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Made in dk
Loyal Necron Lychguard






Space Marines get access to special-issue wargear, Chaos Space Marines get access to Daemon Weapons.

Khorne Daemon Weapons

Blazecleaver of Kurbras
HERETIC ASTARTES KHORNE model with power axe only. The bearer's power axe has a Strength characteristic of +3, AP characteristic of -3 and Damage characteristic of D3. You cannot re-roll or modify hit rolls of 1 for attacks made with the bearer's power axe. Instead, these attacks automatically hit a friendly unit within 1". Randomly determine which unit is hit if there are other units than the bearer within 1".

Deathflayer of Gomruk
HERETIC ASTARTES KHORNE model with chainsword only. When attacking the model can make an additional 2D6 attacks with its chainsword if it has an Attacks characteristic of 1 or more. Each time an enemy model passes a saving throw for a wound caused by the bearer's chainsword the bearer reduces his attacks characteristic by 1 until the end of the next Fight phase.

Edge of Fu'rarsh
HERETIC ASTARTES KHORNE model with daemonic axe only. Add three to hit rolls for the bearer's attacks made with their daemonic axe. Inflict 1 mortal wound on the bearer and the target for each hit roll of 8+ with the bearer's daemonic axe.

Mace of Nidzoc Furywatcher
HERETIC ASTARTES KHORNE model with power maul only. The bearer adds 1 to their Attacks characteristic for each missing wound. At the end of each Fight phase where the bearer fights and does not take damage, the bearer suffers 1 mortal wound.

Kunzon's Bloodreaper
HERETIC ASTARTES KHORNE model with power sword only. The bearer can make one additional attack for each unsaved wound caused with the bearer's power sword, these attacks can be made with any weapon the bearer is armed with. These additional attacks do not generate further attacks with this ability and if the additional attacks destroy a model the bearer suffers 1 mortal wound.

Rageripper of Qi'rac
HERETIC ASTARTES KHORNE model with warp bolter only. The bearer's warp bolter is Assault 8. If the bearer rolls one or more hit rolls of 1 for this weapon it takes 8 S4 AP-1 D2 hits after resolving the attack.

Skullcrusher of Ughond
HERETIC ASTARTES KHORNE model with power fist only. The Damage and Strength characteristics of the bearer's power fist is increased to 3 and xD6 respectively. Roll once for the Strength characteristic of all the attacks made by the bearer each time they fight, the bearer suffers a mortal wound after resolving their attacks if you roll a 6 for the Strength multiplier.

Qraingac's Obsidianbrand
HERETIC ASTARTES KHORNE model with hellforged sword only. The Damage characteristic of the bearer's hellforged sword is increased to 4, against models with a Leadership of 6 or less it is increased to 8. The bearer suffers 1 mortal wound each time it causes an unsaved wound to a model that does not destroy that model.

Tzeentch Daemon Weapons

Staff of Skag'ill Amberkeeper
HERETIC ASTARTES TZEENTCH model with force staff only. At the start of each Fight phase, you may select an enemy unit within 6" of the bearer. That unit cannot fight until all other units that are able to have done so, but the first time it fights the bearer suffers 1 mortal wound. If the unit has an ability that allows it to fight first in the Fight phase, it instead fights as if it did not have this ability. If both players have units that cannot fight until all other unit have done so, then alternate choosing which of those units to fight with, starting with the player whose turn is taking place. You can re-roll hit rolls for attacks made by the bearer using their force staff against the selected enemy unit.

Blazing Shadow of Agbun
HERETIC ASTARTES TZEENTCH model with force sword only. At the end of your Fight phase, each model that suffered one or more unsaved wounds from the bearer's force sword this game suffers D3 mortal wounds, then if any models suffered damage from this effect this turn the bearer also suffers one mortal wound.

Cinderflayer of Chasruk
HERETIC ASTARTES TZEENTCH model with combi-flamer only. Improve the AP and Damage characteristic of both the profiles of this model's combi-flamer by 2. For each wound-roll of 1 made with the bearer's combi-flamer, the bearer suffers a mortal wound.

