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Made in gb
Dakka Veteran




CODEX SUPPLEMENT: CARCHARODONS
The enigmatic Carcharodons pursue a sacred and unending mission to travel the empty spaces beyond the Imperium's borders to seek and destroy the enemies of Mankind. Deathly pale in complexion with glistening black eyes devoid of sclera, the Chapter's warriors are taciturn and watchful in nature, but erupt into extreme, merciless violence in combat, disregarding civilian casualties as they butcher their foes in chilling silence. The Carcharodons disdain protracted engagements, and rely on speed and stealth to make sudden, unexpected attacks, dealing maximum damage at close range before withdrawing to strike again and again until their prey is bled dry.

This section presents the rules for fielding an army formed from the Carcharodons Chapter, a Raven Guard successor Chapter. If your army is Battle-forged and includes any CARCHARODONS units, the rules in this section can be used in addition to those presented in Codex Supplement: Raven Guard.

Chapter Tactic
Spoiler:
The Chapter Tactic gained by CARCHARODONS units is Reavers of the Outer Dark.

CARCHARODONS: REAVERS OF THE OUTER DARK
The Carcharodons are a sinister legend of deep space, their terrifying reputation borne out by the bloodlust they slake on the Imperium’s enemies.
Units with this tactic have the following abilities:
  • 'Fearsome Aspect (Aura): While an enemy unit is within 3" of this unit, subtract 1 from the Leadership characteristic of models in that enemy unit, and each time that enemy unit fails a Morale test, one additional model flees from that unit.’
  • Each time a model with this tactic makes a melee attack, if that model’s unit made a charge move, was charged or performed a Heroic Intervention this turn, an unmodified hit roll of 6 scores 1 additional hit.


  • Abilities
    Spoiler:
    If your army is Battle-forged, then instead of the Surgical Strikes ability in Codex Supplement: Raven Guard, units in your army with the Combat Doctrines ability gain the Blood in the Water ability so long as, with the exception of UNALIGNED units, every unit from your army is a CARCHARODONS unit.

    In addition, CARCHARODONS units are not considered to have the RAVEN GUARD keyword for the purposes of the Ambushing Fire or Vengeance for Isstvan V Stratagems.

    BLOOD IN THE WATER
    An assault by the Carcharodons exploits speed and surprise to the utmost, leveraging the enemy’s panic to tear their defenses asunder.
    Whilst the Assault Doctrine is active, when resolving a melee attack for a model with this ability that targets a unit with a Leadership characteristic that is equal to or lower than the attacking model’s Leadership characteristic, add 1 to the hit roll.

    Relics
    Spoiler:
    If your army is led by a CARCHARODONS WARLORD, you can, when mustering your army, give one of the following Chapter Relics to a CARCHARODONS CHARACTER model from your army. Named characters and VEHICLE models cannot be given any of the following Relics.

    Note that some Relics replace one of the model’s existing items of wargear. Where this is the case, you must, if you are using points values, still pay the cost of the wargear that is being replaced. Write down any Chapter Relics your models have on your army roster.

    Periapt of Pung’a
    For over a standard century, the food supplies of the 8th Battle Shoal were supplemented by the flesh of a gargantuan void whale. This ivory talisman is all that now remains of that spacefaring colossus, its scrimshawed patterns dyed red with the ichor of a thousand slaughtered aliens.
    LIBRARIAN model only. Once per turn, when a model with this Relic manifests a Witchfire psychic power from the Umbramancy discipline, it can call on the spirits within this Relic. Each time that power targets an enemy unit with a Leadership characteristic that is equal to or lower than the result of the Psychic test, add 1 to the number of mortal wounds inflicted. If the power manifested was The Abyss, add D3 mortal wounds instead.

    Oblivion’s Bite
    The power circuits of this imposing blade are etched directly into its ancient and blackened surface, forming abstract exile markings that hiss with white-hot violence when its energy field is triggered. This lethal halo interacts strangely with the jagged cutting edge of Oblivion’s Bite, producing a savage ripper cascade that tears flesh and steel asunder with shocking ferocity.
    Model equipped with a power sword, master-crafted power sword or force sword only. This Relic replaces a power sword, master-crafted power sword or force sword and has the following profile:
  • Voidbite: Range Melee; Type Melee; Strength +2; AP -3; Damage 2; Abilities: Each time a model is destroyed as a result of an attack made with this weapon, that model counts as two destroyed models for the purposes of Morale tests this turn.

