Xenos in 30k

Die jetzige ist schon besser:
Attack Speed
A unit with this special rule may choose to add 6” to its movement distance. All affected models reduce their Ballistic Skill characteristic by -2 for the rest of the turn.



Foe Seeker
A weapon with this special rule may be fired at targets out of line of sight. Doing this reduces the Ballistic Skill characteristic of the firing model by -1.



Pull
Any vehicle (except Super-heavy vehicles) that suffers a Penetrating hit from a weapon with this special rule may be moved up to 3d6” towards the firing model.

If it hits impassable terrain during this move, it immediately stops and takes a Strength 10 hit in the armor facing closest to this terrain.

If it hits another vehicle during this move, it counts as having rammed this vehicle.

If it hits any non-vehicle unit, it counts as having performed a tank shock against this unit (regardless of its type).
If it hits the firing model during this move, it immediately stops and in the Fighting phase is in close combat with this model.
Even if the target vehicle is destroyed by the initial hit or the sub sequential effects of this attack (either by explosion or loss of hull points), all corresponding actions are just taken after the movement is completed.




Shield Breaker
Successful invulnerable saves against wounds caused by this weapon must be re-rolled.
Void Shields hit by this weapon always collapse as if being hit by a Destroyer weapon.
Ich würde der Harpune höchstens noch ähnlich der Glaive einen Haywire-Effekt oder Shock Pulse (siehe Venator) zusätzlich zum Schaden geben, um dem Thunder in Thundercoil gerecht zu werden. Mit Shock Pulse müsste der Knight aber noch einmal teurer werden.
Selbst der Porphyrion hat keine D-Laser uind der Volcano Lance habe ich nur D gegeben, um der Verwandtschaft zur Volcano Cannon Rechnung zu tragen. Eigentlich würde ich D-Schusswaffen auf Knights lieber rar halten, vor allem weil D in Heresy schon sehr selten ist.
Außerdem, nur weil in 40k die Waffe die beste (im Sinne von am meisten Schaden) ist, muss es in Heresy ja nicht das gleiche sein. In 40k kannst du die Waffen der beiden Dominus-Typen auch nicht kombinieren...und die Harpune hat dort auch keinen Effekt außer dem Schaden.

Woran ich noch überlege ist, ob der Pull-Effekt auch Auswirkungen auf nicht-Fahrzeuge haben soll. Monster, Custodes-Biker und manche Charaktere überleben den Treffer immerhin. Ich hatte an zusätzliche w3 Schaden gedacht, die das Herausreißen der Harpune darstellen, vielleicht in Kombination mit Strike Down (wobei das eher symbolisch ist).
 
Gegen Monster und der gleichen könntest du einfach ein Instant Kill bei einem Verwundungswurf von 6 geben.

Critical Penetration oder so... Die Harpune ist schließlich größer als die meisten Chars.


If it hits impassable terrain during this move, it immediately stops and takes a Strength 10 hit in the armor facing closest to this terrain.

Würde ich raus lassen oder dahin gehend vereinfachen das Fahrzeuge einfach einen SP verlieren und nicht Fahrzeuge einen D3 LP (ohne Save oder Rüstungswurf) wenn die Harpune sich dann wieder löst.
Nicht zu viele Würfelwürfe einbauen wo es sich auch einfach vermeiden lässt.
 
Das mit dem Instant Death ist schön, kann ich mir gut vorstellen, siehe unten.

Auch der Einwand mit dem Gelände ist gut...
Die Regel wird am Ende recht umfangreich, aber ich denke das kann man vertreten.