Fatebreaker of Skushuz
HERETIC ASTARTES TZEENTCH model with power maul only. The bearer's power maul has a Damage characteristic of D3. Once per game after your opponent re-rolls a dice you may choose to force your opponent to ignore the re-roll and use the orignal result instead, if you do the bearer suffers D3 mortal wounds.

Hellripper of Gogda'aka'al
HERETIC ASTARTES TZEENTCH model with lightning claw only. No invulnerable saves can be made against the bearer's attacks made with its lightning claw. The bearer suffers one mortal wound for each successful saving throw made against the bearer's attacks with their lightning claw.

Karmax' Cleaver
HERETIC ASTARTES TZEENTCH model with daemonic axe only. Enemy units gain 1 Karma counter for each unit they destroy. You gain 1CP for each Karma counter on a unit destroyed by the bearer's daemonic axe. The bearer suffers one mortal wound at the end of each battle round if one or more enemy units have a Karma counter and no enemy units with Karma counters were destroyed that battle round.

Sword of Umbralax
HERETIC ASTARTES TZEENTCH model with hellforged sword only. The Strength characteristic of the bearer's hellforged sword is 10. The bearer can re-roll failed wound rolls made with its hellforged sword against units with one or more models with a Leadership characteristic of 7 or less. The bearer suffers a mortal wound for each failed wound roll made with their hellforged sword.

Trugdond's Ruinator
HERETIC ASTARTES TZEENTCH model with thunder hammer only. The bearer's thunder hammer has a a Strength of 10. In addition, it has Damage characteristic of 9 against BUILDINGS. The bearer suffers 9 mortal wounds at the end of the game if the bearer has not destroyed one or more VEHICLES, BUILDINGS or MONSTERS.

Wyrdfury of Excelexex
HERETIC ASTARTES TZEENTCH model with warp bolter only. The bearer's warp bolter has a Damage characteristic of 3D3. If you ever roll 9 for the damage of an unsaved wound made with the bearer's warp bolter, the target's unit suffers 9 mortal wounds.

Nurgle Daemon Weapons

Falfunger's Hatchet
HERETIC ASTARTES NURGLE model with daemonic axe only. Reduce the Movement characteristic of any model that has suffered one or more unsaved wounds from the bearer's daemonic axe to a maximum of 3. The bearer's Movement characteristic is reduced by 1 for each wound the bearer is missing.

Festerfencer of Raslaxtrotlax
HERETIC ASTARTES NURGLE model with power sword only. Re-roll failed hit rolls made for the bearer's attacks with their power sword. The bearer suffers a mortal wound each time they declare a charge and add 1 to their wounds characteristic (to a maximum of 9) each time they perform a heroic intervention.

Grimforce of Trozhes'sehzort
HERETIC ASTARTES NURGLE model with impaler chainglaive only. Change the Strength of the bearer's impaler chainglaive to X2. Each time the bearer slays an enemy model with its impaler chainglaive the bearer adds 1 to their wounds and attacks characteristics and suffers D3 mortal wounds.

Jollywacker of Oltrozler
HERETIC ASTARTES NURGLE model with power maul only. Change the Damage characteristic of the bearer's power maul to D3. Increase the bearer's Strength by 1 for each model destroyed by the bearer's power maul. Enemy models can re-roll failed wound rolls against the bearer.

Pestflinger of Guzzleworth
HERETIC ASTARTES NURGLE model with warp bolter only. The bearer can re-roll failed wound rolls made for their warp bolter and change the damage characteristic of their warp bolter to 1+D6. In addition, the bearer suffers 1 mortal wound for each wound roll of 1 made for the bearer's warp bolter.

Plumepoxer's Pruner
HERETIC ASTARTES NURGLE model with hellforged sword only. You may subtract 2 from hit rolls for the bearer's hellforged sword, if you do, increase the Damage characteristic to 7. The bearer suffers 1 mortal wound for each hit roll of 1 made with their hellforged sword.

