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30k Community Relics


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#1
kitwulfen

kitwulfen

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The new relics in Conquest are a mess of sloppily written and poorly balanced rules.  So let's replace them!

 

We should probably come to a consensus on whether we're trying to design cheap, sane wargear, or wildly expensive and wildly powerful wargear.

 

 

Starting off, I had a couple ideas:

 

Combat Augment Array (Legion and SA only) - 30 points

At any point, the bearer of this relic may declare that they are activating the array, and must then immediately take a toughness test.  Should they fail, they immediately take a wound with no saves of any kind allowed (including FNP) and suffer -1 T for the rest of the game.  Should they succeed, they may then choose the result of any single die in a roll they are about to make.  The array may be activated multiple times to choose the result of multiple dice before the bearer makes their roll, requiring a separate toughness test for each activation.  The Combat Augment Array may not be used for its associated toughness test or for rolls on the above table.  The Toughness penalties are cumulative throughout the game, and do affect instant death thresholds.

 

 

Reasoning:

1. Restrict it from being used by the Mechanicum, as they will have an unfair advantage when it comes to the toughness tests.

2. Force players to choose whether they use it before they roll, so that they don't get to try their luck and then only activate the array if their dice results suck.  It's a dangerous double-edged sword, that you must accept the risks of before you gain the benefits.

3. Remove the chance for it to kill you outright through the multiple toughness tests, but still keep it dangerous to use.

 

 

 

Indomitan Mantle (Imperial Fists Only) - 35 points

The Indomitan mantle grants the bearer the Eternal Warrior USR, as well as +1 to any invul save they may have (to a maximum of 3+).  If they do not currently have an invulnerable save, they gain a 5+ invulnerable save instead.

 

 

Reasoning:

1. 3+ vs melta only is a little naff

2. Relic was overpriced for what it does.  Now, going by other pricing

-5 points more expensive than salamander mantle + refractor field

-Indomintan Mantle + Refractor Field same price as salamander mantle + iron halo

-Indomitan Mantle + Iron Halo 5 points more expensive than salamander mantle + dragonscale SS + IH

 

It's a good bargain at those prices, as well as allowing a character to gain a bonus attack for 2 weapons by not being a storm shield.  The power level is nothing new or surprising, and its value is limited by being a one-per-army relic.



#2
kitwulfen

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A few more ideas.

 

 

Cataphractii Primus (Sons of Horus Only) - 25 points

May only be taken as an upgrade for an independent character in Cataphractii Armor.  In addition to the normal rules for Cataphractii armor, grants the Eternal Warrior USR and may reroll one failed invul or armor save per game turn.

 

Reasoning:

1. Cleaner implementation than in rulebook, is now purchased after a Praetor/Centurion takes the Cataphractii wargear option in their entry.

2. The +1 T vs shooting is going to be useless in a majority of situations.  Replaced with a more powerful rule, overall cost increased to account for the power of a rerollable save.

 

 

Grav Gauntlet (Iron Hands Only) - 40 points

 

Template, Str *, AP3, Assault 1, Concussive, Graviton Pulse, Haywire, Ruination

 

Ruination as it appears in the book.  Add an additional rule stating that if used for overwatch fire, the assaulting unit counts as charging through difficult/dangerous terrain as per the Graviton Pulse rule.

 

Reasoning:

1. Assault 3 haywire template?  Are you censored.gif daffy, mate?

2. Rules clarification for the interaction between graviton pulse and overwatch fire with a template weapon, where the templates are not actually placed (thus denying one of the major benefits of a graviton pulse weapon).


Edited by kitwulfen, 04 December 2014 - 09:44 PM.


#3
kitwulfen

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I thought Nehekare and depthcharge were going to join me here, as they had some rules suggestions for relics from their own legions, but no dice yet.  Continuing on with my thoughts:

 

Lucid Blade (Emperor's Children Only) - 30 points

Range - , Str +1, AP2, Melee, Master Parry, Specialist Weapon

 

Master Parry is as it appears in the rulebook.

 

Reasoning:

1. The description definitely makes this weapon fit as a Paragon-level blade, and AP3 is a huge drawback when TDA/AA are so widely available.  So, it deserves AP2 to go with it's Paragon-like Str +1 and Specialist Weapon bonuses.

