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Made in gb
Dakka Veteran




Warp Beasts (Fast Attack, Power Rating 1)
1-6 Warp Fiend (15ppm): M 8"; WS 4+; BS 4+; S 5; T 5; W 4; A 5; Ld 4; Sv 7+
1-6 Warp Ghoul (10ppm): M 8"; WS 4+; BS 4+; S 4; T 4; W 3; A 4; Ld 4; Sv 7+
1-6 Warp Hunter (7ppm): M 10"; WS 4+; BS 4+; S 4; T 4; W 2; A 3; Ld 4; Sv 7+
1-6 Warp Swarm (8ppm): M 10"; WS 4+; BS 4+; S 2; T 2; W 4; A 4; Ld 4; Sv 7+
Every model in this unit must use the same profile.
  • For every Warp Fiend this unit includes after the first, it has +1 Power Rating.
  • For every 2 Warp Ghouls this unit includes after the first, it has +1 Power Rating.
  • For every 3 Warp Hunters or Warp Swarms this unit includes after the first, it has +1 Power Rating.
  • Every model is equipped with: claws and talons.
    Wargear
  • Claws and talons: Range Melee; Type Melee; Strength User; AP -1; Damage 1. Abilities: Each time an attack is made with this weapon by a WARP FIEND, that attack has a Damage characteristic of 2.

  • Keywords
  • Faction: AELDARI, DRUKHARI, <HAEMONCULUS COVEN> or <KABAL> or <WYCH CULT>
  • Keywords: BEASTS, WARP BEASTS


  • Creature Features
    If your army is Battle-forged, then when you muster your army, you can upgrade any DRUKHARI WARP BEASTS unit in a DRUKHARI Detachment in your army, by giving that unit one or more Creature Features. You can give each unit up to 3 Creature Features in this way, but it cannot have the same Creature Feature more than once. Make a note on your army roster each time you upgrade a unit using these rules.

    Each time you upgrade a DRUKHARI BEASTS unit, its Power Rating is increased, as shown in the table below (TBC). If you are playing a matched play game, or a game that uses a points limit, then the points value of that unit is also increased by the amount shown in the same table.

    Survival
  • Adaptive Tissue: Each time an attack is allocated to a model in this unit, subtract 1 from the Damage characteristic of that attack (to a minimum of 1).
  • Alien Carapace: Add 1 to the Toughness characteristic of models in this unit, and models in this unit have a Save characteristic of 5+.
  • Chameleonic Hide: Each time an attack targets this unit, subtract 1 from that attack’s hit roll.
  • Otherworldly Aura: Models in this unit have a 5+ invulnerable save.
  • Resilient Breed: Models in this unit have the Insensible to Pain ability.
  • Unnatural Vitality: At the start of your Command phase, one model in this unit regains 1 lost wound. If no models in that unit have lost any wounds, one of that unit’s destroyed models is returned to it with 1 wound remaining. This model can be set up in Engagement Range of an enemy unit that is already in Engagement Range of its unit.

  • Aggression
  • Deadly Venom: This model’s claws and talons gain the Poisoned Weapon (2+) ability.
  • Ferocious Charge: Each time this unit fights, if it made a charge move or performed a Heroic Intervention this turn, add 2 to the Attacks characteristic of models in this unit.
  • Pack Killers: Each time a model in this unit makes a melee attack, add 1 to the Damage characteristic of that attack unless the target unit includes more models than this unit.
  • Razor Reflexes: Add 1 to charge rolls made for this unit. At the start of the Fight phase, if this unit is within Engagement Range of any enemy units, it can fight first that phase.
  • Rending Claws: Each time a model in this unit makes a melee attack, on an unmodified wound roll of 6, the Armour Penetration characteristic of that attack becomes -4.
  • Vicious Instincts: Models in this unit have a Weapon Skill characteristic of 3+.

  • Celerity
  • Agile Hunters: This unit is eligible to declare a charge and/or shoot in a turn in which it Fell Back. In addition, when this unit makes a Normal Move, Advances or Falls Back, any distance it moves vertically and/or over Difficult Ground is ignored.
  • Ambush Instincts: This unit is eligible to perform Heroic Interventions as if it were a CHARACTER, and can do so if it is within 6" horizontally of an enemy unit. When this unit performs a Heroic Intervention or consolidates, it can move up to 6” instead of 3”.
  • Roaming Pack: You do not need to pay Command Points to place this unit into Strategic Reserves, and you can treat the current battle round as being one higher than it actually is for the purposes of setting up this unit from Strategic Reserves. In addition, this unit can move off the edge of the battlefield as if it had the AIRCRAFT keyword.
  • Sickeningly Swift: Each time this unit Advances, do not make an Advance roll. Instead, until the end of the phase, add 8" to the Move characteristic of models in this unit.
  • Tunnel Devils: During deployment, you can set up this unit underground instead of setting it up on the battlefield. If this unit is underground, then in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" away from any enemy models.
  • Winged Horrors: Add 4” to the Move characteristic of models in this unit, and they gain the FLY keyword.

