[Epic] Angron, Fulgrim, Mortarion E40K v1.0 upgrade
Thanks go out to Thane, Brian, Josh, and Scott for their input & ideas.
Proceed with Caution - Extremely Long Run-On Sentence follows:
In an effort to capture the character/spirit of the old Primarchs as well
as making their inclusion in the game as simple as possible and within the
parameters of the existing rules (without having to invent new ones, or
make exceptions), I have made use of the suggestion to allow the use of
"Unique Abilities" only at specific times in the sequence of play.
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Angron - Primarch of The World Eaters [Khorne]
Unique Ability: "Fearsome Roar"
Angron emits his "Fearsome Roar" once per game turn, during the Chaos
player's "Assault" phase once he is placed after "Charging into CC," or has
made an "Assault Move." The Fearsome Roar inspires fear in the target
detachment, which must make an immediate "Leadership Test." If the target
detachment fails its "Leadership Test" it has D3 BM's inflicted upon it to
represent the fear, panic, confusion, etc., caused by this Daemonic sound.
Daemon Prince +45 pts.
Skimmer +03 pts.
Rampage +02 pts.
*Fearsome Roar +06 pts.
Total Cost: 56 points
*I'm basing this on Scott's calculation that when using Alan's point
formula, Nurgle Contagions pay approximately 2 pts per 15cm of range for
the ability to place 1 BM. Since there is a potential to inflict 3 BM's at
an effective range of 15cm I have tripled the cost. "Blood for the Blood
God!"
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Fulgrim - Primarch of The Emperors Children [Slaanesh]
Unique Ability: "Soporific Musk"
Fulgrim will try to entice all enemy units within 10cm of him at the
beginning of the Chaos players "Movement" phase. These individual units
must pass the "Leadership Test" that their parent detachment as a whole
would have to make (thus representing their present condition and overall
susceptability to Fulgrim's enticement). Any individual units failing the
"Leadership Test" become controlled by the Chaos player. This means that
the Chaos player may Move, Shoot, and Assault with these units as if they
were his/her own. During the following turn if these units are still
within 10cm of Fulgrim they must make a "Save" at -1 on a d6 to be released
from his sway. Units previously controlled by Fulgrim that are now further
then 10cm's from him (or have just made their "Save") are automatically
released, but place 1 BM (up to a maximum combined total of 3 BM's on any
one detachment) on their parent detachment to represent the trauma of their
Daemonic experience.
Daemon Prince +45 pts.
Skimmer +03 pts.
Psyker +10 pts.
*Soporific Musk +30 pts.
Total Cost: +88 points
*At the core, the "Soporific Musk" enticement of Fulgrim is a "Psyker"
ability. However, it is an extra-ordinary ability which sets him apart
from your run-of-the-mill Daemon Prince and represents in part his stature
as a favoured of Slaanesh. In regards to arriving at a point cost for this
ability I have taken the base cost of the "Pysker" ability and multiplied
it by a factor of three.
Note: Recalling that WE's are considered "Stubborn," they get to Re-roll
any "Leadership Test" as would any other "Stubborn" unit. So, the
probability that Fulgrim will be able to gain contol of them is quite low.
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Mortarion - Primarch of The Death Guard [Nurgle]
Unique Ability: "Plague Wind"
Mortarion's greatest and most terrifying sorcerey is his "Plague Wind"
spell. Once per turn in the "Shooting" phase, select one enemy unit within
15 cm of Mortarion. Roll
d6, trying to beat its armour value (1=auto. miss/6=auto. hit, unless there
is a "Save" to be rolled for). If the die roll beats the target units'
armour value it is destroyed. (If the target unit has a "Save" you may roll
for this.) If the first target is destroyed by the "Plague Wind" another
unit within 15 cm of the destroyed unit may be selected. Repeat the
process, rolling to beat its armour value. Continue on like this until a
target unit fails to be destroyed, or there are no more eligible targets
within 15 cm of the last destroyed unit. *If the spell ecounters a target
with a DC greater then 1 (a WE) and scores a hit you may roll again trying
to score another hit (check for critical hits). Continue on like this
until the WE is destroyed, or the spell fizzles out from a Miss. If
(really big "If" here) the WE is destroyed you may again choose another
target within 15cm of the destroyed WE. Etc., etc., etc.
Daemon Prince +45 pts.
Skimmer +03 pts.
Psyker +10 pts.
**Plague Wind +30 pts.
Total Cost: +88 points
*All WE's have an Armour Value of 5 or 6, and many have some kind of
Shield/Save so unless you roll really high it is highly unlikely they will
be destroyed. The nature of the spell is that it basically attacks
anything it comes into "Physical" contact with. In the case of WE's with
shields, it would have to first knock down every shield (because shields
have a physical presense) before it could actually do any damage to the WE
itself. I hope this makes it clear on how to handle a WE target with
shields. Because of this, infantry and lightly armoured vehicles are much
more likely to become the target of this spell.
**At the core, the "Plague Wind" spell of Mortarion is a "Psyker" ability.
However, it is an extra-ordinary ability which sets him apart from your
normal Daemon Prince and represents in part his stature as a favoured of
Nurgle. In regards to arriving at a point cost for this ability I have
taken the base cost of the "Pysker" ability and multiplied it by a factor
of three.
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I believe that the "Unique Abilities" are quite solid now, but they are by
no means written in stone, and may yet undergo some further "tweaking."
Does anyone have any other concerns or comments in regards to them?
Finally, what do you guys think of the point cost for these three? The
cost of Angron may yet be a little low, I'm not sure yet (?). As for the
other two, I think that it looks about right.
Let me know what you think.
Richard
Received on Fri Jun 05 1998 - 18:56:09 UTC
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