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Made in fi
Nervous Accuser




Finland

 LlamaAgility wrote:
 Formosa wrote:
New unit.

Astartes deamonhost
When a psychicly active aspirant fails the many trials to become a librairian the relictors find another use for the failure, with the aid of a maleus inquisitor they subject the aspirant to the horrors of the warp, drawing a deamon from the warp and binding it within the unfortunate aspirant, thus even in failure a use is found.
Type: infantry, character
Points: 50.
Unit: 1-3
Elites
Ws 5
Bs 3
S 5
T 4
I 5
A d6
W 3
Ld 10
Sv 5++
Wargear: chains of binding ( close combat weapon)

Special rules: fearless, fear, brotherhood of psykers, mastery level 1, hammer of wrath, rending attacks.
The unit must randomly select 1 power each from the following disciplines, each model may select a different discipline.
Pyromancy, biomancy, divination, telepathy

Upgrades: they unit may buy up to 2 additional models for 50pts each.
The unit may be upgraded to any ONE of the following types.
Host of tzeench: the unit gains +1 to its invulnerable save, +1 bs and it may also roll on the tzeench psychic power table. 15pts per model.

Host of nurgle: the unit gains +1 t, feel no pain usr and slow and purposeful, in addition it may roll on the nurgle psychic powers table. 25pts per model

Host of slaanesh: the deamon adds +1 to its I value and gains the hit and run usr, in addition when ever the unit runs it adds +3 to its roll, the model may also roll on the slaanesh psychic powers table. 20pts per model

Host of.the blood god. The deamon adds +1 to its ws, gains rage and counter attack usr, the unit also adds +2 to its deny the witch rolls. 15 pts per model.
If a model upgrades to any of the above, the whole unit MUST take the same upgrade, the unit may NEVER be join OR be joined by another unit or character.

Sooo this is my deamonhost unit for relictors


I like the effort here. As I was thinking on what to actually add next, I'll probably work this into my codex sometime.
Now I'll start on tweaking wargear and unit pricing on the Radical units.


Automatically Appended Next Post:
All right, now added "Astartes Daemonhost".
I'll go about working on the inquisitor's retinue, and maybe I'll be done with the radicals for now.


While I like the daemonhosts I do feel they, too, might be a bit expensive. They do have a good statline etc. but they run into a few problems that make me question their cost:

1) they are slow, and have no means of transportation
2) they have only a 5++ save, even though they are 50pts each
3) S8+ weapons. This, I feel, is the biggest problem because these things are going to die horrendously fast to anything with S8 or better. Just think of tyranid warriors and you'll understand what I mean. With only a 5++ any missiles, psyflemen etc. will have a field day slaughtering daemonhosts.

Also the upgrades seem extremely (and I mean EXTREMELY) expensive, with the nurgle upgrade increasing their cost by a whopping 50%!!

They are by no means terrible, but they could certainly use a decrease in their cost.

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Made in fi
Sure Space Wolves Land Raider Pilot






wargey wrote:
I would have thought the inquiston would hate the relictors and try to destroy them due to the use of chaos icons.

>Implying they use chaos icons
>Implying Radical Inquisitors don't use chaos wargear

Maybe try and turn the thing into a PDF file though.

I will, when it is finished. At least I'm thinking about it...

Ave Dominus Nox
*A feral howl* ~2900pts

 
   
Made in fi
Nervous Accuser




Finland

Maybe try and turn the thing into a PDF file though.

I will, when it is finished. At least I'm thinking about it...


Well the format isn't all that crucial yet, since the internal balance still needs tweaking.

I feel that the necrodermis armour as it is now, is quite overpowered in comparison to the other options. There isn't much use to say, terminator or artificer armour on the inquisitor because the necrodermis is so much better, and only 5pts more than artificer, and actually cheaper than termie armor, while also allowing sweeping advances.

Also please do drop the stormtrooper razorback to the usual cost of 40pts.


Automatically Appended Next Post:
Just adding a few of my ideas for ''acquired'' wargear.

Targeting array - 25pts

Spoiler:
A high-powered array used for scanning targets for ground-based weaponry. High power usage limits the time of use, however.

