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 VECT! Lets make his rules for 8th!

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amishprn86
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PostSubject: VECT! Lets make his rules for 8th!   Sat Jan 27 2018, 04:52

Since GW has said at LVO there will be no Vect in the "Codex" lets make our own rules!

He needs rules and so does the Dias of Destruction, he could be taken without it but the Dias can not be taken without Vect is a good start.

He was ok in the 5th ed Codex, tho a bit costly, can use this as a reference point at least.


Asdrubael Vect: 200pts

M | WS | BS | S | T | W | A | LD | SAVE

8" | 2+ | 2+ | 3 | 4 | 9 | 6 | 10 | 4+

Shadow Field, Ghostplate Armor, Obsidian Orb, Sceptre of Commorragh, Character

Sceptre of Commorragh: * , -3AP,  3D    * : Wounds on a 2+, against vehicles wounds on a 4+, any wound rolls of 6+ does 1 MW in addition to any damage.
Ancient Nemesis: Aura: All Druhkari infantry while embark on Dias within 6" or disembarked  within 9" units re-roll's all 1's to hit and to wound. All Druhkari Infantry, Bikes, Beasts within 12" of the Dias while Vect, or within Vect himself gain his LD.
Master Survivor: Once per battle, When Vect is slain you may roll a dice, on a 2+ her is not consider slain. You may place him in a WWP and deploy him right away. Or remove him from the game, Vect does not count being slain for the purpose of objectives, slay the warlord, or kill points.
Obsidian Orb: Pistol, Range 8", S8, -3ap, D3 Mortal Wounds,  If this would deal damage Vect regains wounds equal to the damage dealt up to his wounds characteristic.
Master Tactician: When rolling for 1st turn and Seize the Initiative you gain +1 to the roll. If you fail to go first, after deployment but before the 1st players turn you may redeploy Vect and/or the Dias. Vect always strikes first, even if he didnt charge.



Dias of Destruction 200pts

M | WS | BS | S | T | W | A | LD | SAVE
14"| 4+| 3+ | 6 | 7 | 13 | 4 | 10 | 3+

3 Dias Lance, Ghost Shields, Enhance Bladevanes, Hovering, Explodes, Open-Topped

Dias of Destruction is a custom Raider that was specially design so it does not degrade with a special Force Shield making the armor and toughness of the Raider better.

Ghost Shields: 4+ invulnerable save
Enhance Bladevanes: User Strength, -2ap, 1D

Transport is treated the same as a Raider except if you place a Dias of Destruction on the table, Vect must start the game in it and must have 9 other models.

Dias Lance: When firing Dias Lance pick one of the two profiles
Disperse:  Assault 2, S6, -4ap, 2D
Focused:  Assualt 1, S9, -4ap, D6

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Last edited by amishprn86 on Sat Jan 27 2018, 16:16; edited 5 times in total
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FuelDrop
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PostSubject: Re: VECT! Lets make his rules for 8th!   Sat Jan 27 2018, 05:59

Need a range on Ancient Nemesis (and frankly should be reroll failed for both like other top tier characters).

I LOVE master Survivor.

Classic Dais has Darklance and 2 Dissies. Should also be WS 2+ BS 2+

I think Vect needs some form of fearless aura (because seriously, who is going to show cowardice in front of VECT?!?)

I would suggest maybe make Master Tactician: An army containing Vect may spend 3 Command points to automatically pass seize the initiative. Vect always strikes first in combat, regardless of whether he charged. Finally, each fight phase one unit within 12" of Vect may counterattack, as per the stratagem, without spending command points.
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The Strange Dark One
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PostSubject: Re: VECT! Lets make his rules for 8th!   Sat Jan 27 2018, 11:39

I would give the Dais of Destruction better wargear. Like being able to choose between a Pulse Disintegrator or Void Lances.

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Squidmaster
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PostSubject: Re: VECT! Lets make his rules for 8th!   Sat Jan 27 2018, 12:34

Ancient Nemesis needs a range.

I think Master Survivor, though good, is too powerful. Complaints can already be heard in my head about not granting Slay The Warlord or anything like that, especially if you're giving the option of just bringing him back onto the battlefield. On that he cold just keep returning and never die. Too powerful.

Master Tactician, I'd consider a different approach. Instead of redeploy, grant a bonus Command Point. I'd also suggest he needs a method to save CPs in the same way as Guilliman and others.



