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After enjoying looking of ALEXisAWESOME's totally cool Dark Olympiad rules, I felt inspired to give various kabals a little love. I had flavorful, non-competitive games in mind when I made these, so I may have screwed up the balance somewhat. I tried to focus on boosting unconventional playstyles and bringing out the flavor of each kabal, but of course, anything that jumps out as broken should be reigned in for the sake of keeping games fun. Your thoughts?
I was tempted to simply make "kabal tactics" to keep things simple, but this seemed simpler.
OBSIDIAN ROSE DETACHMENT
Spoiler:
Required:
1 Archon
2 Kabalite Warriors
Optional:
1 HQ 4 Troop
3 Elite
3 Fast Attack
3 Heavy Support
Delights and Taboos
All kabalite warrior and trueborn units taken as part of an Obsidian Rose detachment must be accompanied by a sybarite or dracon respectively. Each sybarite or dracon must be given at least 10 points of wargear.
Khromys-Approved: Kabalite warriors, courts of the archon, and true born taken within this detachment reroll failed to-hit rolls of 1 when shooting. All characters within the detachment treat their weapons as having the master-crafted rule in the assault phase. Kabalite warriors and true born may take heat lances and haywire blasters as special weapons despite the normal restrictions against this.
POISONED TONGUE DETACHMENT
Spoiler:
Required:
1 Archon
2 Kabalite Warriors
1 Trueborn
Optional:
1 HQ 4 Troop
3 Elite
3 Fast Attack
3 Heavy Support
Delights and Taboos
If your warlord is from a Poisoned Tongue detachment, they must generate their warlord trait from the Strategic table. Falling in battle indicates a humiliating lack of cunning that Lady Malys will not tolerate. Therefore, warlords from a Poisoned Tongue detachment are worth 2 victory points when your opponent scores Slay the Warlord instead of 1.
Keen Intellects: Warlords from this detachment generate an additional warlord trait from either the Strategic or Tactical tables.
The Lady Laughs: Harlequins Troupes in the same army as a Poisoned Tongue detachment may take raiders or venoms as dedicated transports.
Optional:
4 Troop
3 Elite
3 Fast Attack
3 Heavy Support
Delights and Taboos
All raiders and venoms taken as part of a Last Hatred detachment must be equipped with grisly trophies.
Kin-Strife: Models from this detachment have Preferred Enemy (Eldar). Note that this applies to Harlequins and as well as Craftworlders.
High Necromancy: If the archon from the Last Hatred detachment is your warlord, he does not give up points for Slay the Warlord provided at least one haemonculus from the detachment is alive at the end of the game. (His haemonculi will ensure he's not out of the picture for long!) Additionally, a Last Hatred detachment must include between 1 and 6 walking corpse units which use the profile below.
Walking Corpse 6pts per model
Ws 2, BS 2, S 3, T 3, W 1, I 2, A 1, Ld 5, Sv -
Squad Size: 10-20
Wargear: Close combat weapon
Special Rules: Fearless, Feel No Pain, Zombies
Zombies: Models with this special rule do not give up kill points and may not control objectives (though they may contest them). Destroyed walking corpse units do not grant First Blood. Walking corpses do not occupy a force org slot.
BLACK HEART DETACHMENT
Spoiler:
Required:
1 Archon
1 Court of the Archon
4 Troops
6 Elite or Fast Attack (in any combination)
3 Heavy Support
Optional:
1 HQ 2 Troop
Delights and Taboos
Grand Reprisal: Units taken as part of a Black Heart detachment have Preferred Enemy (Dark Eldar). Once per game, a warlord from a Black Heart detachment may call upon the tyrant’s disfavor. Choose one of the following at the start of any Black Heart turn before rolling for reserves:
An Audience for Your Demise: Vect’s armies are vast. All Black Heart troops choices that have been removed from play as casualties return to the game through either deepstrike or normal reserves. Any kill points gained for destroying these units are lost unless they are destroyed a second time.