Stronziz' Gutbloater
HERETIC ASTARTES NURGLE model with force axe only. Wound rolls of 2+ with the bearer's force axe automatically wound non-VEHICLE units. The bearer suffers one wound at the end of your turn if they did not Advance or successfully Charge this turn, even if the bearer is inside a transport.

Slaanesh Daemon Weapons

Bitterkeeper of Ca'zhuk
HERETIC ASTARTES SLAANESH model with combi-melta only. Increase the Damage and Strength characteristic of both profiles of the bearer's combi-melta by 1. The bearer suffers 1 mortal wound for each hit roll of 1 made with the bearer's weapon.

Delurius' Dancing Blade
HERETIC ASTARTES SLAANESH model with power sword only. Increase the Damage characteristic of the bearer's power sword to D3. Add 1 to wound rolls for attacks made with the bearer's power sword against CHARACTERS. Add 1 to wound rolls for Melee attacks against the bearer made by CHARACTERS.

Oghun's Lonechaser
HERETIC ASTARTES SLAANESH model with warp bolter only. The bearer can target enemy CHARACTERS with their warp bolter even if they are not the closest enemy unit and can target enemy unit regardless of whether they are within line of sight. The bearer and the target both suffer a mortal wound on a wound roll of 6 made for the bearer's warp bolter.

Silencer of Sko'zkuc
HERETIC ASTARTES SLAANESH model with combi-weapon only. Enemy units cannot fire Overwatch in the turn they were targeted by the bearer's combi-weapon and they increase the Warp Charge values of all psychic powers they know by 1. Each time the bearer's combi-weapon is fired the bearer suffers a mortal wound.

Shezalaia's Helltaker
HERETIC ASTARTES SLAANESH model with daemonic axe only. Increase the damage characteristic of the bearer's daemonic axe by 3. In addition, when using his daemonic axe, the bearer suffers one mortal wound for each model it destroys with a wounds characteristic of 1.

Wildfang of Ozhon'zafhir
HERETIC ASTARTES SLAANESH model with hellforged sword only. Roll a D6 each time an enemy unit wishes to fall back from within 1" of the bearer, on a roll of 4+ the enemy unit may not fall back this turn and the bearer suffers a mortal wound.

This message was edited 5 times. Last update was at 2021/02/20 14:53:32


 
   
Made in us
Fixture of Dakka





I feel like I'm missing something here. Special Issue Wargear are basically just relics that you can give to sergeants and/or characters, right? Most of my notes here are that half of these weapons are basically suicidal to use. Normal daemon weapons convey the feeling that they're sinister and untrustworthy by occasionally doing a small amount of damage in exchange for granting a significant damage boost most of the time. I'm guessing you're trying to put a twist on that theme, but many of the wielder deaths these rules would result in range from the frustrating to the comical. I'll try to avoid reiterating that sentiment on each entry, however, and try to stick to more specific feedback from here on out.


 vict0988 wrote:

Blazecleaver of Kurbras
HERETIC ASTARTES KHORNE model with power axe only. You cannot re-roll or modify hit rolls of 1 for attacks made with the bearer's power axe. Instead, these attacks automatically hit a friendly unit within 1". Randomly determine which unit is hit if there are other units than the bearer within 1".

To clarify, do you roll for friendly AND enemy units within 1" to determine who gets hit? I have to assume so, otherwise this actively nerfs the wielder and provides no benefit, but the wording is a bit unclear.


Deathflayer of Gomruk
HERETIC ASTARTES KHORNE model with chainsword only. When attacking the model can make an additional 2D6 attacks with its chainsword if it has an Attacks characteristic of 1 or more. Each time an enemy model passes a saving throw for a wound caused by the bearer's chainsword the bearer reduces his attacks characteristic by 1 until the end of the next Fight phase.

