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FireN.Brimstone
21-12-2005, 18:48
Fluff HERE (http://www.warseer.com/forums/showthread.php?p=393371#post393371), Rules Bellow

Specal Rules:

Warp Phase:
As long as the Phantom Lord is alive all Phantom Lords units may start play in reserves and then use the deep strike rules to enter play and any unit that did not enter play via the deep strike rules may once per game if it is not in close combat remove itself from the board at the beginning of any players turn and then immediately renter play using the deep strike rules. This is done before the movement phase, and if it is not done on owning player’s turn, then that unit may not move in either the Movement or Assault Phase on its next turn.

Energy Barrier:
All units with a Save value count their save as Invulnerable unless otherwise noted. Also any vehicle that is hit may choose to roll a die and on a 5+ the hit is ignored and no damage is cause.

Retreat to the Warp:
As long as the Phantom Lord is alive if any unit in the army is forced to take to fall back that unit is removed from play and considered to have fallen back off the board. If they test failed was a result of close combat the winning unit is consider to have conducted a sweeping advance. If the army has lost over 50% of its army in Victory Points then it and the Phantom Lord fails a moral check and is force to fall back, then the whole army is considered to have retreated to the safety of the warp and the opposing player wins the game.

Cybernetic Enhancements:
Many units have the ability to increase their baseline characteristics through varying cybernetic enhancements. These improvements are consider their new base line, thus a model that had it’s Toughness increase from 3 to 4 would be use the 4 for the purposes of such special rules as Instant Death.

Bio-Capacitors:
Any unit may choose to use as many Bio-Capacitors as are available to change the profile on its weapon from a Mind Wiper to a Warp Arc. Additionally the profile of the Warp Arc will improve the more Bio-Capacitors are used. A single Bio-Capacitor may only be used to augment one squad.

To determine the number of Bio-Capacitors available to a squad first determine if the squad is within 12” of a Bio-Capacitor. Every Bio-Capacitor within 12” of the unit is available to use. Additionally any Bio-Capacitor within 12” of another Bio-Capacitor is available for that Bio-Capacitor’s use. In this way an invisible “chain” can be made between all of your Bio-Capacitors so that potentially a unit could have all of the Bio-Capacitors fielded available to it.

X – 12” – X – 12” – X 12” – Unit

In the above diagram, if all of the X’s represent Bio-Capacitors than the Unit has 3 Bio-Capacitors available to it even though it’s only within 12” of one Bio-Capacitor.

Destruction of a Bio-Capacitor
Since all Bio-Capacitors are linked together in a chain of energy, the destruction of one Bio-Capacitor could cause a potentially catastrophic surge of raw Bio-Energy that could overload and destroy the other Bio-Capacitors in the area. Every time a Bio-Capacitor is destroyed roll a die for every other Bio-Capacitor within 12” and on a 1 one of the Bio-Capacitor that was rolled for is destroyed, the owning player may choose which Bio-Capacitors are destroyed by the effect.

Also if a Bio Capacitor is destroyed the owning player must place a large blast marker over the Model so that the center hole is over the base. Any Phantom Lords Model under the blast marker that is not equipped with a Bio-Energy Weapon is not effected. Any Phantom Lords Models that are equipped with a Bio-Energy Weapon under the blast marker take a Strength 4 AP 6 hit on a 4+. Any non-Phantom Lords Models treat the blast marker as a Strength 4 AP 6 Large Blast Weapon.

Shadows:
This rule only applies to Shadows who are leading Phantom Units. Shadows selected from the Phantom list are Independent Characters that are permanently attached to the unit they where selected from but may never join any other unit, even if the rest of the unit they where purchased from is destroyed. A unit of Phantoms that does not have a Shadow or Phantom Lord Attached becomes feral, relying only on their very basic programming of violence and their natural instincts for survival. They will always act last in any given phase. The units actions however will be determined by how it is equipped.

