by LordMalekTheRedKnight » Tue Feb 12, 2008 5:03 pm
mattjgilbert wrote:re: drawing a line. Those still with a human connection still rely on the influence or still feel the influence of the magus directing what they do. The "pure" stealers can operate without it and can even melt away to form new cults should they one they are "attached" to be destroyed. Fits what I remember of how stealers operate while "seeding" worlds...
by mattjgilbert » Tue Feb 12, 2008 5:15 pm
by LordMalekTheRedKnight » Tue Feb 12, 2008 5:36 pm
mattjgilbert wrote:THMCI! sounds like being forced into doing something either sacrificial or insane.
mattjgilbert wrote:Maybe that could be represented by giving the cultists something like an Ork Waaagh once per game? Counts as the pyschic power for the turn and is auto cast but it's a one-off and grants all non-pure-stealers...what? Furious Charge?
by mattjgilbert » Tue Feb 12, 2008 5:59 pm
by LordMalekTheRedKnight » Tue Feb 12, 2008 6:10 pm
mattjgilbert wrote:One off power...Prefered Enemy for a turn (against all enemy units) sounds good.
mattjgilbert wrote:How about this of you want some kind of bonus save. A power which reduces the inv save of the magus but grants one to any unit he is with! (e.g. 5+ across the board)
by AdrianG » Tue Feb 12, 2008 6:55 pm
by LordMalekTheRedKnight » Tue Feb 12, 2008 7:41 pm
Algeroth wrote:Of course you could blatantly "borrow" stuff out of Bell of Lost Souls Mini-Dex that they've just done If nothing else, it might give you a few extra sparks to the creative juices.
by LordMalekTheRedKnight » Wed Apr 02, 2008 5:12 pm
by LordMalekTheRedKnight » Thu Apr 03, 2008 4:20 pm
Genestealer Magus - Force Commander - xx ptsWS BS S T W I A Ld Sv 3 3 3 3 2 4 1(2) 10 5+/3+InvUnit Type: InfantryUnit Size: 1 ModelWeapons: Laspistol, Force Weapon (Staff)Special Rules: - Independant Character- Fearless- Psyker- Psychic Power - "Jinx": Requires a successful Psychic Test, cast instead of shooting, targets any enemy unit that has at least one model within Range (24") and LOS. An affected unit must re-roll all successful 'to-hit' rolls in its following Shooting Phase. Does not affect who the Magus can charge, and if he is joined to a unit, they are not restricted to shooting/charging the same unit he targets with the power (i.e. it does not work like shooting). - Psychic Shield: The Magus has 3+ Invulnerable Save, and cannot suffer Instant Death.- Hive Beacon: All friendly units that have at least one model within 12" of the Magus may use his Ld for any Leadership tests while he is alive. Brood Brothers Squad - xx ptsWS BS S T W I A Ld Sv 2 2 3 3 1 4 1 5 6+Unit Type: InfantryUnit Size: 10 ModelsWeapons: Lasguns/Autoguns. In addition, 1 model has a Flamer and 1 has a Heavy Stubber (R24", S4, AP6, Assault 3). Special Rules: - Brood Telepathy: The unit does not suffer from Instinctive Behaviour - instead it takes Pinning and Morale Tests using its own Ld.- Home Turf: The unit has the Scouts and Move Through Cover USRs. If the Magus is joined to the unit, these rules are NOT lost.Brood Brothers Anti-tank Squad - xx ptsWS BS S T W I A Ld Sv 2 2 3 3 1 4 1 5 6+Unit Type: InfantryUnit Size: 6 ModelsWeapons: Lasguns/Autoguns, Krak Grenades. In addition, 3 models have Rocket Launchers (R24", S8, AP3, Assault 1). Special Rules: - Brood Telepathy (see above)- Home Turf (see above)Genestealer Hybrid Brood - xx ptsWS BS S T W I A Ld Sv 3 2 4 3 1 4 1(2) 8 5+Unit Type: InfantryUnit Size: 10 ModelsWeapons: Laspistols/Autopistols, Close Combat Weapons, Frag Grenades. In addition, 5 models have Rending Claws.Special Rules: - Fleet- Brood Telepathy (see above)- Home Turf (see above)Genestealer Purestrain Brood - 120 ptsWS BS S T W I A Ld Sv 6 0 4 4 1 6 2(3) 10 5+Unit Type: InfantryUnit Size: 6 ModelsWeapons: Rending Claws, Scything TalonsSpecial Rules: - Fleet- Move Through Cover- Brood Telepathy (see above)- Hidden Threat: The Purestrain Brood MUST be placed in Reserve during Deployment, and enter play using the Deep Strike rule. Once they arrive, they receive a 5+ Cover Save, even in the open, until the start of the following Cult turn.
by killmaimburn » Thu Apr 03, 2008 4:31 pm
ruffian4 wrote:Handy fellow, this kmb...Like Ahriman delving the paths of the webway ...
by LordMalekTheRedKnight » Thu Apr 03, 2008 4:57 pm
killmaimburn wrote:Words could do with a tidy up with teh relationship between the leadership tests
killmaimburn wrote:I call the magus as being between 60-80 points (he's very cannoness with equipment)
by killmaimburn » Thu Apr 03, 2008 6:04 pm
LordMalekTheRedKnight wrote: 40K doesnt use this sort of mechanic any more, but if i made him worth say 100 - 120 VPs, then it would make victory much harder for the Cult to achieve if he was lost.
by LordMalekTheRedKnight » Thu Apr 03, 2008 6:53 pm
killmaimburn wrote:You could uber him up some and thenmake sure he is a target but a hard one (e.g. vindicare rules of being hard to see rather than an IC?) and then when he dies cause a tau fear ripple\questioning of zealotry to the sense of looking down a witchunters bolt gun.
by killmaimburn » Thu Apr 03, 2008 7:02 pm
LordMalekTheRedKnight wrote:theres also the "fun factor" to consider: if the game is over as soon as you kill one model, where is the fun in that? (even if you know you have lost a lot of VPs you can try and fight for a draw by the end of the game)
LordMalekTheRedKnight wrote:already too close to back away, and things would be too desparate just to flee
by LordMalekTheRedKnight » Thu Apr 03, 2008 7:24 pm
killmaimburn wrote:Sounds like your going to give your calm and restrained list and they shall know no fear
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