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Made in ca
Snotty Snotling




Brampton, On, Canada

Hey guys I'm just throwing this up to get some ideas. All input is greatly appreciated.

Before I go on I just want to say that most of my hobby is using my imagination to come up with stories, characters conversions and special rules.
Most of the people I play with are good when it comes to allowing me to use my own special characters and rules but I don't want to be cheating people by using broken rules.

I'm currently making my own DIY CSM warband named the dark stars and a number of characters to lead my warband. The Chaos lord that is in charge carries a daemon weapon that i am working on and want to know what you guys think would be appropriate for a fair and balanced game for me and my opponent.

The idea is the weapon has a soul bound within it, and absorbs the souls of anyone it slays to boost the power of my lord.

Range: -
S: +1
Ap: 3
Type: Melee, Daemon Weapon, Specialist Weapon, Reaper

Reaper: For each wound the chaos lord does role a d6 on a 4+ add a soul point to your weapon.
At the start of each combat phase roll a d6 if the roll is equal to or under the number of soul points you currently have then you can continue with the rest of the weapons rule.
If the number is lower the the number of soul points then the chaos lord takes a wound with no saves aloud and you lose a number of soul points equal to your roll +1.

Before the chaos lord attacks you can spend any number of soul points to boost the power of your attacks
1 Soul Point: The Chaos lord gains +1 Ws for the rest of the phase.
2 Soul Points: The Chaos lords attacks are now Ap 2 for the rest of the phase.
3 Soul Points: The Chaos lord gains Fleshbane and Armourbane for the rest of the phase.
4 Soul Points: The Chaos lord gains Soul Blaze rule for the rest of the phase.
5 Soul Points: The chaos lords attacks do D3 wounds for the rest of the phase. (roll for each attack separately)
6 Soul Points: The Chaos lord gains the Instant Death special rule for the rest of the phase.

This is just my first draft let me know what you think, and remember there is a very low chance you will gain enough souls in order to use 5 or 6 and pass the roll at the start of the phase.
anyway let me know what you guys think.

This message was edited 2 times. Last update was at 2014/07/16 07:08:10


Fantasy:
Da Two Tusk Tribe: 5000+
Elven Force(no name yet): 2000
40K:
The Dark Stars: 3000+ 
   
Made in gb
Lord of the Fleet






London

Not worth it really. If the effects lasted for the rest of the game then it'd be a bit better but as it stands you might as well take the AOBF or Black Mace, which have either Ap2 or much better additional effects as standard.
   
Made in us
Guardsman with Flashlight




Somewhere...beyond the Dakka...my gun is waiting for me...

Honestly, 40K has been sparing with mid-game bookkeeping. It tends to break up the flow of the game, and slow things down when you have to try and remember how many souls you have left, having to roll for D3 wounds for every successful hit/wound (whichever since the wording is a bit funky).

However, in the spirit of encouragement, my suggestions would be to ditch the soul harvesting mechanic and instead make activating the weapon happen in the Psychic phase. Perhaps offer a list of six options that the player can choose from, each costing 1 warp point. It gives the enemy a chance to deny something important, while making the weapon a sort of swiss army knife.

Something like:

Str +1, AP 3, Melee, Daemon Weapon, Specialist Weapon, Reaper

Reaper - The daemon bound within the blade feeds on the empyrean energies of the warp, growing stronger or weaker as the chaotic tides wax and wane.

During the Psychic phase, the wielder may choose to activate the listed Chaos boons in the exact same way as psychic Blessings, which apply only to the wielder, at the cost of 1 warp charge each. These effects apply only if the weapon is being used in the Fight sub-phase, and are treated as Blessings in every way.

In addition, due to the unruly nature of the warp-spawned monstrosity within, Perils of the Warp are triggered on any doubles rather than just 6's. If a Perils occurs, instead of rolling on the table, immediately apply the 'Empyric Feedback' result, unless the Perils was a result of 6's, in which case, apply the 'Warp Surge' result.

Strength of the Berzerker (+1 Strength)
Crystalline Body (+1 Toughness)
Blademaster (+1 Weapon Skill)
Cerebral Cogitator (+1 Initiative)
Warp Claws (Shred)
Fragment of Immortality (Eternal Warrior)
Lifetaker (Instant Death)
Warp Frenzy (+1 Attack)

Now, granted, this makes the weapon a bit trickier to use, and you'll have to feed it warp charges(you naturally get D6 during the psychic phase, even if you have no psykers). However, it no longer requires you get stuck in to go Super Saiyan, and your lord can become a truly heinous combat monster. Bring a Mastery level 3 Sorcerer, or ally with Chaos Daemons (or Grey Knights/Inquisition for the lulz) and load up on Warp Charges. Get into punching range and then start spending your way into Khorne's favor.

Sure, you're missing out on AP 2, unless you roll 2 6's and pass your Leadership test. Given a Chaos Lord (or Sorcerer) is Leadership 10, that gives them pretty good odds of not taking a wound, and instead giving them Smash, Armourbane, Fleshbane, and granting them a Storm Shield. (If you take a Mark of Tzeentch on the Lord, his Invuln save becomes 2+.)

In the end, its both more and less reliable, offers the opponent some counter play, and even Perils is neutral or a good thing. True, your Chaos Lord is going to be risking a lot by bringing out this kind of power, but then again, isn't that what Chaos and the Warp is all about?

This message was edited 4 times. Last update was at 2014/07/16 22:26:46


   
Made in ca
Snotty Snotling




Brampton, On, Canada

Thanks NydusTemplar that is a really good idea and I think I'm going to take your advice.(meaning steal that idea and change it around a bit to fit my fluff a bit better)

Fantasy:
Da Two Tusk Tribe: 5000+
Elven Force(no name yet): 2000
40K:
The Dark Stars: 3000+ 
   
 
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