Once per game the bearer may activate the tageting array instead of moving and shooting. When the array is activated, any models in the bearer's unit may
choose to take advantage of the array's data in the shooting phase, provided they didn't move.
Models using the array may re-roll to hit rolls of a 1 against any target without any of the following rules/type: flyer, jump, bike, jetbike, jink.
If shooting at a unit with a jink save, any successful jink saves must be re-rolled.
If shooting against flyers, the model's weapons count as twin-linked instead, and one model may fire a single weapon using the skyfire special rule.


Reflective forcefield generator - 25pts

Spoiler:
Any friendly units within 3" of the bearer of the forcefield have a 5+ invulnerable save. If the save is passed, the closest enemy unit within 6" suffers a hit at the same
strength and AP as the shot saved by the field. If there is no enemy unit within 6", no shot is reflected.

If the bearer suffers a wound roll a D6. On a 3+ the generator is damaged and has no effect for the rest of the game.


Accursed Crozius - 20pts

Spoiler:
Formerly a blessed symbol of office, this crozius has been tainted with the baleful energies of the Dark gods. The weapon now demands constant bloodshed.

Range: melee
S: +2
AP: 4
Special rules: concussive, cursed

Cursed: The bearer and his unit have the crusader and zealot USRs, but enemy units assaulting the bearer's unit gain the rage USR.


Stasis wave generator - 25pts

Spoiler:
This arcane device releases a shockwave of time-distorting energies, severely disorienting its targets.

Range: template
S: 3
AP: -
Special rules: Concussive, strikedown, blind, stasis anomaly

Stasis anomaly: every model in a unit hit by this weapon suffers a penalty of -1 to their WS and I until the end of the current player turn.


I'm still not entirely sure on the pricing, but it can be changed later on.

This message was edited 2 times. Last update was at 2013/02/08 10:54:57


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Made in fi
Sure Space Wolves Land Raider Pilot






 EnormousName wrote:
Maybe try and turn the thing into a PDF file though.

I will, when it is finished. At least I'm thinking about it...


Well the format isn't all that crucial yet, since the internal balance still needs tweaking.

I feel that the necrodermis armour as it is now, is quite overpowered in comparison to the other options. There isn't much use to say, terminator or artificer armour on the inquisitor because the necrodermis is so much better, and only 5pts more than artificer, and actually cheaper than termie armor, while also allowing sweeping advances.

Also please do drop the stormtrooper razorback to the usual cost of 40pts.


Automatically Appended Next Post:
Just adding a few of my ideas for ''acquired'' wargear.

Targeting array - 25pts

Spoiler:
A high-powered array used for scanning targets for ground-based weaponry. High power usage limits the time of use, however.

Once per game the bearer may activate the tageting array instead of moving and shooting. When the array is activated, any models in the bearer's unit may
choose to take advantage of the array's data in the shooting phase, provided they didn't move.
Models using the array may re-roll to hit rolls of a 1 against any target without any of the following rules/type: flyer, jump, bike, jetbike, jink.
If shooting at a unit with a jink save, any successful jink saves must be re-rolled.
If shooting against flyers, the model's weapons count as twin-linked instead, and one model may fire a single weapon using the skyfire special rule.


Reflective forcefield generator - 25pts

Spoiler:
Any friendly units within 3" of the bearer of the forcefield have a 5+ invulnerable save. If the save is passed, the closest enemy unit within 6" suffers a hit at the same
strength and AP as the shot saved by the field. If there is no enemy unit within 6", no shot is reflected.

If the bearer suffers a wound roll a D6. On a 3+ the generator is damaged and has no effect for the rest of the game.


Accursed Crozius - 20pts

Spoiler:
Formerly a blessed symbol of office, this crozius has been tainted with the baleful energies of the Dark gods. The weapon now demands constant bloodshed.

Range: melee
S: +2
AP: 4
Special rules: concussive, cursed

Cursed: The bearer and his unit have the crusader and zealot USRs, but enemy units assaulting the bearer's unit gain the rage USR.


Stasis wave generator - 25pts

Spoiler:
This arcane device releases a shockwave of time-distorting energies, severely disorienting its targets.