If the unit is equipped with Bio-Energy Weapons than in the movement phase measure the distance between the Phantom Unit without a Shadow and the closest Target within line of site, if it is greater than 18” and there are not any units that have been hit by Electro-Magnetic Grenades than the unit will advance toward the closest enemy in line of site. In the shooting phase before any other actions are undertaken determine how many Bio-Capacitors are within 12” of Phantom Units that equipped with Bio-Energy Weapons that have lost their Shadow leader, they will use all of these Bio-Capacitors themselves. If more than one unit is with 12” of a Bio-Capacitor the closest unit will use it. Once these units get their turn to shoot they will use Mind Wipers if any models can be hit by the template, otherwise if the unit is using a Bio-Capacitor they will use it to fire a Warp Arc as long as they did not move in the movement phase. Note that it is entirely possible that they will not shoot at all in the shooting phase. They will never assault. If they find themselves in an assault which they have lost, they will automatically fail their morale check.

If the unit is equipped with Warp Talons they will move their full movement toward the nearest enemy in line of site, and they will assault it they are able.

FireN.Brimstone
21-12-2005, 18:49
Weapons:

Bio-Energy Weapon:
Almost all units in the Phantom Lords list can be equipped with some form of Bio-Energy weapon. These weapons use the Mind Wiper profile, unless the unit uses the Bio-Capacitor Special rule in which case the weapon becomes a Warp Arc. Some Creatures will use particularly large Bio-Energy Weapons called Bio-Energy Weapon Arrays(#), these are identical to all other Bio-Energy Weapons except that their large size allows the creature to cause more damage. The number sign listed in parentheses after the weapons name indicates how many of the weapon it is counts as. In most game play situation simply change the number of shots it can fire to number in the parentheses after Array, thus Bio-Energy Weapon Array(3) could be fired either as a Mind Wiper with an Assault 3 profile or Warp Arc with an Heavy 3 profile if it choose to use the Bio-Capacitor Special rule. All Bio-Energy Weapons are 2 handed.

Mind Wiper: Range: Template | Strength: 3 | AP: – | Assault 1 Gets Hot!

Special Rules: Because the Mind Wiper uses such unfocused Bio-Energy it is entirely possible that the creature firing its weapon can would itself. The Mind Wiper follows the Gets Hot! Special rules

Warp Arc: Range: 18” | Strength: # | AP: X | Heavy 1

Special Rules: # equals the number of Bio-Capacitors used +3 and X = 7 minus the number of Bio-Capacitors used.

Warp Talons:
Warp Talons increase the Strength and Initiative of the user by 1. Any unit equipped with the Talons may choose to decrease its Initiative by 1 down to Initiative 1. For ever point the unit decreases its Initiative by 1 it may increase its Strength by 1 though the units strength can never be brought above 10. Any other test that use the units Initiative or Strength (such as resolving a close combat) uses the models base Strength and Initiative, and bonuses or decrease to these stats, including the base increase in Strength and Initiative, are not factored in. For the purposes Warp Talons Independent Characters are considered a different unit than the one they are attached to. Warp Talons are single handed weapons coming either in pairs or as a single Talon.

Armory[\b]

Emergency Warp Shift Device: 20pts
Any Unit with at least one Emergency Warp Shift Device may use the Universal Special Skill Hit and Run. If successful the unit will fall back as if it where Jump Infantry, but every model in the unit must first make a Dangerous Terrain Test. If the Phantom Lord is dead this wargear has no effect.

Warp Displacement Device: 20pts – Phantom Lord Only
If the whole unit is equipped with this wargear than it may choose to move up to an extra 6” the movement phase, shooting phase, and assault phase. If the unit chooses to move in the Shooting Phase it may not shoot that turn. Every time the unit decides to move more than it would normally be allowed in a phase it must take a Dangerous terrain test. Thus if a unit with a Warp Displacement Device wanted to move 7-12” in the Movement Phase, 1-6” in the Shooting Phase, and 6-12” in the Assault Phase (or 1-6” if it is not charging another unit) than it would take 3 Dangerous Terrain tests. If the Phantom Lord is dead this wargear has no effect.