Bei dir klingt es jetzt so, als würdest du Monster auch ziehen wollen. Das Problem das ich dabei habe ist, dass für Monster die direkte Interaktion mit anderen Modellen nicht geklärt ist wie für Panzer. Panzerschock und Rammen sind da eigentlich sehr schöne Konstrukte. Daher denke ich an so etwas wie 3LP-Verluste statt einem bei Verwundungswurf von 5+.
Das bringt kleinere Modelle direkt um, größere Sachen können es aber in der Regel ein mal verkraften.
Ich finde Instant Death in Hinblick auf zum Beispiel große Dämonen oder Mechanikum-Monster immer doof.
 
conquerer

----

Ja was Spricht dagegen Monster auch zu ziehen? Oder allgemein Modelle.

Sowas gab es mit der Lash ja auch schon man legt einfach fest das das Modell auf dem Kürzesten Weg in grader Linie zum QKnight gezogen wird und wenn eine andere Einheit oder unpassierbares Gelände berührt ist halt ende.

Wie war das denn noch mal beim Magna Greifer von den BA?
 
Der Greifer hatte glaube ich so wenig Reichweite, dass es keine Rolle gespielt hat.

Wie wäre es denn damit:
Widerstand-Modelle werden gezogen und dann platziert ähnlich Drop Pods (also auch durch Einheiten (ohne Effekt) aber nicht auf sie drauf)
FMK verpatzten automatisch ihren Grounding test.
Verwundungen auf 5+ kosten 3LP.
Fahrzeuge wie oben beschrieben.
Flieger stattdessen ein Lahmgelegt-Ergebniss anstatt auf der Tabelle zu würfeln.
Super-Heavys und gigantische werden nicht bewegt.

Wie behandelt man dann aber mit Modellen, die aus der Formation ihrer Einheit gezogen werden?
Rein nach Regeln muss dann potenziell die ganze Einheit dumm dem Modell hinterher rennen, um das zu korrigieren.
Wäre zwar witzig, bei zum Beispiel 5 Castellax aber doch mehr als ärgerlich.
 
Zuletzt bearbeitet:
Impaling
On a To wound roll of 5+ this weapon causes three wounds instead of one.
No armour or invulnerable saves are allowed against this damage.



Pull

  • Any vehicle (except Super-heavy vehicles and Flyers) that suffers a Penetrating hit from a weapon with this special rule may be moved up to 3d6” towards the firing model.
    • If it hits impassable terrain during this move, it immediately stops and takes a Strength 10 hit in the armor facing closest to this terrain.
    • If it hits another vehicle during this move, it counts as having rammed this vehicle.
    • If it hits any non-vehicle unit, it counts as having performed a tank shock against this unit (regardless of its type).
    • If it hits the firing model during this move, it immediately stops and in the Fighting phase is in close combat with this model.
    • Even if the target vehicle is destroyed by the initial hit or the sub sequential effects of this attack (either by explosion or loss of hull points), all corresponding actions are just taken after the movement is completed.

  • Any Flyer (except Super-heavy Flyers) that suffers a Penetrating hit from a weapon with this special rule does not roll on the vehicle damage table but suffers an Immobilized result instead.
  • Any non-vehicle model (except Gargantuan Creatures) that is successfully wounded by a weapon with this special rule may be moved up to 3d6” towards the firing model.
    • If it ends its this move on impassable terrain or another unit, it reduces the movement distance until it can be placed normally
    • If it hits the firing model during this move, it immediately stops and in the Fighting phase is in close combat with this model.

  • Any Flying Monstrous Creatures that is successfully wounded by a weapon with this special rule in addition automatically fails its Grounding test.
This special rule might cause a model ending out of coherency with its unit. In the case of a vehicle squadron the owner of the targeted model might decide to separate the model from the unit as if it was immobilized (see Abandoning Squadron-mates, pg. 76 in the main rule book).
In the case of an Independent Character, this model is immediately separated from the unit.
In any other case, the unit has to try to regain coherency in later turns as per normal rules.
Dafür ist das Austauschen der Harpune durch die Volcano Lance 10 Punkte billiger geworden.

