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 Lost And The Damned Revision, WIP fandex
sonsoftaurus
Posted: Jun 10 2011, 10:15 PM


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In case you haven't been following it along at my blog (shame on you!), here's a link to the WIP revision/re-imagining to fit in with current codecies.

LatD

It's about 25 pages at the moment. If anyone would prefer, I'd be happy to send over the Word version.
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Ethereal the Shadow
Posted: Jun 11 2011, 10:58 PM


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Interesting codex

Personally I would do things a little differently

I'd forget Allies that's what Apoc for.

and I'd focus the army around the following factions:

Cult's (and remember not all cults are to chaos)
Mutants
Rogues
Traitors
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sonsoftaurus
Posted: Jun 12 2011, 02:10 AM


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QUOTE
Interesting codex

Personally I would do things a little differently

I'd forget Allies that's what Apoc for.

and I'd focus the army around the following factions:

Cult's (and remember not all cults are to chaos)
Mutants
Rogues
Traitors


Thanks for looking it over.

Definitely other ways to do it, depending on what going for. Mostly I wanted to update the old Eye of Terror list for the new realities of the new IG, CSM, and CD books, since the old LatD was about mixing those groups up. Hence the allies instead of individual listings.

There's definitely room out there for non-Imperial, non-Chaos rogues and rascals too.
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Ethereal the Shadow
Posted: Jun 12 2011, 04:26 PM


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You also have your rogue traders, rogue Psykers, Exotic death, xeno worship, etc cults your odd renagade marine.

Your Cult leader is a great start but I've just had an idea that could make things interesting

carnage tokens: when ever a unit is wiped out (Friend or Foe) add a carnage token

Rituals: cult leaders under a chaos mark may expend a carnage token to perform one of the following psychic powers.
These powers are performed at the start of the player's turn can only affect cult units within 24" that bear the same mark.
In addition Perils of the warp affects d6 models in the target unit rather then the caster

Gifts of chaos:

roll 2d6 on the gifts chart if a double is rolled then remove as many models as is on the dice e.g. roll a double 4 take 4 casualties

1.Fleet
2.Furious Charge
3.Wings
4.Flamers
5.Rending
6.Poison

Summoning:

One Daemon unit may deepstrike within 6" of target unit as per the icon rule.

What do you think?
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Ethereal the Shadow
Posted: Jun 18 2011, 06:53 PM


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I've been having another look at your fandex and I've came up with a few more ideas namely for your custom vehicles

First the Kobold

100% like, well personally I would of called them "Jerry Rigs" and used Kobolds as an example of what a Jerry Rig is but thats unimportant.

Now the Mammoth this one I think could be changed to an assault vehicle which has to take one of the following upgrades:

Dozer Blade: as you've already stated

Wreaker Arm: Dreadnought weapon that attacks in sweeps; everyone in base contact must pass an iniative test or take a strength 10 hit no saves

Plasma Drill: a powerful mining tool that can make short work out of anything not just rocks it is a ranged weapon with the following profile:

Range:Template* Strength 7 AP 2 Ordnance 1, +D6 penetration
*Reverse template so the large end touches the weapon.

Just some more food for thought.

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sonsoftaurus
Posted: Jul 3 2011, 04:05 AM


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Thanks for the thoughts.

I like the idea of carnage tokens/rituals, will have to think about that.

Wrecker arm - cool, maybe just limit it to one facing of the vehicle at a time (owning player's choice). What do you think such a thing would be worth?

Plasma drill - very cool, especially like the reverse template idea.

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Ethereal the Shadow
Posted: Jul 4 2011, 04:28 AM


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QUOTE
Wrecker arm - cool, maybe just limit it to one facing of the vehicle at a time (owning player's choice). What do you think such a thing would be worth?


Good idea, given it's strength and the potential to do lots of damage I'd say it would be at least 10pts more expensive then a traditional dreadnought weapon so as an upgrade about... 35pts give or take 5pts

the plasma drill could be roughly 20pts give or take 5pts
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sonsoftaurus
Posted: Jul 12 2011, 02:27 AM


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Updated WIP

Still mulling over carnage token idea, but may prove too much for an already complicated army.

I did incorporate the wrecker and the plasma drill, thanks much for those ideas!
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Ethereal the Shadow
Posted: Aug 6 2011, 03:30 AM


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No problem, oh and btw Blanks = Untouchables; that's GW's name for them.

I still think allies are unneeded there are more than enough unit's already and that's what Apocalypse is for.

Also Chaos sorcerer, lords and daemon princes barely acknowledge their fellow brethren I doubt they would bother with anything "Less".
The GW stories I've read generally speak of a sergeant and his squad falling from grace and taking over the local guard or of Chaos champions seeking personal power/Following the dark god's whim by corrupting the local guard.

I suggest a two wound renegade sergeant (toughened by independence) and up to nine standard renegade marines with the option of an icon. This unit would easily reflect both sides of the coin and can be given special rules (Master of mortals...) to reflect their heightened status.