  • Mutation
  • Acid Blood: Each time a model in this unit is destroyed, select an enemy unit within Engagement Range of this unit and roll a number of dice equal to the destroyed model’s Wounds characteristic. For each roll of 6, that unit suffers a mortal wound at the end of the phase.
  • Enhanced Menagerie: During deployment, before you set up this unit, roll two dice and discard one result. Until the end of the battle, this unit gains the associated effect from the Combat Drugs ability table.
  • Foul Exhalations: Every model in this unit is equipped with 1 liquifier gun. Each time this unit is selected to shoot, only 1 model can fire its liquifier gun; for each other model in this unit, add 1 to the roll to determine the number of attacks made with that weapon.
  • Grasping Tendrils: This unit gains the No Escape ability. Each time you roll for the No Escape ability, add 1 to your roll if a unit with Grasping Tendrils is within Engagement Range of the enemy unit attempting to Fall Back.
  • Mounted Carbines: Every model in this unit is equipped with 1 shardcarbine. In addition, each time an enemy unit declares a charge against this unit, this unit can fire Overwatch.
  • Terror Beasts (Aura): While an enemy unit is within 3" of this unit, subtract 1 from the Leadership characteristic of models in that unit. In addition, each time that unit fails a Morale test, roll a D6; on a 4+, an additional model flees the unit.
  • This message was edited 2 times. Last update was at 2021/07/30 12:30:05


     
       
    Made in us
    Fixture of Dakka





    Overall, this looks pretty good. It seems like you kept your upgrades reasonable. Props on managing to avoid too much overlap/direct competition between your upgrades; that's hard to do with multiple offense buffs.

    Some thoughts:
    *What's the fluff for these things? Are they meant to replace the existing beast options? If they are meant to be arena beasts, they should maybe have the same beast master special rules the other beasts do.

    * Deadly Venom eliminates the downside of being S2 on Warp Swarms, functionally giving them +4 to to-wound rolls vs T4+ targets while only giving warp fiends +1 to-wound vs those same targets. That's going to make it tricky to put a points cost on. Maybe make it Poison 4+ so that it still helps weaker forms but is mostly an anti-MC thing?

    * To discourage double-dipping on raw defense or raw offense, maybe restrict people to 1 or 2 creature features per category?

    * Roaming Pack's wording probably needs a tweak. Strategic Reserves cost CP based on all the units that are being placed in them, so this wording raises a couple questions if you're putting non-roaming units into reserves. I think you probably just want to give them a bespoke outflanking ability.

    * Sickeningly Swift seems like it might possibly be just a bit too much extra movement. Auto advancing 8" is reaver territory. Maybe auto-advance 6"? Or just make it advance + charge?

    * Enhanced Menagerie seems iffy to me. You already have a highly customizable unit whose statline your opponent will never remember. Adding a pregame stat boost to that feels overly complicated. Plus, some of the combat drug benefits are redundant with creature features (meaning you risk double-dipping), or do basically nothing (looking at the BS/Leadership buffing one).

    * Mounted carbines feel a little weird to me. Guns on beasties I get. Why are the beasties better at shooting at enemy chargers than trained space elves?

    Overall, a good execution of such a flexible datasheet.


    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.
     
       
    Made in gb
    Dakka Veteran




    Wyldhunt wrote:

    *What's the fluff for these things? Are they meant to replace the existing beast options? If they are meant to be arena beasts, they should maybe have the same beast master special rules the other beasts do.
    Yeah, the intent would be for them to replace the existing BEASTS (plus Ur-Ghuls), but be able to be taken as WYCH CULT Arena Beasts, HAEMONCULUS COVEN Experimental Creatures, or KABAL Exotic Pets.

    All the Beastmaster rules would be folded directly into the WYCH CULT Beastmaster datasheet, keeping them more of a WYCH CULT unit than the others.

    Wyldhunt wrote:

    * Deadly Venom eliminates the downside of being S2 on Warp Swarms, functionally giving them +4 to to-wound rolls vs T4+ targets while only giving warp fiends +1 to-wound vs those same targets. That's going to make it tricky to put a points cost on. Maybe make it Poison 4+ so that it still helps weaker forms but is mostly an anti-MC thing?
    Yeah, hm. It's certainly much more useful for Swarms than Fiends (or even Ghouls/Hunters, which will usually be getting "only" +1-3 out of it), although the Fiends at least have D2 keeping them strong enough that +1 to wound is nasty. Poison 4+ doesn't feel good enough to really see play on Ghouls/Hunters, much less Fiends. I think it'd need to be Poison 3+, or something else that helps with wounding more evenly...

    Wyldhunt wrote:

    * To discourage double-dipping on raw defense or raw offense, maybe restrict people to 1 or 2 creature features per category?
    Could be a good idea. My thinking was that going all-in would be its own punishment; giving a unit 3x defensive features (say, 5++, 5+ FNP, and -1 to hit) means it's pretty limp in combat, while going all-in on offense means relying on nothing but Toughness to keep them alive. A lot of that depends on the cost, though. It could be a scaling cost for each upgrade? i.e. 1ppm for the first upgrade in each category, 2ppm for the second, 3ppm if you go all-in?

    Wyldhunt wrote:
    * Roaming Pack's wording probably needs a tweak. Strategic Reserves cost CP based on all the units that are being placed in them, so this wording raises a couple questions if you're putting non-roaming units into reserves. I think you probably just want to give them a bespoke outflanking ability.
    Ah, so it'd be more like "this unit's Power Rating is 0 for the purposes of etc". Yeah, bespoke outflank might be better.

    Wyldhunt wrote:
    * Sickeningly Swift seems like it might possibly be just a bit too much extra movement. Auto advancing 8" is reaver territory. Maybe auto-advance 6"? Or just make it advance + charge?
    Movement ran into the problem that I wanted flying ghouls to be analogous to Furies (12" FLY), which meant the flying upgrade had to be +4"/FLY, which meant any other upgrade had to be broadly similar in power to that. Advance 6" is an average of just +2.5" when Advancing, so it doesn't compare. It might make sense to just up basic Ghouls to 10" to reduce the relative power of the FLY upgrade?
       
     
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