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JackOfBlades

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Everything posted by JackOfBlades

  1. Yes, 1 spawn per turn is created every turn that the spell slays any enemy models - that's how i read it.
  2. 9 Bullgors can deal a max of 9 mortals on the charge which wont wipe out a 10 wound screen, and so the bullgors cant fight the juicier target in the combat phase, but i suppose you are getting around that by softening the screen with ungor raiders first (unless im completely missing some damage source). I am not disagreeing with you per se, im sure your opponents have tried stuff. But for the cost of that combo: 585 + 160 + presumably 110 for ungor raiders + command trait + command point, youd certainly expect it to do some damage right? I do agree that maintaining counterplay through gameplay as well and not only list tailoring is important. With the Lumineth castle, isnt that basically a skew counter against elite armies? genuine question.
  3. Have your opponents tried to adapt? Though i suppose youre referring to the internal balance as well if the other units are just not viable, but they seem to be.
  4. Oh 😅 Im thinking of mounting them on horrible monstrosities and abominations as proxies for magmadroths if i ran lofnir, but thats all ive thought of for now - and dont have a paint scheme yet. But i think i want the colors to make them look sickly and ominous. It's far off since im waiting on the new slaanesh book to start that army. Do you have any backstory for your force?
  5. How have you guys adapted your lists to the galletian champion heroic action rules?
  6. Short answer: It's for an army. I am daydreaming of a Fyreslayers hold which has come under the influence of my Keeper of Secrets, after being inspired by the Ur-Gold and Glimmerlust lores and this short story. I like endless spells and invocations in general, so i wanted to include priests to cast that stuff and that required me to think of the narrative possibility for it. Long answer: A Keeper of Secrets became infatuated with Ur-Gold and sought to usurp it. The keeper enlists an unknowing Runemaster's service through an intermediate, to fight a campaign. At one stage the runemaster, his friend and a small company are undertaking a mission, and under suspicious circumstances the mission fails and the friend becomes missing in action. Since that day doubt and worry nestle into the runemaster, until the friend reappears in private during a celebration with the local people at the campaign's conclusion. A few odd new tics aside, he congratulates and reassures the runemaster but for some reason asks that he not be revealed to the rest of the fyreslayers. The runemaster complies either because he thinks it's an innocuous request, or is oathbound to comply, or chooses to comply out of respect for his friend (perhaps the friend saved the runemaster's life on the mission, just before disappearing). Everyone returns to the hold, but the friend comes in secret to all but the runemaster and stays hidden in the runemaster's rooms. From there the friend sways the runemaster into more dubious contracts for acquiring Ur-Gold, always motivated by necessity of the hold's dire circumstances. As fingers begin to be pointed at the runemaster, the friend nurtures the runemaster's self-pity. A schism forms in the hold between those who are faithful to the old ways and those who argue for the necessity or good sense of the runemaster's way. That's all i very roughly have yet. I plan for the "friend" to coax the runemaster into Glimmerlust, leading through sin to culminate in the runemaster's betrayal of his hold and uprising as the corruption spreads from the high place meant to guard against it. The daemon then finally reveals itself, and when the civil war is over it asserts its leadership of the corrupted faction. The runemaster's faction loses the insurrection and have to establish a new hold. It becomes an unspeakable stain, as those fyreslayers give themselves to Glimmerlust and the influence of Slaanesh. And now, the Ur-Gold they gather is not only for themselves but to feed their benefactor's hunger for it. Leering as they sacrilege, driven by the repugnant vigour of Slaanesh as they dishonor, the corrupted fyreslayers become an evil and a tragedy abound... End of long answer 😄
  7. Say an auric runemaster turns to Chaos, can he still call on the invocations he used to or will they be impossible for him to conjure (whether in their original state or in a corrupted/enslaved state)? Edit: This is specifically for Fyreslayers.
  8. I checked the new warscroll and saw that they now know all the spells; my bad. I was looking at the old warscroll. In light of this i agree with you - RAW it works since it's a warscroll ability, and so the blue scribes do know those spells when taken as an ally, but could use a FAQ.
