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----- Dämonen (40k) (https://www.tabletop-tirol.net/board/thread.php?threadid=4234)
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OK then what about predictions, I know most of them may be wrong but would be nice to see people's opinions (a bit of wish listing as well but it never hurts): Overall rules: 5+ inv, Instability, No deep strike first turn as an army wide special rule, fear. Army wide Options: may buy warp portals as a fortification (up to 3 per fortification slot) for Xpoints, similar to webway portals for daemonic assault, the warp portal can scatter alot but you can assault out of it even in turn 1! psykers can spend one of warp charge to take LD test with possible penalties if within ?" to close portal otherwise cannot be targeted. Deamonic Marks (preferred enemy against hated mark plus) Slaanesh- +1 I Tzeentch- Reroll wards of 1 Nurgle- +1 Cover save Khourne- Rage Daemon psyker lores: Tzeentch- lots and lots of powerful shooting abilities Slaanesh- buffs units speed and debuff LD of enemy units Nurgle- Debuff enemy units T Units Bloodthirster: A lot more powerful with rage but alot more expensive, also ignores downed due to enraged state and instead suffers other penalties, options that make units within 6" have rage/preferred enemy, reroll rolls to wound option, instant death option representing taking of heads, whip shooting option, collar of khourne granting immunity to psychic powers. Keeper of secrets- psyker, very fast (give beast movement and a purchase option to scout), options to debuff enemy LD, Sword option that steals soul, option like mindshackle scarabs. Lord of change- should be one of the most powerful psykers in the game, upgrades to mastery level, reroll psychic tests, nullify powers etc. Great unclean one- should be horrendously tough with shooting abilities, again psychic powers from nurgle, slow and purposeful, options for plague sword 2+ to wound, slime trail, breathe of nurgle, nurgling spawn etc. Heralds can be made cheaper and brought into line with the new troop rules, options for chariots obviously as well as the same/similar options to greater daemons. Daemon Prince becomes HQ and has same characteristics as chaos space marines but with nice options from daemons. Special characters- pretty as much as they are now but masque can join units (otherwise she would die) and please please please add Belakor. Troops: Daemonettes- a lot cheaper but as before Bloodletters- keep ap3 with rage but made a bit cheaper Plaguebearers- same. Horrors- brotherhood of psykers with default power with changeling adding an additional power Nurglings- as before Elites Bloodcrushers as before but with added rage but cheaper Fiends as before but cheaper Flamers- cheaper but flamers become as normal heavy flamers (S5 Ap4) Beasts of nurgle- no faster but significantly tougher (T6 maybe) Fast Seekers- as before but cheaper Screamers- become the anti tank unit they should be, still T4 2W but have basic stats but count as having melta bombs, so they become cheaper New drones- Jetbike, very tough but do not hit that hard Hounds- same as before but with rage and cheaper, special character hounds give them preferred enemy against one enemy unit. Heavy Slaanesh Chariots- same but cheaper Tzeentch chariot- Torrent flamer that is AP3, think helldrake but on a chariot skimmer, also causing extra hits on units in contact with flames. Khourne shooty chariot- shoots skulls, s7 ap2 blast 3 Soul grinder- will not die added otherwise counts as daemon. Other khourne chariot- hits hard and boosts nearby units with the number of kills Tzeentch herald chariot- standard chariot mount So what you think? |
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Original von Daggi Ja wundert mich auch, waren doch bis jetzt immer eher niedere Wesen in der Dämonenhirarchie ![]() |
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Original von kelsho![]() ![]() |
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Original von Daggi Ja wundert mich auch, waren doch bis jetzt immer eher niedere Wesen in der Dämonenhirarchie ![]() |
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Original von Daggi Ja wundert mich auch, waren doch bis jetzt immer eher niedere Wesen in der Dämonenhirarchie ![]() |
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Daemonic: Instability If you lose 25% of your unit at the end of your close combat phase then you must take a leadership test on 2d6. You subtract the amount of models lost to the overall leadership total. If you pass then nothing happens otherwise you lose wounds equal to the amount you failed the combat by. For the case of shooting then the daemons count as being fearless. If a herald joins a unit then the unit is not effected by daemonic Instability Heralds: have +1 to weapon skill, wounds, initiative, attack and have LD 9-10 Soul grinder has sky fire in profile (220pts base) All daemon units have a 5+ invulnerable save as standard. There is upgrades to give heralds 3+ and even 2+ save (although it is very expensive) Greater daemons are beasts – the keeper of secrets have 6 base attacks and gains more attacks for every kill. She also has rending. Blood thirster- has amazing stat line: WS BS S T W A I LD SV 10 5 8 7 5 5 5 10 4+ Re- rolls all failed to hit and to wound. All greater daemons have the option for 2+ save – although it is on the 65pts+ mark Fate weaver can make a enemy hero turn into a spawn if they fail an invulnerble save. Still re-rolls saves (but only invulnerable – no longer armour) Basic troops stay the same, points have been reduced minimal Bloodletters – reduced by a point Daemonettes – reduced by 2 points but are now strength 4 on the charge. Plague bearers – reduced by 3 points a model but have lost feel no pain but gained shrouded. Pink horrors- increased by 2 points but have better saves. Blood crushers are now monstrous beasts and have rage. (They are really expensive) Beast of nurgle are vastly improved – and have gone up in cost by 30+ points Physic powers are a bit to random and can hurt you badly if you roll badly Nurgle is the best of a bad bunch. |
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