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Made in gb
Dakka Veteran




Daemonic Ritual
During deployment, you can set up this unit in the Realms of Chaos instead of on the battlefield. If you do, then in the Reinforcements step of one of your Movement phases you can summon this unit; set it up anywhere on the battlefield that is within Summoning Range. You can summon a unit in the Movement phase of any battle round, regardless of any mission rules.

CHAOS CHARACTERS in your army can attempt the following action:
Daemonic Ritual: At the start of your Movement phase, any number of CHAOS CHARACTER units from your army can start to perform this action. The action is completed when you summon a friendly unit within Summoning Range of this unit; if the summoned unit is within Summoning Range of multiple CHAOS CHARACTER units performing this action, select one unit to complete this action.’

Summoning Range
Summoning Range determines where your daemonic allies can enter the battlefield, and expands as the battle progresses. Each time you use an ability that references Summoning Range, select one of the Summoning Ranges from the table below that is associated with the current battle round number or a previous battle round number (i.e. in the second battle round, you can choose to use the Loyal Fiends or Ephemeral Assault Summoning Ranges).

  • Battle Round 1 - Loyal Fiends: Wholly within 3” of a friendly <MARK OF CHAOS> or UNDIVIDED unit that is performing the Daemonic Ritual action, and more than 3” from any enemy units.
  • Battle Round 2 - Ephemeral Strike: Wholly within 6” of a friendly <MARK OF CHAOS> or UNDIVIDED unit that is performing the Daemonic Ritual action, and more than 6” from any enemy units.
  • Battle Round 3 - Daemonic Call: Wholly within 9” of a friendly <MARK OF CHAOS> or UNDIVIDED unit that is performing the Daemonic Ritual action, and more than 9” from any enemy units.
  • Battle Round 4 - Warp Breach: Anywhere on the battlefield, and more than 12” from any enemy units.


  • Word Bearers: Profane Zeal
  • Units with this trait have the following ability: 'Profane Zeal (Aura): While a friendly WORD BEARERS unit is within 6" of this unit, you can re-roll failed Morale tests for that unit."
  • Units with this trait can perform the Daemonic Ritual action, even if they are not CHARACTERS.

  • Reservoir of Daemonic Energy (Aura): While a friendly <LEGION> MASTER OF POSSESSION unit is within 6" of this model, treat the current battle round as being one higher than it is when determining the Summoning Range of units you set up within Summoning Range of that unit.

    Dark Pact (1 CP)
    Use this Stratagem in your Movement phase, when a WORD BEARERS unit from your army completes the Daemonic Ritual action. That unit continues to perform the Daemonic Ritual action.

    Shapeless Hordes (0 CP)
    Use this Stratagem in your Movement phase, when a <MARK OF CHAOS> or UNDIVIDED CHARACTER from your army starts to perform the Daemonic Ritual action. Roll 3D6; you can add one new <MARK OF CHAOS> or UNDIVIDED DAEMON unit to your army if it has the Daemonic Ritual ability and its Power Rating is equal to or less than this roll (otherwise, no new unit is added). The new unit is immediately set up in the Realms of Chaos, as described in the Daemonic Ritual ability.

    Storm of the Eye (1 CP)
    Use this Stratagem in your Movement phase, when a <MARK OF CHAOS> or UNDIVIDED CHARACTER from your army starts to perform the Daemonic Ritual action. Select one <MARK OF CHAOS> or UNDIVIDED DAEMON unit from your army that has the Daemonic Ritual ability. Remove it from the battlefield, and set it up in the Realms of Chaos.

    Reality Quakes (1 CP)
    Use this Stratagem in the Reinforcements step of your Movement phase, in any battle round after the first. Select one <MARK OF CHAOS> or UNDIVIDED DAEMON unit from your army that is set up in the Realms of Chaos, and set it up anywhere on the battlefield that is more than 9" away from any enemy units.

    This message was edited 3 times. Last update was at 2021/08/25 00:16:58


     
       
    Made in us
    Fixture of Dakka





    This seems like a decent way to do it. Basically turns your army's characters into drop pods for the summoned units. If you wanted to, you could probably "fix" the official version with some relatively minor tweaks (like simply letting characters summon on the same turn they moved or deepstruck in so characters with bikes or jump packs could start summoning from decent positions right away.) But again, this seems fine. Some thoughts:

    * Am I correct in thinking this removes any chance of mortal wounds? Nothing wrong with that. Just wanting to make sure I didn't skim over it as it recontextualizes things a bit.

    * Ephemeral Strike seems like it will let you reliably get off charges with anything you summon starting on turn 2 onwards. Having Loyal Fiends as an option basically guarantees a summoned unit will make its charge if your opponent positions badly. That would make chaos significantly better at charging out of deepstrike than something like GSC. Is that intentional?

    * Is it intentional that Profane Zeal makes it possible to summon much physically larger units in early turns? It might be difficult for me to place a bloodletter bomb wholly within 3" of a chaos lord, but it's easy to fit them within 3" of a squad of cultists.

    * Profane Zeal combined with the summoning ranges seems like it could make it really easy to get those charges off. I'm picturing a few staggered cultist squads. If your opponent doesn't wipe out all the cultists in a screened squad, you can pretty easily drop a bloodletter bomb in range for a 3" or 6" charge.