Vect’s Gift: Place a single Strength 10, AP 1 apocalyptic blast anywhere on the table. Scatter the blast as normal. The scatter distance is not reduced by any amount.
It Was All a Trick…:remove a single objective marker from the table. If your opponent gained a victory point in her previous turn for securing that objective specifically (not for scoring Supremacy, Ascension, or other tactical objectives that don’t specify a single objective), they lose those victory points.
Calling upon such fell punishments indicates that someone has failed in their duties badly enough to warrant Vect’s attention. There will be consequences. If any of these abilities are used over the course of the game, lose a victory point at the end of the game.
Optional:
1 HQ 4 Troop
2 Elite
2 Fast Attack
3 Heavy Support
Delights and Taboos
Trueborn squads included in a Dying Sun detachment must include a dracon. On any turn in which the Night Fighting rules are not in effect, units from a Dying Sun detachment must reroll successful to-hit rolls of 6.
Sunset Raiders: At the beginning of each game turn in which the Night Fighting rules are not in effect, roll a d6. On a 4+, the Night Fighting rules are in effect for the rest of the game (unless some other rule cancels them).
Forbidden Arcana: Any dracon or archon in a Dying Sun detachment may spend 30 points to take a Star Killer Talisman. Only a single Star Killer Talisman may be used by a player over the course of a game regardless of how many are in her army. No other weapons may be fired by any unit in a shooting phase in which a Star Killer Talisman is used (its effects are far too distracting to meaningfully line up a shot). A Star Killer Talisman has the follow profile:
24” Strength D AP 1 Apocolyptic Blast, Dangerous!
Dangerous: After resolving a shot from this weapon, roll a d6. On a 4+, the firing unit has been overwhelmed by the weapon’s dangerous arcane and is removed as a casualty. At the end of any game in which this weapon is fired, lose a victory point. (The success of your battle is offset by the cost of hiding such forbidden technology’s use!)
THE SEVERED DETACHMENT
Spoiler:
Required:
1 Archon
2 Troops
Optional:
1 HQ 4 Troop
3 Elite
3 Fast Attack
3 Heavy Support
Delights and Taboos
All non-Fast Attack, non-vehicle models taken as part of a Severed detachment must begin the game embarked upon a transport.
Star Pirates: Eldar Corsairs (see: Imperial Armor 11) may be taken as Fast Attack options in a Severed detachment. Additionally, an archon taken as part of a Severed detachment may be upgraded to have a Corsair Prince's Void Strike rule for 30 points.
Grim Reminders: Any character in a Severed detachment may take an augmetic claw for 5 points, increasing their strength by 1.
LORDS OF THE IRON THORN
Spoiler:
Required:
1 Archon
2 Troops
6 Raiders, Ravagers, Razorwing Fighters, or Voidraven Bombers (in any combination)
Optional:
1 HQ 4 Troop
3 Elite
Delights and Taboos
All non-Fast Attack, non-vehicle models taken as part of a Severed detachment must begin the game embarked upon a transport.
Quality Control: Any vehicle in a Lords of the Iron Thorn detachment may improve their front and side armor values by 1 at a cost of 15 points.
BROKEN SIGIL DETACHMENT
Spoiler:
Required:
1 Archon
2 Troops
1 Mandrakes
Optional:
1 HQ 4 Troop
2 Elite
3 Fast Attack
3 Heavy Support
Delights and Taboos
All kabalite warrior and trueborn units taken as part of a Broken Sigil detachment must take a sybarite or dracon respectively. All models in a Broken Sigil detachment that may do so must take a phantasm grenade launcher or torment grenade launcher must do so.
They Shall Know Fear: Models with the Fearless and And They Shall Know No Fear rules are not immune to weapons with the Soulfright rule taken as part of a Broken Sigil detachment.
