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Alexonian

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Everything posted by Alexonian

  1. I tested the new rules yesterday against Fec, bloodiest game Ive played
  2. Battalions: Supreme Sybarites 120 pts 3-6 chaos slaanesh heroes ruling cabal : at the start of your hero phase, roll a dice, if the result is less than or equal to the number of heroes from this battalion that are on the battlefield, you receive 1 command point. Epicurean revellers 180 pts 2-6 units of daemonettes 0-4 hellflayers, exalted chariots or units of fiends in any combination perfect destroyers(?) : if the unmodified wound roll for an attack made with a melee weapon by a daemonette from this battalion is 6, that attack inflicts 1 mortal wound on the target and the attack sequence ends (do not make a save roll) seeker cavalcade 140 pts 2-6 units of seekers or hellstriders in any combination 0-4 units of seeker chariots Drawn to battle : a model from this battalion is eligible to fight in the combat phase if it is within 6" of an enemy unit instead of 3", and can move and extra 3" when it piles in. Hedonite host 120 pts 1 supreme sybarites 1-3 epicurean revellers 1-3 seeker cavalcades transcendental warriors : Add 1 to the bravery characteristic of units in this battalion. in addition if this battalion is part of a slaanesh army, at the start of your hero phase you receive d3 depravity points.
  3. Goodseekers command traits: 1. hunter supreme you can re-roll hit and wound rolls of 1 for attacks made by this general if this general made a charge move in the same turn. 2. thrill seeker this general can run and still charge later in the same turn. if this general already has an ability that allows them to run and still charge later in the same turn. add 3 to run roll for this general instead. 3. into the fray the hit roll for the first attack made by this general during the battle is automatically a 6 (do not roll the dice) 4. trail-sniffer at the start of your hero phase, roll a dice for this general if this general is wholly within enemy territory. on a 3+ add 1 to the attack characteristic of this generals melee weapons until your next hero phase. 5. symphoniac at the start of the combat phase, roll 1 dice for each enemy unit within 3" of this general, on a 2+ that enemy unit suffers 1 mortal wound. 6. speed-chaser this general can retreat and still charge later in the same turn. Godseekers artefacts 1. cameo of the dark prince once per battle, at the start of your hero phase, the bearer can use this artefact, if they do so, you receive 1 command point, and until your next hero phase you do not have to take battleshock for friendly chaos slaanesh units while they are wholly within 18" of the bearer. 2. girdle of the realm-raiser (?) subtract 1 from the bearers wound characteristic, in addition the bearer can fly. 3. threnedy voicebox (?) at the start of the combat phase, you can pick 1 enemy hero that is within 3" of the bearer, subtract 1 from the attack characteristic of melee weapons used by that hero(to a minimum of 1) until the end of that phase. 4. lash of despair at the start of your shooting phase, you can roll a dice for each enemy unit within 6" of the bearer, on a 4+ that unit suffers 1 mortal wound. 5. enrapturing circlet enemy units within 3" of the bearer cannot retreat, in addition at the start of your hero phase roll a dice for each enemy unit within 3" of the bearer, on a 2+ that enemy unit suffers 1 mortal wound. 6. bindings of slaanesh at the start of the combat phase, you can pick 1 enemy hero within 3" of the bearer and roll 2d6, if the roll is greater than that enemy hero's move characteristic subtract 1 from hit rolls for attacks made by that enemy hero until the end of that phase. in addition, if the roll is greater than that enemy hero's wound characteristic , that enemy hero suffers d3 mortal wounds.