    * Dark Pact; the intention here is basically to summon two units instead of one, right?

    * Shapeless Horde; this gives you free points worth of models rather than using reserve points, right? If so, that might be too good. You'll average an 11 (roughly 220 points) on 3d6 each turn. If this uses reserve points, then nevermind.

    * Storm of the Eye; am I correct in thinking this just lets you put one of your units into reserves? What's the utility here? Is it just to pair it with Reality Quakes? If so, no problem. Just trying to make sure I'm reading it right.


    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:
    * Am I correct in thinking this removes any chance of mortal wounds? Nothing wrong with that. Just wanting to make sure I didn't skim over it as it recontextualizes things a bit.
    Yeah. I don't think the random roll or mortal wounds really add anything to what is, essentially, a slow and unreliable Deep Strike. The big benefit is that, what, you can choose your daemons on the fly? Like everyone has an MTG side-deck of every daemon unit just ready to go? Bleh.

    This version is just Teleport Strike but for Daemons. They "pay" less for it, they can arrive on turn 1, and they can arrive closer than the standard 9" limit, but they need a summoning character (or the 1CP Stratagem) to do so.

    I'd actually prefer to go the AoS route and give each Chaos army its own way of summoning Daemons. CSM get Daemonic Ritual (for synergy with Master of Possessions, Venomcrawler, Chaplains, Word Bearers, etc). Thousand Sons get Immaterial Conjuration (psychic action to summon TZEENTCH DAEMONS, synergy with Infernal Master). Death Guard get Corruptive Summoning (some weird thing to do with Contagion Ranges and controlling territory?). Chaos Daemons get Warp Rifts (like moveable ambush markers), and so on.

    Wyldhunt wrote:
    * Ephemeral Strike seems like it will let you reliably get off charges with anything you summon starting on turn 2 onwards. Having Loyal Fiends as an option basically guarantees a summoned unit will make its charge if your opponent positions badly. That would make chaos significantly better at charging out of deepstrike than something like GSC. Is that intentional?
    Hmmm, not so much, I guess. There are Stratagems and means to Deep Strike closer than 9", but they're all very rare and mostly found on non-melee factions/units or with anti-charge restrictions. Tau have their positional relays, Astra Militarum have the Precision Drop and Daring Descent Stratagems, Genestealer Cults have the Lying In Wait Stratagem with a charge restriction... That's about it, unless you count move-and-disembark.

    I guess that's the problem with Loyal Fiends – I'm effectively treating it as a disembarkation, and it's fine to allow disembarking from wholly within 3" of a TRANSPORT that hasn't moved. However, a TRANSPORT is a known unit with a known capacity/package. A CHAOS CHARACTER is harder to kill thanks to Look Out, Sir, but also you get to choose which DAEMON units "disembark" from whichever CHARACTER you like, each turn. It turns every HQ option into a quantum TRANSPORT that holds any or none of your "embarked" DAEMON units.

    And while I still like the idea of the "warp storm" intensifying and allowing bigger units to be summoned more easily and further away, Ephemeral Strike just throws a mess into everything. It's too abusable – right within the sweet spot of "not really an inconvenience to summon like this" and "extremely dangerous charge range".

    An alternative wording I had was to keep the maximum "within" distance, but add: "Each model in that DAEMON unit must be set up closer to the unit performing the Daemonic Ritual action than the closest enemy model" – so if the closest enemy unit was 12" away from the summoner, you could summon a unit more than 12" away from them. If they were 4" away from the summoner, you could summon a unit more than 4" away from them, and so on. That's just the same problems as Ephemeral Strike, but repackaged, though.

    Wyldhunt wrote:
    * Is it intentional that Profane Zeal makes it possible to summon much physically larger units in early turns? It might be difficult for me to place a bloodletter bomb wholly within 3" of a chaos lord, but it's easy to fit them within 3" of a squad of cultists.

    * Profane Zeal combined with the summoning ranges seems like it could make it really easy to get those charges off. I'm picturing a few staggered cultist squads. If your opponent doesn't wipe out all the cultists in a screened squad, you can pretty easily drop a bloodletter bomb in range for a 3" or 6" charge.
    Intentional that it's easier to summon (though Cultists couldn't do it; they don't get the trait), but not so much with the range-summoning shenanigans, yeah.

    Wyldhunt wrote:
    * Dark Pact; the intention here is basically to summon two units instead of one, right?

    * Shapeless Horde; this gives you free points worth of models rather than using reserve points, right? If so, that might be too good. You'll average an 11 (roughly 220 points) on 3d6 each turn. If this uses reserve points, then nevermind.

    * Storm of the Eye; am I correct in thinking this just lets you put one of your units into reserves? What's the utility here? Is it just to pair it with Reality Quakes? If so, no problem. Just trying to make sure I'm reading it right.
    Yes to Dark Pact, no to Shapeless Horde – Shapeless Horde just lets you do the old "summon rando daemon units as Reinforcements" thing.

    Storm of the Eye allows you to resummon units elsewhere, or use it with Reality Quakes to teleport them.
       
     
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