  9. Since spell lores are locked to being taken in a particular 'army' (1.4 of the core rules), allies cannot take spells from those lores. For example, the Tzeentch lores say "TZEENTCH WIZARD HERO in a Disciples of Tzeentch army".
  10. As the previous homebrew thread was, this is a gathering place to avoid derailing the main thread. My impetus for doing this was when i sat and ruminated over the lack of balance between the Keeper of Secret's equipment options on one hand, noting for example that the ritual knife is so bad that you could never justify taking it, and on the other hand comparing the keeper externally to things like the Alarith mountain spirit, spirit of Durthu, Fyreslayer on Magmadroth, etcetra. Im writing these rules to prove that a more satisfying battletome can be created; the equipment options feel meaningful and thematic, the spell lores arent afterthoughts, each currently floundering unit gets a narratively satisfying role, items (breathtaker) and units (fiends) arent left crippled by rules that were never updated, our army both having and doing more with Bravery debuffs, and so on. At the same time i want to keep the rule changes simple and intuitive enough for someone to actually use them if they think something looks fun (which is why i want to avoid changing point costs, changing the rules is enough). I plan to go over the battle traits, subfactions, command traits, artefacts and warscrolls, as writing rules was quite fun. Deciding which "template" to use for creating the subfactions will probably be the hardest. At the time of writing ive only completed the below: Battle Traits Locus of Diversion Activates on a 3+ for all HEDONITE DAEMON HEROES. GREATER DAEMONS no longer receive +1 to their roll. Command Traits Arch Tempter This daemon's terrible beguilement can enrapture the very being that accedes to it, as its victims in their horrified dread and blissful fulfillment discover too late... KEEPER OF SECRETS only. Once per battle before this model uses Dark Temptations, you may declare it is using this command trait. If that instance of Dark Temptations is refused, the target suffers 3 mortal wounds instead of D3. If it is accepted, and that instance of Dark Temptations slays its target, and this model has been slain, you may return this model to life with 6 wounds remaining. Set this model up immediately after the target is slain, wholly within 6’’ of the slain model’s last position, and activate this model in that phase as normal. If it is not possible to set it up that way, you may instead set it up wholly within 12’’ of a SLAANESH HERO or Fane of Slaanesh and more than 9’’ away from all enemy units. Warscrolls – Leaders, Behemoth Keeper of Secrets Living Whip According to the variations of their personalities, Keepers of Secrets experience different compulsions for wielding a living whip. Some in their magnanimence desire to gift the despondent with the joy of pain and its excruciating prolonging. Others merely take their own pleasure at beholding their helpless foe squirming, begging, crawling. Yet more appreciate the pleasing aesthetics that they can carve into the enemy’s flesh when they need not dispose of them so quickly. All such eccentricities, the living whip facilitates through its entangling of weapon and flensing of flesh. Weapon profile Range Attacks To Hit To Wound Rend Damage 6’’ 6 3+ 3+ -1 1 At the beginning of the combat phase, you can roll a D6. On a 2+, you can target 1 enemy HERO or MONSTER within 6’’ of this model and choose one of its weapon profiles. Until the end of that phase, that weapon suffers -1 to hit and -1 to wound if the target attacks after this model does or -1 attack (to a minimum of 1), -1 to hit and -1 to wound if the target attacks before this model does. Ritual Knife Flavor Text Here Weapon profile Range Attacks To Hit To Wound Rend Damage 1’’ 1 2+ 2+ -2 D3 When this model uses Dark Temptations on a target, and it elects to attack that target with its Ritual Knife, it may postpone declaring targets for the rest of its attacks and abilities in that phase until its Ritual Knife attack(s) have been resolved. When a HERO suffers a wound from this weapon, immediately apply one of the following effects. If it has accepted Dark Temptations earlier in that combat phase, roll a D6. On a 6, it is slain. If it has refused Dark Temptations earlier in that combat phase, it suffers