An average of 7 bonus attacks, even if they're just chainsword swings, feels pretty major on paper. Especially if you can give this to an aspiring champion who only has 2 attacks to begin with. At worst, he loses 2 attacks and then gains them right back (snake eyes). Then again, chainswords aren't that scary. Maybe it's fine?

Either way, I'd be tempted to simplify this one. If you swing more attacks with this thing than the enemy unit has wounds, you technically have to resolve your swings in chunks. For instance, if the enemy unit has 3 guardsmen left in it and you roll 12 (box cars) swings with the chainsword, you'd have to resolve the first 3 (in case you killed them in the first three swings), then resolve the rest in batches based on how many guardsmen were left each time because you technically make your attacks one at a time (we just speed roll for simplicity), can't make attacks against a unit that is dead, and the number of saves they make before they die impacts your stats in the following turn. Plus, you have to bookkeep how many minuses to your Attacks stat you have at any given time.

Instead of all that, maybe just give the model +X attacks, roll a d6 at the end of the fight phase and on a 1 their Attacks characteristic drops to 0 until the end of the next fight phase? It's simpler to roll for, and you just have to track a single binary value.


Edge of Fu'rarsh
HERETIC ASTARTES KHORNE model with daemonic axe only. Add three to hit rolls for the bearer's attacks made with their daemonic axe. Inflict 1 mortal wound on the bearer and the target for each hit roll of 8+ with the bearer's daemonic axe.

Most models that could equip this are already hitting on 2+ or 3+. Assuming 3+ and the enemy has no to-hit modifiers in melee, this is only causing you to hit when you would normally miss 1 out of 6 times, but it's causing you to hurt yourself every 3rd swing (a 5 or 6 +3 = 8+). So you'd need to be really desperate to get a +1 to hit or else have a target with at least a -1 to being hit in melee for this option to be desirable.


Mace of Nidzoc Furywatcher
HERETIC ASTARTES KHORNE model with power maul only. The bearer adds 1 to their Attacks characteristic for each missing wound. At the end of each Fight phase where the bearer fights and does not take damage, the bearer suffers 1 mortal wound.

Feels weird that I can kill your chaos lord by simply allocating my attacks elsewhere. This also weirdly situationally discourages your khorne character from diving into a fight because it might be automatic suicide.


Kunzon's Bloodreaper
HERETIC ASTARTES KHORNE model with power sword only. The bearer can make one additional attack for each unsaved wound caused with the bearer's power sword, these attacks can be made with any weapon the bearer is armed with. These additional attacks do not generate further attacks with this ability and if the additional attacks destroy a model the bearer suffers 1 mortal wound.

Again, this amount of self damage kind of makes the khorne character want to avoid combat if he's not at full health. Or alternatively, it makes him want to target an enemy that he won't quite kill. Which is also weird.

Skullcrusher of Ughond
HERETIC ASTARTES KHORNE model with power fist only. The bearer's power fist has a damage characteristic of 3 and a Strength characteristic of xD6. Roll once for the Strength characteristic of all the attacks made by the bearer each time they fight, the bearer suffers a mortal wound after resolving their attacks if you roll a 6 for the Strength multiplier.

This one feels fun (hooray for stupid high strength), but the math is weird. 1/6th of the time, you'll actually end up with a lower strength than a normal power fist. 1/6th of the time you'll just have a D3 power fist. Rolling a 3 or 4 is great because it grants you a better to-wound roll against vehicles and knights, but a 5 or 6 is basically no better than a 4 because there are almost 0 units in the game that can get up to toughness 9.


Qraingac's Obsidianbrand
HERETIC ASTARTES KHORNE model with hellforged sword only. The bearer's hellforged sword is damage is increased to 4, against models with a Leadership of 6 or less it is increased to 8. The bearer suffers 1 mortal wound each time it causes an unsaved wound to a model that does not destroy that model.

