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Aspects of Khaine -- April Ideas of the Month 
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Lord General Of Khaine
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Aspects of Khaine -- April Ideas of the Month

The Seventh Edition is almost upon us, and with it shall come the new Army book for most races. Including a New Dark Elf Army Book.
We have only a certain amount of time to influence Games Workshop about what we, the players want in the new Dark Elf Army book.
Thus I am beginning to start up the Ideas of the Month Topic that people are more than free to contribute to and to post their own ideas in the relevant topic of the month.
These ideas may, or may not be accepted by Games Workshop it is entirely up to them to decide what they do with any of these ideas.
Having said this Anyone is more than free to send me a pm with ideas about the next ideas of the month but for now, let us start with the one thing that all the other elven Books have and what we do not have, Kindreds and Honours or in our Case.
Aspects of Khaine

Aspects of Khaine

Aspect of the Winged Predator: 25pts
Any Model with this Aspect always Strikes first, even if armed with a great weapon. If any other models have this ability then resorts to initiative order.

Aspect of the Kinslayer: 10pts
Any model with this Aspect Suffers From Eternal Hatred of the Enemy in the Same Way the Black Guard Hate Everything.

Aspect of the High Handed Executioner: 45pts
Any Model with this Aspect must fight with a Draich (Great Weapon) and cannot be mounted in anyway. However, they Gain Killing Blow on a 5+ to wound rather than a 6+ and Cannot be Armed with a Magic Weapon.

Aspect of the Avenger: 0pts (Must be taken by at Least one Character)
As Long as the Warrior with the Aspect of the Avenger remains alive at the End of the Battle, all Enemy Characters Slain in the Battle are Worth 50% more Victory Points than Normal, so For Example a High Elf Mage that Costs 180pts and is killed is worth 270 Victory Points.

Ok that is what I have done to start with feel free to comment on how these can be changed, improved etc. But also draw up your own create your own aspects for the Druchii to Comment on.
My Aspects have been taken from material from past Monthlies located here and here

Voodoomaster, Ideas Mod

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Last edited by Voodoomaster on Mon Oct 02, 2006 6:22 pm, edited 3 times in total.



Sat Apr 01, 2006 4:51 pm
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Here's one that came to mind

Aspect of the Black Cloud: 35 points
Druchii with the Aspect of the Black Cloud are constantly surrounded by strong winds and are followed by storm clouds black as midnight wherever they go. It is very difficult for projectiles to hit their mark under such conditions.
All ranged fire targeted within 6'' of a model with this aspect suffers a -1 to hit.

Better?


Last edited by Fingol darkwater on Sat Apr 01, 2006 7:13 pm, edited 3 times in total.



Sat Apr 01, 2006 5:01 pm
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Kinslayer: Underprized - eternal hatred costs at least 25 points (compare Heartseeker), possibly even more since you can combine it with a mundane or magic weapon.

Executioner: Underprized - you basically have an improved Swordmaster Honour (which is 50 points). Plus it is very similar to the DoDP.

Avenger: Is that meant as a Druchii pendant to Pure of Heart? It seems quite powerful for its (nonexistent) cost. If it's a mandatory cost-free upgrade it should come with a drawback, just as PoH in my opinion.

Black Cloud: Underprized - Scouting alone is 25 points, -1 to be hit by shooting for a whole unit is at least another 30 points or so (compare it to Sacred incense of High Elves from which I don't know the exact cost right now)



I would also like to see unique traits in the new Druchii army book - but "Aspects" are so very much like "Virtues", "Big Names", "Kindreds", "Honours" and whatnot. I somehow like my idea of Skills, Drills & Equipment for our infantry better. This would be something really unique and "contribute" more to our army. Just my two cents. ;)



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Sat Apr 01, 2006 5:16 pm
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how about:
aspect of the everlasting storm: 35
gets to make all attacks one last time after the model with the skill is killed

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Last edited by Lamehk the slavemaster on Sat Apr 01, 2006 8:36 pm, edited 1 time in total.



Sat Apr 01, 2006 5:39 pm
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I don't have the High Elf book on me right now, so I just calculated that cost from memory. I remembered that the Shadow Armour was about twenty points, so I got about fifteen points when I took out the armour save. I couldn't remember how much the sacred insence cost, so I just made it twenty five. Bad idea I see. I'll edit it.

I just browsed your Skills and Drills thread Cenyu, and it's a great idea. I would probably prefer that to Aspects/Honours.


Sat Apr 01, 2006 6:01 pm
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ok i think they all look pretty good but one i would think i have a decent idea.

aspect of the hunter: 30 points

gains scout special rule, can be deployed with shades, gets a poisened repeater crossbow

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Sat Apr 01, 2006 7:35 pm
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Cenyu wrote:
Kinslayer: Underprized - eternal hatred costs at least 25 points (compare Heartseeker), possibly even more since you can combine it with a mundane or magic weapon.

Fair point completly however, you must think that the Heartseeker is also a magical weapon whereas this is an Aspect of Khaine but yes, it does seem a little cheap, perhaps a points increase to 20pts perhaps. what do other people think?
Cenyu wrote:
Executioner: Underprized - you basically have an improved Swordmaster Honour (which is 50 points). Plus it is very similar to the DoDP.

The Swordmaster Honour Actually Costs 40pts, I am Editing another point above it so you cannot chose a magical weapon, but the Draich of Dark power is also a magical weapon, this cannot harm etheral creatures as well. plus you must also buy a Draich for it as well, which comes to a total cost of 49pts for a Noble and 51pts for a Lord.
Another point made is the fact that the Draich of Dark Power is Rediculiously Underpriced as it is, look at how much a +2 Strength Weapon costs and then look at the Touch of Death Skill in the Temple. you will see it is a Very Very Cheap Magic Item.
Cenyu wrote:
Avenger: Is that meant as a Druchii pendant to Pure of Heart? It seems quite powerful for its (nonexistent) cost. If it's a mandatory cost-free upgrade it should come with a drawback, just as PoH in my opinion.

Have you read the Fluff behind it? i did provide links to it and i think it fits marvously however perhaps a points cost is the best. What do other People think?
Fingol Darkwater wrote:
Aspect of the Black Cloud: 35 points
Druchii with the Aspect of the Black Cloud are constantly surrounded by strong winds and are followed by storm clouds black as midnight wherever they go. It is very difficult for projectiles to hit their mark under such conditions.
All ranged fire targeted within 6'' of a model with this aspect suffers a -1 to hit.

i Like this Actually fits well with the background fluff and it is a bit like the Standard of The Manflayers, i like it. the price seems good too.
Lamehk the Slavemaster wrote:
Aspect of the everlasting storm: 50
gets to attack one last time after the model with the skill is killed

a bit too expensive for one attack, but for all attacks. yes i like it alot please Clarify if it is for all attacks or for just one?

@Cenyu feel free to post your Skills and Drills here then, i see nothing wrong with having them in here perhaps for example as an Aspect of the Master or something for Khaine in his Guise of the Instructor of the Arts of Killing.[/quote]

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Sat Apr 01, 2006 7:45 pm
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On VM's behalf a repost of my Skills, Drills & Equipment idea:

Quote:
Each Dark Elf infantry regiment (Warriors, City Guard, Corsairs, Executioners, Witch Elves, Shades, Black Guard) may choose up to one entry from the section below for +x point per model.

Characters who join the regiment do not benefit from the boni.

Skills, Drills & Equipment:

Hardened veterans (+1 pt/mdl)

Veterans of countless battles these warriors won't falter in the face of a ten-fold outnumbering force.

Enemies never get the +1 bonus for outnumbering on their combat result when fighting a regiment with the "Hardened Veterans" skill. Note that they can still be auto-broken due to fear-causing outnumbering enemies.

Armourers (+2 pts/mdl)

The warriors of this regiment have been able to organize or loot the finest materials for their armour suits.

The armour save of the regiment is improved by +1.

(Not available for Witch Elves and Shades)

Poisoned Attacks (+2 pts/mdl)

Coating weapons with deadly toxins is a common practice among Khaine worshippers. In some cases the Temple grants access to some of its more common poisons to fanatical worshippers among the Witch King's armies.

All weapons of the regiment count as poisoned.

Slavers (+1 pt/mdl)

The warriors of this regiment are veterans of many slave raids and are adept at hunting down and capturing fleeing enemies even on the battle field.

For each model which is caught by this regiment during an overrun move the Dark Elf player gains 2 additional VPs. The bonus is lost once the regiment is broken in combat or wiped out.

(Not available for Witch Elves)

Ferocious Charge (+1 pt/mdl)

The battle lust of this regiment is reknowned even among Dark Elves! They are eager to meet their enemies in melee and will charge them with speed and determination.

The regiment adds +D3" to their charge move. Can't be stacked with the Banner of Murder. In addition they can't opt to restrain from a pursuit.

Beast Slayers (+1 pt/mdl)

It's mainly the warriors of Karond Kar who have developed an eye for the weak spots in the profile of many of the monsters during their service in the City of Beasts. On the battlefield they know how to put this knowledge to great effect when fighting bigger opponents.

The regiment may re-roll to-wound rolls against monsters.

Dark Steel Weapons (+1 pt/mdl)

Dark Steel is an ore mined from the area around Hag Graef. It's the perfect metal to be forged into the wicked blades the Dark Elves prefer.

All attacks made by the regiment count as armour piercing.

Exceptional Prowess (+1 pt/mdl)

Constant training and campaigning has augmented the skill of this regiment. They know how to use their weapons to the greatest effect.

The regiment adds +1 to their WS.
...
..
.

Basically there are dozens of further ideas imaginable as regimental boni...
_____________

Okay, without going into further detail on point costs/possible need for limitations or the blatant rip-off character from the IG codex, what do you think of this idea?

As a nation which is at almost constant war I think that this kind of military specialisation would fit our infantry really well - plus it would add a "unique trait" to our army - the ability to customize our infantry to fulfill specific tasks.

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Sat Apr 01, 2006 8:34 pm
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ive lowered the points cost for my aspect and clarified it.

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Sat Apr 01, 2006 8:37 pm
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glad the Black Cloud idea turned out okay. And the everlasting storm aspect looks pretty nice. Could be dead useful against character killers. Here's another that I thought up:

Aspect of the Ravening Beast: 60 points
There are few among the Brotherhood of Death that will willingly follow such an untameable aspect of their God. Those who feel they must follow it are reckless in their acts of terror, but are also some of the most effective and deadly of the adepts of Khaine. In order to survive, they must repress the Beast that lies within them and push it deep within their souls until it is time to release the murderous rage in an orgy of slaughter. However, keeping the Beast chained inside the mind will slowly drive all but the most determined insane and every time it is unleashed, it becomes harder to stifle again.

At the start of any Dark Elf turn, a model with the Aspect of the Ravening Beast may unleash their inner monster. If they choose to do so, the following effects last until the model is beaten in combat: The model is subject to frenzy. The model adds +2S, +1T, +1I, and +2M (if unmounted).

If the model is defeated in close combat all bonuses are lost and the Aspect can only be used again after passing a leadership test.

I think that the model should wind up attacking friendly units while using this Aspect but I couldn't figure out how to include it.


Sat Apr 01, 2006 9:06 pm
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The Aspect of the Mirrored Face, the High Handed Killer -(50 points?)

Assasains in this aspect have the peculiar trait that makes them make sure their target dies by his/her own hand, as the Mirrored Face never touches those it kills; they are said to take their own life at its approach.

Assasains only

The Assasain must issue challenges, and the opposing character must accept them. In challenges the Assasain does not attack normally. Instead the controlling player rolls 2D6 and adds the assasain's leadership to it, while the target rolls 2D6 and adds his character's leadership to it. If the target loses it takes a number of wounds equal to the number it fails by, ignoring armour saves. Ward saves may be taken as normal. Characters that are immune to pychology may roll 3D6 instead of 2D6.

The assasain may not attack rank and file troopers, however if the assasain has no-one to challenge the opposing troops have -1 leadership.


I though this might be rather... unusual, as well as being incredibly good at killing characters, while disdaining the scum troops. It does have the potential for a massive over-kill bonus, though. I'm not sure about price, as it has the potential to be lethal, but if kept away from characters does almost nothing.

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Sat Apr 01, 2006 9:30 pm
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Voodoomaster wrote:
Cenyu said:

Avenger: Is that meant as a Druchii pendant to Pure of Heart? It seems quite powerful for its (nonexistent) cost. If it's a mandatory cost-free upgrade it should come with a drawback, just as PoH in my opinion.



Have you read the Fluff behind it? i did provide links to it and i think it fits marvously however perhaps a points cost is the best. What do other People think?


Perhaps you could say if the Character with this dies then all your characters are worth 50% more VP's. Just a thought on evening it out...

Sean

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Sun Apr 02, 2006 7:25 am
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seanzala wrote:
Perhaps you could say if the Character with this dies then all your characters are worth 50% more VP's. Just a thought on evening it out...

that is an idea representing the failure of the character to avenge the crimes against Khaine. that should balance it out quite well i think? any other comments on it?

The Scorpion of Terra wrote:
The Aspect of the Mirrored Face, the High Handed Killer -(50 points?)
Assasains in this aspect have the peculiar trait that makes them make sure their target dies by his/her own hand, as the Mirrored Face never touches those it kills; they are said to take their own life at its approach.

Assasains only
The Assasain must issue challenges, and the opposing character must accept them. In challenges the Assasain does not attack normally. Instead the controlling player rolls 2D6 and adds the assasain's leadership to it, while the target rolls 2D6 and adds his character's leadership to it. If the target loses it takes a number of wounds equal to the number it fails by, ignoring armour saves. Ward saves may be taken as normal. Characters that are immune to pychology may roll 3D6 instead of 2D6.
The assasain may not attack rank and file troopers, however if the assasain has no-one to challenge the opposing troops have -1 leadership.

Rather Complex but i like the idea, it seems to fit in well however, it may turn the assassin into a rather powerful killing machine so perhaps another drawback is needed, the idea of not attacking rank and file has credit but perhaps losing the ability to scout as well? to represent they concentrate on fighting enemy characters rather than stealth.


Fingol Darkwater wrote:
Aspect of the Ravening Beast: 60 points
There are few among the Brotherhood of Death that will willingly follow such an untameable aspect of their God. Those who feel they must follow it are reckless in their acts of terror, but are also some of the most effective and deadly of the adepts of Khaine. In order to survive, they must repress the Beast that lies within them and push it deep within their souls until it is time to release the murderous rage in an orgy of slaughter. However, keeping the Beast chained inside the mind will slowly drive all but the most determined insane and every time it is unleashed, it becomes harder to stifle again.

At the start of any Dark Elf turn, a model with the Aspect of the Ravening Beast may unleash their inner monster. If they choose to do so, the following effects last until the model is beaten in combat: The model is subject to frenzy . The model adds +2S, +1T, +1I, and +2M (if unmounted).

If the model is defeated in close combat all bonuses are lost and the Aspect can only be used again after passing a leadership test.

I love this, its brilliant however it does need a little toning down as at the moment it is a little to powerful, but the cost is about right but i would have it at 50pts myself. Lose the +1 T IMO as the warrior is still an elf and can still be hurt in the same way. Also they should not be able to be mounted as if they have a beast inside them no mount would be able to bear them as they would be an almost kindred spirit. also, he shouldn't be able to carry a magic weapon as they should fight only with like assassin hooks or something.
As for Attacking Friendly units how about have him attack any unit he is with, have him attack at 1 attack with all his bonus's so basically if someone walks to close to him with the beast unleashed he grabs them by the throat and chokes them for example.

Voodoomaster wrote:
Aspect of the High Handed Executioner: 45pts
Any Model with this Aspect must fight with a Draich (Great Weapon) and cannot be mounted in anyway. However, they Gain Killing Blow on a 5+ to wound rather than a 6+ and they Strike in initiative order rather than Striking Last. Cannot be Armed with a Magic Weapon.

I Have Thought about this and now that i think back to it, it isn't quite right with the fluff in my opinion, followers of this aspect would devote themselves to precision not speed. i have therefore removed the strike in Initiative order as it doesn't fit with the background of this aspect.

keep the ideas coming guys

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Sun Apr 02, 2006 2:08 pm
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Quote:
I love this, its brilliant however it does need a little toning down as at the moment it is a little to powerful, but the cost is about right but i would have it at 50pts myself. Lose the +1 T IMO as the warrior is still an elf and can still be hurt in the same way. Also they should not be able to be mounted as if they have a beast inside them no mount would be able to bear them as they would be an almost kindred spirit. also, he shouldn't be able to carry a magic weapon as they should fight only with like assassin hooks or something.
As for Attacking Friendly units how about have him attack any unit he is with, have him attack at 1 attack with all his bonus's so basically if someone walks to close to him with the beast unleashed he grabs them by the throat and chokes them for example.


admitidly, I didn't think about what stats to give bonuses to for more than five minutes. I decided to make it as powerful as it was because the Ravening Beast Aspect would imo be more of a purely combatant aspect rather than a strategical one like the Avenger, Black Cloud, or Everlasting Strom. It'd be a lot more expensive to with some drawbacks (frenzy and movement 9? it's like shooting myself in the foot so I can throw a grenade at the enemy).

I chose toughness because, though I loath the thought of a T4 elf, this wouldn't be a normal elf. It would be a slobbering growling monster. It wouldn't necessarily be tougher per se, the sensation of pain would take longer to register so the elf with the aspect would be able to take a much worse beating than any normal elf (at least until he/she got their senses knocked back into them). I agree with not letting the model be mounted or take magical weapons. That would balance it a lot. Anyway, I changed it a bit, here's the revised version:

Aspect of the Ravening Beast: 50 points
There are few among the Brotherhood of Death that will willingly follow such an untameable aspect of their God. Those who feel they must follow it are reckless in their acts of terror, but are also some of the most effective and deadly of the adepts of Khaine. In order to survive, they must repress the Beast that lies within them and push it deep within their souls until it is time to release the murderous rage in an orgy of slaughter. However, keeping the Beast chained inside the mind will slowly drive all but the most determined insane and every time it is unleashed, it becomes harder to stifle again.

A model with this Aspect may not take any magic weapons. At the start of any Dark Elf turn, a model with the Aspect of the Ravening Beast may unleash their inner monster. If they choose to do so, the following effects last until the model is beaten in combat: The model is subject to frenzy. The model adds +2S, +1I, and +2M.

If the model is defeated in close combat all bonuses are lost and the Aspect can only be used again after passing a leadership test.

If a model with this Aspect comes in base contact with a friendly model, it must attack once if the Aspect is active.



Here's another pretty random one:

Aspect of the Murky Depths: 30 points
Several of our God's servants lurk beneath the water's surface, waiting to strike at all who are foolish enough to enter the unknown depths of Khaine. Some Druchii have been blessed by Khaine with gifts that allow them to live like Khaine's aquatic servants, resulting in some of the most mobile of the Witch-King's troops.

A model with this aspect and the unit it has joined may deploy within 3'' of any body of water. In addition, they may hide under water.


Sun Apr 02, 2006 7:34 pm
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The Aspect of the beast sounds an awful lot like good old Malus to me. As he's probably here to stay, I wouldn't copy his rules.

One of the strongest aspects of the Dark Elf Society is the 6 cities. So what I would like to see rather than aspects of Khaine (which would be severely unfluffy for any Slaaneshi among us), I would like to see city specific rules.

A good Example is the High-Handed Executioner, which would of course be Lineage of Har Ganeth. This could also make Executioners core troops.

Lineage of Naggaroth could be 18'' Leadership radius (25 points) due to their higher status in Druchii Nobility, and make Black Guard Special.


Lineage of Karond Kar (was this the beast or the Slave City?)
Beastlord (25) - Harpies and Monsters may use the Ld of the character, including Monster reaction tests. Must be mounted. Makes Harpies 0-1 Core.


Lineage of Hag Graef (the Slave city, if I misinterpreted, swap with Karond Kar)
The character and the unit he is in causes fear due to his reputation as a slaver.

Lineage of Ghrond (20)
Character and unit he is in gains MR(1)

Priestess of Khaine (see our Temple of Khaine army list) (10), gains frenzy, add. Hand weapon and Poisoned attacks. May not use armour. May use Skills&Poisons from the temple armoury. In the end, I would much rather see her as a hero choice instead of the Beast master.

What he hell was Clar karond about?

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Mon Apr 03, 2006 9:58 am
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Nekroskop wrote:
(which would be severely unfluffy for any Slaaneshi among us)

trying to tell me something are you ;)
but that is a fair point entirely and i think i should Clarfiy myself clearly now, this is not just for Aspects of Khaine. it is for anything to do with Hero Upgrades like the other Elven Races have, in their case honours and kindreds. and in the case of orges big names
Nekroskop wrote:
A good Example is the High-Handed Executioner, which would of course be Lineage of Har Ganeth. This could also make Executioners core troops.
Lineage of Naggaroth could be 18'' Leadership radius (25 points) due to their higher status in Druchii Nobility, and make Black Guard Special.
Lineage of Karond Kar (was this the beast or the Slave City?)
Beastlord (25) - Harpies and Monsters may use the Ld of the character, including Monster reaction tests. Must be mounted. Makes Harpies 0-1 Core.
Lineage of Hag Graef (the Slave city, if I misinterpreted, swap with Karond Kar)
The character and the unit he is in causes fear due to his reputation as a slaver.
Lineage of Ghrond (20)
Character and unit he is in gains MR(1)

these are again great ideas. with Naggaroth being the capital the extended leadership fits well, not sure about BG being special but perhaps remove the 0-1 but keep them rare?
Karond Kar (yes you got them right) i am sure many people would love to do and make them the beast lords.
the Same with the Hag another great idea.
as for Clar Karond, it is the Primary port of the Druchii.

Fingol Darkwater wrote:
Aspect of the Murky Depths: 30 points
Several of our God's servants lurk beneath the water's surface, waiting to strike at all who are foolish enough to enter the unknown depths of Khaine. Some Druchii have been blessed by Khaine with gifts that allow them to live like Khaine's aquatic servants, resulting in some of the most mobile of the Witch-King's troops.

A model with this aspect and the unit it has joined may deploy within 3'' of any body of water. In addition, they may hide under water.

hmm, i am not so keen on this one for the simple reason not everyone has water based features for their battle boards. although the idea behind it is good, i just don't think it is practical and i feel it would not be taken.

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Mon Apr 03, 2006 2:46 pm
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I've seen a lot of very good ideas already. I rather like the Lineage aspects. The ideas of Cenyu are nice too but I fear they might create too much overhead, especially if you give each unit one or more of these abilities. Perhaps you could make the upgrade apply to all similar units or only allow a few of them to be taken? I like the idea itself a lot, though.

I have two small ideas to add:

- Sorceress skills:

Weaver of Webs: (25 pts)

Decades, if not centuries, of practice with the volatile strands of Dark Magic has honed the expertise of the Sorceress to recognize hidden dangers. She can employ his knowledge to spring traps on unsuspecting magic users.

Once per game, the Druchii players can subtstract 1 of the score of a single die used to cast a spell.

Demonic Affinity: (25 pts)

Demons and sprites often linger near the Sorceress to feed of the leftovers of her spells. These creatures will attack anyone who loses control of a spell.

Once per game, when an opponent suffers a miscast, you can re-roll one or both dice. The second roll stands.

****

Another idea I had resembles the Doctrine system of the Imperial Guard of 40K. Basically, it would support themed armies by allowing a large selection of units in the army book while eliminating these choices that would be 'unfluffy'. The exact number of points would depend on the types of units allowed in the army book. I'll give a short idea of what it could be but obviously, it is impossible to get this together without some extensive playtesting.

Doctrine points: 10 pts
- Access to Temple units (assassin, With Elves, Cauldron): 6 pts
- Access to Cult units (Devoted, Anointed, Demons?): 6 pts
- Access to Special/Rare choice: 1 pt/choice

This rough system should allow you to field pretty much what you'd want without allowing 'unfluff' choices. It could be expanded to incorporate Cenyu's idea in the form of equipment/abilities or perhaps the Lineage-idea in the form of a 'Noble Blood'-option.

- Improved armour (Dark Elf Warriors wear heavy armour): 1 pt
- Enslavers (Any model overrun by Corsairs, Dark Elf Warriors or Dark Riders earn an extra 2 VP): 1 pt
- Poison (All Temple units count as having poisoned weapons): 2 pts
- Veteran Warriors (Core units gain +1 WS): 2 pts

One could also use this system to reflect past experiences of the army or its usual base of operations:

- Lustria (units may move an extra D3" through difficult terrain): 1 pt
- Northern Border (immune to fear and terror): 2 pts

Anyway, just an idea.

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Mon Apr 03, 2006 8:00 pm
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Being a devoted adept of our great lord Khaine, I would like to suggest a way to have an assassin as a lord choice. I am by no means experianced at creating new stat lines and balancing thier points, so feel free to edit my suggestions if you find them lacking.

--Aspect of the Murderer (Highborn Only)- 60 pts
-Character gains the Hidden and Leadership special rules of an assassin
-Increase WS and BS to 10, I to 10, and Movement to 6
-gains +1 attack
-May not wear armour or ride a mount, and may only purchase an additional hand weapon at +8 pts
-May select up to 100 points of magic items or upgrades from the temple of Khaine (this is in order to make up for the loss of armour, weapons and mounts)

I can see the potential problem of the fact that i may just be making another Shadowblade, and in that case, this may be a moot point, but i have always wanted to see what a Druchii Master Assassin could do.

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Mon Apr 03, 2006 10:12 pm
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For me, I see the Druchii honours system being aspects of Khaine, but for assassins only. My reasons for this are that firstly, it fits the fluff, seeing as it states that each assassin from the temple follows one aspect of Khaine, and also, it gives a possible solution to the "assassin problem", giving us an interesting character, but also a variable, versatile one, and it adds something to the list, while you have the noble for adding combat prowess and leadership, the assassin fufills specific roles (and you could customise it as a R&F or character killer with the aspects too. This is just my opinion, but I think it would give the assassin a job, as well as being interesting and fluffy, and you could still have something to represent the different cities for the nobles/highborn etc...

So now some of my ideas, we'll assume the assassin is the same as normal, with the option of Rxbow and KB as standard....

Aspect of the Kinslayer - 35pts
Model gets eternal hatred rule, and +1A and +1S. The model must use a spear, which will count as a hw (although in reality, the skill wielded with it counts towards the +1S).

Aspect of the High Handed Executioner - 40pts
Assassins with this aspect only are armed with a glaive, which counts as a halberd. They also gain killing blow on a 5 or 6. However, they may never be deployed as hidden. (May not be armed with a magic weapon or a repeater crossbow).
(Se

Aspect of the Black Cloud - 40pts
Spells cast within 12" are cast on a -1, and shooting within 12", or at a target within 12" is at -1 to hit. Models fleeing from the model get -1. These bonuses only apply if the model is on the table - ie. not hidden. Alternately, the model itself may choose either +1A, +1S or attacks and shooting against the model being at -1 to hit, chosen at the beginning of each Druchii turn, and lasting until the next Druchii turn.

Aspect of the Ravening beast - 45pts
May not take any magic weapons or repeater crossbow. May release their inner beast at the start of any Dark Elf turn, granting the model frenzy, +2S and +2M. It will keep these bonuses until defeated in combat, or by passing a Ld test. Also, it must pass a Ld test each turn, with an additional -1 each turn after the first.
(This one is basically Fingol's idea, with some extra penalties to make it slightly more like the fluff IMO, and also to balance it, giving it a powerful ability, but with extra risks, and without sending the pts cost up too high. I hope you don't mind me using your idea for this post Fingol).

Aspect of the Avenger - 30pts
Every model killed is worth 30 additional VPs and 50 for characters.

I don't know, they are probably a bit rubbish, but it's the idea that I was thinking of, assassins getting aspects to make them a bit more variable and therefore useful (my ideas probably haven't shown that, but oh well). Still, this is how I see it, but others' ideas are very good, and I think a city system or something for nobles or highborns could be good as well.

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i.e. move into position, huge ammounts of shooting, nobody gets killed.


Tue Apr 04, 2006 12:36 am
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@Voodomaster, yeah the Murkey Depths idea would kind of be a waste of ink in an army book. Maybe something to write about later though eh?

@Driachnyr Na Khaine. Though the idea of an uber assasin is great, I think that the assasin needs more utility rather than combat prowess. 100 points of magic items to spend on an assasin of that caliber would be almost godly.


@Liger, you make a good point about perhaps using the Aspects to get something more from the assasins, but imo Khaine's blessings extend to all devout Druchii, not just the assasins. The assasins should however, get their own Aspects just like the ones suggested for the Sorceress (which were pretty cool by the way SleekDD)


Quote:
Aspect of the Kinslayer - 35pts
Model gets eternal hatred rule, and +1A and +1S. The model must use a spear, which will count as a hw (although in reality, the skill wielded with it counts towards the +1S).


too much. Eternal Hatred is more than enough.

Quote:
Aspect of the Black Cloud - 40pts
Spells cast within 12" are cast on a -1, and shooting within 12", or at a target within 12" is at -1 to hit. Models fleeing from the model get -1. These bonuses only apply if the model is on the table - ie. not hidden. Alternately, the model itself may choose either +1A, +1S or attacks and shooting against the model being at -1 to hit, chosen at the beginning of each Druchii turn, and lasting until the next Druchii turn.


magical defense plus a much better ranged defense than what I suggested only for 5 more points? I'm not sure what about an omnipresent storm would give them an extra attack, greater strength, or protect them in close combat. I thought about making it 12'' when I first suggested this, but an entire 12'' worth of a -1 ranged penalty is terribly overpowered imo. With 6'' you have to be much more careful about where you position the model with the aspect. Maybe make it 8''. That'd balance it a bit, and so would losing the combat bonuses. The fleeing penalty is great though.

Quote:
I hope you don't mind me using your idea for this post Fingol


not at all :) I like what you did with the Ravening Beast, although the Black Cloud modifications could use some tweaking. However, instead of making the Ravening Beast harder to rile up each time a model loses it, I think that the model should become harder to control once the aspect is activated.


Tue Apr 04, 2006 2:42 am
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Principal Port, eh? OK

Lineage of Clar Karond/Reaver Captain 5/10 pts
Character gains a Sea Dragon Cloak as status symbol. (This should be forbidden for the other lineages - I have enough of every Druchii Noble on the table being a Corsair!)

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Tue Apr 04, 2006 1:33 pm
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@ Fingol: Yeah, excellent points. Here's some updates then. I also agree that assassins should get their own aspects as well as other characters, but I was just thinking that they are extremely Khaine based, but I suppose actually the other aspects apply to the normal Druchii especially as well...

Aspect of the Kinslayer should be sweet and simple, you're right. Perhaps 20pts would be ok? Maybe even less, but I'm not sure what to do about the weapon. Perhaps just let him be? Oh well, eternal hatred on its own for a cheap price is good...

Aspect of the black cloud should be redone, you're right. I don't really know what I was thinking, just that he could sort of choose whether to use the storm's power within himself, or release it. However, 8" range is good, and all spells cast within the range, as well as all shooting within or at a target within 8" is at -1, as is any fleeing if he is in the combat. 40pts should be ok for this I think.

For the ravening beast, I don't think I explained the ld test enough. Basically, every turn he takes a ld test, with a cumulative -1 modifier every turn after the first, and if it is failed the effect comes into play. Therefore, the longer you keep it bottled up, the more likely it is that it's just going to burst out when he may be in a bad position etc. Perhaps also add in these penalties for the second test to turn back?

@ Nekroskop: Your city abilities are really good IMO. I agree with the Clar Karond one also, even if it does make it a bit harder for us! Perhaps add in a small VP bonus for wiped out units etc, as he may be very good at slaving, raiding and plundering, and this represents the slaves he gets from captured units. One thing about the Hag Graef aspect though, I'm not really sure about the city, I think it does go in for a lot of slaving, but also it has a reputation for cold ones. However, also, I think fear is slightly redundant, as IMO nobles and highborn are often mounted, and many of these mounts cause fear. However, if it was cheap, then I suppose it would be fine, and it would also give some more power to a DR or DP mounted noble. I think there are also quite a few mines which slaves work in, so perhaps the ability to take mundane armour and weapons for free could balance this (naturally, the cost should stay very cheap or the free equipment would be negated by the cost).

I do like Sleek's aspects too, I think some anti magic ones would be good, and they do fit with the fluff, especially the malevolent sprites.

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"Purrrrr...."

Venkh wrote:
I wish i had been told about the "A-Team effect" that druchii experience with their shooting.

i.e. move into position, huge ammounts of shooting, nobody gets killed.


Tue Apr 04, 2006 3:17 pm
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For me, Aspects should be like the Wood elf ones, in that the aspects marks the character out as part of a specific group. Thus my proposed kindreds would be simple:

Executioner of Har Ganeth = 10pts
Gets Killing Blow, a GW and HA. May not take any other equipment, nor be mounted on anythign other then a Chariot.

Black Guard = 45pts
Gets HA, Eternal Hatred and the Stubborn Rule (confers it to any unit he joins). May not take a SDC nor be mounted on anything other then a Chariot.

Corsair = 20pts
Gets a Sea Dragon Cloak. May not be Mounted. Any unit of Corsairs he joins may move through difficult ground as if it were open ground.

Scout = 20pts
Gets Light armour and a poisoned Reapeter Crossbow. Must either be mounted on a Dark steed, in whcih case he gains the fast Cavalry rule and a Spears, or be made a shade, in which case he gains the scout rule and two poisoned hand weapons. The character may not take any additional equipment, nor be mounted (unless he takes the Dark Steed option)

Witch Elf = 10pts
Gains Frenzy, 2 Poisoned Hand weapons, and has MR(1), which is passed on to any unit she joins. May only join witch elf units, and benefits from the Cauldron as per Witch Elves. May not take any upgrades

If undedicated may take all the usual things except may not take a SDC.
Additionally the magic tiems and TOK list should have certain items only availible to certain "kindreds" like the executioners axe is only for executioners, and loads of fancy poisons only for with elf stuff

Ras

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Tue Apr 04, 2006 4:08 pm
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Nekroskop wrote:
I have enough of every Druchii Noble on the table being a Corsair!)


Well the SDC is the Druchii way to gain good armour saves - mind you, we don't have items which let you re-roll failed armour saves so I think the SDC should be rather a "common" item for our heroes.

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Wed Apr 05, 2006 9:36 am
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In my book, 2+ is a good enough save for an elf. I never understood why we get the no brainer option of an improved Full Plate.

It is a nice idea for corsairs, but as I said - not all of our Heroes are corsairs, that's the point!

I was thinking about the "Light Infantry" rule for corsairs (was in one of the Campaign lists), but this is not fitting into this topic of the month. The moves unhindered thorugh terrain could be a good idea to complement this, but then I hope for revised terrain rules in 7th anyway.

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Wed Apr 05, 2006 1:03 pm
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