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Made in ie
Crazed Spirit of the Defiler




Ireland

Hey all, This is a rule I've been thinking about since I saw that Abaddon had lost his mastery of his daemon weapon. I can't remember how the old daemon weapon rules worked but was it a psychic test every time you wanted to attack with it?

Anyway the rule I'm proposing is for extra points(Lets say 25 points as it rounds Abaddon to a horrible 300 points) your character is master of his daemon weapon. On a roll of one the daemon attempts to rebel but the wards put in place subdue it. For this phase(or turn,Considering the Tzeentch daemon weapon activates in the shooting phase) treat the daemon weapon as a normal power weapon losing all benefits to attacks and strength as well as mark specific benefits you would have gained from it.

So for example, 300point Abaddon assaults a squad of marines,he gets a one for his number of attacks and the daemon withdraws from the blade. He now has a power weapon,lightning claws,5attacks(4+1 for charge) at str 4.

Changes I've been tinkering with might be reducing the point cost but restricting your army to one daemon weapon if it has been mastered? Or just one mastered daemon weapon. I realise you could only ever have 2 in a normal game anyway.

So any suggestions?

By the 37 keys of Tzeentch,We open the way for our brothers,
By the 1000 whispers of Slaanesh we call to them,
By the 12 plagues of Nurgle we fell their enemies,
And by the mighty axe of Khorne we cut open the world for them!

- Ritual of Summoning, Recited by Amphion and Zethus Dark Sorcerers of the Deimos Peninsula,Kronos


 
   
Made in ca
Morally-Flexible Malleus Hearing Whispers






Well I kind of moved near Toronto, actually.

It makes it pretty pricey considering it's already 40 pts and TL LC are 30. 15 is probably better, pay for the lost wound at least. Considering it's now a 55 point (two-handed) weapon it's not unreasonable that you get your basic attacks in close combat.

The old rule was that when you caused a wound you took a leadership test, and if you failed it you lost a wound. Or something. Whatever it was, it was much better IMO.

Losing your attacks isn't the worst thing in the world considering you're only getting your base attacks + 1 anyway.

It would certainly make the Khorne weapon much more viable. Almost _too_ viable .

This message was edited 1 time. Last update was at 2007/11/16 01:20:35


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Made in us
Implacable Black Templar Initiate







Agreed about the Korne Daemon weapon I played it on sunday I got crippled by it the worst he got was 10 attacks of Nastieness

I don't expect you to die a meaningless death I expect you to die for the emperor now CHARGE

You know what we do to liars Petty
No wait I'm not ARGHHH
We kick em in the balls

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Made in ie
Crazed Spirit of the Defiler




Ireland

Aye I have to say,Mastery isn't really nessacary after playing a ton of games with Abaddon and a Tzeentch Lord with a Deathscreamer. The only one which would show repeated benefit would be the Khorne Lord and thats suppose to be like that.

So for fluff wise giving it to Abaddon would make the most sense but again its usage isn't a major factor.

By the 37 keys of Tzeentch,We open the way for our brothers,
By the 1000 whispers of Slaanesh we call to them,
By the 12 plagues of Nurgle we fell their enemies,
And by the mighty axe of Khorne we cut open the world for them!

- Ritual of Summoning, Recited by Amphion and Zethus Dark Sorcerers of the Deimos Peninsula,Kronos


 
   
 
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