Again, this encourages a khorne character to pick his battles carefully. Also, auto-killing any W4 or less character feels a bit more powerful than is the norm for relics. I'm not sure what models have a Leadership of 6 or less and more than 4 wounds. I guess this is really good at punishing tyranid players for fielding MCs?


Staff of Skag'ill Amberkeeper
HERETIC ASTARTES TZEENTCH model with force staff only. At the start of each Fight phase, you may select an enemy unit within 6" of the bearer. That unit cannot fight until all other units that are able to have done so, but the first time it fights the bearer suffers 1 mortal wound. If the unit has an ability that allows it to fight first in the Fight phase, it instead fights as if it did not have this ability. If both players have units that cannot fight until all other unit have done so, then alternate choosing which of those units to fight with, starting with the player whose turn is taking place. You can re-roll hit rolls for attacks made by the bearer using their force staff against the selected enemy unit.

Mostly fine. Just a quick note that most abilities that let you force the enemy to swing last pretty much only do that and sometimes don't work automatically. So doing this effect automatically and also granting to-hit rerolls is a bit of a hat on a hat.


Blazing Shadow of Agbun
HERETIC ASTARTES TZEENTCH model with force sword only. At the end of your Fight phase, each model that suffered one or more unsaved wounds from the bearer's force sword this game suffers D3 mortal wounds, then if any models suffered damage from this effect this turn the bearer also suffers one mortal wound.

Note that this potentially requires you to book keep a bunch of different units throughout the game.


Fatebreaker of Skushuz
HERETIC ASTARTES TZEENTCH model with power maul only. The bearer's power maul has a Damage characteristic of D3. Once per game after your opponent re-rolls a dice you may choose to force your opponent to ignore the re-roll and use the orignal result instead, if you do the bearer suffers D3 mortal wounds.

I feel like it could be really easy to forget what you just rolled when you're scooping up dice for rerolls. I also feel like it would be super annoying to pause and ask your opponent if they want to use this once per game ability before every single reroll until they use this power.


Karmax' Cleaver
HERETIC ASTARTES TZEENTCH model with daemonic axe only. Enemy units gain 1 Karma counter for each unit they destroy. You gain 1CP for each Karma counter on a unit destroyed by the bearer's daemonic axe. The bearer suffers one mortal wound at the end of each battle round if one or more enemy units have a Karma counter and no enemy units with Karma counters were destroyed that battle round.

Fun, but you're talking about bookkeeping a ton of counters for a rule on a single axe. Killing the last model in a unit with one specific model is surprisingly difficult, so you're potentially doing a lot of bookkeeping for something that will never actually come up.


Plumepoxer's Pruner
HERETIC ASTARTES NURGLE model with hellforged sword only. You may subtract 1 from hit rolls for the bearer's hellforged sword, if you do, increase the Damage characteristic to 7. The bearer suffers 1 mortal wound for each hit roll of 1 made with their hellforged sword.

7 is pretty severe. I get that it's nurgly, but you'll be two-shotting most vehicles in the game. One-shotting a bunch of lighter vehicles too.


Stronziz' Gutbloater
HERETIC ASTARTES NURGLE model with force axe only. Wound rolls of 2+ with the bearer's force axe automatically wound non-VEHICLE units. The bearer suffers one wound at the end of your turn if they did not Advance or successfully Charge this turn, even if the bearer is inside a transport.

Getting some thematic whiplash here. Why is this Nurgle guy punished for moving slowly while his buddy with the other weapons is actively slowed down or punished for charging?

Overall, you have some flavorful options here, but most of the self-damaging effects are kind of over the top.
   
Made in dk
Loyal Necron Lychguard






Wyldhunt wrote:
I feel like I'm missing something here. Special Issue Wargear are basically just relics that you can give to sergeants and/or characters, right? Most of my notes here are that half of these weapons are basically suicidal to use. Normal daemon weapons convey the feeling that they're sinister and untrustworthy by occasionally doing a small amount of damage in exchange for granting a significant damage boost most of the time. I'm guessing you're trying to put a twist on that theme, but many of the wielder deaths these rules would result in range from the frustrating to the comical. I'll try to avoid reiterating that sentiment on each entry, however, and try to stick to more specific feedback from here on out.

