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Made in us
Humming Great Unclean One of Nurgle





In My Lab

I've had an itching to do a big project in homebrew for 40k. It started around when 10th was announced, so I decided to wait till I learned more to really do anything.
I decided that I would either want to convert the Eldrazi or the Phyrexians to 40k.

I feel like Eldrazi would be more analogous to Knights and Titans, so perhaps not the best starting point-admittedly few datasheets, but not really operating in normal 40k scale.
So, Phyrexia seems like the logical choice to convert.

With what we know now, I'm trying to think of a good Army Rule and Detachment Rules.
Some thoughts...

Army Rule
Phyrexia infects. It spreads. It can be an insidious, creeping menace; or an outright invasion. That's a through-line of anything involving Phyrexians. Ideally the Army Rule would reflect that... So, first draft:

Infection
1) Whenever a unit is wounded by a PHYREXIAN model, they suffer a -1 penalty to any Battleshock tests they take for the remainder of the battle. Note that this cannot stack with itself.
2) When a unit that is engaged in melee with a PHYREXIAN unit fails a Battleshock test, they suffer d3 Mortal Wounds, and you may restore a number of wounds or W1 slain models to PHYREXIAN units engaged with that unit equal to the damage dealt.

-Definitely needs cleaner wording, but I hope the intent is clear.

Spoiler:
Detachment Rules
One for each color to start-White, Blue, Black, Green, and Red.

The Argent Etchings
1) PHYREXIAN units in this detachment gain +1 to Battleshock tests.
2) All PHYREXIAN Characters in this detachment have the following ability:
Spread The Gospel [Aura]: Enemy units within 6" suffer a -1 penalty to Battleshock tests.

The Great Synthesis
1) If a PHYREXIAN unit in this detachment takes any wounds, they gain the following ability starting in the next phase of the round, and until the end of the battle:
Guided Progress: This unit can reroll save rolls of 1.

The True Scriptures
1) At the start of the battle when you are using this detachment, select one enemy unit. This unit must either be the lowest points value unit in the enemy army, or must be equal to or less than the following points costs:
Incursion: 200 Points
Strike Force: 400 Points
Onslaught: 600 Points
For the purposes of selecting this unit, ignore any attached characters. The unit suffers a -1 penalty to hit and wound rolls made against PHYREXIAN units in this detachment.

The Great Work
1) When a PHYREXIAN unit from this detachment destroys an enemy unit, select one of the following, or two if the unit was killed by a melee attack:
-Add 1" to the Move characteristic of this unit
-Improve the Save characteristic of this unit by 1, to a max of 2+
-Improve the OC of this unit by 1
-Improve the Strength of melee attacks made by this unit by 1
No unit may select any ability more than once.

The Grand Evolution
1) PHYREXIAN units in this detachment gain +1 to Advance and Charge rolls.
2) PHYREXIAN units in this detachment increase the Strength characteristic of their melee attacks by 1 on a turn in which they successfully charge or make a Heroic Intervention.

Clocks for the clockmaker! Cogs for the cog throne! 
   
Made in dk
Loyal Necron Lychguard






Does strength of character in any way curb infection? I don't understand why high-morale units ought to be resistant to infection.

Consider making it reduce Strength and Toughness instead, which also fits with the MtG infect mechanic which lowers power and toughness instead of inflicting damage.

I was really sad to see The True Scriptures not taking control of an enemy unit. I know it'd be a terrible rule if you were introducing it into the real world, but in the right environment? I think it'd be prime.

Great Synthesis seems more green. I think something more long term and broad than individual unit suffers damage so that individual unit learns to get deal with getting damaged.
   
Made in us
Humming Great Unclean One of Nurgle





In My Lab

 vict0988 wrote:
Does strength of character in any way curb infection? I don't understand why high-morale units ought to be resistant to infection.

Consider making it reduce Strength and Toughness instead, which also fits with the MtG infect mechanic which lowers power and toughness instead of inflicting damage.

I was really sad to see The True Scriptures not taking control of an enemy unit. I know it'd be a terrible rule if you were introducing it into the real world, but in the right environment? I think it'd be prime.

Great Synthesis seems more green. I think something more long term and broad than individual unit suffers damage so that individual unit learns to get deal with getting damaged.
Strength and Toughness reductions WOULD make sense... But also be harder to balance, IMO. It's something to consider, though-I'll mull it over.

The idea behind The True Scriptures was that the unit chosen is a sleeper agent, hence why their attacks are so weakened. Because, as you point out, outright stealing an enemy unit would be pretty nutso.

Any ideas for what'd be better for The Great Synthesis? It does feel kinda weak (both in power and lore) to me.

Clocks for the clockmaker! Cogs for the cog throne! 
   
Made in dk
Loyal Necron Lychguard






I think you should keep your mind open and consider doing some brainstorming for all the different ways to represent infection. Infection is automatic right now, there really aren't a lot of places to take it because it is so easy to apply, the only way to expand on infection is units that are more effective against infected units, but if you made it harder to infect things then you open up a tonne of opportunities for different or temporary infection vectors. There is also the possible lore flaw that splitting someone open with an axe isn't going to infect his friends with oil from my super duper limited understanding.

Ahhh, sleeper agent like free mana K'rrik. Stratagems are attached to Detachments right? So you could have a black Stratagem that lets the sleeper unit fire at your opponent like Anrakyr.

I would recommend something to do with Actions for the The Greath Synthesis, am I missing something or did they really remove those?
   
Made in us
Humming Great Unclean One of Nurgle





In My Lab

I think actions are gone, yeah.
And yeah, a Strat to make your agent fight/shoot on your behalf could be cool!
I’m out and about right now, but point well taken on infection.

Clocks for the clockmaker! Cogs for the cog throne! 
   
 
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