Post by Adam on May 3, 2010 5:57:41 GMT -5
A thread for all of us to offload and comment on random ideas. Useful if you think of something on the spur of the moment and want somewhere to put it down or want to bounce it off anyone who might read this. I'll start the ball rolling.
A fix to all those D10>Skill uberdeath powers: Roll ONE D10 and subtract the unit's Skill. The unit suffers a number of wounds (or Power X hits) equal to the result or its size, whichever is smaller. Another possibility is a weapon (template? radial?) which rolls to wound against a value of double the target's Skill, or their Skill plus a fixed value, instead of their Armour.
Possibly require offensive powers to roll to hit. I think they need/deserve it. Automatic curses are a bit harsh.
Lictors being shot at by templates remove the maximum devation distance. ("Where is it?!")
Shooting at Shadows: Vanguard Swarms need an ability that lets units (particularly Genestealers) disappear and redeploy.
Primogenitors are an upgrade to brood nests and start the game as a normal brood nest. At some point the ground heaves up and the entryway of the nest reveals itself to be mounted on the back of some giant monster. If the brood nest is destroyed before the Primogenitor appears, it bursts up out of the ground anyway and goes berserk or something. Primogenitors should have guns rather than being merely crap melee monsters with spawn points on them. Brood nests do much the same thing as Primogenitors do now, being entry points for reserve units and respawn points for Without Number units. A mobile, unburied Primogenitor isn't connected to the main body of the brood nest and therefore can't give birth to larger creatures such as Warriors.
A really easy fix for Animathropes: Make their activation end after they use Hide and Seek. Sorted. Animathropes actually fit right into the Vanguard Swarm modus operandi of never being in the same place twice, so perhaps I shouldn't base the hero-thrope on them and instead keep them as Elite units.
The Broodlord's Infiltration ability applies to all non-monstrous creature models the turn they arrive. MCs get deployed by meiotic spore/burrowing and aren't in the least bit stealthy.
The Vanguard army needs some hefty anti-vehicle tricks deployable in the first wave. Something that can lock down or cripple a tank. Maybe a creature that can summon huge plantlike growths from below that grab onto vehicles and immobilise them. Sounds like a Hero ability, and perhaps it should be, but making it a Hero stops you using it if you choose a Broodlord or Lictor or whatever. I suppose giving the other Heroes anti-vehicle tricks would make it fairer. Predatory Instinct + Power 12 rending makes the Lictor potentially quite damaging against tanks, at least over time or if you have a miraculous ability to roll 9+s on all of his attacks, but I'd prefer him to be able to sabotage them. The Broodlord could give Genestealers a burnout ability that increases their Power for a turn but prevents them from attacking the turn after, or something. (Given the hit-and-fade nature of Vanguards in the first place, this is a manageable downside and in some situations won't even matter.)
Eldar will come in squads of three to five and have horrific damage output per model. No Guardians.
Eldar should have a vehicle with a mobile webway gate.
A fix to all those D10>Skill uberdeath powers: Roll ONE D10 and subtract the unit's Skill. The unit suffers a number of wounds (or Power X hits) equal to the result or its size, whichever is smaller. Another possibility is a weapon (template? radial?) which rolls to wound against a value of double the target's Skill, or their Skill plus a fixed value, instead of their Armour.
Possibly require offensive powers to roll to hit. I think they need/deserve it. Automatic curses are a bit harsh.
Lictors being shot at by templates remove the maximum devation distance. ("Where is it?!")
Shooting at Shadows: Vanguard Swarms need an ability that lets units (particularly Genestealers) disappear and redeploy.
Primogenitors are an upgrade to brood nests and start the game as a normal brood nest. At some point the ground heaves up and the entryway of the nest reveals itself to be mounted on the back of some giant monster. If the brood nest is destroyed before the Primogenitor appears, it bursts up out of the ground anyway and goes berserk or something. Primogenitors should have guns rather than being merely crap melee monsters with spawn points on them. Brood nests do much the same thing as Primogenitors do now, being entry points for reserve units and respawn points for Without Number units. A mobile, unburied Primogenitor isn't connected to the main body of the brood nest and therefore can't give birth to larger creatures such as Warriors.
A really easy fix for Animathropes: Make their activation end after they use Hide and Seek. Sorted. Animathropes actually fit right into the Vanguard Swarm modus operandi of never being in the same place twice, so perhaps I shouldn't base the hero-thrope on them and instead keep them as Elite units.
The Broodlord's Infiltration ability applies to all non-monstrous creature models the turn they arrive. MCs get deployed by meiotic spore/burrowing and aren't in the least bit stealthy.
The Vanguard army needs some hefty anti-vehicle tricks deployable in the first wave. Something that can lock down or cripple a tank. Maybe a creature that can summon huge plantlike growths from below that grab onto vehicles and immobilise them. Sounds like a Hero ability, and perhaps it should be, but making it a Hero stops you using it if you choose a Broodlord or Lictor or whatever. I suppose giving the other Heroes anti-vehicle tricks would make it fairer. Predatory Instinct + Power 12 rending makes the Lictor potentially quite damaging against tanks, at least over time or if you have a miraculous ability to roll 9+s on all of his attacks, but I'd prefer him to be able to sabotage them. The Broodlord could give Genestealers a burnout ability that increases their Power for a turn but prevents them from attacking the turn after, or something. (Given the hit-and-fade nature of Vanguards in the first place, this is a manageable downside and in some situations won't even matter.)
Eldar will come in squads of three to five and have horrific damage output per model. No Guardians.
Eldar should have a vehicle with a mobile webway gate.