Special Issue Wargear are normal Relics, so CHARACTERS only not Sergeants, so they only go on models with 4+ wounds. It's the relics both Ultramarines and Ultramarines successors get for example, while the Relics of Macragge are for UM only and not for successors unless you use a Stratagem. The intention behind these is the same since I want to remove the Renegade Chapters and their relics from CSM and instead give them custom Renegades. The power level is meant to be at a slightly lower point than most other relics, like instead of 2+ Sv and 5+ invuln with the Relic of Macragge, you just get a 2+ Sv with the Special Issue Wargear. I don't think they're all THAT suicidal, but none of them have been tested, if you're assuming they go on 1W models then yes that'd be suicidal. The comedy is at least in part intentional, I didn't want to write a set of 30 dark and edgy relic names or effects, so there's a mix of the more and less comedic, with so many relics I don't think that'd be a problem as long as none of them are absurdly powerful or ruin games too often (have to remember that the SSAG is a thing).

 vict0988 wrote:

Blazecleaver of Kurbras
HERETIC ASTARTES KHORNE model with power axe only. You cannot re-roll or modify hit rolls of 1 for attacks made with the bearer's power axe. Instead, these attacks automatically hit a friendly unit within 1". Randomly determine which unit is hit if there are other units than the bearer within 1".

To clarify, do you roll for friendly AND enemy units within 1" to determine who gets hit? I have to assume so, otherwise this actively nerfs the wielder and provides no benefit, but the wording is a bit unclear.

It's just the axe of blind fury without the stat buffs which I forgot to add...


Deathflayer of Gomruk
HERETIC ASTARTES KHORNE model with chainsword only. When attacking the model can make an additional 2D6 attacks with its chainsword if it has an Attacks characteristic of 1 or more. Each time an enemy model passes a saving throw for a wound caused by the bearer's chainsword the bearer reduces his attacks characteristic by 1 until the end of the next Fight phase.

An average of 7 bonus attacks, even if they're just chainsword swings, feels pretty major on paper. Especially if you can give this to an aspiring champion who only has 2 attacks to begin with. At worst, he loses 2 attacks and then gains them right back (snake eyes). Then again, chainswords aren't that scary. Maybe it's fine?

Either way, I'd be tempted to simplify this one. If you swing more attacks with this thing than the enemy unit has wounds, you technically have to resolve your swings in chunks. For instance, if the enemy unit has 3 guardsmen left in it and you roll 12 (box cars) swings with the chainsword, you'd have to resolve the first 3 (in case you killed them in the first three swings), then resolve the rest in batches based on how many guardsmen were left each time because you technically make your attacks one at a time (we just speed roll for simplicity), can't make attacks against a unit that is dead, and the number of saves they make before they die impacts your stats in the following turn. Plus, you have to bookkeep how many minuses to your Attacks stat you have at any given time.

Instead of all that, maybe just give the model +X attacks, roll a d6 at the end of the fight phase and on a 1 their Attacks characteristic drops to 0 until the end of the next fight phase? It's simpler to roll for, and you just have to track a single binary value.

You'll probably lose your attacks on your opponents turn about half the time against anything with a decent Sv characteristic, so 11 attacks and then an average of 6 attacks on the opponents turn maybe. Good point on having to do attacks individually, I'm kind of surprised I wound up not using the original Daemon weapon rule for any of the other relics but that would be a way to fix it.


Edge of Fu'rarsh
HERETIC ASTARTES KHORNE model with daemonic axe only. Add three to hit rolls for the bearer's attacks made with their daemonic axe. Inflict 1 mortal wound on the bearer and the target for each hit roll of 8+ with the bearer's daemonic axe.