Frightful Miasma: The Broken Sigil has been known to fill entire areas with clouds of fear-inducing toxins that leave their victims gibbering in fear. Most forces take precautions against such saturation bombing, but completely negating the omnipresent toxins is nearly impossible. All enemy suffer a -1 penalty to their Leadership.
Phobophage: Each time an enemy unit fails a morale test in the assault phase, each Broken Sigil unit containing one or more Khymarae adds d3 Khymarae to the unit. Place the new models in coherency with the unit before making any consolidation rolls.
This message was edited 2 times. Last update was at 2015/07/08 23:58:23
ATTENTION. Psychic tests are unfluffy. Your longing for AV is understandable but misguided. Your chapter doesn't need a separate codex. Doctrines should go away. Being a "troop" means nothing. This has been a cranky service announcement. You may now resume your regularly scheduled arguing.
So I'm not sure why this hasn't drawn more attention, but I like it overall! I'll need to take a more detailed look and maybe playtest one or two - some of the benefits seemed really strong, but not too far from the mark still.
I'd say your zombie are overpriced, IA13 gets the same thing for 3ppm I believe
Soon his foes would learn that the only thing more dangerous than a savage three hundred pound brute is a savage three hundred pound brute with a plan - Ork Codex
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The star-killer talisman seems a bit OP to me, but everything else is flipping awesome! Truly great work! First of these I've seen that isn't ridiculous wishlisting for broken nonsense.
If this were made real, I would totally convert all my guys over to a Broken Sigil.
This message was edited 1 time. Last update was at 2015/07/11 21:16:23
Oh wow. Thanks for all the kind words, guys. I thought this thread was going to go totally ignored!
@jade_angel: Are there any specific benefits that look like they might be too good? I'd like to identify generally accepted "problem areas."
@Melcavuk: You're talking about the zombies available to the traitor guard, right? Guard (and guard-like) armies are already good at putting out blobs of bodies. I was worried that giving a relatively elite army like dark eldar too many cheap ablative wounds might allow them to make lists that are too good. I also know that huge blobs of chaos marine cultists are a thing. My hope was to let people field zombies that were cheap enough to be objective deniers and numerous enough to distract from the "real" threats, but pricey enough to discourage people from bringing unkillable tides of fearless bodies that shut down any enemy that can't deal with hordes. If my brain math is correct, you could potentially throw 1,080 points (per detachment) into having 120 fearless wounds on the table. That's probably more fearless bodies than you need, but you'll still have points left over for more elite dark eldar units.
I'm sure it's not the most efficient spam out there or even the hardest to deal with, but I thought it would be wise to err on the side of caution. As is, you can field torture zombies alongside your dark eldar for points pennies. I'm open to changing it if those of you with more experience playing hordes armies than I say so, however.
@Jimsolo: Thank you kindly, good sir! The star-killer talisman did have me nervous as I designed it, and I ended up scrapping more complex (and more severely limiting) ideas before putting this version together. It is a very nasty single shot. That said, it does have a few limiting factors. For one thing, it basically replaces your entire army's shooting phase. All your venom cannons, scourge weapons, dark lances, etc. are going to have to hold off for a turn to instead put down a single enormous blast template at mid-range. Strength D is nothing to laugh at, but the "average" D shot won't kill a rhino or even most MCs. At the same time, it will hurt them badly enough that they'll feel it for the rest of the game, so even a non-lethal star-killer attack is unlikely to feel like a waste. Spreading out only helps so much against a blast of that size, but it does help, and a bad scatter potentially means that you sacrificed your entire army's shooting for a whole lot of nothing. Also, this is less of a limiter because you can work around it, but the delivery system for the talisman is rather fragile. Holding onto the talisman and trying to use it later in the game is pretty risky as talismans are likely to be your opponent's first target. The range is also long enough to not be a huge discouragement, but short enough to limit it slightly. Of course, these last two points are mitigated by deepstriking transports or suicide true born that move up, disembark, and use their star-killers turn 1.