  4. pretenders command traits: 1. strength of godhood Once per combat phase in step 4 of the attack sequence you can add d3 to the damage inlicted by 1 successful attack made by this general. 2. monarch of lies at the start of the combat phase, pick 1 enemy hero within 3" of this general, subtract 1 from hit rolls for attacks made by that enemy hero in that phase. 3. true child of slaanesh at the start of the first battle round, before determining which player has the first turn, roll 6 dice, you receive 1 depravity point for each roll of 5+. 4. strongest alone you can re-roll hit rolls for attacks made by this general while there are no other friendly models within 6" of this general. 5. hunter of godbeasts add 1 to the damage inflicted by successful attacks made by this general that target a monster. 6. Inspirer do not take battleshock tests for friendly pretenders host units while they are wholly within 9" of this general Pretenders artefacts 1. the crown of dark secrets at the start of the first battle round pick 1 enemy hero, you can re-roll hit rolls for attacks made by the bearer that that target that hero, and you can re-roll unbinding rolls for unbinding attempts made by the bearer for spells that were cast by that hero. 2. pendant of slaanesh at the start of your hero phase you can heal up to d3 wounds allocated to the bearer. 3. sliverslash pick 1 of the bearers melee weapons, add 2 to the attacks characteristic of that weapon. 4. sceptre of domination at the start of the hero phase, if the bearer is within 12" of any enemy hero's and your opponent has any command points, roll a dice, on a 4+ your opponent loses 1 command point and you receive 1 command point. 5. breathtaker you can re-roll the dice roll to determine if an enemy hero within 3" of the bearer is affected by the locus of diversion battle trait. 6. Mask of spiteful beauty at the start of your hero phase, pick 1 enemy unit within 6" of the bearer, subtract 1 from that units bravery characteristics until your next hero phase.
  5. Invaders command traits: 1. best of the best you can re-roll wound rolls for attacks made by this general whilst this general is within 6" of another hero. 2. glory hog at the end of the combat phase, if any enemy units were destroyed in that combat phase and this general is on the battlefield, you receive 1 command point. 3. hurler of obscenities at the start of the combat phase you can pick 1 enemy hero within 6" of this general, until the end of that combat phase add 1 to hit rolls for attacks made by that enemy hero that target this general, but subtract 1 from save rolls for attacks that target that hero. 4. territorial Add 1 to the number of depravity points you receive from the escalating havoc battle trait if this general is wholly within enemy territory at the start of your hero phase. 5. skin-taker at the end of the combat phase, if any models were slain by wounds inflicted by this generals attacks in that combat phase you can heal d3 wounds allocated to this general. 6. delusions of infallibility add 1 to the wounds characteristics of this general. Invaders relics 1. The rod of misrule at the start of your hero phase, roll a dice, on a 1 your opponent receives 1 command point, on a 2-5 you receive 1 command point, on a 6 your receive d3 command points. 2. rapier of ecstatic conquest pick 1 of the bearers melee weapons., if the unmodified wound roll for an attack with this weapon is 6, that attack inflicts 1 mortal wound on the target in addition to any normal damage. 3. whip of subversion at the end of the combat phase you can pick 1 enemy hero within 6" of the bearer, pick 1 melee weapon that hero is armed with and then pick 1 other enemy unit within 1" of that hero, the other unit suffers a number of mortal wounds equal to the attack characteristic of the melee weapon that you picked. 4. icon of infinite excess Once per battle, at the start of the combat phase the bearer can use this artefact, if they do so, until the end of that combat phase add 1 to hit rolls for units that are wholly within 12" of the bearer at the start of the combat phase. 5. fallacious gift after set-up is complete, but before the battle begins, pick 1 enemy hero and then pick 1 of their weapons, at the end of each battle round in which that hero attacked with that weapon that hero suffers 1 mortal wound. 6. the beguiling gem at the start of the combat phase, pick 1 enemy hero within 3" of the bearer and roll 3d6, if the roll is greater then than that hero's bravery characteristic subtract 1 from the attack characteristic of all that hero's melee weapons (to a minimum of 0) until the end that phase.
