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		<title><![CDATA[Latest posts for the thread "Additional tweaks/building on the Black Crusade Detachment rules."]]></title>
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		<description><![CDATA[Latest messages posted in the thread "Additional tweaks/building on the Black Crusade Detachment rules."]]></description>
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				<title>Additional tweaks/building on the Black Crusade Detachment rules.</title>
				<description><![CDATA[ Overall, I'm...mostly ok with the Black Crusade Detachment as is. Compared to the multi-formations that the Orks and Cadians got, it's fairly flexible with a relatively low "cost of entry", be you running Cultists or the Chaos Warband. <br /> <br /> That said and done, there's always the option for more tweaks, stuff which "has potential" but can definitely go the extra mile. Some amusing thoughts, from a fluff and gameplay perspective are:<br /> <br /> "Double Cores:" Give each "Core" a "Secondary" bonus if you take them twice. <br /> -If you take **two** Chaos Warbands together, they form a Grand Warband. All Champions in the Warband may take any wargear options available to them for *free*. The only "issue" would be...that's a lot of free pregame powers! Otherwise, you're getting a free Combi-Melta per Aspiring Champion, and optional Chainfists/Powerfists/Meltabombs. Where it also gets cute, is the fact that Chosen Champions can take a Special/Heavy should they be so inclined (due to wording of "one additional model" rather than "up to 4 Chosen"). <br /> It's not as "efficient" as the "Free Razorbacks/Drop Pods" for the Gladius Battle Company, but the Warband has more relative flexibility in how it selects units anyway so it should mostly edge out. Plus, it fits better with the idea of Chaos being more haphazardly equipped, with Champions hogging the best gear to themselves. <br /> -Update the 6" Zealot Bubble rule to "The Dark Apostle may use Beseech The Chaos Gods on units within 12" rather than just his own unit. Furthermore, any Cultists from this formation gain Zealot while within 12" of a Dark Apostle, and you may immediately remove the unit as a casualty should its Cultist Champion be killed/removed from play. Should you take **two** Lost and the Damned Formations, you get an Unending Horde: Destroyed units come back on rolls of 2+.  <br /> -Maelstrom of Gore: Should you take **two** Maelstroms of Gore, you get a Wrathstorm of Gore: All models in the formation gain Rampage.<br /> <br /> Auxiliary Formations:<br /> -Cult of Destruction: Give the Formation Deep Strike and Split Fire. <br /> -Doomriders: New formation, consisting of: One Chaos Lord (who must take a Bike at no cost), and 3-5 units of Chaos Bikers. They get Move Through Cover, Daemon, and inflict Hammer of Wrath in every fight sub-phase and not just the one where they charge.<br /> -Favoured of Chaos: Replace "3-5 units of Chaos Possessed" with "3-5 units chosen from: Possessed/Spawn", with the stipulation that Spawn units must be at least three models big. Modify "Baleful Nexus of Warp Energies" so that "While The Daemon Prince is on the table, the Spawn and Possessed may benefit from all their bonuses on their respective charts."<br /> -Fist of the Gods: Dark Rituals gives all vehicles from this formation within 12" of the Warpsmith Power of the Machine Spirit. Should the Warpsmith be embarked in a Land Raider from this formation, the bonus only affects that Land Raider. Replace the "Unholy Blessings" ability with <b>Blitzkrieg:</b> Whenever a unit from this formation destroys one or more enemy units, one other unit from this formation may subsequently make a free shooting attack as though it had remained stationary. A unit may not make more than one "free" shooting attack per game turn as a result of Blitzkrieg, nor may shooting attacks from Blitzkrieg that destroy one or more enemy units trigger subsequent attacks from Blitzkrieg.<br /> -Heldrake Terror Pack: Redo Merciless Pursuit, so that Heldrakes simply do D3+1 Vector Strikes. <br /> -Helforged Warpack: One thing that irks me is that the Warpsmith's bonus "Master of Mechanical Warpcraft" is based on the Warpsmith staying alive, and hiding out of retaliation range, rather than any proactive bonus (like the Black Legion one where he could grant WS4/<span class="glossaryitem" onmouseover='gp(14);'>BS</span> 5 to a model within 12"). Master of Mechanical Warpcraft may instead be used as follows: "At the start of the player turn, the Warpsmith may choose one of 3 options.<br /> --Mend the Fleshmetal: Restore 1 <span class="glossaryitem" onmouseover='gp(661);'>HP</span>/wound to all models in this formation within 12" of the Warpsmith.<br /> --Stoke the Flames: Restore any "one use" items (Daemonforge/Combiweapons) to all units in this formation within 12" of the Warpsmith. (Combo with Eye of Night)<br /> --Reforge Reality: Allow any units in the formation within 12" of the Warpsmith to immediately move <span class="glossaryitem" onmouseover='gp(24);'>D6</span>", ignoring intervening models or terrain. Models that are in a Close Combat may disengage as though they had passed a Hit and Run check, and move <span class="glossaryitem" onmouseover='gp(24);'>D6</span>".<br /> Also, add the following to the War Pack Alpha rules: While the Warpsmith is alive, the Warp Pack Alpha has the Favored Scions rule and may use the Warpsmith's Weapon Skill and Ballistic Skill in place of its own. While the Warp Pack Alpha is alive, all vehicles in this formation have a Special Rule depending on the model selected as an Alpha:<br /> --Defiler: Power Of The Machine Spirit<br /> --Forgefiend: Ignore Cover<br /> --Helbrute: Rampage<br /> --Maulerfiend: Siege Crawler<br /> -Raptor Talon: Give them Hit & Run.<br /> -Terminator Annihilation Force: Edit the "Targeted for Annihilation" rule that a unit from the formation may immediately shoot after moving, rather than just from Deep Strike. This would notably make Land Raiders almost worth taking for the formation.<br /> -Veterans of the Legion: Technically this isn't a formation, but it so could have been! So thoughts are: Select 1-4 units from the following: Chosen, Terminators, Berserkers, Noise Marines, Plague Marines, or Thousand Sons. All units in the formation must be Marked, and all units in the formation must have the same Mark. For each unit in the formation beyond the first, you get one bonus that applies to the entire formation. Select the bonuses at army creation.<br /> --Forbidden Lore: Units in this formation gain Brotherhood of Sorcerers; if the unit already had a Psyker Champion, the unit becomes Brotherhood of Sorcerers with +1 <span class="glossaryitem" onmouseover='gp(328);'>ML</span> as long as the Champion is alive. You may not select this bonus if the formation uses the Mark of Khorne, and all powers must be rolled on the respective god table.<br /> --Guerilla Experts: Infiltrate and Move Through Cover.<br /> --Martial Prowess: +1 <span class="glossaryitem" onmouseover='gp(149);'>WS</span>/<span class="glossaryitem" onmouseover='gp(14);'>BS</span><br /> --Siege Specialists: Tank Hunters. Squads may take an extra "Special/Heavy" beyond their normal allowed squad size.<br /> --Slayers: Precision Shots & Precision Strikes<br /> --Spoils of the Long War: 5-point cost reduction on wargear upgrades.]]></description>
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				<pubDate><![CDATA[Fri, 9 Sep 2016 15:11:58]]> GMT</pubDate>
				<author><![CDATA[ MagicJuggler]]></author>
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				<title>Additional tweaks/building on the Black Crusade Detachment rules.</title>
				<description><![CDATA[ I made a few tweaks. Terminator Annihilation Force was tweaked so there's a reason to use Land Raiders (a weak reason but still). Modified the Warp Pack bonuses to make the Warpsmith less of a tax, and more of a genuine character. Tweaked Doomriders so they're not a pure Ravenwing ripoff.]]></description>
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				<pubDate><![CDATA[Mon, 17 Oct 2016 18:07:01]]> GMT</pubDate>
				<author><![CDATA[ MagicJuggler]]></author>
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