PenitentJake wrote:
Could you clarify? I'm not really sure what you mean- I don't have the full rules yet- I caved in and ordered a copy of Maelstrom knowing I can use it in 11th, but I don't get it til Monday at the earliest.
So do you mean:
A) the Crucible building process involves stripping datacard abilities or other abilities from the character before adding the special tweak grom the Crucible rules
B) 10th hollowed out the profiles so badly that giving them bikes or boards doesn't really matter since you don't like the base unit
C) the unit's base abilities don't modify to the new unit type so that, while preserved, they become irrelevant when the upgrade applies
D) since these are "add-on" rules from a supplement, many pick-up opponents and tournaments won't use them
Of these four, I think A) would probably be the most egregious "own-goal" error, and C) would be a clumsy but typical oversight.
B) isn't untrue, and I get where you're coming from; they took a lot of steps to make the Archon a bit more flexible in 10th, but the Succubus and Haemonculus could use similar updating... But while valid, this complaint doesn't make me any less interested in trying these rules- a base, no matter how much we may wish it had more options does still benefit from having at least one option restored.
If it's D), again the point is valid (unless Crucible becomes a core Crusade rule in 11th), but it doesn't affect me because I'm generally not playing pick-up games with strangers- similar to complaints about units being moved to Legends... A valid concern, but one that's mitigated by controlling who you play with and where.
Sure, happy to elaborate:
Crucible does not provide upgrades for the Archon, Succubus or Haemonculus.
Instead, it has upgrade rules for:
- Arch-Tormentor (succubus equivalent)
- Flesh Crafter (Haemonculus equivalent)
There's no inherent Archon equivalent. However, you can give the Arch-Tormentor the Kabal Keyword instead of the Wych keyword by trading the ability to take wings/skyboard/jetbike. Because of course.
Regardless, the point is that the Flesh Crafter (while clearly the Haemonculus-equivalent) is not called a Haemonculus and nor does it have the Haemonculus keyword. Thus, as far as the game is concerned, it's not a Haemonculus. It can't take any Haemonculus Enhancements, it can't be affected by any stratagems or abilities that target a Haemonculus.
So, for example, you can't use the Postmortality stratagem to revive the Flesh Crafter because it's not actually a Haemonculus and the stratagem can only affect a Haemonculus.
Similarly, even if you make the Arch-Tormentor a pseudo-Archon, you won't be able to use them for the Warlord in a Kabal Cartel army. Because, again, the core stratagem requires an Archon and the character isn't actually an Archon.
This is why I call them pretend characters.