Range: template
S: 3
AP: -
Special rules: Concussive, strikedown, blind, stasis anomaly

Stasis anomaly: every model in a unit hit by this weapon suffers a penalty of -1 to their WS and I until the end of the current player turn.


I'm still not entirely sure on the pricing, but it can be changed later on.


Ahem... Mind rehearsing, what do the "Crusader" and "Zealot" USR do?

Ave Dominus Nox
*A feral howl* ~2900pts

 
   
Made in fi
Nervous Accuser




Finland

Zealot makes the unit fearless and gives re-rolls to hit on the 1st round of combat.

Crusader allows another dice for run moves (pick the highest) and gives a bonus of D3 to sweeping advance rolls.


Automatically Appended Next Post:
So basically the crozius makes your unit very killy in combat, but also feths you up if the enemy happens to get the charge.

This message was edited 1 time. Last update was at 2013/02/08 13:37:29


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Made in us
Automated Rubric Marine of Tzeentch




Milwaukee, Wisconsin

wargey wrote:
I would have thought the inquiston would hate the relictors and try to destroy them due to the use of chaos icons.
\

Depends on the Inquisitor, he did specifically say they were radicals.

 
   
Made in gb
Grim Dark Angels Interrogator-Chaplain





Earth

Ok I have tested the deamonhost in a couple of games

Here is the revised upgrades.

Special rules: add: the unit may elect to deep strike, if they do so place the unit as normal but do not roll for scatter.

Upgrades:
Slaanesh: add, unit type changes to beast.
Nurgle: add, poison attack 4+. upgrade changed to 20pts
Tzeench: add, unit type changes to infantry ( jump)
Khorne: add: cannot cast psychic powers, and loses psyker special rule. Add: fury of khorne, deamons rending attacks are rending 5+

Deamonhost cost reduced to 40pts per model.
   
Made in fi
Sure Space Wolves Land Raider Pilot






 Formosa wrote:
Ok I have tested the deamonhost in a couple of games

Here is the revised upgrades.

Special rules: add: the unit may elect to deep strike, if they do so place the unit as normal but do not roll for scatter.

Upgrades:
Slaanesh: add, unit type changes to beast.
Nurgle: add, poison attack 4+. upgrade changed to 20pts
Tzeench: add, unit type changes to infantry ( jump)
Khorne: add: cannot cast psychic powers, and loses psyker special rule. Add: fury of khorne, deamons rending attacks are rending 5+

Deamonhost cost reduced to 40pts per model.


I'm sorry, I was writing this the whole time so didn't notice your comment. During that time, I fixed some of the daemonhost pricing, so if you find the patience (not trying to order you around), could you mind trying out the current setup, before I make big changes? In my current position I am having a hard time finding the free time to playtest, so I'm going on instinct and knowledge of rules.

Ave Dominus Nox
*A feral howl* ~2900pts

 
   
Made in gb
Grim Dark Angels Interrogator-Chaplain





Earth

Will do.
   
Made in fi
Sure Space Wolves Land Raider Pilot






 Formosa wrote:
Will do.


Well, thank you.

Also, I finished the radical inquisitor's retinue, and have the stormtroopers. I believe not much more inquisitive pals are needed?

Ave Dominus Nox
*A feral howl* ~2900pts

 
   
Made in gb
Bounding Assault Marine



hereford

Nice dex

sallies all the way

"Into the fires of battle unto the anvil of war."
War-cry of the salamanders
"Vulkans fire beats in my breast with it I shall smite the foes of the Emperor."
war-cry of the firedrakes and chapter command  
   
Made in fi
Sure Space Wolves Land Raider Pilot






wargey wrote:
Nice dex


Well thank you. Yours might be decent too, if you now take example with pricing from other fandexes. Also, add some unique element. Like the Firedrake codex me and Niiai are encouraging on your thread.


Automatically Appended Next Post:
Next up: my first unique, Librarian Decario!

