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Archived from groups: rec.games.miniatures.warhammer (More info?)
I may now be hunted down and slain in the street for reviving the Never
Ending RGMW Eldar Argument, but just another couple of ideas that came to me
recently. First, a special rule for Dire Avengers:
"Strafe: In the skilled hands of a Dire Avenger, a shuriken weapon unleashes
such a weight of fire that at very close ranges it is nearly impossible to
miss. A Dire Avenger may re-roll any failed 'to-hit' dice if the target is
within half of the maximum range of their weapon."
I know I've stolen the name Strafe from one of Phil's DA Exarch powers
(sorry Phil), but I feel the name suits this special rule too well to
ignore. A rule like this gives Avengers more of an edge over Defender
Guardians, especially up close where their improved armour and statline will
help them out, and emphasises their specialist role as short ranged anti
infantry gun troops. And potentially, yes, it would apply to the Exarch if
he's equipped with a shuriken pistol or shuricannon, obviously at BS5 its
only a slight improvement but better than nothing.
Secondly, a 'new' profile for the Death Spinner:
"Death Spinner: Range 12", StrengthX, AP-, Rapid Fire
Special Rule: Monofilament - A shot from a Death Spinner always wounds its
target on a 2+, regardless of toughness. Against any target with multiple
wounds, a to wound roll of a 6 with a Death Spinner means that the target
will be killed outright if it fails its saving throw, regardless of the
number of wounds it has remaining. A Death Spinner cannot be used against
vehicles"
The sharp eyed amongst you may notice that this makes the Death Spinner into
a ranged version of the Harlequin's Kiss. Considering that in the fluff
that's pretty much what it is, why not? It also moves the Warp Spiders
towards a more dedicated role in taking down high toughness creatures, and
away from the slightly ambiguous double role against a) tough troops and b)
light vehicles (even with AP-, a Death Spinner is a reasonable choice
against AV10 or 11). I like the idea that if a Death Spinner's monofilament
wire gets through your armour, then it doesn't matter what your toughness
is. Also, as the Warp Spiders are named after the tiny creatures which
protect the craftworld's wraithbone core from daemonic intrusion, making
them into the optimal choice against big nasties such as Greater Daemons
seems to fit perfectly. As if that wasn't enough, moving the DeathSpinner to
Strength X frees up that Strength 6 AP- profile that Phil and I both thought
would be ideal for the scatter laser.
Thoughts?
Tim
--
----------------
I love the smell of vomit in the newsgroup, it smells like...VICTORY!
Jim M - Usenet out-take
If you want to reply by email, replace the asterisks with underscores.
I may now be hunted down and slain in the street for reviving the Never
Ending RGMW Eldar Argument, but just another couple of ideas that came to me
recently. First, a special rule for Dire Avengers:
"Strafe: In the skilled hands of a Dire Avenger, a shuriken weapon unleashes
such a weight of fire that at very close ranges it is nearly impossible to
miss. A Dire Avenger may re-roll any failed 'to-hit' dice if the target is
within half of the maximum range of their weapon."
I know I've stolen the name Strafe from one of Phil's DA Exarch powers
(sorry Phil), but I feel the name suits this special rule too well to
ignore. A rule like this gives Avengers more of an edge over Defender
Guardians, especially up close where their improved armour and statline will
help them out, and emphasises their specialist role as short ranged anti
infantry gun troops. And potentially, yes, it would apply to the Exarch if
he's equipped with a shuriken pistol or shuricannon, obviously at BS5 its
only a slight improvement but better than nothing.
Secondly, a 'new' profile for the Death Spinner:
"Death Spinner: Range 12", StrengthX, AP-, Rapid Fire
Special Rule: Monofilament - A shot from a Death Spinner always wounds its
target on a 2+, regardless of toughness. Against any target with multiple
wounds, a to wound roll of a 6 with a Death Spinner means that the target
will be killed outright if it fails its saving throw, regardless of the
number of wounds it has remaining. A Death Spinner cannot be used against
vehicles"
The sharp eyed amongst you may notice that this makes the Death Spinner into
a ranged version of the Harlequin's Kiss. Considering that in the fluff
that's pretty much what it is, why not? It also moves the Warp Spiders
towards a more dedicated role in taking down high toughness creatures, and
away from the slightly ambiguous double role against a) tough troops and b)
light vehicles (even with AP-, a Death Spinner is a reasonable choice
against AV10 or 11). I like the idea that if a Death Spinner's monofilament
wire gets through your armour, then it doesn't matter what your toughness
is. Also, as the Warp Spiders are named after the tiny creatures which
protect the craftworld's wraithbone core from daemonic intrusion, making
them into the optimal choice against big nasties such as Greater Daemons
seems to fit perfectly. As if that wasn't enough, moving the DeathSpinner to
Strength X frees up that Strength 6 AP- profile that Phil and I both thought
would be ideal for the scatter laser.
Thoughts?
Tim
--
----------------
I love the smell of vomit in the newsgroup, it smells like...VICTORY!
Jim M - Usenet out-take
If you want to reply by email, replace the asterisks with underscores.