2. Price reduced.  When we look at it as a Paragon-blade-like item, we see that, for one, it lacks Murderous Strike. And for two, its other special rule only comes into effect when we trade attacks.  If we look at another piece of wargear, the Dragonscale SS, it is another item that improves your invul at the cost of an attack (coming from having two CCW, in the SS's case).  In that comparison, the Lucid Blade was grossly overpriced.

 

 

Gladius Invictus (Ultramarines Only) - 40 points

Range -, Str +1, AP 2, Melee, Shield-Mocker, Duelist's Edge

 

Shield-Mocker is as it appears in the rulebook.

 

Reasoning:

1. This is another weapon that should be a Paragon-blade alternative (or upgrade), but whose lack of AP2 would make it ultimately useless on any sort of serious melee character.  So, Rending and AP3 have been traded for AP2.

2. I do not feel that any other changes are necessary to keep this weapon competitive.  While it lacks Murderous Strike, it has two bonuses that make up for it, and a third that may rarely come into play.  The first is the lack of specialist weapon (meaning extra attacks are easier to come by), the second is Duelist's Edge, and the third is shield-mocker.  Shields aren't terribly common, so I don't value Shield-Mocker especially highly, but the first two give this blade a definite edge over a Paragon blade that should be account for in price.

 

 

Burning Claw (Space Wolves Only) - 40 points

Range -, Str User, AP 1, Melee, Shred, Specialist Weapon, Master Crafted, Armourbane

 

Reasoning:

1. Going a little off the reservation here, but they talk about these being some kind of fusion claws, and it has armourbane normally - so now it's got AP1.  I feel like this weapon needs a buff similar to the Lucid Blade and Gladius, so AP2 would be indicated, but the extra specialization into anti-armor through Armourbane and AP1 gives this weapon a unique role to help separate it.

2. Str reduced from +1 to User - it already has Shred and Master Crafted to help generate more wounds, and these are actually more valuable than a simple +1 str in most situations.  Shred by itself is superior to +1 str up until we talk about wounding T6+ (at which point, str4 shred falls behind str 5 by ~3%).  The weapon can still threaten Land Raiders/Spartans, but I don't think it was really meant for that in the first place as the +1 str doesn't make a huge difference when it comes down to that.  Average roll will still penetrate rear armor on Rhinos/Predators/etc, need to roll a little above average to take AV12/13 on dreadnoughts, but the AP 1 will really put the hurt on them when you do.

3. Name changed from Claws to Claw.  Claws implied a pair, but the rules (indicated by the inclusion of Specialist Weapon instead of Paired or similar) is for a single one.

 

 

Nostroman Mancatcher (Night Lords Only) - 20 points

Range -, Str +2, AP3, Melee, Two-Handed, Ensnare

 

Ensnare is as it appears in the rulebook.

 

Reasoning:

1. I don't want to seem like I'm picking on Night Lords here, but I thought this weapon did not need AP2.  Ensnare seems defensive/controlish in nature, something you put on a support character (like your Primus Medicae) in an assault while someone else does the killing.  I also didn't want to give it rending, as I didn't want to step on the proverbial toes of the chainglaive.

2. I did feel like, being Two-Handed, it needed a higher strength bonus.

3. Lacking AP2 or the prospect of additional attacks (because of twohanded), I thought the price needed a significant reduction.


Edited by kitwulfen, 06 December 2014 - 06:47 AM.


#4
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Raven Guard? I would just change it to AP2 and I would consider it over a Paragon Blade.

It's a well known fact among the Primarchs that nobody can defeat Guilliman with his back on the ground. Not Kor Phaeron, not Alpha Legion assassins...
 
Angron and Curze are only lucky he was awake. If he was on his back, it's time they had the big sleep.


#5
kitwulfen

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Raven Guard? I would just change it to AP2 and I would consider it over a Paragon Blade.

 

I suppose that depends on whether you think it's a weapon meant for a face-punching Praetor, or something you put on a Centurion for beating up sergeants.  I personally tends towards the latter, I don't think it's actually meant to compete with the Paragon Blade.  I think it's meant for trying to break squads in melee and win combat so you can sweep them.  In that role, I think it works fine with AP3, but it would need a cost reduction like the Mancatcher.

 

I might go back and redo the Combat Augment Array.  I think I've since decided that my suggestions will be towards making all the relics sensibly priced and sane, rules-wise, and also trying to keep to what I feel is the original intent of each relic.  Given the email response people have gotten regarding the Combat Augment Array, I think I could/should rebalance it for only a single guaranteed 6.