This message was edited 1 time. Last update was at 2013/02/08 17:03:49


Ave Dominus Nox
*A feral howl* ~2900pts

 
   
Made in gb
Bounding Assault Marine



hereford

Sounds cool,

sallies all the way

"Into the fires of battle unto the anvil of war."
War-cry of the salamanders
"Vulkans fire beats in my breast with it I shall smite the foes of the Emperor."
war-cry of the firedrakes and chapter command  
   
Made in us
Automated Rubric Marine of Tzeentch




Milwaukee, Wisconsin

Decario seems to be lacking quite a bit of fluff, from Lexicanum there is only a small amount on him. Do you plan on making him more akin to a Chaos Sorcerer, a Librarian, or a mix of the 2?

 
   
Made in fi
Sure Space Wolves Land Raider Pilot






 Lord Magnus wrote:
Decario seems to be lacking quite a bit of fluff, from Lexicanum there is only a small amount on him. Do you plan on making him more akin to a Chaos Sorcerer, a Librarian, or a mix of the 2?


I made him using the current available fluff, mostly from what I could scratch up from 40k wiki or Lexicanum.
This means I just made him a buffed up Librarian, with special wargear, just to be sure to avoid any and all contradicting flaws with the fluff.

I believe all I have left is Artekus Bardane, the chapter master of Relictors. He is easy, as all I need to do is give him a special weapon (highly corruptive), a MoS and some basic rules regarding the Conclave unit.
I was thinking:
The Screaming Flail(15 points of corruption):
A chaotic flail, imbued by Slaanesh with the essence of an unknown force. It's three flail-ends are all made out of humane faces that constantly whisper in Artekus's Mind and corrupt him with the word of Slaanesh.


Rng........S.......AP......type
..n/a....user.......3.......melee, concussive, strikedown, daemon weapon*

*Daemon weapon: The user gains +D6 attacks in every assault phase. These are determined in the beginning of the fight sub-phase.

Master of the Conclave:
Any Conclave Command Squad may be taken as an elites choice, without the need for acaptain to accompany them.
Also, any Conclave command squad joined by Artekus may be upgraded to have +1WS and +1 corruption point for no extra cost. The WS boost does not apply to the unit's Conclave Champion

Ave Dominus Nox
*A feral howl* ~2900pts

 
   
Made in gb
Grim Dark Angels Interrogator-Chaplain





Earth

Ok tested the revised daemonhosts.

What they are good at: these guys mince the living hell out of everything short of power armour, this includes vehicles up to av12, they die horribly to terminators. As it should be.

What they are not good at: slow slow slow, after my opponent realised what these guys could do he kept them at arms length and str 8 them to death, this unit suffers from "tyranid warrior syndrome"

How to fix: further lower the cost to 35pts base OR improve the invulnerable save by 1 for the same cost.

Host of.khorne: Jesus Christ this unit eats anything it touches, if I roll average and get a 4 on my attacks, on the charge its 4+2 so 6 each, conbine this with rending and this little unit murders meq and up.

Host of nurgle: these are a bitch to kill, not as nasty as plague marines but hard, t 5 fnp keeps them around for ages and just gives them the edge on the charge vs most units.

Slaanesh: nippy little buggers usually kill enough of a unit on the charge to negate attacks back, very fast and killy, also great in a challenge.

Host of tzeench: I found myself running around with pyromancy on this unit trolling the crap out of units, the 4++ helps keep them alive and the +1 bs means they can actually shoot well, if you take this unit you want to get spontaneous combustion, it's hilarious.

All in all a fun and unique unit.
   
Made in fi
Sure Space Wolves Land Raider Pilot






 Formosa wrote:
Ok tested the revised daemonhosts.

What they are good at: these guys mince the living hell out of everything short of power armour, this includes vehicles up to av12, they die horribly to terminators. As it should be.

What they are not good at: slow slow slow, after my opponent realised what these guys could do he kept them at arms length and str 8 them to death, this unit suffers from "tyranid warrior syndrome"

How to fix: further lower the cost to 35pts base OR improve the invulnerable save by 1 for the same cost.

Host of.khorne: Jesus Christ this unit eats anything it touches, if I roll average and get a 4 on my attacks, on the charge its 4+2 so 6 each, conbine this with rending and this little unit murders meq and up.

Host of nurgle: these are a bitch to kill, not as nasty as plague marines but hard, t 5 fnp keeps them around for ages and just gives them the edge on the charge vs most units.

