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Made in gb
Dakka Veteran




I was thinking about this. 3 powers from this lore does not make a lot of sense, especially given who get them as default. So I would love to see in the next update:

- Banishment: Instead of lowering the Daemon target's invul save by 1, the power forces the unit to immediately make a Daemonic Instability check on Leadership -2. In addition, the unit suffers -2 to Leadership every time it makes a Daemonic Instability check. Stacking is allowed, meaning the second time this power is used, Lesser Daemons will need snake-eye to not lose anyone.

- Sanctuary: Replaced with Psy-bolt ammunition. Similar blessing, but instead of boosting invul save by 1, it increases Strength of all shooting attacks with Wargear by 1 or lower their AP value by 1. Does not work with other Psychic Power (such as making Cleansing Flame S6 or AP3) or shooting that comes from a special rule. 6++ does not make a difference on the Dreadnought, but this power will.

- Purge soul: Same power, but the loser (the enemy in case of a draw) suffers WS and BS down to 1.

How do you think about that?

This message was edited 6 times. Last update was at 2015/04/06 12:19:30


 
   
Made in gb
Towering Hierophant Bio-Titan





Bristol, England

Some powers are crap, it's part of the gamble of taking a psyker.
I'd prefer to be able to pay points for individual powers.

Oli: Can I be an orc?
Everyone: No.
Oli: But it fits through the doors, Look! 
   
Made in us
Gargantuan Gargant





New Bedford, MA USA

1.)This thread should be in the proposed rules section.

2.) Banishment and Sanctuary are good powers as the are in the core rules.

3.) All of your proposed powers border on broken good

4.) Your version of Banishment hillariously allows for the possibility of the daemon unit to be completly restored to full strength after being afflicted with it.

   
Made in ca
Commander of the Mysterious 2nd Legion





those powers are fine, for the most part, your idea for banishment sounds good, until you realize that deamons /= deamons of chaos. Banishment can also be used against CSM deamon princes, warp talons etc. against Avatars of Khaine etc. and agaisnt deamons in the new Khorne 'dex.

Sanctuary, I kinda like. rememebr GKs don't have access to storm shields. that's the one way to improve invul saves on GKTs and dreadknights.

Purge soul, eh honestly it's pretty bleh over all yeah

Opinions are not facts please don't confuse the two 
   
Made in us
Tough Tyrant Guard





bibotot, have you every actually played as daemons?? your change to banishment will basically send daemons back to how it was fighting 5e GK's, aka oh you brought GK's? I'll just pack my daemons up then, cuz i don't get to deploy. Instability is crippling enough especially with Kelly's random tables. Losing your entire army turn 1 because you rolled is garbage. Basically getting a *that daemon dies* power is ludicrous, considering its the bloody primaris.

Sanctuary is fine as is. I know the two GK players in my area swear by it; as the survivability between a 5++ on your termies and a 4++ can be huge. Also you know everyone will just spam this to give their psycannons/autocannons S8 again. Forget it on NDK's. I'm salty enough over the fact that every other faction's MC's are just better than my nids.

Purge soul is already powerful. The fact that as long as you can focus it you can snipe specials out and potentially do real damage to a beatstick HQ makes it just fine. Be happy with what you have, lest you end up like nids and end up with "Powers of Titan".
   
Made in ru
!!Goffik Rocker!!






Yeah, join a guy with +1 to shooting to a bunch of guards and get quadrillion bolter shots
   
Made in us
Loyal Necron Lychguard





Virginia

I'm all for Sanctuary changing, as some of you might have forgotten, Draigo can have a 2++ save. 2++ saves should not exist in this game.

40k:
8th Edtion: 9405 pts - Varantekh Dynasty  
   
Made in ru
!!Goffik Rocker!!






 krodarklorr wrote:
I'm all for Sanctuary changing, as some of you might have forgotten, Draigo can have a 2++ save. 2++ saves should not exist in this game.


Yep, only 3++ followed up by 4+++ rerolling 1-s.
   
Made in us
Loyal Necron Lychguard





Virginia

 koooaei wrote:
 krodarklorr wrote:
I'm all for Sanctuary changing, as some of you might have forgotten, Draigo can have a 2++ save. 2++ saves should not exist in this game.


Yep, only 3++ followed up by 4+++ rerolling 1-s.


I would rather have a 2++ followed by a 5+++. Because, you know, a 2++.

40k:
8th Edtion: 9405 pts - Varantekh Dynasty  
   
Made in ru
!!Goffik Rocker!!






2++ followed up by 5+++ (negated by ID starting from s8) - 88.889% to make a save on a 200+ pt unique LOW model

3++ followed by 4+++ rerolling ones (only lowered by one with ID at str10) - 86.111% to make a save on a 40 pt non-unique model
   
Made in us
Loyal Necron Lychguard





Virginia

 koooaei wrote:
2++ followed up by 5+++ (negated by ID starting from s8) - 88.889% to make a save on a 200+ pt unique LOW model

3++ followed by 4+++ rerolling ones (only lowered by one with ID at str10) - 86.111% to make a save on a 40 pt non-unique model


Well, 30 pt model....but thats not helping the case any.

40k:
8th Edtion: 9405 pts - Varantekh Dynasty  
   
Made in ca
Evasive Pleasureseeker



Lost in a blizzard, somewhere near Toronto

 krodarklorr wrote:
I'm all for Sanctuary changing, as some of you might have forgotten, Draigo can have a 2++ save. 2++ saves should not exist in this game.


There's nothing wrong with a flat 2++ invuln save. You simply take it out the exact same way you take out 2+ armour saves as a general rule, and drown the fether in buckets of basic small arms fire.

It only gets ridiculously broken when that 2++ can be re-rolled at better than a 5+ or 4+ FnP type save... at the very worst, there's plenty of ways to ignore the FnP component as anything capable of ID'ing the target will ignore the FnP.
A strait up re-rolled 2++ or 2++/3++ though? Yeah, screw that nonsense - it needs to go die in a car fire!

 
   
Made in us
Regular Dakkanaut




 krodarklorr wrote:
I'm all for Sanctuary changing, as some of you might have forgotten, Draigo can have a 2++ save. 2++ saves should not exist in this game.


So you're also against the DE Shadowfield, which is a 2++ that, if failed, breaks the item and the save may no longer be taken (nevermind that the Archon carrying it is 99% going to be dead)?

Or what about the SM Armor Indomitus relic, which can confer a once per game 2++?

I think what the real issue is that a 2++ with no drawbacks, and especially if it can somehow be combo'd to be re-rollable, is what breaks the game.

Also, the easy fix for Sanctuary pushing Draigo to a 2++? Reword Sanctuary to explicitly state that it cannot buff an invulnerable save beyond 3++. Boom, no more 2++ Draigo.

EDIT: as for the OP, I'd say that correcting Sanctuary to cap at a maximum of 3++ is really the only change necessary.

This message was edited 1 time. Last update was at 2015/03/31 18:45:03


 
   
 
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