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Codex: Errant Falcons


Chengar Qordath

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I believe you mean Falcon Punch!

A true Falcon Punch would be a bit OP :P

 

If you're thinking about adding an extra CCW for the dread, why not an option to upgrade one (or both) DCCWs to Seismic Hammers? Simple but fun.

 

On the note of Jump Jets, I'd suggest just going for something which mirrors Jump Infantry's interaction with Terrain (I'd added a similar option to the Custodes Dreads, Jump-jets :P, used the wording "In both the Movement Phase and while running, this model ignores friendly models, enemy models, difficult terrain and dangerous terrain, unless its move starts or ends upon them, in which case this model must take a Dangerous Terrain test.")

 

Frost Field's pretty good ruleswise, not unbalanced (could do with being a bit cheaper). For consistency, though, maybe make it into a powered up Cryo Grenade? (Forcing all base contact models to take an initiative test, not just one.)

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A powered up cryo grenade would be a bit hit-or-miss; after all, with most infantry squads only the fist-sergeant is capable of really hurting a dreadnought (well, krak grenades do have a 1/36 chance of scoring a glancing hit). Plus, the current frost field helps with getting bogged down by hordes, which has always been an issue for Dreadnoughts. I am considering switching it from Strength 4 to Strength X (poisoned 4+) though, to keep it more consistent with other ice-weapons.
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Point, Cryo wouldn't be much good on a dread. Poisoned 4+ would certainly match up better with Frost Blades.

 

On the note of ice-weapon consistency, such weapons seem to be getting pretty common in homebrew now! Might be worth starting a separate topic at some point to bat it around with the various writers who're tapping into the idea. Not to the goal of having one singular standard, but to collaborate on a set of 2-3 "Ice" effects, such as how flame weapons (flamer, melta, various obscure bits) have their own unique lil' quirks. I'll probs but a topic for that up later tonight/tomorrow.

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On the note of ice-weapon consistency, such weapons seem to be getting pretty common in homebrew now! Might be worth starting a separate topic at some point to bat it around with the various writers who're tapping into the idea. Not to the goal of having one singular standard, but to collaborate on a set of 2-3 "Ice" effects, such as how flame weapons (flamer, melta, various obscure bits) have their own unique lil' quirks. I'll probs but a topic for that up later tonight/tomorrow.

Could have potential; the three ice effects I'm using are counts-as poisoned, slowing an opponent down/denying them actions (Cryo Grenades) and creating areas of difficult/dangerous terrain (an ability on Capt. Turpin, who's a cryo-weapon specialist).

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Since I mentioned him, here's the beta-version of Turpin; he still needs fluff, a point cost, and might need a bit more polishing.

 

Captain Arcturus Turpin
Captain Arcturus Turpin 6 5 4 4 3 5 4 10 2+/4+

Captain Arcturus Turpin {HQ}.......... X points
  • Jump Infantry

  • 1 Captain Arcturus Turpin

  • Artificer Armour
  • Iron Halo
  • Almace
  • Storm Bolter with Cryo Ammunition
  • Frag, Krak, and Cryo Grenades
  • Jump Pack

  • Unleashed Fury
  • Descent of Angels
  • Armour of Contempt
  • Independent Character
  • Battlefield Commander
  • Frost Reaver

 

Almace: A massive two-handed blade that contains a particularly potent cryogel compound. Almace is a power weapon with the Poisoned (3+) rule.

 

Frost Reaver: All Frost Falchions in an army including Captain Turpin count as master-crafted, and any bolt pistols, bolters (including the bolter portion of any combi-weapon), and storm bolters in the squad he is attached to gain cryo ammunition.

 

Frozen Landscape: Because of Turpin's fondness for cryo-weaponry, much of the area surrounding him will is almost inevitably coated in a thin layer of frost within minutes of his squad's arrival. enemy units treat any terrain (even clear terrain) within 6" or Turpin and any squad he is attached to as both difficult and dangerous terrain.

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Captain Arcturus looks pretty solid, not much to say. It might be worth fiddling with the "All Frost Falchions are Master-crafted" bit - it's characterful, but it'd be kinda a pain in units with lots of Frost Falchions, since each models attacks would then have to be rolled individually. Maybe any model with a Frost Falchion has Preferred Enemy for the first round of combat it's in? (Arcturus overloaded the weapons before the battle, the overload wearing off quickly.)

 

Still, Master-crafted is only really a problem for Kestrel Knights, and even then, the same approach was taken by the Sang. Guard an Vulkan He'stan, so there isn't a huge reason to change it.

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