  • Predation Helm
    This archaic helm dates back to the murky founding of the Carcharodons Astra, and though its sleek blade-crest and Maw-grade rebreather have been maintained with all possible care by the tech-serfs of the Nomad Fleet, its machine spirit fell into savagery long ago. Targeting reticules flicker across the wearer’s vision, endlessly seeking new prey to stalk.
    The bearer has the following ability:
    Predation Helm (Aura): While a friendly CARCHARODONS CORE or CARCHARODONS CHARACTER unit is within 3" of this model, each time a model in that unit makes a pile in or consolidation move, it can move up to an additional 3", and must finish this move within Engagement Range of any model in the closest enemy unit. This is not cumulative with any other rule that increases the distance models can pile in or consolidate.’

    Warlord Traits
    Spoiler:
    If a CARCHARODONS CHARACTER model is your WARLORD, you can use the CARCHARODONS Warlord Traits table below to determine what Warlord Trait they have. You can either roll one D3 to randomly generate one, or you can select one.

    D3 Warlord Trait
    1 - Reaper Prime (Aura)
    Charged with securing worthy neophytes for the Carcharodons to perpetuate their endless hunt, the Reaper Prime exhorts his fellows to greater depths of savagery.
    While a friendly CARCHARODONS CORE or CARCHARODONS CHARACTER unit is within 6" of this WARLORD, if this WARLORD has made a charge move, was charged or performed a Heroic Intervention this turn, add 1 to the Strength characteristic of models in that unit.

    2 - Harvester Prime
    A scavenger of archaeotech from behind the Imperium’s reaches, this commander's relationship with the Adeptus Mechanicus is a vital lifeline for his Chapter.
    This WARLORD can be given one of the following Special-issue Wargear Relics: Adamantine Mantle; Artificer Armour; Master-crafted Weapon; Digital Weapons. This is in addition to any other Relics they may have, and each Relic in your army must be unique.

    3 - Seeker Prime
    Equal parts wayfinder and strategist, the Seeker Prime guides his void brothers through unplotted space and chaotic battlefields alike, laying the ground for each savage assault.
    Before the battle, when declaring reserves and transports, you gain 3 Command Points. Record these Command Points separately from your other Command Points; they are lost when the first turn begins.

    Stratagems
    Spoiler:
    If your army includes any CARCHARODONS Detachments (excluding Auxiliary Support, Super-heavy Auxiliary or Fortification Network Detachments), you have access to these Stratagems, and can spend CPs to use them.
    Blood Hunger (1 CP)
    Carcharodons - Strategic Ploy Stratagem
    Their traps sprung and their targets identified, the Carcharodons slam into the weakest points of the enemy battleline like a single, ravenous animal.
    Use this Stratagem in your Command phase if the Assault Doctrine is active for your army. Until your next Command phase, each time a CARCHARODONS model from your army makes an attack with a Pistol or melee weapon, on an unmodified wound roll of 6, the Armour Penetration characteristic of that attack is improved by 1. This bonus is cumulative with the Combat Doctrines ability. You can only use this Stratagem once.

    Echoes of Badab (1 CP)
    Carcharodons - Battle Tactic Stratagem
    For millennia, the Nomad Predation Fleet swam the dark waters beyond the Imperium as little more than a rumour. The war for Badab proved that the Space Sharks were very real - and more terrible than rumour by far.
    Use this Stratagem in the Fight phase, when a CARCHARODONS unit from your army is selected to fight. Until the end of that phase, when resolving an attack made by a model in that unit against a RED CORSAIRS, MANTIS WARRIORS, LAMENTERS, or EXECUTIONERS unit, you can re-roll the wound roll.