D3 mortal wounds. Shining Aegis Those Keepers of Secrets who must be the performance rather than merely a part of it may well take to a shining aegis, for this enchanted buckler has dual employments. Even as it deflects the unworthy attempts of the enemy, that they may not sully its bearer’s high countenance, its radiance also attracts the enemy’s champions through folly or bravery. They become the supporting cast to the Keeper of Secret’s solo, fulfilling its wish of the spotlight remaining on itself as it masterfully carves and dismembers their body parts. This model has a 6+ ward against damage caused by HERO models, and a 5+ ward against damage caused by non-HERO models. Once per battle at the start of the hero phase, you may declare that this model is in its solo. If you do so, increase these wards by 1 until the start of the next hero phase and use the top row on the model’s damage chart. For each HERO this model slays, you may declare 1 more solo per battle. Sinistrous Hand With its taloned fingers the Keeper of Secrets reaches out to rip the heart from a dying foe, exalting in victory before consuming the still beating organ. A malign unease fills those with the misfortune of beholding the spectacle, their spirits quailing at the daemon's demonstration which they cannot stand but cannot look away from. Weapon profile Range Attacks To Hit To Wound Rend Damage 1’’ 1 2+ 3+ -1 1 At the end of a combat phase in which this model slew any models, apply the following effects: Heal D3 wounds allocated to this model, and apply -1 Bravery to enemy units within 6’’ until the end of the coming battleshock phase. If any of the slain models was a HERO, heal 2D3 instead of D3 wounds and apply -2 Bravery instead of -1. Warscrolls – Leaders Viceleader Herald Troupe Leader In the combat phase when you pick this unit to fight for the first time, you can pick 1 friendly DAEMONETTE unit that has not yet fought in that phase. This unit and that unit can fight one after the other in the order of your choice. If they do so, hit rolls against this unit and that unit suffer -1 when made by a unit affected by this model's Locus of Diversion in that turn. Acquiescence (warscroll spell) Add +1 to the roll for this model's Locus of Diversion. The Troupe Leader ability causes both hit and wound rolls to suffer -1 when attacks are made as described in that ability. These effects last until the end of this turn. Warscrolls – Units Fiends Coherency: You can treat this unit’s coherency rule requirement as if it had a unit size of 1-5 rather than 6+.
  11. So far ive come up with: Battle Traits Locus of Diversion Activates on a 3+ for all HEDONITE DAEMON HEROES. GREATER DAEMONS no longer receive +1 to their roll. Viceleader Herald Troupe Leader In the combat phase when you pick this unit to fight for the first time, you can pick 1 friendly DAEMONETTE unit that has not yet fought in that phase. This unit and that unit can fight one after the other in the order of your choice. If they do so, hit rolls against this unit and that unit suffer -1 when made by a unit affected by this model's Locus of Diversion in that turn. Acquiescence (warscroll spell) Add +1 to the roll for this model's Locus of Diversion. The Troupe Leader ability causes both hit and wound rolls to suffer -1 when attacks are made as described in that ability. These effects last until the end of this turn.
  12. And these pictures are found throughout the lore books themselves? 😍
  13. Yeah that companion unit ability is the kind of design that hits the spot: 1) Incentivises you to bring subcommanders in particular, and requires them to get stuck in 2) Subcommanders get a lower barrier to entry for which combats they want to enter (because it's harder to kill them with another subcommander and its companion unit that cant all pile into it, than with an independent small frontage hammer) and when you activate them I had also thought to base it more on locus. What about changing locus to a 3+ for everyone, giving heralds the companion unit fights with them ability by default or only against units affected by locus, and changing their warscroll spell to a re-roll on the locus? Also which units should the companion unit be restricted to - just daemonettes? just battleline (which might open an incentive for a Lord of Pain general, aside from enhancements that we could keyword restrict)? something else?
