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Made in us
Ferocious Blood Claw





Fenris

Fang Shard
Arm: 14 14 14
Hull points: 20
Silver packed Ice: 13 13 13
Hull points; 15
Ws;4 Bs;4 A;4 !;1

Once long ago, the space wolves fortress (the fang) was a weapon. One of the most powerful Imperial titans ever created, possessed by the strongest machine spirit in the galaxy. However, it has been long since broken, dead, and forgotten, and is no longer used. The only half living soul still alive that knows of its existence is Bjorn The Fellhanded.
In the darkest most dire time, when Fenris, the Space Wolves chapter, or the imperium is at risk, a small portion of the super powerful machine spirit still alive is summoned. And of course, a still, half functional shard of the fortress will be awoken by Bjorn's special runes.

Special rules;

Silver Packed ice;
Because the fang has been dormant so long, thin layers of ice have hardened and bonded with the adamantium hull of the fang, and created somewhat of an outer armor.
This rare effect has been called silver ice by the inhabitants of fenris
The Silver ice must be broken before any damage to the hull can be made,
Flamer weapons equal to or below Ap3 always do one extra hullpoint of damage when they glance or penetrate the silver ice

Broken;
Because the fang has been dormant so long, its armor its slightly damaged
When rolling to see the result of the penetrating hit, add one to the result
The result can never be higher than 6

Super powerful machine spirit;
Even the small, barely living part of the original machine spirit that inhabitted the fang still hold immense power, and may use one of the three following psychic powers once in its turn.

Great Howl of Fenris;
Space wolf units gain the Furious Charge Special rule and +2 leadership until the end of the game turn

Howl of Morkai;
All enemy models within 24 inches take 2 strength 9 Ap 3 hits

Howl of the Aett;
All friendly Imperium models within 48 inches may reroll one dice result for any action or test that turn
(Hitting, wounding, leadership, charging ect.)

Damaged Reactor Core;
The Fang Shard runs off of a radioactive reactor core, but after eons of idleness it has become unstable
If and when the Fang shard hits 0 hull points, it automatically causes THREE titanic explosions.
Two scattering 3D6 inches beginning at the center of the shard

Strange ancient energy;
When the fang shard explodes, all models within 24 inches suffer 4+ wounding, no armor saves allowed
(invulnerables work)
This only effects models with exposed flesh

Weapons;

Morkai's tooth;
This is a giant chain sword, crackling with psychic energy and blue electricity. It counts as a warlord powerfist towards other titans, but against foot soldiers it can be slammed into the ground (a hellfire template representing this)
All models within the radius suffer a strength 7 Ap 1 hit.
This attack can only be used against units that aren't super heavies
This attack can only be used once per game turn

Carapace weapons;
Plasma Blastgun
4 Quad guns (on shoulders)
Double barreled turbo laser drestructor

Arm weapons;
Morkai's tooth
Volcano cannon

2850 points

Looking for some help balancing, thanks! Help is appreciated

Exercise the Space Wolf way, "If there is a fight, we fight it"
*Charges 2 Blood Claws into 20 Ork Boyz*

5000
1850  
   
Made in us
Ragin' Ork Dreadnought




Way too sturdy. Also, older tech is generally much better, the handicap you gave it seems out of placeon such an otherwise durable titan.
Howl of Morkai is ridiculously powerful. If it were every unit, it might be better. Even so, all the buffs from the 'psychic' powers seem really way too good.
I'm going to compare this to the 4th edition Warlord:
For the 350 point cost increase you lose the ability to specifically choose your weapons and take that odd handicap, but gain 4 powerful AA guns, essentially +1 armor Void Shields but twice as many, +1 rear armor, and immensely powerful buffs to your entire army or nearby enemies. You also have 7 less hull points (?), but that is easily compensated for by the better shielding.
If you want my advice, I'd make it essentially a venerable, master crafter Titan. 8 Ice Shields instead of 6 Void Shields (and with +1 armor but flame weapons get Armorbane) except the ice shields can't regenerate. You can reroll 1 to-hit per turn. Any 1 Explodes! Result per shooting attack must be re rolled. Stuff like that.
   
Made in us
Ferocious Blood Claw





Fenris

Waaaghpower wrote:
Way too sturdy. Also, older tech is generally much better, the handicap you gave it seems out of placeon such an otherwise durable titan.
Howl of Morkai is ridiculously powerful. If it were every unit, it might be better. Even so, all the buffs from the 'psychic' powers seem really way too good.
I'm going to compare this to the 4th edition Warlord:
For the 350 point cost increase you lose the ability to specifically choose your weapons and take that odd handicap, but gain 4 powerful AA guns, essentially +1 armor Void Shields but twice as many, +1 rear armor, and immensely powerful buffs to your entire army or nearby enemies. You also have 7 less hull points (?), but that is easily compensated for by the better shielding.
If you want my advice, I'd make it essentially a venerable, master crafter Titan. 8 Ice Shields instead of 6 Void Shields (and with +1 armor but flame weapons get Armorbane) except the ice shields can't regenerate. You can reroll 1 to-hit per turn. Any 1 Explodes! Result per shooting attack must be re rolled. Stuff like that.


When I started creating the rules for this titan, I wanted it to be unique, think of it as a special character Warlord Titan. I tweaked around with the Howl of Morkai a bit before posting, and I felt like it was almost slightly under powered compared to the rest of the psychic powers. I gave it a buff from one Strg 8 Ap3 to a Strg 9 Ap3, and then I even decided to make it 2 Strg 9 ap 3. But I do feel now that it is incredibly over powered, having played a few apoc games. Im going to change it to 3 Strg 9 Ap 3 hits per UNIT. Not per model.
Part of the uniqueness of the unit was that is was a psyker. A super powerful machine spirit. The Buffs I give to my units are powerful, however I feel they are neccesary. It could use some play testing.
I feel that all of the weakness this vehicle has compensates for its power, but again, it could use some play testing.
I am going to apply the flamer rule you suggested (Flamers have armor bane versus ice sheilds)
Other than that, Im gonna do some play testing first before I change anything else. (unless I hear something brilliant)
Let me know if anyone wants to post better idea's for a point value
Thank you for your opinion, I appreciate the help and suggestions.

Exercise the Space Wolf way, "If there is a fight, we fight it"
*Charges 2 Blood Claws into 20 Ork Boyz*

5000
1850  
   
Made in us
Ragin' Ork Dreadnought




Let's see... Other ideas, make sure to give it an actual mastery level or something. If it's a psyker, it should get improved DTW which it won't get without a mastery level. Perhaps give it a power similar to Njal's staff, except it works on powers cast against friendly models within 24" as well as powers cast by enemies within 24"?

This message was edited 2 times. Last update was at 2013/08/01 21:58:49


 
   
Made in us
Ferocious Blood Claw





Fenris

Waaaghpower wrote:
Let's see... Other ideas, make sure to give it an actual mastery level or something. If it's a psyker, it should get improved DTW which it won't get without a mastery level. Perhaps give it a power similar to Njal's staff, except it works on powers cast against friendly models within 24" as well as powers cast by enemies within 24"?


I love it
Gonna work out friendly buffs on Morkai's tooth for nearby psykers and also make de buffs for nearby enemy psykers

Exercise the Space Wolf way, "If there is a fight, we fight it"
*Charges 2 Blood Claws into 20 Ork Boyz*

5000
1850  
   
 
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