Most models that could equip this are already hitting on 2+ or 3+. Assuming 3+ and the enemy has no to-hit modifiers in melee, this is only causing you to hit when you would normally miss 1 out of 6 times, but it's causing you to hurt yourself every 3rd swing (a 5 or 6 +3 = 8+). So you'd need to be really desperate to get a +1 to hit or else have a target with at least a -1 to being hit in melee for this option to be desirable.

The daemonic axe is for Daemon Princes only, so he's hitting on 2+ normally, 3+ because of the axe. 0+ because of the Edge of Fu'rarsh, with 6s being negative. So 25% extra damage at the cost of 1/6 mortal wound, kind of bad, but excellent against units with negative hit modifiers, which would normally make a daemonic axe DP weep.


Mace of Nidzoc Furywatcher
HERETIC ASTARTES KHORNE model with power maul only. The bearer adds 1 to their Attacks characteristic for each missing wound. At the end of each Fight phase where the bearer fights and does not take damage, the bearer suffers 1 mortal wound.

Feels weird that I can kill your chaos lord by simply allocating my attacks elsewhere. This also weirdly situationally discourages your khorne character from diving into a fight because it might be automatic suicide.

You can just run him solo into a threat and he'll gain more attacks, it's for the crazed Khorne models, you should be able to put it on a Juggernaut Lord for example. It might be too weak and it does encourage taking a power fist in the other hand.

Kunzon's Bloodreaper
HERETIC ASTARTES KHORNE model with power sword only. The bearer can make one additional attack for each unsaved wound caused with the bearer's power sword, these attacks can be made with any weapon the bearer is armed with. These additional attacks do not generate further attacks with this ability and if the additional attacks destroy a model the bearer suffers 1 mortal wound.

Again, this amount of self damage kind of makes the khorne character want to avoid combat if he's not at full health. Or alternatively, it makes him want to target an enemy that he won't quite kill. Which is also weird.

It's meant to be for slaying bigger things like Ogryn, Aggressors, Monsters, etc. All these are options which you can take before deployment, so you don't have to go in blind with this thing into a horde of Orks.

Qraingac's Obsidianbrand
HERETIC ASTARTES KHORNE model with hellforged sword only. The bearer's hellforged sword is damage is increased to 4, against models with a Leadership of 6 or less it is increased to 8. The bearer suffers 1 mortal wound each time it causes an unsaved wound to a model that does not destroy that model.

Again, this encourages a khorne character to pick his battles carefully. Also, auto-killing any W4 or less character feels a bit more powerful than is the norm for relics. I'm not sure what models have a Leadership of 6 or less and more than 4 wounds. I guess this is really good at punishing tyranid players for fielding MCs?

I don't think there is anything wrong with having to pick your battles carefully, you're dealing with a weapon that has a mind of its own and it might not want to go where you want your character to go. It can be combined with Night Lords or other Morale modifiers, it's not really an everyman's weapon. You'll probably only kill one Carnifex each turn with this DP anyways and he'll take at one mortal wound each time he kills a model with 9 or more wounds and he can still get bugged down by little buggers.

Staff of Skag'ill Amberkeeper
HERETIC ASTARTES TZEENTCH model with force staff only. At the start of each Fight phase, you may select an enemy unit within 6" of the bearer. That unit cannot fight until all other units that are able to have done so, but the first time it fights the bearer suffers 1 mortal wound. If the unit has an ability that allows it to fight first in the Fight phase, it instead fights as if it did not have this ability. If both players have units that cannot fight until all other unit have done so, then alternate choosing which of those units to fight with, starting with the player whose turn is taking place. You can re-roll hit rolls for attacks made by the bearer using their force staff against the selected enemy unit.

Mostly fine. Just a quick note that most abilities that let you force the enemy to swing last pretty much only do that and sometimes don't work automatically. So doing this effect automatically and also granting to-hit rerolls is a bit of a hat on a hat.

It's like the Drukhari Covens relic which does the same thing except without the re-roll hit rolls part for the character, the second hat comes with a mortal wound attached so it's not really an upgrade as much as a side or more likely, down-grade. It's also for Sorcerers only, meaning the re-roll failed hits is a very small thing.