  14. Im curious what you people would like to see as rule-concepts for the Viceleader. Since this unit essentially has no unique rules, the possibilities for what it could be are vast - which means i have to go back to the source and ask, is there a vision for this unit in the first place? Or do we have to create one. In general i want to reimagine lesser leaders to reward you more for taking them and getting stuck in with them, thinking particularly of combat subcommanders, so that they and by extension their armies are more narratively satisfying. I want to see Viceleaders, Lords of Pain and the likes in other factions fight alongside their troops against the hordes of the enemy, perform daring moves, and duel other subcommanders, like we would in the narrative. I think there are two avenues to achieve this: 1) Increased access to enticing command traits and artefacts for subcommanders, 2) Incentivising you to get subcommanders into combat in general, particularly against other subcommanders, through additions of certain subcommander heroic actions and warscroll redesigns.
  15. This evening i have started brainstorming my own rules for Slaanesh. I would like to rewrite much more in the battletome while trying to keep it simple - command traits, artefacts, subfactions, warscrolls, spell lores, and ill see about the battle traits - both because it was fun, and just to prove that a better battletome can be created. As you will see when you read the Sinistrous Hand entry, i would re-write the battletome to make Bravery a more involved part of what the army does but equipment options for Keepers of Secrets is all ive written so far. I wanted to make each option distinct from the others, but function OK in an all comers list, like the Marks of Chaos for StD. Please let me know what you guys think - are the changes outrageously overpowered? are they externally balanced, but the internal balance off? are they okay, but uninspired? or are the changes actually not too bad perhaps after some polishing (changes to some options, a points hike on summoned keepers, etcetra)? I didnt know how the page function worked and cant seem to delete it, so youll have to click "next page" to see what ive cooked together. Living Whip According to the variations of their personalities, Keepers of Secrets experience different compulsions for wielding a living whip. Some in their magnanimence desire to gift the despondent with the joy of pain and its excruciating prolonging. Others merely take their own pleasure at beholding their helpless foe squirming, begging, crawling. Yet more appreciate the pleasing aesthetics that they can carve into the enemy’s flesh when they need not dispose of them so quickly. All such eccentricities, the living whip facilitates through its entangling of weapon and scourging of flesh. Weapon profile Range Attacks To Hit To Wound Rend Damage 6’’ 6 3+ 3+ -1 1 At the beginning of the combat phase, roll a D6. On a 2+, you can target 1 enemy HERO or MONSTER within 6’’ of this model and choose one of its weapon profiles. Until the end of that phase, that weapon suffers -1 to hit and -1 to wound if the target attacks after this model does or -1 attack (to a minimum of 1), -1 to hit and -1 to wound if the target attacks before this model does. Ritual Knife Flavor Text Not Finished Weapon profile Range Attacks To Hit To Wound Rend Damage 1’’ 1 2+ 2+ -2 D3 When this model uses Dark Temptations on a target, and it elects to attack that target with its Ritual Knife, it may postpone declaring targets for the rest of its attacks and abilities in that phase until its Ritual Knife attack(s) have been resolved. When a HERO suffers a wound from this weapon, immediately apply one of the following effects. If it has accepted Dark Temptations earlier in that combat phase, roll a D6. On a 6, it is slain. If it has refused Dark Temptations earlier in that combat phase, it suffers D3 mortal wounds. Shining Aegis Those Keepers of Secrets who must be the performance rather than merely a part of it may well take to a shining aegis, for this enchanted buckler has dual employments. Even as it deflects the unworthy attempts of the enemy, that they may not sully its bearer’s high countenance, its radiance also attracts the enemy’s champions through folly or bravery. They become the supporting cast to the Keeper of Secret’s solo, fulfilling its wish of the spotlight remaining on itself as it masterfully carves and dismembers their body parts. This model has a 6+ ward against damage caused by HERO models, and a 5+ ward against damage caused by non-HERO models. Once per battle at the start of the hero phase, you may declare that this model is in its solo. If you do so, increase these wards by 1 until the start of the next hero phase and use the top row on the model’s damage chart. For each HERO this model slays, you may declare 1 more solo per battle. Sinistrous Hand With its taloned fingers the Keeper of Secrets reaches out to rip the heart from a dying foe, exalting in victory before consuming the still beating organ. A malign unease fills those with the misfortune of beholding the spectacle, their spirits quailing at the daemon's demonstration which they cannot stand but cannot look away from. Weapon profile Range Attacks To Hit To Wound Rend Damage 1’’ 1 2+ 3+ -1 1 At the end of a combat phase in which this model slew any models, apply the following effects: Heal D3 wounds allocated to this model, and until the end of the coming battleshock phase, enemy units within 6'' of this model suffer -1 Bravery. If any of the slain models was a HERO, heal 2D3 instead of D3 wounds and apply -2 Bravery to enemy units within 6’’ instead of -1.