Slaanesh: nippy little buggers usually kill enough of a unit on the charge to negate attacks back, very fast and killy, also great in a challenge.

Host of tzeench: I found myself running around with pyromancy on this unit trolling the crap out of units, the 4++ helps keep them alive and the +1 bs means they can actually shoot well, if you take this unit you want to get spontaneous combustion, it's hilarious.

All in all a fun and unique unit.


Thank you, but did you try them the way they are now, when you have to roll a D6 to determine the discipline, or did you just choose?
I guess I should make them cheaper, as the Tzeenzch host would become really hard to kill, although against small arms not harder than plague marines. So I guess I should do that.

Ave Dominus Nox
*A feral howl* ~2900pts

 
   
Made in nz
Regular Dakkanaut






sounds good in theory. but it really seems like your trashing several units already available in favour of getting advantages from another codex. with some modification and in gaming lee way to change things that are required i'd play against this force. but tbh imho i'd either use existing rules ie using both existing chaos/space marine codex....by introducing inquisitorial units is a bit odd radical or staunch an inquisitor still hunts chaos all the same (as far as dark heresy is concerned). the usage of chaotic items is ok however if using the aformentioned radical inquisition, then the limit should be no more than a 0-1 per hq choice with exclusion of inquisitors (Radical inquisitors still hide their true nature or be brokered towards the fires of damnation- much the same as any heretic)- thus chaotic items must not be given to them- they know too many secrets. by tweaking background and adding over/under priced equipment would leave much to be desired for an opponent....for they to would need to be book keeping (many beardy players out there- Zogit ).....on the subject of whom get the usage of artifacts of chaos- non chaos allies or rules 0-1 per HQ IC, Inquisitorial allies- 0-1 per army, chaotic allies- 1-to the limit of points allowance on wargear (max 10)- limited to HQ/Elites & Heavy Support. make corruption D66/D100 chart and roll each time (with say 20% culimative stacking bonus's while 60-80% left for varied results ie result 99: Effects/special rules: +1 str until suffered first wound....adjust prices so they are similar within the codex items (now and then- past and present) or they have a tenedency to be over/under powered to price ratio.....just some random thoughts....good job so far
   
Made in gb
Grim Dark Angels Interrogator-Chaplain





Earth

I used them as being able to select there discipline, random roll before game as per normal psyker rules.

It is worth noting a 3++ on the tzeench ones is pretty nasty but thats only if they remain 40pts each, otherwise up them to t5 and 35 pts, my intention for the unit is not to be too expensive that you will never take them, but not too cheap that they are spamable. I also did not want the unit to have access to divination as even though they are bound, they are.still deamons and would not aid the people around them willingly or otherwise, plus codex marines does not have access to divination and I dont think they should.
   
Made in nz
Regular Dakkanaut






oh and once you get to however many corruption points what happens.....? i'd say against enemies of chaos ie GK/SW/DA and few more then once gotten to say (assuming you use the d66/d100 chart) 66/100 corruption points (in larger games) the enemy gets bonus's while the closer your force (relictors) gain negative bonus's <the idea being they are losing control of both their grip on reality and sanity/mutation> , allies with inquisitorial units get 50% bonus (from normal- full inquistorial 100% bonus read as: allied forces with gk and/or Inquisitorial forces/unit choices can only get bonus's from 40-70 corruption points, while full get from 30-100....alot of work made simple by a d100 chart *or d66*).....it give benefits to the opponent later on while the relictors gain them early on
   