  6. Here is an attempt at the spells Lore of Slaanesh (Slaanesh Daemon wizards only) 1 Lash of slaanesh casting value of 5. if successfully cast pick 1 point on the battlefield within 12" of the caster that is visible to them, and draw an imaginary straight line 1mm wide between that point and the closest part of the casters base ,roll a dice for each enemy model passed by this line on a 4+ hat models unit suffers 1 mortal wound. 2 pavane of slaanesh casting value 7. If successfully cast pick 1 enemy hero within 6" of the caster that is visible to them and roll a number of dice equal to that Heros move characteristics, for each 5+ that hero suffers 1 mortal wound. 3 hysterical frenzy casting value of 7. If successfully cast pick 1 enemy unit wholly within 18" of the caster that is visible to them and roll 1 dice for each model in that unit, for each 6 that unit suffers d3 mortal wounds. 4 soulslice shard (?) casting value 5, if successfully cast pick 1 enemy unit within 18" of the caster that is visible to them and roll 2d6, if the roll is higher then that units bravery characteristic that unit suffers a number of mortal wounds equal to the difference between its bravery characteristic and the roll . 5 phantasmagoria casting value of 7, pick 1 enemy unit within 18" of the caster that is visible to them and roll 6 dice, for each 5+ until your next hero phase subtract 1 from that units bravery characteristic. 6 .... of damnation casting value of 5, if successfully cast pick 1 friendly hedonite Hero within 6" of the caster that is visible to them, you can heal 1 wound allocated to that hero, if the casting roll was 10+ you can heal d3 wounds instead of 1. Forbidden sorceries of slaanesh (slaanesh greater daemons only) 1 song of secrets. casting value of 7, if successfully cast pick 1 enemy unit wholly within 18" of the caster that is visible to them, and roll 1 dice for each model in that unit, for each 6, you receive 1 depravity point. 2 progeny of damnation casting value of 7, if successfully cast pick 1 friendly Daemon hedonit hero within 6" and visible to them, you can heal d3 wounds allocated to that hero, if the casting roll was 10+ you can heal d6 instead. 3 slothful stupor casting value of 8. if successfully cast pick 1 enemy hero within 12" of the caster that is visible to them. until your next hero phase that hero cannot use command abilities, cannot run or attempt to charge. lore of pain and pleasure (mortal slaanesh wizards only) 1 Battle rapture casting value of 5. if successfully cast pick 1 friendly mortal slaanesh unit wholly within 18" of the caster that is visible to them. do not take battleshock tests for that unit until your next hero phase. if the casting roll is 10+ you can pick 3 friendly mortal slaanesh units wholly within 18" of the caster and visible to them instead of 1. 2 Dark delusions casting value of 5, if successfully cast pick 1 enemy unit wholly within 18" of the caster that is visible to them, and roll 2d6, if the roll is equal or greater than that units bravery characteristic, add 1 to hit rolls for attacks that target that unit until your next hero phase. 3 hellshriek casting value of 5, if successfully cast roll a dice for each enemy unit within 6" of the caster, on a 5+ that enemy unit suffers 1 mortal wound.
  7. forgot about the enrapturess, might ditch soul'ess if I have to so I can get her in
  8. something like kos, kos, relaxi, epitome and soul'ess, 3 battleline of some sort and some filler, get depravity points up the ****** and spend them for goodies
  9. I might end up going extremely character heavy but I feel that might fast become the meta
  10. and don't forget the locus of diversion which is super powerful
  11. depravity points 9 points 10 daemonettes 10 5 seekers 10 seeker chariot 10 herald 12 hellflayer 12 herald on seeker chariot 12 infernal enrapturess 15 exalted chariot 15 herald on hellflayer 18 20 daemonettes 18 3 fiends 18 herald on exalted chariot 18 Contorted Epitome 25 30 daemonettes 30 3 seeker chariots 30 keeper of secrets
  12. daemonettes 110 / 300 Contorted Epitome 200 herald on exalted chariot 220 herald on hellflayer 180 herald on seeker chariot 160 infernal enrapturess 140 Syll’Esske 200 masque 120 herald 120 Kos 360 Shalaxi 340 fiends 210 hellflayer 140 hellstriders 100 seeker chariot 120 exalted chariot 180 seekers 120 Dreadful Visage 40 Mesmerising Mirror 60 Wheels of Excruciation 40
  13. I'm not to bothered about it tbh, my 18 fiends list has been terrorising my Lgs for a couple of months, but they DO seem really expensive per fiend, will have to test them out (and with the "loss" of Hellstriders my list will have to be completely redone)
  14. did warn you of hellstriders also heard pts cost of KoS , and that fiends are going up
  15. who said they where getting anything new? not me anyway.... (from what I hear they are bad, that doesn't make it an absolute truth but its what Ive heard) and my army is all about stacking - to hits, which is why I'm so sad
  16. Ive been told hellstriders lost their -1 to hit banner, which makes them useless for me
  17. Is it only me who still watches the "Hedonites of Slaanesh Miniatures Reveal" video daily? Makes me feel good
  18. Ive decided to join Slaanesh now so I can get stuff painted before the new stuff comes, started with 4 wrath and rapture, maybe getting two more next paycheck also anyone here use creaturecaster as a keeper/exalted keeper?
  19. really hope our magic capabilities, like nurgle, gets boosted when our battletome arrives....
  20. obviously to early to really tell, but from what we've seen so far seems like a strong improvement, really happy for all FEC players. was interested in starting them myself but my friend decided to pick them up so I wont
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