the Machine Cult’s Luminen. Electro-priests journey from systems around to witness its galvanic wonders with their own blinded eyes, and charge an accumulator-reliquary with sacred voltage. Many choose to remain, entranced by the swamp-moon's otherworldly electromagnetic vistas, and swear themselves to one of the wind-wracked mountain temples where their brethren meditate on the deeper mysteries of the lightning mind. Some even claim to perceive an intelligent pattern in Ohm's ever-shifting divine storm, perhaps the presence of the Motive Force itself. This heterodoxy is loudly condemned by other electro-shrines, such as those tied to the war-world of Metalica, but none deny that Ohm is blessed indeed.

Those tech-priests less devoted to the Light Eternal take a different view. To the bulk of the Machine God’s clergy, Ohm is little more than a damp and howling purgatory where rust spreads like a disease, where soaring mountains and raging storms form a signal-cage that scrambles even astropathy, where the most frequent visitors are barbaric Orkoid shokk-clans. The ships that bear Luminen from far and wide also carry luckless adepts of every other creed, condemned to the swamp-moon by displeased superiors. These magi form bitter and jealous covens in Ohm's floating fabricatories, each scrabbling for some revelation or achievement that will secure their release from a swamp-choked exile.

Drawn from the industrial tribes that populate the Machine Cult's work camps, the Skitarii of Ohm arm themselves with a trumpet-mouthed model of galvanic rifle, their emerald electoos flickering beneath wind-torn, well-patched robes of dull leather and lizardskin trim. Ohm-pattern cybernetics are renowned for their surge resistance and characteristic coppery sheen, and Ohmish Skitarii employ chemical washes to further exaggerate their reddish hue, evoking the distant deserts of Father Mars. Tasked by their disinterested masters with patrolling swathes of storm-wracked marshland for bandit tribes, feral orks, and crackling electro-wraiths, Ohm’s techno-rangers have become masters of swift movement and surveyance, roaring over the murky waters in turbine-mounted Skorpius carriers daubed with luminescent warpaint.

Ohm’s isolation is a constant struggle of artifice against the elements, of energy against mystery, of magus against magus. Yet recent decades have seen the storm-shrine’s squabbling covens drawn together, if not exactly united, by the machinations of Fabricator-Locum Clai Landrieu. Production is expanding, alliances are forming, and whenever the call to defend the Machine Cult reaches Ohm, tech-priests from across the swamp-moon scramble to gather their forces, eager to win the acclaim that might let them escape from this literal backwater.


Forge World Dogma: Riders on the Storm
The Skitarii corps of Ohm operate with unmatched speed, ranging across their storm-wracked holy land from atop humming skimmer-chariots and scaled cyber-steeds.
  • When a TRANSPORT unit with this dogma is set up as reinforcements or finishes a Normal Move, any INFANTRY units with this dogma can disembark from it, even if that INFANTRY unit embarked in the same phase. Units that do so cannot move again for any reason until the end of the turn, but count as having Remained Stationary in that Movement phase.
  • Each time a model with this dogma makes an attack with a galvanic weapon against a target within half range, an unmodified wound roll of 6 scores 1 additional wound.

  • Warlord Trait: Votive in Voltage
    Extensive sections of the Tech-Priest’s cybernetic brain are dedicated to analyzing the atmospheric energies around them, suffusing their every waking moment with electromagnetic visions of occulted import.
    This WARLORD has the following abilities:
  • Voltagheist Blast: After this unit finishes a charge move, select one enemy unit within Engagement Range of this unit and roll one D6: for each 6+, that enemy unit suffers 1 mortal wound.
  • Voltagheist Conductor (Aura): While a friendly OHM unit is within 6” of this WARLORD, if that unit declares a charge, add 1 to rolls made for its Voltagheist Blast ability until the end of the phase. If the Litany of the Electromancer is active for your army, add 2 instead.

  • Arcana Mechanicum: Coulomb’s Cane
    Sheathed in the copper coils traditional to Ohm’s valley-dwelling industrial tribes, the archeotech comms-sphere atop this prized signal booster is capable of punching through even the mightiest of the swamp-moon’s holy storms.
    OHM model with a control stave only. Each time an OHM DATA-TETHER unit from your army is selected to shoot, you can draw a straight line between the bearer and any model in that unit. Until its shooting is resolved, that unit can re-roll wound rolls of 1 against any enemy unit the line passed over.

