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Kill Team Homebrew - ADEPTA SORORITAS Expansion. Now with Elites & Acts of Faith  [RSS] Share on facebook Share on Twitter Submit to Reddit
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Made in gb
Regular Dakkanaut




Hi all


Just thought I'd put this out there to see what people think. It's just a light translation of some codex units that I think would fit in with Kill Team, while also adding something different to the current choices. Basically, it's just how I'd imagine Seraphims, Retributors, Crusaders and Hospitallers would be implemented if they were in Kill Team. The Google doc is located here.

Anyway, I made minor edits as far as the model restrictions for Sister Repentias and Arco-flegallants. I remember when Sororitas first came out, some were a little dismayed with the lack of options/customisability and were similarly puzzled by the limitation on the number of Sister Repentias that could be taken.


Let me know what you think.
   
Made in kw
Crazed Spirit of the Defiler





How does the armorium cherub interact with the overwhelming fire power strategem for a heavy specialist or the sniper quick shot strategem? 4 shots from a multi-melta seems a bit extreme for killteam.

Jump-pack units really shouldn’t be in kill team. I realize marines get vanguard vets and the suppressors but both of those are incredibly unfun to play against.

Baptism by fire seems incredibly good. Realistically it means every flesh wound will give you a 4+ invul save with the simulacrum. It’s a bargain for 1CP. Also how does it interact with the seraphim ability that caps an invul at 4+

Currently it says that you generate one act of faith per phase. This means over one turn you’ll generate 6 acts of faith per turn (movement, psychic, shooting, charge, fight, and moral) plus any received from the triggers. With that rate of generation, acts of faith aren’t a resource to be managed. They are more or less automatic. They also shouldn’t apply to injury rolls. The ability to just kill an opposing model is too much.

Iron within, Iron without 
   
Made in gb
Regular Dakkanaut




 evil_kiwi_60 wrote:
Currently it says that you generate one act of faith per phase. This means over one turn you’ll generate 6 acts of faith per turn (movement, psychic, shooting, charge, fight, and moral) plus any received from the triggers. With that rate of generation, acts of faith aren’t a resource to be managed. They are more or less automatic. They also shouldn’t apply to injury rolls. The ability to just kill an opposing model is too much.


Cripes! Good catch. Meant each turn, as per the Codex. Must've gotten muddled. Yeah. 6 per turn is too much.

In terms of JUMP PACK units not belonging in Kill Team, I'm not sure I follow. Does it confer anything beyond other FLY units don't? If FLY is the issue, then that's negating half of Tau's options.

The "Baptism by Fire" tactic would also be somewhat situational, as it would require your model to first survive an injury roll by taking a flesh wound; and would still have the penalties of the flesh wound to contend with.

For the Armorium Cherub, I suppose an appropriate nerf would be specify that it can't be used with any other ability/tactic that increase its total number of shots or that allow it to shoot again.
   
Made in kw
Crazed Spirit of the Defiler





Ah that makes much more sense then. It doesn’t help that turn, round, and phase are all three different things.

Less the fly keyword and more of the double movement. 12” on a kill team board covers a lot of ground. It doesn’t help that they pick and chose who could get those rapid movement units either. Don’t get me wrong the vanguard vet with a storm shield is way worse but I feel like the movement phase matters less when you can move 12” and ignore terrain along the way.

If you have 1 CP why wouldn’t you use it? It’s not hard to get a model obscured in kill team so outside of multi damage weaponry, the initial wound will most likely be a flesh wound. It doubles the success of the initial invul at a minimum. The flesh wound penalty is irrelevant because you’ll have that regardless of the stratagem. Maybe trigger the stratagem when you take the wound instead of the flesh wound?

That would be the better option if you want it in the game. I’m not sure there needs to be a double shooting ability outside of CP though.

Iron within, Iron without 
   
 
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