    Silence of the Deeps (2 CP)
    Carcharodons - Wargear Stratagem
    The Carcharodons fight in eerie silence, vox-systems hardened against outside perception. When these wards envelop an enemy, even their own communications are cut off.
    Use this Stratagem at the end of your Charge phase. Select one CARCHARODONS INFANTRY unit from your army. Until the start of your next Charge phase, while an enemy unit is within Engagement Range of the selected unit:
  • That unit is not affected by the aura abilities of other enemy units.
  • Any aura abilities that unit has have no effect.

  • Merciless Butchery (1 CP)
    Carcharodons - Battle Tactic Stratagem
    The line holds, through discipline or desperation - yet the predators flow like water, seizing the initiative to encircle and destroy.
    Use this Stratagem in the Morale phase, after a Morale test is passed for an enemy unit. For each CARCHARODONS CORE model from your army that is within Engagement Range of that enemy unit, roll one D6 and add 1 to the result. For each result that equals or exceeds that enemy unit's Leadership characteristic, that enemy unit suffers 1 mortal wound.

    From The Void (1 CP)
    Carcharodons - Strategic Ploy Stratagem
    Once the assault begins, few can mistake the presence of the Carcharodons. To escape the coming ambush is another matter entirely.
    Use this Stratagem in your opponent's Charge phase. Select one CARCHARODONS unit from your army that was set up as Reinforcements in your previous turn. Until the end of the phase, if that unit is within 6" horizontally and 5" vertically of any enemy units, it is eligible to perform Heroic Interventions as if it were a CHARACTER unit. When doing so, it can move up to 6" instead of 3". All other rules for Heroic Interventions still apply.

    Tyberos the Red Wake (HQ, Power Rating 8)
    Spoiler:
    A giant even among Astartes, Tyberos has served for centuries as the Chapter Master - or "Shade Lord" - of the Carcharodons Astra. A taciturn and unyielding commander, Tyberos dispatches the elite Red Brethren of the Chapter's 1st Company on missions throughout the Nomad Predation Fleet, to better enforce his will upon the shapeless void and those who stalk it. An appearance by Tyberos himself is rarer by far, and always a prelude to carnage - for though the Red Wake does not surface lightly, he does so with total ferocity and uncompromising purpose. His legendary weapons, Hunger and Slake, are a testament to this silent savagery - these paired lightning talons sport a vicious underbite in the form of palm-mounted chainteeth, a unique archeotech configuration thought to have been acquired in the depths of the Ghoul Stars.
    1 Tyberos the Red Wake: M 5"; WS 2+; BS 2+; S 4; T 4; W 6; A 6; Ld 9; Sv 2+
    Tyberos the Red Wake is equipped with: Hunger and Slake. You can only include 1 of this model in your army.

    Wargear
  • Hunger and Slake: Range Melee; Type Melee; Strength +2; AP -4; Damage 2; Abilities: Each time an attack is made with this weapon, you can re-roll the wound roll.

  • Abilities
  • Angels of Death: See Codex: Space Marines.
  • Teleport Strike: See Codex: Space Marines.
  • Rites of Battle: See Codex: Space Marines.
  • Chapter Master: See Codex: Space Marines.
  • Ancient Armour: This model has a 4+ invulnerable save.
  • Savagery Beyond Reason (Aura): While a friendly CARCHARODONS CORE or CARCHARODONS CHARACTER unit is within 6" of this model, that unit is eligible to declare a charge even if it Advanced or Fell Back this turn.

  • Warlord Trait
  • Reaper Prime: While a friendly CARCHARODONS CORE or CARCHARODONS CHARACTER unit is within 6" of this WARLORD, if this WARLORD has made a charge move, was charged or performed a Heroic Intervention this turn, add 1 to the Strength characteristic of models in that unit.