Blazing Shadow of Agbun
HERETIC ASTARTES TZEENTCH model with force sword only. At the end of your Fight phase, each model that suffered one or more unsaved wounds from the bearer's force sword this game suffers D3 mortal wounds, then if any models suffered damage from this effect this turn the bearer also suffers one mortal wound.

Note that this potentially requires you to book keep a bunch of different units throughout the game.

That's perfectly fine, if your Sorcerer deals damage to three seperate units then that's not a terribly large amount of book-keeping and either the Sorcerer bends or the target does eventually.

Fatebreaker of Skushuz
HERETIC ASTARTES TZEENTCH model with power maul only. The bearer's power maul has a Damage characteristic of D3. Once per game after your opponent re-rolls a dice you may choose to force your opponent to ignore the re-roll and use the orignal result instead, if you do the bearer suffers D3 mortal wounds.

I feel like it could be really easy to forget what you just rolled when you're scooping up dice for rerolls. I also feel like it would be super annoying to pause and ask your opponent if they want to use this once per game ability before every single reroll until they use this power.

I know it might be problematic, but your opponent knows you have this relic, if it came up as a problem in playtesting I'd change it, but I think breaking the game like this is very Chaotic. Most likely you're using this turn 1-2 and it'll be over.

Karmax' Cleaver
HERETIC ASTARTES TZEENTCH model with daemonic axe only. Enemy units gain 1 Karma counter for each unit they destroy. You gain 1CP for each Karma counter on a unit destroyed by the bearer's daemonic axe. The bearer suffers one mortal wound at the end of each battle round if one or more enemy units have a Karma counter and no enemy units with Karma counters were destroyed that battle round.

Fun, but you're talking about bookkeeping a ton of counters for a rule on a single axe. Killing the last model in a unit with one specific model is surprisingly difficult, so you're potentially doing a lot of bookkeeping for something that will never actually come up.

It's an option if you really like the effect you can take, I don't think it's good enough to make the daemonic axe so good you'll have to take it.

Plumepoxer's Pruner
HERETIC ASTARTES NURGLE model with hellforged sword only. You may subtract 1 from hit rolls for the bearer's hellforged sword, if you do, increase the Damage characteristic to 7. The bearer suffers 1 mortal wound for each hit roll of 1 made with their hellforged sword.

7 is pretty severe. I get that it's nurgly, but you'll be two-shotting most vehicles in the game. One-shotting a bunch of lighter vehicles too.

It should be noted that all the DP relics are meant to make up for every option other than the talons are pretty weak outside the Khorne Daemon relic. It could just be for wound rolls of 6+ or something, but with -1 to hit you're dealing less damage and you're taking quite a lot of mortal wounds.

Stronziz' Gutbloater
HERETIC ASTARTES NURGLE model with force axe only. Wound rolls of 2+ with the bearer's force axe automatically wound non-VEHICLE units. The bearer suffers one wound at the end of your turn if they did not Advance or successfully Charge this turn, even if the bearer is inside a transport.

Getting some thematic whiplash here. Why is this Nurgle guy punished for moving slowly while his buddy with the other weapons is actively slowed down or punished for charging?

The gutbloater is making him so fat that he's dying, while the other guy is just getting healthy love handles, so this guy has to work off some of the fat. Every Daemon being different was the goal of this project, that means some of them like what others might not. Like one Khorne relic liking to be used for the ceaseless slaughter of weaklings and others only enjoying a real challenge or a perfectly executed decapitation. I'd have to playtest each of these at least a couple of times before I'd have any confidence in whether they'd be broken, this is all very much a first draft. I doubt anyone will use it, if they do I'd like some more feedback. I doubt even the strongest ones will break games more than any current option or be so weak that it is utterly useless.

This message was edited 1 time. Last update was at 2019/10/12 06:26:08


 
   
 
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