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Made in us
Humming Great Unclean One of Nurgle





In My Lab

For each model, select one ability when mustering your army. The "as-is" ability is the current one on the datasheet, and the one that is replaced by new abilities.

Space Marines Librarian
Mindmight (Psychic): While this model is leading a unit, add 1 to the Strength of weapons equipped by models in this unit.
Mental Fortress (Psychic): As-is.
Alacrity (Psychic): While this model is a leading a unit, ranged weapons equipped gain Assault. Additionally, whenever this unit Advances, do not roll a die. Instead, add 6" to the move characteristic.

Space Marines Terminator Librarian
Veil Of Time (Psychic): As-is.
Fortitude (Psychic): While this model is leading a unit, add 1 to the Toughness characteristic of models in this unit.
Reposition (Psychic): Once per game at the end of your movement phase, this model's unit can be removed from the table and be set up as-if using Deep Strike.

Orks Big Mek
More Dakka: As-is.
Smokey Clouds: While this model is leading a unit, all models in that unit gain Stealth.
Tracer Rounds: After this model's unit has shot in your shooting phase, select one enemy unit hit by one of those attacks. All further attacks made this phase against that target gain Ignores Cover.

Dark Eldar Archon
Overlord: As-is
Feint: Once per turn, when an enemy unit ends any move within 9" of this model's unit, if this unit is not in Engagement Range of any enemy models, they may move 6".
Brutal Raider: While this model is leading a unit, increase the OC of all models in that unit by 1. Additionally, during your Command Phase, you may choose to inflict 1 Mortal Wound to the unit. If you do, until the start of your next Command Phase, you may reroll any Leadership tests made by this unit, and if this unit becomes Battleshocked, set the OC to 1 instead of 0.

Sisters Of Battle Canoness
Rites Of Battle: As-is.
Dominion Of Faith: Once per Battle Round, one unit from your army can use this ability when this unit uses a Miracle Dice. Models in this unit gain a 4+ Invulnerable save until the end of the phase.
Miracles Of Savagery: Once per Battle Round, one unit from your army can use this ability when you declare a Charge for this unit. Until the end of the turn, you may reroll Charge rolls, Hit rolls, and Wound rolls made for this unit.

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






Catacomb Command Barge
Carrier Wave (Aura) >>> Dominating Threat (Aura): While a friendly NECRONS unit is within 6" of this model, add 1 to the Objective Control characteristic of models in that unit.
Command Wave (Aura): While a friendly NECRONS unit is within 6" of this model, improve that unit’s Leadership and Movement characteristics by 1.
Assault Deck (Aura): Friendly NECRONS units within 6" of this model can charge even if they Advanced this turn, but if they could not otherwise do this they receive a -1 to hit penalty until the end of the turn.

Chronomancer
Chronometron: In your Shooting phase, after this model’s unit has shot, if it is not within Engagement Range of any enemy units, that unit can make a Normal move of up to 5" as if it were your Movement phase. If it does, until the end of the turn, that unit is not eligible to declare a charge.
Chronoshackle: Subtract 2 from Charge rolls against a unit lead by this model.
Entropic Strike: While this model is leading a unit, the units melee attacks gain Lethal Hits.

Hexmark Destroyer
Inescapable Death: Once per turn, one unit from your army with this ability can be targeted with the Fire Overwatch Stratagem for 0CP, even if you have already used that Stratagem on a different unit this phase. In addition, each time you target this unit with the Fire Overwatch Stratagem, while resolving that Stratagem, hits are scored on unmodified Hit rolls of 2+.
Hexmarked: If this model targets one enemy unit with all its ranged attacks during a turn, that enemy unit becomes Hexmarked until the start of your next turn. Once per turn after the enemy unit makes a normal move or advance this model can make a normal move of up to 8", but if it does it must end within 18" of the enemy unit and within line of sight of that unit.
Infiltration Strike: The turn this model enters the battlefield from reserves any unit that suffers a hit from this model loses the benefit of cover until the end of the turn.
   
Made in us
Humming Great Unclean One of Nurgle





In My Lab

Those seem pretty fair to me.
Nicely done.

Clocks for the clockmaker! Cogs for the cog throne! 
   
Made in us
Fixture of Dakka





See, I really want alternate power options, but they need to come with associated points costs or else you're stuck trying to make each power exactly as strong as the others. Which creates challenges of its own. But as for what kind of abilities I'd like to see:

ARCHON
* Overlord: As-is; beatstick option. Maybe reword it to work from inside a transport.
* Labyrinthine Cunning: +1 CP in your Command phase.
* Raid Master: At the start of your Shooting phase, point to an enemy unit within line of sight of this model or the transport in which it is embarked. Vehicle units gain +1 to-hit against that target until the end of the phase. (Would ideally pair this with a rule that gives the transport lone op or makes it untargetable unless it's the nearest vehicle, but that's probably too much for one rule.)

SUCCUBUS
* Storm of Blades: As-is. Beatstick option.
* Cruel Taunt: -1 to-hit this unit in melee. Non-vehicle enemy units within engagement range of this model's unit may not fall back from this model's unit if this model's unit contains more models. (Tarpit option.)
* Giant-Slayer Tactics: When this model's unit is selected to fight, you may select any number of models in the unit. For each model selected, change the Attacks characteristic of all that model's melee weapons to 0. Increase the Damage characteristic of the first unsaved wound inflicted by this unit this phase by 1 for each model selected. (Killing big stuff in the arena. The succubus's entourage forgoes the glory of the killing blow in order to set their succubus up for success. If that's too much, you could just give her squad Lethal hits, but that's boring and very similar to the as-is ability.)

HAEMONCULUS
* Master of Pain: As-is, but maybe let this poor guy join grotesques. They need the help, and wracks really don't get much from this. Or better yet, change this to a healing power that targets a unit within X". Makes him way more versatile and seems on-brand for him. The fleshcrafting option.

* Arcane Weaponry: Once per game during the shooting phase, this model may fire one of the following profiles: (And then you have a sniper option, a horde-clearing option, and an anti-big-stuff option. Unusually powerful attack, balanced out by the fact that this guy isn't doing much after that. The "borderlien magical tech" option.)

* Bespoke Toxins: Add +1 to the Damage characteristic of this model's unit's attacks made against non-vehicle targets. (Damage boost main for wracks, although it helps the haemi with his weird pseudo-assassin role GW gave him. Represents especially potent poisons customized for the enemy at-hand. Ideally, I'd rather lhameans become HQs and leave the poison boosts to them.)


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 dk
Loyal Necron Lychguard






Thank you JNA, I appreciate it.
 Wyldhunt wrote:
See, I really want alternate power options, but they need to come with associated points costs or else you're stuck trying to make each power exactly as strong as the others.

Just shrug, it's not that kind of edition. Either way we cannot come up with accurate points costs, even if we both notice and agree that Labyrinthine Cunning on the Archon is worth more than the others whether it is 10 or 40 pts would ideally be tested in a few games or require mathhammer, so like in a lot of cases I don't think it's right to add points costs since it becomes an avenue of nitpicking what exactly a rule is worth instead of first establishing whether it is fluffy and fun.

I think allowing a character to join new units with the right ability might be a cool idea, I would do that if I got to the Destroyer Lord, because he used to be used alongside Canoptek Wraiths in 6th/7th. I did it with a Deathguard Enhancement I designed.
   
 
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