  • Keywords
  • Faction: IMPERIUM, ADEPTUS ASTARTES, CARCHARODONS
  • Keywords: INFANTRY, CHARACTER, TERMINATOR, CAPTAIN, CHAPTER MASTER, TYBEROS THE RED WAKE

  • Points Costs
  • Tyberos the Red Wake: 170 points
  • Hunger and Slake: 0 points

  • Rubicon Primaris
    Eternally hungry for warriors and weaponry, the Carcharodons Astra have made excellent use of the holy revelation of the Primaris. Whether any of its veterans have undergone the process of transition, however, is unknown. When you include Tyberos the Red Wake in your army, you can decide that he has crossed the Rubicon Primaris. If he has crossed the Rubicon Primaris:
  • This model has a Power Rating of 9. If you are playing a matched play game, or a game that uses a points limit, then this model’s points value also increases to 180.
  • This model gains the PRIMARIS keyword. It replaces the TERMINATOR keyword with the MK X GRAVIS keyword.
  • This model does not have the Teleport Strike ability.
  • This model has a Save characteristic of 3+.
  • Add 1 to this model’s Toughness, Wounds, and Attacks characteristics.



  • Automatically Appended Next Post:
    The Carcharodons are a great Chapter packed with flavour, distinct enough from their (apparent) founders that they deserve a supplement. This is the standard range of extras - a Chapter Tactic, three Relics, three Warlord Traits, and three Stratagems - but also comes with an altered Doctrine and two "replacement" Stratagems.

    The Chapter Tactic is Reavers of the Outer Dark. It's Whirlwind of Rage plus Fearsome Aspect, which is a pretty decent translation of the old Forge World tactics for the Space Sharks. However, since Fearsome Aspect is very weak, this version comes with an extra benefit; when an enemy unit fails a Morale test, an extra model flees. This is an ability found mostly on some Chaos units, like Furies, and here it serves to make Morale scarier for the enemy. This could also have been a Combat Attrition tests modifier, which is what the Drukhari "Morale subfaction" get, but it annoys me that Space Marines (and by the looks of Death Guard, Chaos Space Marines) simply ignore that. As it stands it works out to about the same benefit as a CA modifier against units of 5-10 models (5 models failing Morale = 1.66 flee, or 2.33 with CA-1, or 2.50 with this, but it scales worse) it's just one that Marines can't ignore. I also considered making it a forced reroll on CA tests (2.22 vs 5 models, scales better, Marines also can't ignore). Let me know what you think.

    The Raven Guard Doctrine is Tactical and doesn't really suit Carcharodons, so I've taken the unusual step of replacing it with a new one: Blood in the Water gives them +1 to hit during Assault Doctrine if the enemy has a lower Leadership; a mechanic borrowed from Drukhari as a way to make Leadership debuffs relevant even against Morale-immune enemies. Originally this was +1 to wound, but that wouldn't stack with the only Raven Guard combat buff, Lay Low The Tyrants.

    Obviously that also means replacing Ambushing Fire, since it's a generic Tactical Doctrine boost Stratagem.

    The three Relics are the Periapt of Pung'a, which offers a Leadership-based boost to the otherwise pretty lacklustre offensive capabilities of the Umbramancy discipline. Oblivion's Bite is essentially a copy of the Night Lords Flayer relic, allowing its bearer to put a serious dent in enemy Morale. The Predation Helm is a support Relic, allowing a character and his immediate allies to more easily encircle an enemy unit by piling in and consolidating further and more flexibly.

    The three Warlord Traits reflect the principle roles of a Carcharodons commander. Reaper Prime is a clone of Fury of the Lion, and would be Tyberos the Red Wake's Warlord Trait. Harvester Prime offers more special-issue wargear, to reflect the Carcharodon scavenging. Seeker Prime is an original role, and encourages the use of ambushes, teleporters, and Reivers by acting as Adept of the Codex for Reinforcements.

    The Stratagems start with two replacements: Blood Hunger is the standard army-wide Doctrine boost, while Echoes of Badab is the fluffy replacement for Vengeance for Isstvan V.

    The three actual Stratagems are: Silence of the Deeps, which lets you shut down aura abilities in combat - this is mainly aimed at negating "ignore Morale" auras, and is a bit weaker than the Night Lords or AdMech equivalents, because those are painfully strong. Merciless Butchery is Hammer of Wrath, but doesn't need Jump Packs or a charge, but does need the enemy to pass a Morale test; again, it's an answer to the enemy shutting down your whole gimmick with Insane Bravery or Power From Pain. Finally, From The Void is a weird new idea intended to promote "traps" and clever placement; you deep strike reinforcements at the start of your opponent's Move phase, and they gain a 6" Heroic Interventiom bubble. This leaves them vulnerable to getting shot at or charged, but means you can create a 6" threat radius around a full unit, where your opponent cannot end a move or they'll get mulched.

    Feedback is very welcome: let me know your thoughts!

    This message was edited 23 times. Last update was at 2021/07/30 19:57:45


     
       
    Made in us
    Decrepit Dakkanaut




    All morale mechanics are gimmicky, but an additional forced model to flee is nice I guess. Nothing broken here.

    CaptainStabby wrote:
    If Tyberos falls and needs to catch himself it's because the ground needed killing.

     jy2 wrote:
    BTW, I can't wait to run Double-D-thirsters! Man, just thinking about it gets me Khorney.

     vipoid wrote:
    Indeed - what sort of bastard would want to use their codex?

     MarsNZ wrote:
    ITT: SoB players upset that they're receiving the same condescending treatment that they've doled out in every CSM thread ever.
     
       
    Made in us
    Enigmatic Chaos Sorcerer




    The dark hollows of Kentucky

    This makes Carcharodons feel much closer to Night Lords successors than Raven Guard. Very appropriate, IMO. I like it.

    This message was edited 1 time. Last update was at 2021/05/09 17:07:55


     
       
    Made in gb
    Dakka Veteran




     Gadzilla666 wrote:
    This makes Carcharodons feel much closer to Night Lords successors than Raven Guard.
    No comment!

    Slayer-Fan123 wrote:
    All morale mechanics are gimmicky, but an additional forced model to flee is nice I guess. Nothing broken here.
    Morale mechanics are really frustrating to use or design for in 8e-9e 40k, because there are so many armies that are either immune or functionally immune to Morale... which means Morale stuff ends up being overtuned to compensate, which means even more factions get functional immunity. That's why the Night Lords expansion and 9e Dark Creed both had benefits that keyed off the enemy Leadership separate from Morale tests, just to get some actual use out of their aura against Tyranids, Marines, Iron Warriors, Commissars, Insane Bravery, and so on. And even then you're stuffed by Orks, whose Mob Rule directly buffs their Leadership to 20+.

    I like the Morale system a lot better in 9e than 8e, but the immediate introduction of Remorseless and ATSKNF as an unconditional "nope" to any CA modifier doesn't fill me with hope. That's why the Chapter Tactic, Doctrine, one Relic and two Stratagems are all essentially aimed at getting around enemies that ignore Morale (or ATSKNF specifically) while still encouraging Reiver Leadership bombs.
       
    Made in us
    Decrepit Dakkanaut




    I don't disagree. I like Merciless Butchery for almost punishing the ease of getting around morale, for example.

    CaptainStabby wrote:
    If Tyberos falls and needs to catch himself it's because the ground needed killing.

     jy2 wrote:
    BTW, I can't wait to run Double-D-thirsters! Man, just thinking about it gets me Khorney.

     vipoid wrote:
    Indeed - what sort of bastard would want to use their codex?

     MarsNZ wrote:
    ITT: SoB players upset that they're receiving the same condescending treatment that they've doled out in every CSM thread ever.
     
       
    Made in us
    Fixture of Dakka





    Great work! No real complaints here. I'd be happy to play against these rules. A few notes:

    * Love the fluff on your relics.

    * Reaper Prime is interesting in that it matters against T4, 5, and 8 a fair bit, but doesn't really matter against T3 or T7. Short aura range and other limiters make it seem pretty balanced.

    * Harvester Prime is neat. Give up a warlord trait for a relic, but only from a set list. Good stuff.

    * Echoes of Badab - I'm not really a fan of "get advantages over faction X" type rules, but there's precedent for it. Seems inkeeping with those precedents.

    * Silence of the Deeps - I like how this "sticks to" impacted units even if they fall back.

    * Merciless Butchery - I like this. Combined with the morale gimmicks you have elsewhere, this makes me less nervous about investing in a leadership gimmick.

    * From the Void - Good stuff. I'd love to see certain other units (Striking Scorpions) get something similar.

    Overall, solid work. You played to the space sharks' flavor and resisted the temptation to give them something over the top. Well done.


    ATTENTION
    . Psychic tests are unfluffy. Your longing for AV is understandable but misguided. Your chapter doesn't need a separate codex. Doctrines should go away. Being a "troop" means nothing. This has been a cranky service announcement. You may now resume your regularly scheduled arguing.
     
       
    Made in gb
    Dakka Veteran




    Wyldhunt wrote:
    * Love the fluff on your relics.
    Thanks! They're a lot of fun to write.
    Wyldhunt wrote:
    * Reaper Prime is interesting in that it matters against T4, 5, and 8 a fair bit, but doesn't really matter against T3 or T7. Short aura range and other limiters make it seem pretty balanced.
    Yeah, the only real use against T3 is if you've got a Sergeant with a power sword, since it'll bring him up to Strength 6. It'd also work with Might of Heroes, meaning Assault Intercessors charging in the Assault Doctrine could turn out 5 attacks each at WS2+, S6, AP-1, with 6s to hit doubled. That's a hell of a horde-mulcher.

    Originally it was just Tyberos the Red Wake's Savagery Beyond Reason aura, but thankfully I noticed the Dark Angels trait, so it got the "charge move" restriction.
    Wyldhunt wrote:
    * Echoes of Badab - I'm not really a fan of "get advantages over faction X" type rules, but there's precedent for it. Seems inkeeping with those precedents.
    Yeah, they're fairly pointless, but seem more or less mandatory at this point. C'est la vie. Personally, if they have to exist, I'd rather see them work as a 0CP mutual effect, i.e. your whole army gets re-roll hits and their whole army gets re-roll hits. Opt-in mutual hatred mechanic.
    Wyldhunt wrote:
    * Silence of the Deeps - I like how this "sticks to" impacted units even if they fall back.
    That wasn't actually my intent; it's meant as just an aura that shuts down other auras going in and out. Looking at the phrasing, though, I can see how you'd read it that way, and it's not a bad idea at all. Which do you think it should actually be?
    Wyldhunt wrote:
    * From the Void - Good stuff. I'd love to see certain other units (Striking Scorpions) get something similar.
    It's definitely the most novel/risky bit of design here; Deep Strike is pretty straightforward, at this point, in terms of its restrictions and benefits and limits, and I'd love to see a bit more experimentation that still technically stays within the "no dropping within 9 inches" line.
       
    Made in us
    Fixture of Dakka





    Silence of the Deeps should prooobably only work while the enemy unit is within engagement range. It's a powerful ability and costs 2CP. Making it more powerful would warrant making it 3CP, but at that point I worry that it would be too pricey to see much use.

    Save the lingering aura cancellation for even spookier or trollish factions. ;D


    ATTENTION
    . Psychic tests are unfluffy. Your longing for AV is understandable but misguided. Your chapter doesn't need a separate codex. Doctrines should go away. Being a "troop" means nothing. This has been a cranky service announcement. You may now resume your regularly scheduled arguing.
     
       
    Made in gb
    Raging-on-the-Inside Blood Angel Sergeant





    Luton, England

    Great work on this, really flavourful, nicely balanced and I love how it's written so the language is the same as the actual rules - I find this last point makes a big difference when making homebrew rules come across well.

    I'd feel very happy to face this across the battlefield and may use it myself :-)

    A couple of little points of feedback.

    - Love the chapter tactic and the general moral theme, utilises the 9th rules to actually have an effect but doesn't feel oppressive.

    - Oblivions bite: I know this is a copy of another relic but I feel it needs a little something to make it ping, I think an extra AP would make it stand out a little more from a standard MC powersword and also fits the excellent description as well.

    For the warlord traits: The first one that you note is Tyberos's trait is a little close to his datasheet ability that also gives a str buff. Perhaps giving a bonus or re-roll to charges to nearby units that are charging a unit that has taken damage already during the turn?

    Strats: I love Silence of the deeps, flavourful and powerful!

    Whilst I like from the void and think it would be fun and interesting to use I also think it may be a little problematic and very annoying to face on certain boards and against certain opponents.
    The Main issues will be getting to move onto objectives before the opponent and blocking confined areas so the opponent can't move. It also allows you to go second but still have your unit arrive before the opponents reserves can. I don't know how to fix it but as it is it should cost at least 2CP and only give normal HI, a 6" bubble can create a huge no go zone.

    40,000pts
    8,000pts
    3,000pts
    3,000pts
    6,000pts
    2,000pts
    1,000pts
    :deathwatch: 3,000pts
    :Imperial Knights: 2,000pts
    :Custodes: 4,000pts 
       
    Made in gb
    Dakka Veteran




     WisdomLS wrote:

    - Oblivions bite: I know this is a copy of another relic but I feel it needs a little something to make it ping, I think an extra AP would make it stand out a little more from a standard MC powersword and also fits the excellent description as well.
    Yeah, it's a tricky one; the Flayer was a power sword with +1S and D2 on top of its Morale effect, but since then, power swords have gone to +1S, and most Space Marines characters (Primaris especially) come with a master-crafted sword for D2 by default. I was tempted to make it D3, to continue the +1S/D transition, but felt that'd be too much. Another alternative was dropping it to +1S but with an extra attack, but two "abilities" felt like too much. I'll have a think.
     WisdomLS wrote:

    For the warlord traits: The first one that you note is Tyberos's trait is a little close to his datasheet ability that also gives a str buff. Perhaps giving a bonus or re-roll to charges to nearby units that are charging a unit that has taken damage already during the turn?
    Yeah, it's fundamentally meant as a reference to the character, but he's sort of... y'know, still around. In practice I'd just make it his WT instead of Inspiring Leader, and give him something else, probably:
  • Savagery Beyond Reason: For the purposes of its other abilities, this WARLORD is always treated as having made a charge move.
  • Lord of the Void (Aura): While an enemy unit is within Engagement range of this model, friendly CARCHARODONS CORE and CARCHARODONS CHARACTER units are eligible to declare a charge against that unit even if they Advanced or Fell Back this turn.


  • EDIT: I ended up just adding Tyberos, plus an option for a Primaris version. He loses his old Savagery Beyond Reason, but it becomes his new Warlord Trait. In exchange, he gains "always charged" and has an Engagement Range aura of Advance/Fall Back-and-charge.
     WisdomLS wrote:

    Whilst I like from the void and think it would be fun and interesting to use I also think it may be a little problematic and very annoying to face on certain boards and against certain opponents.
    The Main issues will be getting to move onto objectives before the opponent and blocking confined areas so the opponent can't move. It also allows you to go second but still have your unit arrive before the opponents reserves can. I don't know how to fix it but as it is it should cost at least 2CP and only give normal HI, a 6" bubble can create a huge no go zone.
    My thinking was that a 6" Heroic Intervention bubble is 1CP on a specialized unit (Sanguinary Guard, Space Wolves, Kroot, Foetid Bloat-Drone). This Stratagem is somewhat specialized (must be in Reserves), so it fits. However, unlike those Stratagems, this one gives your opponent a chance to avoid the bubble entirely in their Movement phase (you can't actually place the unit within range of its own ability thanks to the 9" limit).

    In exchange, it allows you to drop in a unit of Reinforcements a turn before you "normally" could (if you're going second, as you note), but even then you're ceding the initiative to your opponent, who gets a chance to potentially shoot at them with his whole army. I did consider making it trigger in your Morale phase, so you're always doing it in the current battle round, but that felt like too much downside for the upside, comparatively; at that point, you could have just set them up normally and tried to charge normally, in that turn. What do you think?

    The other version of this Stratagem was essentially Relaptic Assault from the Mortarion's Anvil subfaction, in Death Guard; when your opponent Fell Back, you could select any number of units within 3" of its final position, and they could perform a HI. i.e. like this:
  • Use this Stratagem in your opponent’s Movement phase, when an enemy unit within Engagement Range of a CARCHARODONS unit from your army is chosen to Fall Back. If that unit ends its move within 3” of any CARCHARODONS units from your army, each of those units can immediately perform a Heroic Intervention as if they were CHARACTER units in your opponent’s Charge phase.


  • Thank you for the feedback! It's hugely appreciated.

    This message was edited 2 times. Last update was at 2021/05/10 16:43:26


     
       
     
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