This message was edited 1 time. Last update was at 2015/07/12 15:49:41
ATTENTION. Psychic tests are unfluffy. Your longing for AV is understandable but misguided. Your chapter doesn't need a separate codex. Doctrines should go away. Being a "troop" means nothing. This has been a cranky service announcement. You may now resume your regularly scheduled arguing.
Wyldhunt wrote: Oh wow. Thanks for all the kind words, guys. I thought this thread was going to go totally ignored!
@jade_angel: Are there any specific benefits that look like they might be too good? I'd like to identify generally accepted "problem areas."
@Melcavuk: You're talking about the zombies available to the traitor guard, right? Guard (and guard-like) armies are already good at putting out blobs of bodies. I was worried that giving a relatively elite army like dark eldar too many cheap ablative wounds might allow them to make lists that are too good. I also know that huge blobs of chaos marine cultists are a thing. My hope was to let people field zombies that were cheap enough to be objective deniers and numerous enough to distract from the "real" threats, but pricey enough to discourage people from bringing unkillable tides of fearless bodies that shut down any enemy that can't deal with hordes. If my brain math is correct, you could potentially throw 1,080 points (per detachment) into having 120 fearless wounds on the table. That's probably more fearless bodies than you need, but you'll still have points left over for more elite dark eldar units.
I'm sure it's not the most efficient spam out there or even the hardest to deal with, but I thought it would be wise to err on the side of caution. As is, you can field torture zombies alongside your dark eldar for points pennies. I'm open to changing it if those of you with more experience playing hordes armies than I say so, however.
@Jimsolo: Thank you kindly, good sir! The star-killer talisman did have me nervous as I designed it, and I ended up scrapping more complex (and more severely limiting) ideas before putting this version together. It is a very nasty single shot. That said, it does have a few limiting factors. For one thing, it basically replaces your entire army's shooting phase. All your venom cannons, scourge weapons, dark lances, etc. are going to have to hold off for a turn to instead put down a single enormous blast template at mid-range. Strength D is nothing to laugh at, but the "average" D shot won't kill a rhino or even most MCs. At the same time, it will hurt them badly enough that they'll feel it for the rest of the game, so even a non-lethal star-killer attack is unlikely to feel like a waste. Spreading out only helps so much against a blast of that size, but it does help, and a bad scatter potentially means that you sacrificed your entire army's shooting for a whole lot of nothing. Also, this is less of a limiter because you can work around it, but the delivery system for the talisman is rather fragile. Holding onto the talisman and trying to use it later in the game is pretty risky as talismans are likely to be your opponent's first target. The range is also long enough to not be a huge discouragement, but short enough to limit it slightly. Of course, these last two points are mitigated by deepstriking transports or suicide true born that move up, disembark, and use their star-killers turn 1.
6 points still seems a bit much. Either make them 4 points each, or give them a small advantage to represent the excellence of Dark Eldar craftsmanship. Say, +1 WS, Rage, or give them Eternal Warrior!
CSM
Militarum Tempestus
Dark Angels (Deathwing)
Inquisition
Hmm. Six points probably is too much for what you get, but on the other hand, 4 points per fearless body seems like it makes it too easy to gunk up objectives. What would you think of them allowing units within 6" to treat the turn as 1 higher for Power From Pain purposes? Fluff-wise, it's the eternal suffering of the undead echoing as a tasty wave of pain. Mechanically, it doesn't make the zombies any better, but it might help wyches furious charge a little earlier or help some stuff in your deployment zone die a bit more slowly to enemy alpha strikes.
ATTENTION. Psychic tests are unfluffy. Your longing for AV is understandable but misguided. Your chapter doesn't need a separate codex. Doctrines should go away. Being a "troop" means nothing. This has been a cranky service announcement. You may now resume your regularly scheduled arguing.