Switch Theme:

sorerers of tzeench appocalipes unit  [RSS] Share on facebook Share on Twitter Submit to Reddit
»
Author Message
Advert


Forum adverts like this one are shown to any user who is not logged in. Join us by filling out a tiny 3 field form and you will get your own, free, dakka user account which gives a good range of benefits to you:
  • No adverts like this in the forums anymore.
  • Times and dates in your local timezone.
  • Full tracking of what you have read so you can skip to your first unread post, easily see what has changed since you last logged in, and easily see what is new at a glance.
  • Email notifications for threads you want to watch closely.
  • Being a part of the oldest wargaming community on the net.
If you are already a member then feel free to login now.




Made in gb
Been Around the Block




5-10 chaos terminators add 40pts to the cost for each model, every model now has a force weapon, inferno bolts, mark of tzeench and mastery level 1
or 5-10 chosen chaos space marines add 40pts to the cost for each model, every model now has a force weapon, inferno bolts, mark of tzeench, aura of chaos glory and mastery level 1

may add up to 2 mastery levels for 15pts per mastery level per model
no additional upgrades from the terminator entry or the chosen entry may be taken

the unit knows all the spells from the discipline of tzeench

special rules:
psychic mind- the unit is treated as a brother hood of sorcerers except instead of mastery level one for the hole squad they are mastery level 1 per model + any mastery levels brought per model (so the max would be mastery level 30) you may do a witch fire spell per model in the unit

may take one or more books
the book of witch fire 100pts- the unit knows every witch fire in the rule book
the book of blessing 100pts- the unit knows every blessing in the rule book
the book of malediction 100pts- the unit knows every malediction in the rule book
the book of the enemy 50pts- the unit the unit knows 1 spell from the enemy codex per 5 mastery levels (if the enemy spells are random then you must pick one at random as well other wise you pick the one)( if their are two enemy codex's being used then pick one)(if the enemy doesn't have psychic powers then you have simply wasted 50pts)

may take one or more artifacts may not take more than one of the same you must activate them at the start of your turn
the stone of immunity 30pts- activation cost: 1 warp charge per model. you may use it any time you are about to make a saving through you may increase your invulnerable save by 1. it last until the end of the turn you may use this multiple times
the stone of blessing 40pts- activation cost: 1 warp charge all blessing spells have their range is doubled
the stone of witch fire 80pts- activation cost: 2 warp charges. all witch fire spells have double the shots
the stone of malediction 70pts- activation cost: 2 warp charges. all enemy units/models effected by a malediction is effected by it again
the stone of teleportation 50pts- activation cost: 1+ warp charge. the unit may teleport 18" away from their current location per warp charge used
the stone of magic protection 80pts- activation cost: 2 warp charges. casting spells are not effected by enemy special rules (e.g. shadows in the warp)

what you thing does any one the points add on seem too expensive/cheap
   
Made in us
Gore-Soaked Lunatic Witchhunter







It seems a bit much; I get a desire for additional reliability in power generation, but I'd be happier if the "Books" were "unit knows every power from one of the core book psychic disciplines", you were capped at one Book, and there was a formation cost (models +100pts, models +150pts, something like that). The Stones could also be toned down a bit, given the sheer amount of Warp Charge available it seems like these could be a tad overpowered at any price.

Balanced Game: Noun. A game in which all options and choices are worth using.
Homebrew oldhammer project: https://www.dakkadakka.com/dakkaforum/posts/list/790996.page#10896267
Meridian: Necromunda-based 40k skirmish: https://www.dakkadakka.com/dakkaforum/posts/list/795374.page 
   
Made in us
Major




Fortress of Solitude

This is some OP stuff.

Celesticon 2013 Warhammer 40k Tournament- Best General
Sydney August 2014 Warhammer 40k Tournament-Best General 
   
Made in gb
Been Around the Block




against some of the stuff people use this wont last more that 2 turns


Automatically Appended Next Post:
what are we suppoes to do against 4 revers 8 hellhounds and 14 vortex missiles

This message was edited 1 time. Last update was at 2013/06/11 18:04:56


 
   
Made in us
Decrepit Dakkanaut






Springfield, VA

sorcerorofkhorne wrote:
against some of the stuff people use this wont last more that 2 turns


Automatically Appended Next Post:
what are we suppoes to do against 4 revers 8 hellhounds and 14 vortex missiles


Play an equal number of points?
   