  16. Does Muttergrub make the bearer count as scoring for the Corrupt Arcane Nexus grand strategy? Muttergrub says "in the same manner as a wizard", but it does not explicitly say the bearer becomes a wizard like Arcane Tome does.
  17. Do you guys usually find it enough to summon an Infernal Enrapturess if you want one, or is it better to start with her in the list so you have her magic defense in the first battle round? I know this would of course vary with your meta, but assuming the "generic" case. I can imagine three basic cases: 1) Non-magic lists. Obviously you dont need her then. 2) Lesser-wizard lists. This is where she would shine, as these casters suffer from needing to reroll. 3) Greater-wizard lists. I imagine her utility here would be limited mostly to dispelling endless spells, as these casters have the tools to not care much about her reroll. Also, what do you guys think about the new Quicksilver Swords? And which would you want in which situations between it and Purple Sun of Shyish? Or would you just go with Ravenak's Gnashing Jaws instead of either of those (i searched and found Enoby saying Ravenak was more "reliable")? And how do all these compare to the Mesmerising Mirror? Hehe 😁 i like endless spells...
  18. I dearly hope that the realms will not get smaller, and that they will be nowhere near being as small as merely two times the size of Earth either alone or together. One of my favorite things about Age of Sigmar is how vast the setting is, like 40k. If you want "more significant locations and characters", then just focus the narrative on some parts of the world just like they do in 40k and have already done to some extent in AoS.
  19. Right, so the multiplicative modifiers are cumulative but the additive modifiers are separate. Do you remember where in the rules this is explained? Also does the Totem of the Spider God stack with the Light of the Bad Moon's Spider Venom boost to a 4+, or are they like two ward saves so youll still just have a 5+?
  20. I have a question about how to resolve modifiers to the Spider Venom ability from multiple effects (Scuttleboss + Monstrous Mount + Black Fang) that i couldnt find the answer to: 1) Does each modifier only apply to the base amount in separate additions? That would be: 1*2 from Monstrous Mount + 1*2 from Venom of the Spider God + D3 from Black Fang = 4+D3 mortals. Id assume this is the right answer, but couldnt find anywhere to say so. 2) Do the modifiers cumulatively affect each other (1*2*2)? If they do, where do you add the +D3 from the Black Fang? would it be (1+D3)*2*2 = average 12, or 1*2*2+D3 = average 6?
  21. Do you guys know if darkoath warqueens can take a mark of chaos or not? Wahapedia doesnt list MARK OF CHAOS as a keyword, but the warscroll builder lets me add a mark. I tried to check the StD errata, but it says nothing about this.
  22. Ah yes, that makes sense. But then i wonder why they did nothing for the brand new slaangor and blissbarb/slickblade seeker kits, i guess they figured pushing the other kits was enough for now or something.
  23. "Grotesquely" over-costed 🤣 Out of pure curiosity i would love to know what has been going on with the design team for the Hedonites tome, as the whole process has been strange since the start and these bizarre point changes continue that trend. Sure, the point reductions are great competitively - but the way theyve been executed, with some units getting massive buffs while others that have been called out as underperforming for years are ignored, is so strange. Do you have any guess?
  24. Is there a reason to take fiends instead of more twinsouls?Aside from just liking one unit more, the only reason i can think of is to take 3 if you really want the malus to cast.
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