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The Shredder
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PostSubject: Re: Army themes   Tue Sep 12 2017, 22:12

Mppqlmd wrote:
- Kabal of the Severed : "Realspace exiles" : every single unit of your army has to be fielded in a vehicle. No beasts, no mandrakes, no scourges allowed (unless in a tantalus). Your entire army gains deep strike.

- Kabal of the Flayed Skull : "Lords of Speed" : your reavers, VRB and RWJF can deal 1d3 mortal wounds when they advance over an enemy unit.

- Kabal of the Black Heart : "Unchallenged authority" : if an Archon (or Vect) is your warlord, he counts as being a Succubus, an Archon, and an Haemonculus when it comes down to auras. Your opponent scores twice the victory points for killing him.

- Kabal of the Broken Sigil : "Bringers of discord" : When one of your units uses all its weapons against the same enemy unit, that unit suffers -1 LD until the end of the current turn. That modifier can be stacked 4 times. The Broken Sigil cannot benefit from Auras.

- Kabal of the Blackened Tear : "Masters of poison" : your kabalites gain poisoned cc weapons.

- Kabal of the Baleful Glaze : "Sabotaged" : Your Kabalite trueborns can have 1 Haywire blaster per 5 models. Your trueborns can have up to 4 haywire blasters. Any vehicle damaged by your haywire blasters has a -1 modifier to hit on ranged attacks until the beginning of your next turn, stackable as much as you want (a 6 is always a hit). Note : this rule should be in the standard version of the HB.

- Kabal of the Slashed Eye : "Assassins" : At the beginning of the game, select any enemy character. Roll 5d6. For every roll of 3+, he suffers a mortal wound.
You may not field Hellions or Beasts in this Kabal.

- Kabal of the Last Hatred : "Masters of torture" : you start the game at the second step of the Power from Patience chart.



- Cult of the Impaled : Your incubi gain the "Cult" keyword.

- Cult of the Cursed Blade : Special Stratagem : 1 CP, target Cult unit gains the poisoned special rule until the end of the turn.

- Cult of the Red Grief : "Battle acrobats" : Any Wyches unit you have that starts its movement phase entirely within 3" of a Reavers/Hellions squad can "share a ride" with it. Move the Hellions/Reavers squad, then redeploy your Wyches squad entirely within 3" of it. Both units cannot move any further this turn, although they still can assault if the Reavers/Hellions didn't advance.
This would allow a foot-slogging wych unit to move 34" in a single turn if embarked in an Advancing Reavers squads with +2mvt drugs.

- Cult of Strife : "Mistress of Slaugther" when you roll a 6 to hit in CC with one of your Cult model, it gains an additionnal attack.

- Cult of the Seventh Woe "Expanded Bestiary" : you may field Genestealers and Carnifexes in your beast packs. They are affected by your beastmasters auras.




- Prophets of flesh : "Haruspices" : Your Haemonculi become lvl 1 psychers.

- The Hex : your coven units gain a -1 LD debuff (12" range) that stacks 4 times.

- The Altered : your Ichor Injector deal mortal wounds on 4+. "Corpsethief claw" : if you score first blood with one Coven unit, you gain double VP.

- The Everspiral/Ebon sting : your Engines regain 1 HP per turn.

- The Dark Creed : Mandrakes become Coven units. For 35pts, your Haemy can become a Mandrake, and gains "Shrouded from sight", "From out of the shadows" and a baleblast.

- The Children of bone : your grotesques gain Rampage (+1d3 attacks when outnumbered).


I'm not saying my propositions are balanced, or even good. But the fluff is rich, and i think it could easily be done to establish rules for 4-6 special of each Coven, Kabals and Cults.

A lot of good ideas here. Twisted Evil
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Archon_91
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PostSubject: Re: Army themes   Tue Sep 12 2017, 23:07

Although if the Prophets of Flesh haemunculous become lvl 1 psychers ... Would they only get smite or would DE have it's own psychic table and the ability to buy a piece of wargear that is basically a prophetic enhancement that gives them an additional psychers level ... And what would DE psychic powers look like?
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Mikoneo
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PostSubject: Re: Army themes   Tue Sep 12 2017, 23:12

I think Dark Eldar psykers would look like a pile of corpses, since everyone else would kill them almost immediately
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Tounguekutter
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PostSubject: Re: Army themes   Wed Sep 13 2017, 01:00

I'm going to be the optimist and offer that it is possible that when the Dark Eldar book comes out, it will have nothing for Covens, as they are going to get their own book again, and that in the True Kin book their will be 6 Kabals and 3-4 Wych Cults. Essentially, I think it will be the Kabals and Cults seen in the 7th edition codex, and based off of the fluff from that book.

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Mppqlmd
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PostSubject: Re: Army themes   Wed Sep 13 2017, 07:01

Mikoneo wrote:
I think Dark Eldar psykers would look like a pile of corpses, since everyone else would kill them almost immediately

At least we're not Tyrannids and our HQs don't have 10 HP, so they should live on for a while.