For the Dias, my feeling has always been that this should be our Lord Of War, a large transport vehicle just fits so well for us.
I'd suggest then remove it from Vect specifically, and make it an open LoW choice for any Drukhari army.
Give it Transport of 15, and weapon options (suggestion Dark lances, Disintegrators and Dark Scythes).
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Faitherun
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PostSubject: Re: VECT! Lets make his rules for 8th!   Sat Jan 27 2018, 13:54

Dias of Destruction

M | WS | BS | S | T | W | A | LD | SAVE
*"| *+| 2+ | 6 | 7 | 16| * | 10 | 3+/4++

Damage Table     M | WS | A |
16-8 wounds:    20"|  2+| 6 |
7-3 wounds:      16"|  3+| 4 |
2-1 wounds:      10"|  4+| 2 |


Wargear: Prow-mounted Void Lance. Underslug dual dark Scythe. Enhanced Sails. Enhanced Blade Vanes. May take 2 Sponson mounted Blast pods (3 blasters in each pod), 2 splinter pod (6 carbines in each pod), 2 Dark Lances, or Enhanced Shields

Special rules: Command Barge, Darklight explosion, Transport (12), Venerable War Machine

Command Barge: All auras may be used while embarked. Furthermore, they extend an extra 3"

Darklight explosion: If this vehicle is destroyed, it explodes on a 4+, dealing d6 mortal wounds to every unit within 2d6" of it. Passengers die on a roll of a 1 or a 2.

Enhanced Blade Vanes: S: user/x2*, Ap - 2/4*, Damage 1/d3*    *Use the second profile if you charged

Enhanced Sails: When advancing, roll 3d6 and pick one. May advance, shoot, and charge the same turn

Enhanced Shields: Reduces damage taken by 1 to a max of 1. Also, counts as being one bracket higher on the damage table.

Venerable War Machine: Has a 4++ invul save and a 4++ vs mortal wounds.


Last edited by Faitherun on Sat Jan 27 2018, 18:06; edited 1 time in total
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amishprn86
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PostSubject: Re: VECT! Lets make his rules for 8th!   Sat Jan 27 2018, 16:12

Added a range of Aura, changed the gun, and Master Survivor added "Once per battle"

Dias Lance: When firing Dias Lance pick one of the two profiles
Disperse: Assault 2, S6, -4ap, 2D
Focused: Assualt 1, S9, -4ap, D6

I personally like the Idea that it doesnt degrade. If we keep that we need to keep in mind that abilities that take 1 damage off or a FnP6+++ cant really be put on it.

So we have 2 ways of doing it, making it in general stronger for longer, or give it more saves/less damage taken.

I also think if you are going to let it degrade then it needs to be 13 wounds, even wounds degrade at 1/2, odd degrade at 1/2 round , so 12 wounds degrades 1st at 6 wounds, with 13 wounds it also degrades at 6 wounds, Making it take 1 more wound to degrade than normal. 11 Wounds would be the same thing degrades at 5 wounds.

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Faitherun
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PostSubject: Re: VECT! Lets make his rules for 8th!   Sat Jan 27 2018, 18:08

I would rather it degrade to keep in line with all the other big things out there. That's why I tried to add ways of mitigating it.

Also, I def want the Command Barge to allow auras out of it, as well as options on load outs etc.
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Olsol
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PostSubject: Re: VECT! Lets make his rules for 8th!   Mon Apr 16 2018, 07:02

Well I did some work on my computer and made both Vect's and the Dias's rules...

https://imgur.com/fT9yGZj

https://imgur.com/LyaUcZy

Feast your eyes and enjoy. Feedback appreciated.
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amishprn86
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PostSubject: Re: VECT! Lets make his rules for 8th!   Mon Apr 16 2018, 07:14

So you have to pick 1 or the other? I dont like that lol. But the rest is nice. It should be a Transport like it used to be at least 6 spots.

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Olsol
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PostSubject: Re: VECT! Lets make his rules for 8th!   Mon Apr 16 2018, 07:52

Yeah, I thought about doing the transport separately but it seemed way too powerful. I sorta based it on Logan Grimnar's chariot rules. I could have made it a transport for some incubi but I ran out of room...
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amishprn86
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PostSubject: Re: VECT! Lets make his rules for 8th!   Mon Apr 16 2018, 08:02

Yeah but its suppose to be a Raider tho....

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Lord Asvaldir
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PostSubject: Re: VECT! Lets make his rules for 8th!   Mon Apr 16 2018, 16:46

Why is Vect 9 wounds? He's still a normal sized Dark Eldar, not the size of Guilliman. He should be 6 wounds tops.

Also you have the obsidian orb listed as s8, ap-3 d3 mortal wounds, does that mean it auto does mortal wounds in addition to the s8 ap-3 hit? Does it trigger on a certain roll? I think it should probably be something like s8 ap-3 d3 damage, +5 to wound turns the damage to mortal wounds.

Otherwise Vect looks pretty good to me.

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benmet
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PostSubject: Re: VECT! Lets make his rules for 8th!   Mon Apr 23 2018, 01:20

I agree with Lord Asvaldir, vect shouldn’t have 9 wounds, chapter masters max out at 7 w I think. I don’t think t4 either, use his abilities and intelligence to keep him alive. More CP’s/Save you have the regeneration thing. I think that’s enough to demonstrate his hard to kill ness

They way I see it, he’s not the toughest sob out there, he’s the most cunning!
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