Made in fi
Sure Space Wolves Land Raider Pilot






Orkimedes1000 wrote:
sounds good in theory. but it really seems like your trashing several units already available in favour of getting advantages from another codex. with some modification and in gaming lee way to change things that are required i'd play against this force. but tbh imho i'd either use existing rules ie using both existing chaos/space marine codex....by introducing inquisitorial units is a bit odd radical or staunch an inquisitor still hunts chaos all the same (as far as dark heresy is concerned). the usage of chaotic items is ok however if using the aformentioned radical inquisition, then the limit should be no more than a 0-1 per hq choice with exclusion of inquisitors (Radical inquisitors still hide their true nature or be brokered towards the fires of damnation- much the same as any heretic)- thus chaotic items must not be given to them- they know too many secrets. by tweaking background and adding over/under priced equipment would leave much to be desired for an opponent....for they to would need to be book keeping (many beardy players out there- Zogit ).....on the subject of whom get the usage of artifacts of chaos- non chaos allies or rules 0-1 per HQ IC, Inquisitorial allies- 0-1 per army, chaotic allies- 1-to the limit of points allowance on wargear (max 10)- limited to HQ/Elites & Heavy Support. make corruption D66/D100 chart and roll each time (with say 20% culimative stacking bonus's while 60-80% left for varied results ie result 99: Effects/special rules: +1 str until suffered first wound....adjust prices so they are similar within the codex items (now and then- past and present) or they have a tenedency to be over/under powered to price ratio.....just some random thoughts....good job so far


Not to be rude, but I had some trouble trying to make out all that info in one tube. Might putting some space between subjects and suggestions?
From what I could interpret, you said that the inquisitors should not be able to possess chaotic wargear, right?
Well, actually it was an inquisitor in the official chapter canon, that was the first to actually suggest the usage of chaos as a weapon. I will add the Lexicanum chapter entry, basic character background fluff (might have to resort to the 40k wiki for that) and story from notable events. Then I will also post the sources for you to see.
But yes, the inquisitors do utilize chaos wargear, only if on a smaller scale.

I used them as being able to select there discipline, random roll before game as per normal psyker rules.

It is worth noting a 3++ on the tzeench ones is pretty nasty but thats only if they remain 40pts each, otherwise up them to t5 and 35 pts, my intention for the unit is not to be too expensive that you will never take them, but not too cheap that they are spamable. I also did not want the unit to have access to divination as even though they are bound, they are.still deamons and would not aid the people around them willingly or otherwise, plus codex marines does not have access to divination and I dont think they should.I used them as being able to select there discipline, random roll before game as per normal psyker rules.


I agree otherwise, but as they are possessed by daemons, they have little o no control over their powers. The daemon inside also amplifies their abilities, but they are mastery 1 due to lack ability of stable control. Adding all possible disciplines, I wanted to make them more unpredictable, as daemonhosts are.

This message was edited 1 time. Last update was at 2013/02/09 00:21:22


Ave Dominus Nox
*A feral howl* ~2900pts

 
   
Made in gb
Grim Dark Angels Interrogator-Chaplain





Earth

Tis true, just really dislike the idea of demons buffing there captors lol, look at cherubael, the only way eisenhorn could get it to cooperate was to bind it so much it lost a vast majority of it power, and even then it still didn't cooperate fully....bloody love those books.
   
Made in nz
Regular Dakkanaut






i apologize for the format.. .in rules land :( ....but i agree if used within a smaller scale and/or if including Inquisitorial allies , or if included within the codex itself, then there should be a limit to the ammount of corruption can be beneficial or negative for effects, maybe on a roll of 1-3 * with a daemon weapon or artifact gives more corruption points or wounds the bearer, 1 wound, bearer may not assault this player turn.....tbh i really like the idea of (atleast for apoc or bigger sized games) that d100 chart early on relictors gain benefits later the enemy does. i will test this out (my idea is basically a mutation chart/corruption point counter/limits for damnation and what the different bonus between low corruption and high corruption and whom it affects/applies to)




*Roll to hit 1-3 daemon weapon/artifact affects bearer negatively / any other test requiring a d6 roll 4-6 strikes normally or works normally....fluff: bearer is in semi control of artifact/wargear item which is corrupt/chaotic


also the the item grows as the character becomes more damned. in Apoc sized games it creates in game narration. (atleast thats the theory)


This message was edited 2 times. Last update was at 2013/02/09 00:48:52


 
   
Made in fi
Sure Space Wolves Land Raider Pilot






 Orkimedes1000 wrote:
i apologize for the format.. .in rules land :( ....but i agree if used within a smaller scale and/or if including Inquisitorial allies , or if included within the codex itself, then there should be a limit to the ammount of corruption can be beneficial or negative for effects, maybe on a roll of 1-3 * with a daemon weapon or artifact gives more corruption points or wounds the bearer, 1 wound, bearer may not assault this player turn.....tbh i really like the idea of (atleast for apoc or bigger sized games) that d100 chart early on relictors gain benefits later the enemy does. i will test this out (my idea is basically a mutation chart/corruption point counter/limits for damnation and what the different bonus between low corruption and high corruption and whom it affects/applies to)




*Roll to hit 1-3 daemon weapon/artifact affects bearer negatively / any other test requiring a d6 roll 4-6 strikes normally or works normally....fluff: bearer is in semi control of artifact/wargear item which is corrupt/chaotic


also the the item grows as the character becomes more damned. in Apoc sized games it creates in game narration. (atleast thats the theory)




Well, I did go for negative effects too, to balance the corruption table. I'm also thinking of removing the corrupting effects from the relictors psychic powers, as they are not possible to be counted before deployment. Instead I'll just call them "corruption level 2". As for the negative bonuses, I could try to find something, but what negative effects could be caused? Maybe a decrease in BS/WS as the character's crazed nature makes them less patient and more just... mad?

I think I'l do that.


Automatically Appended Next Post:
 Formosa wrote:
Tis true, just really dislike the idea of demons buffing there captors lol, look at cherubael, the only way eisenhorn could get it to cooperate was to bind it so much it lost a vast majority of it power, and even then it still didn't cooperate fully....bloody love those books.


I understand what you mean. And the logic you use to justify it is also very rational. I'm under the impression, however, that the daemonhosts are going through a mental and psychic struggle inside their own heads, trying to take control. The daemon they are hosts to, do the same. Thus, the creature on the outside becomes barely controllable, mindless, unpredictable and essentially, a violent, murder-making killing machine.

That is the way I'd like to keep it. If I was to make a Codex: Exorcists (not a bad idea, actually), I'd likely make their daemonhosts different.


Automatically Appended Next Post:
Ok, maybe I should make a rule that forces the daemonhost to make a leadership check, if they are to target any other opponent than the closest one with a shooting attack? The same, if trying to grant a "blessing" to an ally.

If failed, the power should aim at the nearest viable target.
This would further increase the uncontrollable nature of the unit.


Automatically Appended Next Post:
All right!
I think I'm pretty much done here. All I have left is this issue with the daemonhosts and to determine what I should do with them.

Perhaps only allow pPyromancy, Telepathy and Telekinesis and then force players to roll on a D3 table instead?

This message was edited 3 times. Last update was at 2013/02/09 12:23:43


Ave Dominus Nox
*A feral howl* ~2900pts

 
   
Made in fi
Sure Space Wolves Land Raider Pilot






Well, after a long while, I made the last modifications.
I'm probably shouting alone in this thread by now, but if someone can find the time to aid me with playtesting, I'd be grateful.

I moved "The Excoriator's Blade" and "The Screaming Flail" to the unique section, so they can be taken by most HQs.

Artekus HAS TO take the Screaming Flail-weapon, and DeCario can take The Excoriator's Blade.

I'll start working on a .pdf I think.

Ave Dominus Nox
*A feral howl* ~2900pts

 
   
Made in gb
Hardened Veteran Guardsman




Scotland

Hey, just had a read over this and I like it so far!

Just had an idea for a dedicated transport for the Radical Inquisitors:

Aquila Lander.
http://fc06.deviantart.net/fs24/i/2008/023/c/f/Aquila_Lander_by_Comisar.jpg

I think Forgeworld has stopped selling these unfortunately, but you could convert your own with a bit of effort, or proxy another flyer.

Some stats for the Aquila Lander have been released in a Forgeworld update: http://www.forgeworld.co.uk/Downloads/Product/PDF/v/vehicle6thupdates.pdf

If you are interested in reading a narrative, plot driven battle report I would very much appreciate you checking out "The Red Cuff Rebellion Campaign" here:
http://www.dakkadakka.com/dakkaforum/posts/list/442223.page

~Marsden 
   
Made in fi
Sure Space Wolves Land Raider Pilot






I deliberately left out the flyers, because there isn't many Relictors left. Not to mention the Inquisitorial units that folow them, can't bee too many either.

Ave Dominus Nox
*A feral howl* ~2900pts

 
   
 
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