Hello all! I've been thinking about some tweaks that might help KO work a little better and I'd like your thoughts.
First, make aetheric augmentation a command ability that either A: can also target boats, or B: targets all melee or all shooting profiles on a single unit.
Second, drop the points for an aetherkemist to 110-120 to offset the fact that his main ability now costs a command point.
Third, just looking at the warscrolls without taking into account any other unit interactions, it seems like sky wardens are supposed to be flying close combat guys and endrin riggers are supposed to hang back and protect the boats. To make those roles more clear I would suggest nerfing the aethermatic saws (either drop the rend to -1 or make them 4+ 3+), possibly extending the range on the rivet guns a bit, and buffing the skypikes (either -2 rend or 3+ 3+ or both).
This lowers the reliance on kemists while still retaining the thing that makes them special and gives the wardens a clear role and a reason to cost 120 points while riggers still have a role (even if it's different from the current one).
What do you guys think?