    Stratagem: Faraday Saints (2 CP)
    The most venerable of Ohm's electro-priests are said to transcend mortality through meditation, shaping their nervous impulses into an autonomous electro-projection that lives forever within the Motive Force.
    Use this Stratagem in your Command phase. Select one OHM ELECTRO-PRIEST unit from your army and roll five D6s. Select one result; for each time you rolled that result, return one of the selected unit’s destroyed models back to that unit with its full wounds remaining (e.g. if you rolled 5, 2, 3, 2, and 1, then selected 2s, return 2 destroyed models to the unit). Models added back to that unit in this way can be set up within Engagement Range of enemy units that are already within Engagement Range of that unit.

    This message was edited 1 time. Last update was at 2022/03/15 13:43:19


     
       
    Made in gb
    Lord of the Fleet






    London

    I like the background, but some of these rules I'm not 100% sure on.

    - The Warlord Trait is a bit naff. The boost to the Priests' ability is good, but I wouldn't pick that and the chance for an extra MW over the other traits.
    - The Coulomb's Cane might need some tweaking as at the moment it seems a bit too situational. You have to get the enemies right inbetween your unit and the bearer. I would let you pick a unit within 24", and if you can draw LoS from the bearer to the selected unit's target, then you get the rerolls.
    - I like the Faraday Saints, but would change it so you choose your result before rolling. I'd also reduce it to 1CP as it's more of a gamble rather than a solid Stratagem.
       
    Made in ro
    Dakka Veteran




     Valkyrie wrote:
    - The Warlord Trait is a bit naff. The boost to the Priests' ability is good, but I wouldn't pick that and the chance for an extra MW over the other traits.
    Yeah, it's... situational. Really, its utility depends on how deep you go on Electro-Priests (which is the whole point). I'm very wary of making it any stronger, because of how it scales; a Warlord within 6" of a unit (or total units) of 20 Electro-Priests is taking them from 3.33 mortal wounds on the charge to 6.66 mortal wounds... or 10 mortal wounds with Litany of the Electromancer. That's enough to wipe out damn-near anything just by charging. It's astoundingly powerful under the right circumstances, but much narrower than some others; both Emotionless Clarity and Supervisory Radiance would also be useful for an Electro-Priest buffing Warlord, without being so narrow.

    I wonder if I should try to make it less powerful/scale less well, but broader? Something more like the DG Shamblerot WL Trait, but with a clause that benefits from existing MW/Electro-Priests?

     Valkyrie wrote:
    - The Coulomb's Cane might need some tweaking as at the moment it seems a bit too situational. You have to get the enemies right inbetween your unit and the bearer. I would let you pick a unit within 24", and if you can draw LoS from the bearer to the selected unit's target, then you get the rerolls.
    The intent is to promote that kind of crossfire, yeah; the idea is that you use your transports to deposit units on the flanks/rear, then draw a line between those units and your Skitarii Marshal, who gets to extend their Servo-Skull Uplink aura all the way across the board. You don't think that's powerful enough? I guess I could improve the buff (full re-rolls seems like a lot, but...), or make it more flexible; perhaps you select a unit within 9"/a DATA-TETHER unit anywhere on the board, and they become the basis of the crossfire effect, instead of the Marshal?

     Valkyrie wrote:
    - I like the Faraday Saints, but would change it so you choose your result before rolling. I'd also reduce it to 1CP as it's more of a gamble rather than a solid Stratagem.
    Hm, so less reliable but cheaper? I'm not sure I like that - I'm always very frustrated to have a Stratagem that can just do nothing; I'd rather spend 2CP for a surefire thing. As it stands, this "Warcry Initiative" version gives you a 100% chance of 1 model coming back, a 91% chance of 2 models, a 21% chance of 3 models, a 2% chance of 4 models, and a 0.07% chance of 5 models. So it's actually a pretty reliable average of 2.5 models! Making the choice of number random on your part would slash that by a lot.

    You might have a point about the cost, however. Electro-Priests cost 15 points; so that's an average of +37 points of models, with 45 points being the likely high end. Comparatively, the Death Guard Poxwalker Stratagem averages +23 points of models for 1CP, with much lower variability (but caps at 35), while the Space Marine Apothecary Stratagem requires an Apothecary, but costs 1 CP for a 45-point Aggressor or Eradicator. It's a little too good for 1CP with no restrictions, but much too weak for 2CP. It ought to be 1CP with some kind of restriction or condition, or 2CP and buffed.

    What if it was 1CP, but required a unit of both Corpuscarii and Fulgurites on the battlefield? Or 2CP, but affected both a unit of Corpuscarii and a unit of Fulgurites within 6" of each other? An older version was simpler; you just rolled a D6, and on a 2+, you got one model back. Then on a 3+, you got 2. Then on a 4+, you got 3, and so on; that's an average of 1.76 models (26 points), which fits 1CP quite nicely. I might have to bring it back, though I think it's less interesting and it's certainly less reliable.
       
     
    Forum Index » 40K Proposed Rules
    Go to: