Zmyeevich
31-03-2014, 23:00
In the coarce of a friendly campaign, my chaos Terminator Lord Tarquinius have gotten his hands on a scroll that enables him to bind and use daemonhosts. The daemonhosts in C:GK however are patheticly bad, so we made up some new rules for them, for use in our campaign. The rules for it are as follows:
number of daemonhosts = 0-2, Elite choice
WS
BS
S
T
I
W
A
Ld
save
4
4
4
4
5
3
3
10
-
Special rules:
4++ invulnerable save, fear, independent character (may only join Tarquinius or a unit of 10 chaos cultist, or walk alone).
Repossession
If joining a unit of chaos cultist, the daemonhost can reposses a cultist instead of dying on a 2+. The chaos cultist is then removed, and the daemonhost replaces him with 1 W remaining. This cannot be used, when death is a result of a failed leadership test (from "the fickle nature of the daemon")
The fickle nature of the daemon
The daemonhost always passes fear, pinning and morale checks.
If the daemonhost loses an assault, it must take a leadership test, including any modifiers.
If the test is passed normaly nothing happens, the deamonhost remains locked in combat.
If the test is passed with double 1’s, the daemonhost regains all wounds lost in that fight subfase.
If the test is failed, the daemon is released from the host and the daemonhost is removed as a casualty.
If the test is failed by a double 6’s, the daemonhost is released and takes vengeance upon it’s master. The daemonhost makes a a shooting attacks towards the nearest friendly unit with both of it’s shooting profiles before being removed as a casualty.
Power of the daemonhost
In each phase (movement, shooting and assault) choose one power from the table of that phase. The same power cannot be used in two consecutive turns. Powers can only be activated in the controling players trin and only lasts for that playerturn.
Powers of Movement
Teleport, 24” scatter d6.
Move through cover
Rebind form. If the daemonhost remains staionary in the movement fase, it may attempt to regenerate a wound lost earlier in the battle. This happens on a 4+ roll made instead of moving
Powers of Shooting
fleet
S5 AP5 Assault 4 range 18
S8 AP1 Heavy 1 range 18
Powers of Melee combat
the daemonhost may lower it’s S by 1 & increase T by 1 or lower it’s T by one & incrase S by 1. Only in that fight subfase
Attacks made by the daemonhost ignore armour saves
For each wound saved by the daemonhost in close combat, the unit that caused the wound suffers a S3 AP4 hit
How should such a unit be costet in your oppinion?
number of daemonhosts = 0-2, Elite choice
WS
BS
S
T
I
W
A
Ld
save
4
4
4
4
5
3
3
10
-
Special rules:
4++ invulnerable save, fear, independent character (may only join Tarquinius or a unit of 10 chaos cultist, or walk alone).
Repossession
If joining a unit of chaos cultist, the daemonhost can reposses a cultist instead of dying on a 2+. The chaos cultist is then removed, and the daemonhost replaces him with 1 W remaining. This cannot be used, when death is a result of a failed leadership test (from "the fickle nature of the daemon")
The fickle nature of the daemon
The daemonhost always passes fear, pinning and morale checks.
If the daemonhost loses an assault, it must take a leadership test, including any modifiers.
If the test is passed normaly nothing happens, the deamonhost remains locked in combat.
If the test is passed with double 1’s, the daemonhost regains all wounds lost in that fight subfase.
If the test is failed, the daemon is released from the host and the daemonhost is removed as a casualty.
If the test is failed by a double 6’s, the daemonhost is released and takes vengeance upon it’s master. The daemonhost makes a a shooting attacks towards the nearest friendly unit with both of it’s shooting profiles before being removed as a casualty.
Power of the daemonhost
In each phase (movement, shooting and assault) choose one power from the table of that phase. The same power cannot be used in two consecutive turns. Powers can only be activated in the controling players trin and only lasts for that playerturn.
Powers of Movement
Teleport, 24” scatter d6.
Move through cover
Rebind form. If the daemonhost remains staionary in the movement fase, it may attempt to regenerate a wound lost earlier in the battle. This happens on a 4+ roll made instead of moving
Powers of Shooting
fleet
S5 AP5 Assault 4 range 18
S8 AP1 Heavy 1 range 18
Powers of Melee combat
the daemonhost may lower it’s S by 1 & increase T by 1 or lower it’s T by one & incrase S by 1. Only in that fight subfase
Attacks made by the daemonhost ignore armour saves
For each wound saved by the daemonhost in close combat, the unit that caused the wound suffers a S3 AP4 hit
How should such a unit be costet in your oppinion?