Made in gb
Been Around the Block




we do still cant deal with 14 vortex missiles


Automatically Appended Next Post:
well its always imperium stick the rest so we dont realy have many super heavys

This message was edited 1 time. Last update was at 2013/06/12 14:31:07


 
   
Made in gb
Lord of the Fleet






London

sorcerorofkhorne wrote:
we do still cant deal with 14 vortex missiles


Automatically Appended Next Post:
well its always imperium stick the rest so we dont realy have many super heavys


I have no bloody idea what you're on about. The only way you can possibly take 14 Vortex Missiles is through 7 Warlord Titans or 14 Reavers.
   
Made in us
Decrepit Dakkanaut






Springfield, VA

 Valkyrie wrote:
sorcerorofkhorne wrote:
we do still cant deal with 14 vortex missiles


Automatically Appended Next Post:
well its always imperium stick the rest so we dont realy have many super heavys


I have no bloody idea what you're on about. The only way you can possibly take 14 Vortex Missiles is through 7 Warlord Titans or 14 Reavers.


Or 14 deathstrike missiles with the vortex launcher datasheet thingy
   
Made in gb
Been Around the Block




its 4 revers and about 8-10 of the death strike missiles
   
Made in gb
Been Around the Block




 AnomanderRake wrote:
It seems a bit much; I get a desire for additional reliability in power generation, but I'd be happier if the "Books" were "unit knows every power from one of the core book psychic disciplines", you were capped at one Book, and there was a formation cost (models +100pts, models +150pts, something like that). The Stones could also be toned down a bit, given the sheer amount of Warp Charge available it seems like these could be a tad overpowered at any price.

if you have 30 mastery levels and only know 6 spells i believe that's a bit stupid


Automatically Appended Next Post:
50pts+ models and upgrades
5-10 sorcerers upgrades can be added aura of dark glory(optional if taken terminator amour) and mark of tzeench must be brought, the sorcerers gain inferno bolts but their points are increased by 5

the unit knows all the spells from the discipline of tzeench
the unit cannot generate powers as described in the 40k rule book instead to be able to use different powers you must perches one or more of the books

special rules:
psychic mind- the unit is treated as a brother hood of sorcerers except instead of mastery level one for the hole squad they are mastery level 1 per model + any mastery levels brought per model (so the max would be mastery level 30) you may do a witch fire spell per model in the unit

may take up to 3 books
the book of biomancy 100pts- the entire unit knows all spells from the biomancy disciplines
the book of divination 100pts- the entire unit knows all spells from the divination disciplines
the book of pyromancy 100pts- the entire unit knows all spells from the pyromancy disciplines
the book of telekinesis 100pts- the entire unit knows all spells from the telekinesis disciplines
the book of telepathy 100pts- the entire unit knows all spells from the telepathy disciplines

may take one or more artifacts may not take more than one of the same you must activate them at the start of your turn

the stone of immunity 30pts- activation cost: 1 warp charge per model. you may use it any time you are about to make a saving through you may increase your invulnerable save by 1. it last until the end of the turn. you may use this multiple times

the stone of fortune 5pts/per model (one use only) activation cost:1 warp charge. the unit gains signal of corruption until the end of the turn. activate at any time even when you are about to make a save

the stone of warp protection 40pt- activation cost:3 warp charges. (once per player turn) the unit gains a familiar, the familiar can be killed instead of any other model that suffers a perils of the warp it may not take a wound from any other attack
the stone of darkness 30pts- activation cost: 3+ warp charges. (one use only) it is night fighting until the start of your next turn in a radius of 24" for every warp charge this applies for every model shooting in, out or through the radius

the stone of teleportation 50pts- activation cost: 1+ warp charge. the unit may teleport 12" away from their current location per warp charge used if you use more warp charges than the distance you want to teleport reduce the scatter result by 1 for each warp charge left over

the stone of magic protection 80pts- activation cost: 1 warp charge/ per model. casting spells are not effected by enemy special rules (e.g. shadows in the warp)

what you thing does any one the points add on seem too expensive/cheap

is this an improvement


Automatically Appended Next Post:
ps the familiar only lasts until the end of turn and is not classed as a model for any purpose except for taking the damage from a perils it also has to be activated at the start of the turn before any spells are cast

This message was edited 2 times. Last update was at 2013/06/18 17:26:24


 
   
Made in cn
Lord of the Fleet






London

1: I would rather spend the points on a super-heavy. 100pts/book is far too expensive.

2: Please, please, please work on your spelling and grammar.
   
Made in gb
Been Around the Block




sorry i blame my dyslexia so would you say 50pts per book
   
 
Forum Index » 40K Proposed Rules
Go to: