curran12 wrote:Wow, it isn't often that I see something that is so blatantly overpowered that I don't even need to break out my codices to check.
So for less points than other fighters, you get either a plane that gets AP1 explosion results for...reasons. Or a bizarre psychic flyer who has and uses powers that don't apply to vehicles (Force? Don't tell me it can make its guns
ID) as well as completely break the rules of movement by sucking friendly units towards it.
Oh and it automatically has Vortex of Doom because you gotta have the one insane super shot, doncha?
Maybe you should do that codices thing you talked about - the first is based loosely on the Crimson Hunter & Vendetta, a bit tougher and a bit better armed but with less maneuverability, fewer shots and much less range - It'll be very nasty at that 0-12" zone, but it also doesn't get to play there very often. Not giving it Hover mode save for an expensive piece of wargear was a very conscious decision. The special rule honestly could stay or go - it seems that every new unit
GW puts out has one odd special rule, so I slapdashed something together. It'll only ever take effect ~30% of the time and even then only when you're firing at a transport, but if it seems overpowered it could definitely go.
As for the second, the heavy psilencer has Force...and is in the
GK codex to boot. I haven't seen a single complaint about it so far, so that's a cool first.
Hell, 'bizarre psychic fighter' is exactly the kind of thing I was going for, so I'll take that as a thumbs up. It's not exactly easy making something like this really fit the Grey Knight style - fast, punchy and tricky - and to be honest I'm not so confident in the Pyre, it feels like it could be in a
SoB or
SM army just as much as it could be in a
GK one. But Heavy Psycannons on a flyer would be too damned effective for me to think about seriously, so I settled on giving it a neat wargear set and calling it.