On another note; how about a Mark of The Greater Good option that allows some of the squad to take pulse weapons?

And on the same note a Smuggler squad; smugglers are elites with the best equipment around capable of infiltration and are generally led by a smugglers prince whose stats are on par with an inquisitor. What this means rules wise is a squad of Carapace armoured guardsmen with a wide variety of weapons and specialists as well as a two wound leader.

Finally a note on format: have you thought of using tables? It might tidy up your document a bit.
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Ethereal the Shadow
Posted: Oct 10 2011, 09:30 AM


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I've just had a new idea for LatD regarding traitors

Elites: The Agitator

Points: 50pts

Ld: 8

unit size: 1

Special Rules:

Herald of Corruption:

instead of arriving normally the Agitator arrives from reserves and is placed within two inches of one enemy infantry unit that is not acompanied by an independent character or containing any psykers, that unit then resolves one round of close combat against itself. After this is resolved both players roll a D6 and add it to their leadership scores; if the Agitator's score is greater, then the enemy unit is placed under your control for the rest of the game. The Agitator and the controlled unit form one unit and the Agitator's stats and equipment are the same as the base model. If the Agitator fails to take control then he is removed as a casualty. No unit can be affected more than once by this rule in a given game.


This rule might sound strange at first glance but when you think about it not one team in 40k is truly immune to corruption (Except maybe Grey Knights). Daemons can be tempted to switch sides to serve a greater, more rewarding daemon. Necrons in essence are machines and can be made to go haywire and Tyranids who's link to the hivemind has been severed can be tricked into attacking other Tyranid creatures.
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sonsoftaurus
Posted: Dec 14 2011, 11:59 AM


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Format will certainly be worked on later. For now I just wanted the basic info, didn't want to go through formatting stuff that may get changed.


Updated version up: BOX
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Ethereal the Shadow
Posted: Dec 16 2011, 02:08 AM


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Fair call. happy.gif

Reading through your fandex, I still found it somewhat hard to follow especially the consecration rule (Basically it's if you wipe out a unit in assault or are wiped out in any fashion the summon a linked daemon squad right?) It may be the lack of formatting but quite a few of the army rules and special rules seem over complicated.

Some balancing is also required like Operatives-assassins for example seems a little on the cheap side buy around 20pts (Base model 15, sniper rifle 5, power sword 10, 3 stat boost 10-15, special rule 10).

Well thats food for thought at least.
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sonsoftaurus
Posted: Dec 16 2011, 02:46 PM


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QUOTE
Reading through your fandex, I still found it somewhat hard to follow especially the consecration rule (Basically it's if you wipe out a unit in assault or are wiped out in any fashion the summon a linked daemon squad right?) It may be the lack of formatting but quite a few of the army rules and special rules seem over complicated.

Some balancing is also required like Operatives-assassins for example seems a little on the cheap side buy around 20pts (Base model 15, sniper rifle 5, power sword 10, 3 stat boost 10-15, special rule 10).


Thanks for looking through it!

Sorry that parts were hard to follow. Some needed to be longish as it was new mechanics, partly longish as I was trying to "pre-FAQ" what I could see as likely questions, covering different scenarios.

I'll think about consecration and see if I can find a good way to truncate it while still being clear. Your reading of it is correct.

I was a little concerned about the Operatives, esp. the Assassin and Saboteur. But, when I looked at them as pretty expensive T3 solo models I was less concerned. A unit will need to devote a turn to killing one, but killing one (and getting an easy KP) should not be hard. The Assassin has a lot of upgrades, but depending on how you use them half of it has a good chance of going unused (if snipe with him, the pw and CC stat boosts will be less useful, if go to CC the rifle is irrelevant). If people are concerned esp. after trying them out I could see toning them down or upping costs, but not by much, considering someone like Marbo comes in at only 65.


Thanks! This is the sort of feedback that can be really helpful.
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Ethereal the Shadow
Posted: Dec 21 2011, 08:35 AM


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I think the main problem with the consecration rule is your trying to kill two birds with one stone. The best fix at least in my opinion is to narrow it down to one factor either it's when they wipe out an enemy unit or If they are wiped out.

If you ask me the first is probably the easiest way after all don't Daemons normally need an anchor to bridge into the material realm?

However The later will come across clearer and will provoke far less questions especially in multiple combat.

I feel like a bit of a jerk for doing this but The Lost and The Damned looked like such a fun army make a fandex of that I decided to write my own version of their rules focusing on them as a stand alone army rather than your Allies of Chaos theme.

Anyway here is a link if you want to read: Ethereal's Lost and The Damned Fandex
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sonsoftaurus
Posted: Dec 21 2011, 12:26 PM


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Cool!

Why feel like a jerk? No harm in having multiple versions of something! It's not like I was the first to ever do a LatD fandex.

I look forward to looking over yours!

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