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.
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."
* 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...