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Made in gb
Dakka Veteran




Raptoryx (Fast Attack, Power Rating 2)
When a Tzaangor glimpses too deeply into the swirling secrets of the cosmos, they may awaken to the shamanic arts – or their ego may collapse under the weight of revelation. Such unfortunate mutants revert to their most feral instincts, their body devolving to match their broken mind. Their less enlightened, more fortunate brethren keep these "Raptoryx" as valued hunting beasts, capable of bringing down even the mightiest spawn of Sortiarius in large enough flocks.
6-18 Raptoryx: M 10"; WS 4+; BS -; S 4; T 4; W 1; A 3; Ld 5; Sv 5+
If this unit contains between 7 and 12 models, it has Power Rating 5. If this unit contains between 13 and 18 models, it has Power Rating 7. Every model is equipped with: mutant beak and talons.

Wargear
  • Mutant beak and talons: Range Melee; Type Melee; Strength +1; AP 0; Damage 1; Abilities: Each time an attack is made with this weapon against a unit that includes fewer than half as many models as the bearer’s unit, that attack has a Damage characteristic of 2.

  • Abilities
  • Avian Agility: Each time this unit makes a Normal Move, Advances, or Falls Back, models in this unit do not count any vertical distance they move against the total that they can move this turn.
  • Hunting Beasts: In your Command phase, if this unit is within 6” of a friendly unit that includes a model equipped with a brayhorn, it is eligible to declare a charge that turn even if it Advances or Falls Back.

  • Keywords
  • Faction: CHAOS, TZEENTCH, THOUSAND SONS
  • Keywords: BEASTS, TZAANGORS, RAPTORYX

  • Points Costs
  • Raptoryx: 8 points

  • Crazed Screech (1 CP)
    Thousand Sons – Battle Tactic Stratagem
    The eerie hunting cry of the Raptoryx echoes seconds into the past, giving their prey a moment's terrified deja vu before the snapping, screeching flock is upon them.
    Use this Stratagem in your Charge phase, when a RAPTORYX unit from your army makes a charge move. Until the end of the turn, add 1 to the Attacks characteristic of models in that unit, and it has the following ability:
  • Crazed Screech (Aura): While this unit is within Engagement Range of an enemy unit, each time a friendly TZAANGOR unit declares a charge that targets that unit, you can re-roll the charge roll.’

  • This message was edited 2 times. Last update was at 2021/08/24 12:40:02


     
       
    Made in us
    Longtime Dakkanaut




    I like these. They seem reasonably priced for what they do. They fill a niche that (surprisingly) hasn't already been occupied in the army. They have good synergy with other units. Some thoughts:

    * I like the special rule on the Mutant Beak and Talons. Bonuses for outnumbering the enemy are fertile ground in a game that mostly rewards MSU.

    * Avian Agility is probably fine as is, but I'll note that it technically gives them more vertical mobility than units with fly. Like, if we're playing a game on a board that features a 20" tall piece of terrain, your raptoryx will be able to jump up it without issue while my wave serpent would have to advance to get up there. And if they can do that, it kind of seems like they should be able to jump over enemy models. Maybe they should just have the Fly keyword instead of this ability?

    * Hunting Beasts: Love this. Good job creating synergy with existing wargear.

    * Wondering if Crazed Screech warrants being 2CP instead of 1. Probably fine as is.
       
    Made in gb
    Dakka Veteran




    Wyldhunt wrote:
    I like these. They seem reasonably priced for what they do. They fill a niche that (surprisingly) hasn't already been occupied in the army. They have good synergy with other units.
    Thanks! I appreciate the feedback a lot.

    Wyldhunt wrote:
    Avian Agility is probably fine as is, but I'll note that it technically gives them more vertical mobility than units with fly. Like, if we're playing a game on a board that features a 20" tall piece of terrain, your raptoryx will be able to jump up it without issue while my wave serpent would have to advance to get up there. And if they can do that, it kind of seems like they should be able to jump over enemy models. Maybe they should just have the Fly keyword instead of this ability?
    Pretty sure FLY can do that too, no?

    > If a unit’s datasheet has the FLY keyword, then when it makes a Normal Move, an Advance or it Falls Back, its models can be moved across other models (and their bases) as if they were not there, and they can be moved within Engagement Range of enemy models. In addition, any vertical distance up and/or down that they make as part of that move is ignored. However, these models cannot finish their move either on top of another model (or its base) or within Engagement Range of any enemy models.

    The vertical distance thing is the same wording used on Grapnel Guns, too. This is basically meant as a "poor man's FLY" to keep their costs down but convey a sense of flapping, bounding agility. The only difference here is that it also works on charge moves (which normally only ignore models), because these are assault units and I'd like for them to be able to swoop down on people. Not sure if that'd cause potential problems, though; might be best to limit it the way every other rule of this type is: "When this unit makes a Normal Move, Advances, or Falls Back, models in this unit do not count any vertical distance they move against the total that they can move this turn."

    Wyldhunt wrote:
    * Wondering if Crazed Screech warrants being 2CP instead of 1. Probably fine as is.
    There's a similar Stratagem for Space Wolves that's 2CP, but it's more powerful – you roll 3D6 (drop lowest) instead of re-rolling charges, and ALL BEASTS/CAVALRY re-roll wound rolls of 1 instead of getting +1A on a single unit – and works sort of in reverse – you get a bonus to BEAST/CAVALRY if they're charging a unit that has any other SPACE WOLVES in Engagement Range. I could always just copy that over, which would work as a theme thing...
       
    Made in us
    Longtime Dakkanaut




    If I'm not mistaken, FLY currently lets you fly over infinitely tall terrain (or models) as long as you don't land on top of it. As I read Avian Agility, it lets you move on top of the terrain without spending movement.

    Crazed Screech is probably fine as-is. It was literally just me seeing two discrete effects that seemed pretty good, but there's precedent for similarly-good abilities costing 1CP.
       
    Made in gb
    Dakka Veteran




    Wyldhunt wrote:
    If I'm not mistaken, FLY currently lets you fly over infinitely tall terrain (or models) as long as you don't land on top of it. As I read Avian Agility, it lets you move on top of the terrain without spending movement.
    Nope! FLY specifically says: "any vertical distance up and/or down that they make as part of that move is ignored". A unit with FLY can fly to the top of an infinite tower and land on it, and they've "moved" 0 inches.

    Grapnel Guns have the same wording for vertical movement: "When the bearer’s unit makes a Normal Move Advances or Falls Back, the bearer does not count any vertical distance it moves against the total that it can move this turn."
       
    Made in us
    Longtime Dakkanaut




    My bad. Good to know!
       
     
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