Außerdem habe ich dem Plasma Decimator Gets Hot gegeben, wenn man den Burst-Modus schießt, um den Flammenwerfer etwas attraktiver zu halten. Ich will nur ungerne den Flamer über die Maßen stärken. Wenn man das übertreibt, endet man sonst ganz schnell beim Infernus und so eine Waffe muss es auf so einer haltbaren Plattform nicht geben.
 
Einige Änderungen an den Rittern durch die Bank weg nachdem ich mit einem Bekannten ein paar Stunden gemeinsam darüber diskutiert habe:

Armiger
Knight Armiger

Points: 175 Points
[TABLE="width: 650"]
[TR]
[TD="width: 273"]
[/TD]
[TD="width: 31"] WS[/TD]
[TD="width: 30"] BS[/TD]
[TD="width: 30"] S[/TD]
[TD="width: 31"] F[/TD]
[TD="width: 29"] S[/TD]
[TD="width: 31"] R[/TD]
[TD="width: 28"] I[/TD]
[TD="width: 32"] A[/TD]
[TD="width: 54"] HP[/TD]
[/TR]
[TR]
[TD="width: 273"] Knight Armiger[/TD]
[TD="width: 31"] 3[/TD]
[TD="width: 30"] 3[/TD]
[TD="width: 30"] 8[/TD]
[TD="width: 31"] 13[/TD]
[TD="width: 29"] 11[/TD]
[TD="width: 31"] 10[/TD]
[TD="width: 28"] 3[/TD]
[TD="width: 32"] 3[/TD]
[TD="width: 54"] 4[/TD]
[/TR]
[/TABLE]
Composition:

    • 1 Knight Armiger
Unit Type:

    • Vehicle (Walker)
War Gear:

    • Armiger Autocannon
    • Armiger Chainblade
    • Heavy Stubber
    • Ionic Veil
Special Rules:

  • Support Squad
  • Fleet
  • Move Through Cover
  • Forged by Tradition
Options:
The unit may take:

    • Up to 2 additional Knight Armiger _ _ _ +175 Points per Model
Every Knight Armiger may exchange its Armiger Autocannon for:

    • Armiger Chainblade _ _ _ _ _ Free
    • Armiger Melta Cannon _ _ _ _ _ + 15 Points
Every Knight Armiger may exchange its Armiger Chainblade for:

    • Armiger Autocannon _ _ _ _ _ Free
Every Knight Armiger may exchange its Heavy Stubber for:

    • Melta Gun _ _ _ _ _ _ +5 Points
All Knight Armigers in the unit may take:

    • Bio-corrosive rounds for its Heavy Stubber _ _ +5 Points per Model


Ionic Veil
A model with this equipment counts as having an Ion Shield with a 5+ instead of a 4+ invulnerable save.
When a model with an Ionic Veil suffers an Explosion! result on the vehicle damage table, add +3 to the Strength and size of the explosion.





Forged by Tradition
A unit of Knight Armiger consisting of three models may choose to take one of the following special rules when being selected for the army:
Hunter: All models in the unit may add 3“ to their movement in the movement phase.
Tactician: All models in the unit have the Scout special rule. When used for redeployment, the unit may be set up within 12” instead of 6”.
Warden: All models in the unit have theHelical Targeting Array equipment for no additional points cost.
Brawler: All models in the unit have the Rage and Counter Attack special rules.
Destroyer: All models in the unit have Tank Hunter special rule.

Dominus
Questoris Knight Dominus

Points: 525 Points
[TABLE="width: 650"]
[TR]
[TD="width: 273"]
[/TD]
[TD="width: 31"] WS[/TD]
[TD="width: 30"] BS[/TD]
[TD="width: 30"] S[/TD]
[TD="width: 31"] F[/TD]
[TD="width: 29"] S[/TD]
[TD="width: 31"] R[/TD]
[TD="width: 28"] I[/TD]
[TD="width: 32"] A[/TD]
[TD="width: 54"] HP[/TD]
[/TR]
[TR]
[TD="width: 273"] Questoris Knight Dominus[/TD]
[TD="width: 31"] 4[/TD]
[TD="width: 30"] 4[/TD]
[TD="width: 30"] 10[/TD]
[TD="width: 31"] 14[/TD]
[TD="width: 29"] 13[/TD]
[TD="width: 31"] 12[/TD]
[TD="width: 28"] 3[/TD]
[TD="width: 32"] 3[/TD]
[TD="width: 54"] 8[/TD]
[/TR]
[/TABLE]
Composition:

    • 1 Questoris Knight Dominus
Unit Type:

    • Vehicle (Super-heavy Walker)
War Gear:

    • Two Twin-linked Melta Guns
    • Conflagration Cannon
    • Thundercoil Harpoon
    • Three Twin-linked Siegebreaker Cannons
    • Ionic Bulwark
Special Rules:

  • Household Rank (Questoris only)
  • Blessed Autosimulacra (Mechanicum Taghmata only)
  • Oversized Reactor
  • Venerable Behemoth
Options:
The Questoris Knight Dominus may exchange its Conflagration cannon for:

    • Plasma Decimator _ _ _ _ _ +30 Points
The Questoris Knight Dominus may exchange its Thundercoil harpoon for:

    • Volcano Lance _ _ _ _ _ _ +10 Points
The Questoris Knight Dominus may exchange each of its Twin-linked Siegebreaker Cannons for:

    • 2 Shieldbreaker Missiles _ _ _ _ +25 Points each
The Questoris Knight Dominus may take:

    • Occular Augmetics _ _ _ _ _ +5 Points


Ionic Bulwark
A model with this equipment counts as having an Ion Shield.
In addition instead of firing its arm mounted weapons, in the shooting a model with an Ionic Bulwark may extend its Ion Shield to all armor facings until its next movement phase. In addition it then grants a 5+ invulnerable save to all models (friend or foe) wholly within 6” against shooting attacks performed by models more then 6” away from the Questoris Knight Dominus.


Oversized Reactor
When a model with this special rule is destroyed, add +2 to the role on the catastrophic damage chart.


Venerable Behemoth
The Questoris Knight Dominus may not be chosen for those of the rank of Scion Aspirant or Scion Uhlan.
It always is a Lords of War choice, regardless of Household Rank.