Quote :
And what would DE psychic powers look like?
That's a very good question. The Prophets of Flesh are supposed to mingle with Futureseeing, so a simple solution would be to make them lvl 1-2 farseers. But if GW decides to go in the direction of giving us access to Psychic powers (which i doubt), they could very well design specific psychic powers.

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Dark Elf Dave
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PostSubject: Re: Army themes   Wed Sep 13 2017, 08:14

Whether it be from psychic powers or new weapons, it would be cool if we have the ability to apply negative modifiers to enemy units through causing severe pain or fear...a bit like the PGL applies a -1 LD.

You could have nerve gas weapons that causes severe pain that slows down units movement...I think it would be really cool being able to slow down a unit that is trying to reach an objective.
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|Meavar
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PostSubject: Re: Army themes   Wed Sep 13 2017, 08:57

I really like that idea actually.

It would also mean we don't need much speed increases while still feeling like the fastest army since we can make our opponent slower.
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FuelDrop
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PostSubject: Re: Army themes   Wed Sep 13 2017, 09:48

While I have said a lot about having better force multipliers (since we don't get psychic powers, and our auras are only affecting a portion of our army, I say they should be damn powerful to compensate.), I would be equally happy to have a lot of debuff options which does feel VERY Dark Eldar.

Maybe have, like, 3 poison types. One that gives penalties to enemy move (-1" per unsaved wound inflicted on target unit, minimum 1" move, lasts until start of next DE turn), One that gives penalties to leadership (-1 leadership per unsaved wound inflicted to target unit, lasts until end of current turn, REALLY GOOD VS HORDES), and one that gives penalties to strength and toughness (multi-wound non-vehicles receive -1 strength and toughness per unsaved wound that model takes from splinter weapons, minimum 1 of each.)
All splinter weapons get the effect, chosen at the start of the game, affecting the entire army.

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Mppqlmd
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PostSubject: Re: Army themes   Wed Sep 13 2017, 10:10

I would also like to see some "Scarecrow"-like weapon : "Paranoïc toxin" : -1 ld debuff. If the unit affected suffers one or more casualty from moral, in addition to removing those models, undergo a full shooting round (with every weapon) from every model that was supposed to flee. The DE player choses the target.

That way you could plague Firedragons with your poison shots, and make them blow up their own tanks. Would definitly feel DE to me, and would be a ton of fun.

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Count Adhemar
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PostSubject: Re: Army themes   Wed Sep 13 2017, 10:20

I like that! Bit like the old Puppet Master psychic power.

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FuelDrop
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PostSubject: Re: Army themes   Wed Sep 13 2017, 10:58

An alternative version would have the enemy hit by a full set of melee attacks by any model that flees. That could be really nasty against some units!

Could also have a Phantasm Grenade Launcher equivelent that has D3 shots. Any model hit shoots/melees their own unit, rather than conventional damage rolls.

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Mppqlmd
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PostSubject: Re: Army themes   Wed Sep 13 2017, 11:19

Sure, it could also work. I think it's easier to state that a confused/paranoid model would shoot at (possibly friendly) nearby units than go full berzerk and kill his friends, but why not.

However, i think such gimmicks have to be checked by moral before they activate. It's not really fair to affect equally a space marine and a conscript. It's really immersion-killing to play a Necron army and be affected by such rules despite the fact that you have the best moral in the game.

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FuelDrop
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PostSubject: Re: Army themes   Wed Sep 13 2017, 11:38

Mppqlmd wrote:
Sure, it could also work. I think it's easier to state that a confused/paranoid model would shoot at (possibly friendly) nearby units than go full berzerk and kill his friends, but why not.

However, i think such gimmicks have to be checked by moral before they activate. It's not really fair to affect equally a space marine and a conscript. It's really immersion-killing to play a Necron army and be affected by such rules despite the fact that you have the best moral in the game.
Yeah, I'm down with that. Maybe give them a "strength" value and roll to wound vs leadership instead of toughness? Any wounds trigger the paranoia/frenzy effect?

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Mppqlmd
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PostSubject: Re: Army themes   Wed Sep 13 2017, 12:24

The suggestion i made (any model dying from moral is affected) has one advantage : you can capitalize on it => once you shot your paranoic drug or whatever, you have to focus the hell out of that unit with your other weapons/ld debuffs. If you manage to do so, you might, instead of a handful, make the entire squad go crazy.
So it brings more tactical depth, because it brings you goals that you have to actively pursue, but have greater possible rewards.

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Imateria
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PostSubject: Re: Army themes   Wed Sep 13 2017, 14:20

Tounguekutter wrote:
I'm going to be the optimist and offer that it is possible that when the Dark Eldar book comes out, it will have nothing for Covens, as they are going to get their own book again, and that in the True Kin book their will be 6 Kabals and 3-4 Wych Cults.  Essentially, I think it will be the Kabals and Cults seen in the 7th edition codex, and based off of the fluff from that book.
Never going to happen, supplements were a regular thing throughout 6th and 7th edition. Crimson Slaughter and Craftworld Iyanden aren't getting their own codexes so there's no reason to expect the Covens to get them as well.
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