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| | #1 (permalink) |
| Senior Member Join Date: Sep 2003 Location: Miami, FL
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Rep Power: 77 ![]() | Anything with a (*) is an idea that would be the central thing that makes the HQ both expensive and unique. I usually put these on items that are too powerful to be coupled with much of anything else, but I still loved the idea. Special Weapon Ideas: Arms of Obliteratus* - Built-in arms that replace the original, human arms, these Warp-developed weapons of flesh and steel give their bearer +1A for having two close-combat weapons, count as master-crafted power weapons, and increase the bearer's toughness and wounds profile by +1. Furthermore, during his Shooting phase, the bearer may choose to use one of the arms as a shooting weapon at the cost of the +1A for having two CCWs. He may morph the arm into one of the following weapons: meltagun, plasmagun, storm bolter or heavy flamer. Restrictions Combined with the Weapon: Cannot ride in vehicles. Optional rules are counting him as a monstrous creature due to size of arms, and not allowing him to join other units, either out of fear or danger, except of course for his well-trusted retinue. Blade of the Castimonia - A master-crafted force weapon, a targetting machine spirit has been installed into it's hilt; it is directly linked to the targetting systems of the Inquisitor's Black Ship, The Castimonia. Once per game, if the bearer's army includes an Orbital Strike from the Witch Hunters codex, the bearer may designate either a new terrain piece or an enemy unit within 24" as the new focus for the orbital strike. The Orbital Strike scatters as per the normal rules, except it uses it's new target as the focal point. When this ability is used, the Orbital Strike may not fire in the following turn, and continues using the target designated at the beginning of the game afterwards. If the alternative target designated is beyond 24", the ability is lost and no adjustments are made to the Orbital Strike. Morningstar of the True Faith - An ancient weapon found in the catacombs of a cathedral planet built on the fringes of the human Imperium, the Morningstar is a master-crafted power weapon that grants +1S and +1I to it's bearer. Furthermore, any model that counts as either a Psyker or a Daemon and is involved in the same close-combat as the wielder is hit once by the weapon on a roll of 2+, regardless of the weapon skill of either the wielder or the psyker/daemon, and treats it's wielder as having a Strength attribute of 8. This special attack does not count against the wielder's normal attack limit, and strikes regardless of whether or not the daemon/psyker(s) are within 2" of the wielder itself. I'll be adding more ideas when I have the time, right now I need to get to class. Until then, please comment on the weapons presented, their pros or cons, how many points they should put on the pile when combined with relatively normal gear, etc. Many thanks in advance.
__________________ Every whisper of the future from the Warp speaks of a hundred battles lost, a thousand lives devoured and a million enemies born. -- Inquisitor Lord Babel |
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| | #2 (permalink) |
| Shadow Captain ![]() ![]() Join Date: Nov 2004 Location: Virginia, USA Age: 20
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Correct me if I'm wrong, but I believe this belongs more in the Rules Development forum than the Fluff forum. ![]() ~Thread moved.
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| | #3 (permalink) |
| Senior Member Join Date: Sep 2003 Location: Miami, FL
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Right then, although rule dev-posters seem a tad less "filled with fun" than the fluff-boyz. Alright then, brutal horde that is the Rule-Dev forumers, what do you think?
__________________ Every whisper of the future from the Warp speaks of a hundred battles lost, a thousand lives devoured and a million enemies born. -- Inquisitor Lord Babel |
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| | #4 (permalink) |
| Tactical Avante-Gard ![]() Join Date: Feb 2006 Location: Yeppoon, QLD, Australia Age: 22
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Well, I really like them all... Though the rules for the Force weapon are really confusing. Why have an Orbital strike focus on the guy you're standing RIGHT NEXT TO...?
__________________ Post your army lists in the ARMY LIST section! Not that hard! 48W/7D/11L |
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| | #5 (permalink) | |
| Senior Member Join Date: Sep 2003 Location: Miami, FL
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Rep Power: 77 ![]() | Quote:
The benefit of the once-per-game ability was to counter the movements of the enemy, as even skeptic players aren't too fond of sitting next to terrain pieces that bring S10/AP1 ordnance around them. Should I keep the draw-back of not using it the turn after, or can I leave that out and still have it not be overpowered?
__________________ Every whisper of the future from the Warp speaks of a hundred battles lost, a thousand lives devoured and a million enemies born. -- Inquisitor Lord Babel Last edited by Babel_Matrix; October 6th, 2006 at 05:09. | |
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| | #6 (permalink) |
| Tactical Avante-Gard ![]() Join Date: Feb 2006 Location: Yeppoon, QLD, Australia Age: 22
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The changes you proposed make a lot of sense now... Keep it like THAT and you'll do fine. Me likee.
__________________ Post your army lists in the ARMY LIST section! Not that hard! 48W/7D/11L |
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| | #7 (permalink) |
| Senior Member Join Date: Sep 2003 Location: Miami, FL
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Well then, now that the weapons haven't received any "wtf r u th1nk1ng?!!!11one" comments, let's take a whack at some other artifacts. Shroud of Cruento Xenos - At a glance, this tattered cloak seems to give no significant benefit, but a member of the Ordo Xenos knows it to be the blood-soaked cloak worn by the Inquisitor Lord of the Castimonia. Splattered upon it is the blood of seventeen different alien races, their seperate essences fused into it's fabric by the twisted psychic will of Lord Babel. Through his dark magicks, the shroud continues to collect the blood and fluids of aliens slain by his hand, granting him more slivers of alien knowledge with every murdered xeno. The Shroud, clasped around Babel with his ancient Rosarius, grants him a 3+ armor save, a 4+ invunerable save, and gives him the benefits of a psychic hood. The bearer of the shroud always hits Xenos on a 3+ in close-combat, regardless of respective weapon skills. Armour of Reflecting Truth - A suit of power armour that has seen over three centuries of narrowly-survived Warp-travel, this horrific suit is a mangled display of edges and spikes, many of them forming deformed depictions of skulls. Despite this twisted form, the surface of the armour is reflective and perfectly black, much like the hull of the Castimonia. Depending on the bearer's disposition, those who look into these reflective plates will witness either enlightenment through the True Word or a horrific demise at the hands of the bearer. The bearer of this armour is given a 2+ armour save and counts has constantly having the Will of the Emperor psyker ability active, as per the Witch Hunters codex. Furthermore, any enemy unit that has a model within 12" of the bearer counts has having -1 Ld, due to the reflected horrors found on the armor. The Will of the Emperor effect is treated as though the bearer used the ability each turn and automatically passed the perils of the warp Ld test. Restrictions Combined With This Artifact: The character would have no equipment that gives an invunerable save, since shooting would be the only non-restricted way to take this HQ out quickly.
__________________ Every whisper of the future from the Warp speaks of a hundred battles lost, a thousand lives devoured and a million enemies born. -- Inquisitor Lord Babel |
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