Warp Phase Amplification Device: 30pts
Any Unit with at least one Warp Phase Amplification Device may use the Warp Phase special rule twice. In other words they may either deep strike then relocate, or relocate twice. However every time they use the Warp Phase rule the entire unit must make a Dangerous Terrain Test.

Bio-Energy Conduction Rod: 5pts
If any model in a unit is equipped with the Bio-Energy Conduction Rod and the unit is not pinned then the whole unit may voluntarily become pinned. If it does it may carry the abilities of a Bio-Capacitor and project those abilities out to any unit or other Bio-Capacitor in 12” thus becoming part of a Bio-Capacitor Chain.

Electro-Magnetic Grenades: 1 point
Electro-Magnetic Grenades increase the range of all long range weapons used by the Phantom Lords (but not Warp Disruption or Warp Storm Devices) by 12”. In order to be effective they need to hit once for every vehicle in a unit, and get at least half as many hits as there are total units in an infantry squad (round up). Thus if a unit of Hunter Killers was to attack a 10 strong squad of space marines they would need to get 5 hits. Attacks are resolved with grenades exactly as they would with any close combat weapon except that unless otherwise specified in the units profile no models that attack with Electro-Magnetic Grenades ever get to use more than 1 attack. Once a unit is affected by Electro-Magnetic Grenades the effects never dissipate no matter how many casualties are scored against the unit. If a unit is equipped with Mind Wipers and chooses to attack a unit that is under the effects of Electro-Magnetic Grenades than it may place a template anywhere so long no portion of the template is more than 12” away from the firing model, and no friendly models are coved by the template.

Bio-Capacitor: Points as per Individual Squad Entries
BS:- | Front:10 | Side: 10 | Back: 10

Bio-Capacitor:
The Bio-Capacitor follows the Bio-Capacitor and Destruction of a Bio-Capacitor special rules.

Static:
Bio-Capacitors must be purchased from a unit entry per the points listed there. If the unit that purchased the Bio-Capacitor starts in reserves and chooses to arrive via Deep Strike, then when the unit arrives place the Bio-Capacitor in the center, and the place the infantry in a ring around it. If the unit chooses to arrive normally then unit and the Bio-Capacitor considered a single unit for deployment purpose, but may be physically placed independently. Once the Bio-Capacitor is deployed it cannot move or use the Warp Phase rules but the unit it deployed with is free to.

Weapon:
For the purpose of the Vehicle Damaged Tables Bio-Capacitor’s are consider to be equipped with one weapon and to count Immobilized results as weapon destroyed. If they lose their one weapon they lose the Bio-Capacitor rule, but not the Bio-Capacitor Destroyed rule. They ignore Shaken and Stunned results.



[b]HQ

1 Phantom Lord: 100pts
WS:4 BS:4 S:4 T:4 W:4 I:4 A:3 Ld:10 Sv:3+

Weapons: the Phantom Lord must choose two weapons from the following list and may select 2 two handed weapons if he wishes(the same weapon may be chosen twice): Warp Talon Single 15 points, Bio-Energy Weapon Array(3) 20, Bio-Energy Weapon Array(4) 30 (Only one of these may be chosen and they cannon be combined with anther Bio-Energy Weapon Array). In addition the Phantom Lord may select any wargear from the Armory.

Independent Character: the Phantom Lord is an independent character and follows all the rules for independent Characters in the main Warhammer 40k Rule book.

Special Rule:
Warp Beckon:
Any unit that is deep striking within 12” of the Phantom Lord may choose to re-roll the scatter dice, but it must take the second result, even if it is worse. Also if the Phantom Lord is on the table he allows all units in reserve to re-roll their roll to arrive, even if it was at first successful.

Cybernetic Strength:
A Phantom Lord may fire all of its weapons in a single shooting phase.

Lord and Master:
If the Phantom Lord is alive than all units roll 3 dice for any morale or pinning checks and then may drop one die of the owning players choosing. If the Phantom Lord dies however then all of his opponents victory points gained from Phantom Lord Units is doubled.

Special Equipment: the Phantom Lord may have any of the bellow, any power that requires a physic test is treated exactly the same as a physic power.
Relocation: 30pts
At the beginning of your turn, if the Phantom Lord is in play, either he or any standard infantry unit in his line of site may be relocated as if they where using the Warp Phase rule, but this relocation does not count against the total number time a unit may use the Warp Phase rule. This ability can’t be used if the Phantom Lord is locked in assault, and the Phantom Lord acts as if pinned for the rest of the round following using the ability.

Warp Disruption: 20pts
The Phantom Lord may take a Physic Test in the shooting phase, if successful he may use this ability in ability instead of firing any other weapon.

Range: 6” | Strength: 10 | AP: 1 | Assault 1 Small Blast

If the Physic Test is failed the attack is considered to have struck the Phantom Lord instead, place a blast marker with the center over the Phantom Lord and resolve the strike.

Death Talons: 20pts
At the beginning of the Assault phase the Phantom Lord my take a physic test if successful any Warp Talons the Phantom Lord is equipped become power weapons in addition to their other advantages until the beginning of the Phantom Lords next Assault Phase.

Further Cybernetic Enhancements:
A Phantom Lord may chose to increase any or all of the following characteristics once for a cost of 10pts per characteristic increased: BS, WS, S, T, I, or A.

FireN.Brimstone
21-12-2005, 18:50
Elite:
Deaths’ Shadow: 10pts
WS:3 BS:3 S:3 T:4 W:1 I:3 A:1 Ld:8 Sv:4+
Shadow Lord: 16pts
WS:3 BS:3 S:3 T:4 W:1 I:3 A:2 Ld:8 Sv:4+

Squad: a Squad consists of 7-11 Shadows and a Shadow Lord.

Weapon: the entire squad, including the Shadow Lord, must choose one weapon from the following list: Bio-Energy Weapon +8 points per model or a pair of Warp Talons at +7 points per model.

Options: the squad may take Electro-Magnetic Grenades at 1 point per model. The squad may take a Bio Capacitor at 20pts. In addition he has full access to the Armory.

Character: The squad must include a Shadow Lord. He has the listed stat line and may addition pay 6pts to increase either his BS, WS or I by 1.

Cybernetic Enhancements: A squad with a Bio-Energy Weapon gets a +1BS automatically, and a squad with a Warp Talons gets a +1I automatically. Additionally the entire squad, including the Shadow Lord, may choose one bonus to their profile chosen from the following list as long as the bonus does not increase the Shadows characteristic above 4: +1WS at 3 points per model, or +1 I at 3 points per model.

Specter: 95pts
WS:4 | BS:4 | S:6 | Front:10 | Side: 10 | Back: 10 | I:2 | A:2

Specters are just Shadows who have been cybernetically augmented to the point that they have more in common with other races walkers than biological begins. They serve two major roles in the Phantom Lord hierarchy, first as a mobile weapons platform, capable of laying down withering fire, and second as the only truly mobile Bio-Capacitor, which is in actually a second symbiotic organism most often grafted to the Specters back.

Weapons:
Specters must choose two weapons from the following list (you may choose the same weapon twice): A Bio-Energy Weapon Array(3) for 15pts each, or a Dreadnaught Close Combat Weapon for 10pts each.

Bio-Capacitor:
The Specter follows the Bio-Capacitor, Destruction of a Bio-Capacitor special rules.

Mind Wiper Field: any model in base to base contact with a Specter is hit with a strength 3 attack at I1.

Capacitor Feed Back:
If the Specter’s Bio-Capacitor is destroyed because of the Destruction of a Bio-Capacitor special rule the Specter takes an automatic Penetrating hit, and is no longer considered equipped with a Bio-Capacitor.

Troops

Phantoms: 7pts
WS:3 BS:3 S:3 T:3 W:1 I:3 A:1 Ld:7 Sv:5+
Shadow Lord: 12pts
WS:3 BS:3 S:3 T:3 W:1 I:3 A:2 Ld:8 Sv:4+

Squad: a Squad consists of 7-11 Phantoms and a Shadow.

Weapon: the entire squad, including the Shadow, must choose the same weapon from the following list: Bio-Energy Weapon +5 points per model or a pair of Warp Talons at +4 points per model.

Options: the squad may take Electro-Magnetic Grenades at 1 point per model. The squad may take a Bio Capacitor at 20pts per model.

Character: The squad must include a Shadow. He has the listed stat line and may addition pay 6pts to increase either his BS, WS or I by 1. In addition he has full access to the Armory.

Cybernetic Enhancements: the entire squad, including the Shadow, may choose one bonus to their profile chosen from the following list: +1BS 3 points per model, +1WS at 3 points per model, or +1 I at 3 points per model.

Fast Attack:
Winds’ Shadows: 10pts
WS:3 BS:3 S:3 T:3 W:1 I:3 A:1 Ld:8 Sv:5+
Shadow Lord: 16pts
WS:3 BS:3 S:3 T:3 W:1 I:3 A:2 Ld:8 Sv:5+

Squad: a Squad consists of 7-11 Shadows and a Shadow Lord.

Equipment – All models in a Winds’ Shadow Squad (including the Shadow Lord) are equipped with Emergency Warp Shift Devices and Warp Phase Devices.

Weapon: the entire squad, including the Shadow Lord, must choose one weapon from the following list: Bio-Energy Weapon +8 points per model or a pair of Warp Talons at +9 points per model.

Options: the squad may take Electro-Magnetic Grenades at 1 point per model. The squad may take a Bio Capacitor at 20pts.

Character: The squad must include a Shadow Lord. He has the listed stat line and may addition pay 6pts to increase either his BS, WS or I by 1. In addition he has full access to the Armory.

Cybernetic Enhancements: A squad with a Bio-Energy Weapon gets a +1BS automatically, and a squad with a Warp Talons gets a +1I automatically. Additionally the entire squad, including the Sergeant, may choose one bonus to their profile chosen from the following list as long as the bonus does not increase the Shadows characteristic above 4: +1WS at 3 points per model, or +1 I at 3 points per model.

Hunter Killers: 2pts
WS:6 BS:0 S:1 T:1 W:1 I:10 A:0 Ld:10 Sv:-

Special Rules:
This unit uses the Swarm and Jump Infantry.

Living Grenades:
These creatures have but one attack, that of the Electro-Magnetic Grenade, and each base gets to make 2 attacks with these grenades per turn. However no matter the outcome of their initial assault they the unit is declared destroyed as soon as it makes it’s attacks (and thus almost always before the opposing unit can attack back). If the unit is destroyed because it successfully made an assault then it does not count toward victory points, unless the unit was first reduced below 50% in which case it will still give up half its victory points. The assaulted unit cannot make a massacre or consolidate move.

Tiny:
The actual part that make up a hunter killer unit are so small that they are extremely difficult to hit. To represent this Hunter Killer unit gets a 4+ cover save. This save is not effective against blast of any size.

Symbiotes:
Hunter Killers arrive on other units of Phantoms or Shadows. Each Hunter Killers unit must be the same size as the unit it is attached to, thus if the Hunter Killers unit is attached to a 10 strong unit of Phantoms, then the unit of Hunter Killers must also be 10 strong. In any shooting phase where a unit with attached Hunter Killers may use its weapons (i.e. Not Pinned, didn’t use the Warp Phase Device, etc.) the unit can choose not to shoot its conventional guns and instead release any Hunter Killers that are attached to it. One Base of hunter Killers is place in base to base contact with each member of the squad they where attached to, they must then move up 12” like Jump Infantry moving at least enough that the unit they where attached and the Hunter Killers are both legally placed and in coherency. If any members of the unit that the Hunter Killers are attached to are destroyed before the Hunter Killers are released than an equal number of Hunter Killers are destroyed. Only one squad of Hunter Killers may be attached to any one squad.