Waffen
[TABLE="width: 649"]
[TR]
[TD="width: 175"] Weapon[/TD]
[TD="width: 64"] Range[/TD]
[TD="width: 37"] S[/TD]
[TD="width: 30"] AP[/TD]
[TD="width: 301"] Type[/TD]
[/TR]
[TR]
[TD="width: 175"] Armiger Autocannon[/TD]
[TD="width: 64"] 48”[/TD]
[TD="width: 37"] 8[/TD]
[TD="width: 30"] 4[/TD]
[TD="width: 301"] Heavy 3[/TD]
[/TR]
[TR]
[TD="width: 175"] Conflagration Cannon[/TD]
[TD="width: 64"] Template[/TD]
[TD="width: 37"] 6[/TD]
[TD="width: 30"] 4[/TD]
[TD="width: 301"] Heavy 3, Torrent, Conflagrate[/TD]
[/TR]
[TR]
[TD="width: 175"] Armiger Melta Cannon[/TD]
[TD="width: 64"] 18”[/TD]
[TD="width: 37"] 8[/TD]
[TD="width: 30"] 1[/TD]
[TD="width: 301"] Heavy 1, Small Blast, Melta
[/TD]
[/TR]
[TR]
[TD="width: 175"] Plasma Decimator[/TD]
[TD="width: 64"]
[/TD]
[TD="width: 37"]
[/TD]
[TD="width: 30"]
[/TD]
[TD="width: 301"]
[/TD]
[/TR]
[TR]
[TD="width: 175"] - Sustained Fire[/TD]
[TD="width: 64"] 36”[/TD]
[TD="width: 37"] 7[/TD]
[TD="width: 30"] 2[/TD]
[TD="width: 301"] Heavy 4, Small Blast[/TD]
[/TR]
[TR]
[TD="width: 175"] - Burst[/TD]
[TD="width: 64"] 36”[/TD]
[TD="width: 37"] 9[/TD]
[TD="width: 30"] 2[/TD]
[TD="width: 301"] Ordnance 1, Blast, Gets Hot[/TD]
[/TR]
[TR]
[TD="width: 175"] Skyspear Missile[/TD]
[TD="width: 64"] 72”[/TD]
[TD="width: 37"] 8[/TD]
[TD="width: 30"] 2[/TD]
[TD="width: 301"] Ordnance 1, One Use Only, Skyfire, Sunder[/TD]
[/TR]
[TR]
[TD="width: 175"] Siegebreaker Cannon[/TD]
[TD="width: 64"] 48”[/TD]
[TD="width: 37"] 7[/TD]
[TD="width: 30"] 4[/TD]
[TD="width: 301"] Heavy 1, Small Blast[/TD]
[/TR]
[TR]
[TD="width: 175"] Thundercoil Harpoon[/TD]
[TD="width: 64"] 18”[/TD]
[TD="width: 37"] 10[/TD]
[TD="width: 30"] 1[/TD]
[TD="width: 301"] Heavy 1, Armourbane, Pull, Impaling[/TD]
[/TR]
[TR]
[TD="width: 175"] Volcano Lance[/TD]
[TD="width: 64"] 72”[/TD]
[TD="width: 37"] D[/TD]
[TD="width: 30"] 2[/TD]
[TD="width: 301"] Heavy 1, Small Blast[/TD]
[/TR]
[/TABLE]
Armiger Chainblade -

[TD="width: 60"] 10[/TD]
[TD="width: 30"] 2[/TD]
[TD="width: 301"] Melee, Armourbane[/TD]

Conflagrate
A model equipped with this weapon may fire overwatch with it even if it is a Supher-heavy Walker. This weapon always makes 3d6 automatic hits when firing overwatch.



Pull

  • Any vehicle (except Super-heavy vehicles and Flyers) that suffers a Penetrating hit from a weapon with this special rule may be moved up to 3d6” towards the firing model.
    • If it hits impassable terrain during this move, it immediately stops and takes a Strength 10 hit in the armor facing closest to this terrain.
    • If it hits another vehicle during this move, it counts as having rammed this vehicle.
    • If it hits any non-vehicle unit, it counts as having performed a tank shock against this unit (regardless of its type).
    • If it hits the firing model during this move, it immediately stops and in the Fighting phase is in close combat with this model.
    • Even if the target vehicle is destroyed by the initial hit or the sub sequential effects of this attack (either by explosion or loss of hull points), all corresponding actions are just taken after the movement is completed.

  • Any Flyer (except Super-heavy Flyers) that suffers a Penetrating hit from a weapon with this special rule does not roll on the vehicle damage table but suffers an Immobilized result instead.
  • Any non-vehicle model (except Gargantuan Creatures) that is successfully wounded by a weapon with this special rule may be moved up to 3d6” towards the firing model.
    • If it ends its this move on impassable terrain or another unit, it reduces the movement distance until it can be placed normally
    • If it hits the firing model during this move, it immediately stops and in the Fighting phase is in close combat with this model.

  • Any Flying Monstrous Creatures that is successfully wounded by a weapon with this special rule in addition automatically fails its Grounding test.
This special rule might cause a model ending out of coherency with its unit. In the case of a vehicle squadron the owner of the targeted model might decide to separate the model from the unit as if it was immobilized (see Abandoning Squadron-mates, pg. 76 in the main rule book).
In the case of an Independent Character, this model is immediately separated from the unit.
In any other case, the unit has to try to regain coherency in later turns as per normal rules.
 
Zuletzt bearbeitet: