ionusx wrote: Warlord traits:
1- tactical advantage: your warlord has picked the precise moment to strike and the enemy isn't prepared for you. [ you may elect to re-roll your seize the initiative roll]
2- master of arms: your warlord is a skilled master of weapons and has surrounded him with skilled warriors. [your warlord and any squad he joins treats their shooting attacks as having shred]
3- medical professional: prior to being a commander your warlord was a skilled field medic in the field he assists treating wounded when he can. [your warlord and any unit he joins have the feel no pain special rule if he is not in close combat]
4- strike from the shadows: your men are masters of ambush and guerilla warfare. You take advantage of this in this battle. [you may elect one squad (that has no transport) and they gain the infiltrate special rule]
5- lightning warrior: your warlord is a master of rapid deployment and his men will follow your lead every time. [ your warlord and friendly units within 12" have the fleet special rule].
6- voice of heroism: your warlord has a commanding presence and voice. When orders are given they are received [when issuing orders friendly units may re-roll their leadership test (accepting the second result as final)]
1. Only helps if you're going 2nd, I'd prefer a reserves modifier. The first reserves roll that you make each turn, you may +1/-1 to the roll. Lets you control when and what reserves are arriving, I think that might be a bit more fluffy and practical for an army that operates on coordinated assaults.
2. Shred is a pretty powerful
USR and on an
IC that can quickly become broken if he's conferring it to his entire squad. Maybe preferred enemy instead?
3. I don't think your commander being a medic is very fluffy, and again conferring
FNP to any squad he joins is pretty
OP. A similar idea though, protected by providence, if your warlord is slain during the battle there is a chance that he has in fact survived against all odds. Roll a die, on a 5+ your enemy does not get his
VP for slay the warlord. Tactical objectives and other points for slaying him in a challenge, etc. remain unaffected.
4. This one is good, but isn't there already a
BRB one like this? “Master of Ambush: Your Warlord and three non-vehicle units of your choice have the Infiltrate special rule.”
5. Give him a benefit to deep striking or something more Sciony, the first unit that you deep strike in the game only scatters 1d6".
6. As is, this is identical to a vox, I'd say "All units within 12" may use the warlord's leadership when testing for orders."
-------
Automatically Appended Next Post: Copying my post from the thread Bob linked to, here are a couple unit ideas:
Scion Sniper Squad - 6 scions, 90 points
Special Rules: scout, precision shots, laser marker (this functions exactly as a vehicle's spotlight but does not illuminate the sniper team for the purposes of night fight)
Wargear:
- 3x with hot-shot lasguns
- 3x with hot-shot las sniper rifles (30" SX
Ap 3 Sniper)
Scion Demolitions Squad - 6 scions, 100 points
Special Rules: infiltrate, tank hunters, ultimate sacrifice
- ultimate sacrifice: members of Scion demolition teams are strictly indoctrinated with the Imperial creed and will not hesitate to detonate their ordnance if it means taking an enemy squad down with them. When the last model from a demolitions team is removed as a casualty, place a large blast marker centered on the last model. This hits at S8 Ap2.
Wargear:
- 6x hot shot lasguns (may take up to 3 special weapons)
- melta bombs
- 1x demolition charge
Scion Heavy Weapons Squads - 3 Scion heavy weapons teams, 85 points
Wargear:
- 3x heavy weapons (missile launchers, heavy bolters, or volley guns only)
- camo gear and snare mines
Grav-Drop Sentinel - 1 to 3 scout sentinels, w/ BS4, 40 points each
Special Rules: scout, deep strike, move through cover
Wargear:
- Camo gear, smoke launchers, defensive grenades
- Twinlinked heavy bolter or twinlinked hotshot volley gun (may upgrade to rocket launcher, lascannon, or twin-linked meltagun)