Insignificant resources:
Up to 2 squads of Hunter Killers may be selected as a single Fast Attack Choice.

Heavy Support

Large Bio-Capacitor: 75pts
BS:- | Front:11 | Side: 11 | Back: 11

Limited Inelegance:
The Large Bio-Capacitor is simply a standard Bio-Capacitor fused with a Phantom. The Phantom is unarmed and neither he nor the Bio-Capacitor may ever move, but they may use the Warp Phase special rule.

Bio-Capacitor:
The Large Bio-Capacitor follows the Bio-Capacitor and Destruction of a Bio-Capacitor special rules.

Weapon:
For the purpose of the Vehicle Damaged Tables Large Bio-Capacitor’s are consider to be equipped with one weapon and the Warp Phase rule is lost if they are immobilized. If they lose their one weapon they lose the Bio-Capacitor rule, but not the Bio-Capacitor Destroyed rule. They ignore Shaken and Stunned results.

0-1 Warp Storm Device:
Small:25pts
BS:- | Front:10 | Side: 10 | Back: 10
Large: 50pts
BS:- | Front:11 | Side: 11 | Back: 11


Up to 3 Small and/or Large Warp Storm Devices may be selected as a single Heavy Support. The only difference between the two versions is that the Small version uses the Static rule and the Large Version must start in reserves and is deploy via Warp Phase rule (though it may never move after being deployed).

Static:
Bio-Capacitors much be attached to a squad of Shadows or Phantoms who have not already purchased a Bio-Capacitor from the wargear list, and both the Warp Storm Device and the Squad must start in reserves and arrive via Deep Strike, when they arrive place the Warp Storm Device in the center, and the place the infantry in a ring around it. Once the Warp Storm Device is deployed it cannot move or use the Warp Phase rule but the unit it deployed with is free to.

Unstable:
Warp Storm Devices are constantly phasing in and out of our reality and thus may ignore hits struck against them on a 2+ instead of a 5+. If a Warp Storm Devices is damaged and a result other than Stunned or Shaken is rolled, it triggers the Warp Storm special rule instantly (see Bellow).

Warp Strom:
During the Phantom Lords shooting phase on the turn after the Warp Storm Devise arrived it explodes triggering a localized Warp Storm that can cause horrific destruction. Remove the Warp Storm Devices and place a large blast marker centered over where it was just located. Resolve the large blast marker as if it where created by a Strength 10 AP1 Large Blast Weapon. Any unit that enters the radius of the Blast Template until the beginning of the Phantom Lords next turn is also struck by a Strength 10 AP1 weapon that hits automatically, though units under the template that are attempting to flee its effects are NOT affected a second time. On the beginning of the Second Phantom Lords Turn after the devise arrived the area covered by the large blast template is considered Dangerous and Difficult Terrain. On the beginning of the Third Phantom Lords Turn after the devise arrived the area covered by the large blast template is considered Difficult Terrain. On the beginning of the Fourth Phantom Lords Turn after the devise arrived remove the large blast marker and the Warp Storm Devices has no more effect. Once a Warp Storm Device goes off it gives its victory points to all opponents of the Phantom Lords.

Zanusiekk
21-12-2005, 20:28
I see a very strong list here, but I cannot seem to find any inherent weakness, apart from high point cost. I might have overlooked something here, so please tell me how you intend the army to play, and it might all become clear...
I'm afraid, though, that it suffers from a common malaise amongst home-spun armies: all the sthrength you could wish for, but very little of the inherent weakness that gives it character and makes it challenging (and fun) to play with...

Sounds like a cool idea, though, but needs something to really set it apart, because as it stands I get a very strong Necron vibe from it...

FireN.Brimstone
21-12-2005, 21:20
Quote has been edited:

I see a very strong list here, but I cannot seem to find any inherent weakness...

Well it's meant as a bit of a glass jawed list. Low stat lines (guard equivalent) with the only saving grace being the invulnerable save, which is a whooping 5+. The idea is to make a very mobile and characterfull army, but you pay for everything through the nose and most everything is very fragile. In addition any ability that is outside the "norm" for the race generally comes with a cost (dangerous terrain usually). Though I agree with you it has the potential to be quite strong (especially if your bold AND successful with a deep strike of 2 or 3 BS4 Phantom Squads with supported by Bio-Capacitors).

Would making the Arc Thrower Heavy solve the problem. That was my original designation, but it just seemed so limiting with all the deep striking the list can do, to then not be able to shoot when you land sounded like to much.

Also what seem parts of the list seem particularly strong to you and need to be toned down (I'm very willing to play with points or stats)?


Sounds like a cool idea, though, but needs something to really set it apart, because as it stands I get a very strong Necron vibe from it...

The original idea was Borg 40k style (or a bunch of tortured cyborg monstrosities that have lost their sanity to the constant pain of their existence who are teleported around the place and given very basic instruction by the sanest one of the lot). But the list itself was strongly influence by both Necron and ‘Nids (though the ‘Nid influence is less strongly shown as I don’t have a Page of Cyborg-morphs or something).

Plus the idea of an army that doesn’t use ships but just shifts to the warp to get from world to world appealed to me.

Zanusiekk
21-12-2005, 22:55
It's hard to tell without actual playtesting, of course, but I think I'm beginning to see where you're headed. I like the idea of different units augmenting eachother, forcing you to think about how you move.
One Idea that sprung to mind was to make the Bio-Capacitors more important to the army, not necessarily more powerfull, but more versatile. perhaps you could give all troops weak regular weapons and then turn the capacitor into a weapon upgrade: Make it so that all weapons in the vicinity of a particular capacitor become the type associated with it. That way, if the opponent destroys the capacitator, it leaves the squad wielding rudimentary weapons.
This would give some extra flavour to the army, and provide a tactical dilemma as to which weapon would go where. Note, though, that it would enable squads to switch weapon during the course of the game...

This would also help tone done my major gripe with the list: the ability to do multiple deepstrikes. They would still be possible, only not quite as powerfull...

It seems to be an interesting project, and I'm looking forward to seeing the final results:)

FireN.Brimstone
28-12-2005, 20:16
Well major update. The price per unit went down, but then their weapons got "worse." In general the rules are simpler (though if anyone can come up with a way to explain the Bio-Capacitor Chain that's not lame I would be in their debt), though still pretty complicated. In future version I should look to streamlining them down (and maybe removing the Shadow Special Rule, as it just seems overly complicated). The units, especially the shoot ones, are now far more dependant on the rest of the list to function, which is good as it tones them down some. I'm a little warred that the Warp Talon equipped warriors will therefore simply become the default, but I don't really know how to fix that without simply making them less cost effective, which is probably the route I'll have to take (as making the shooting one more cost effective is defiantly the wrong way to go). With Bio-Capacitors now as Wargear, I've increased the minimum squads size, and the maximum as well, to prevent people form just taking a few bare bones units with capacitors just so they can fit more into the list. Right now the biggest problem with the list to me is how utterly ineffective it will be at under 1500pts as you just need lost of stuff to make the list function properly, and most of it anti cheap. Still comment as you will, let me know what you think about the points, power of the weapons, downsides to abilities and upgrades (or lack their of), and anything else that comes to mind.

Oh question, should the Electro-Magnetic Grenades work as they do now for mind wipers or would be it better to simply say the template can start up to 4 inches away from the firing model, and does not effect anyone not under the template?