 

Fractal Harrow-Blade (Raven Guard Only) - 20 points

Range -, Str +1, AP3, Melee, Rending, Bloody Ruin

 

Bloody Ruin is as it appears in the rulebook.

 

Reasoning is as above.  I think this is a fine weapon as-is, it just needs to not cost an arm and a leg for what is really a glorified power sword.  I think it should work well on a support HQ.

 

 

Photonic Blade (Blood Angels Only) - 55 points

Range -, Str +3, AP2, Melee, Deflagrate, Blind, Two-handed

 

Reasoning:

1. The fluff makes it clear that this is a massive, heavy, two-handed weapon.  Yet it lacked the Two-handed rule.  This is also intended to limit maximum attacks for reason 4.

2. Str increased to +3, Fleshbane removed.  This keeps most to-wounds at a 2+, removes the minor penalty from killing things that have cybernetic resilience, leaves s8+ attacks in the realm of the unwieldy, and permits the wielder to engage walkers with some hope of success.

3. Fear removed.  I have no idea why a shiny sword would ever make a marine afraid.  They're pretty much used to that sort of thing, I would think.  It's absurd to think they would run away from a sword.  A primarch, sure, a sword, no.

4. Soul Blaze exchanged for Deflagrate.  Soul Blaze doesn't even make MEQ armies sweat.  Deflagrate on AP2 makes them cry.

5. Price increased because this is some strong mojo.

6. Yes, this is me doing what they should've done, and drawing the obvious parallel between the 40k Burning Blade relic and what it may have been in 30k.

 

 

The Parthinian Serpent (White Scars Only) - 25 points

Range 24", Str 6, AP 2, Heavy 1, Skyfire, Precision Shots, Interceptor, Pinning, Preternatural Targeting

 

Preternatural Targeting is as it appears in the rulebook.

 

 

Reasoning:

1. I may think this weapon is absurd in visual concept, but I'm not a White Scars player.  Maybe a White Scars player WANTS an energy bow.  Well, they can go ahead and have one.  There isn't anything overpowered about the rules on this.  The thing that holds it back (like most ranged weapon relics) is the price.  So, the Relic receives no changes besides a significant price cut.

 

 

The Blind Helm of the Black Judges (Iron Warriors Only) - 40 points

Range 12", Str 5, AP 3, Assault 6

 

The Blind Helm is used to make Overwatch attacks only, and these are resolved at the bearer's full Ballistic Skill.  The Blind Helm also incorporates an Augury Scanner and Cognis-Signum.  Models wearing Terminator Armor may not be equipped with a Blind Helm.

 

Reasoning:

1. I know Nehekare wanted this to essentially be Master-of-Signal-in-a-relic, but I disagree... slightly.  I believe FW was right to lock the MoS's Bombardment behind an additional HQ tax, as it was simply too punishing in a low point game.  However, I also believe IW deserve some kind of support/gunnery HQ option within their basic rules.  So the Helm is now designed for a Centurion who is joined to a Havoc squad.  It provides Overwatch fire to help protect such a squad from assault, as well as the Augury Scanner and Cognis-Signum options from the Master of Signal.

2. I've also specified that it cannot be used by models in TDA.  This follows with the MoS-light theme, as well as fitting the STC fluff (it works on power armor, but has compatibility issues with TDA.  IMO, at least).

3. I've reduced the RNG of the overwatch fire, 2d6 to 6.



#6
kitwulfen

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Void Shielding Array (Universal) - 40 points

 

A Void Shielding Array may be purchased for any vehicle or superheavy vehicle that does not already have its own form of shielding (Atomantic Shielding, Flare Shield, Ion Shield, etc) or the Unstable Reactor rule.  The equipped vehicle gains one Void Shield (with all the normal rules, etc) that extends six inches from the hull, and protects any model wholly or partially beneath the shield against attacks originating from outside it.

 

 

Reasoning

1. The void shielding harness was interesting, but ultimately a really bad value.  You can get the void shield fortification for a very similar price, and it's quite a lot better.  So whatever happened, this needed a major buff.

2. None of the original equipment was for vehicles.  I'm wary of crowding things/duplicating purposes, so I wanted to go off the reservation here and make a bit of wargear for a vehicle.  I want this thing to help make talons of standard dreadnoughts a thing, maybe help artillery squadrons in larger games, etc.  It could even help make cool things, like turning a standard mortis dreadnought into a walking fortress, protecting a squad of infantry around it with its own void shield.

 

 

Combat Augment Array (Legion and SA only) - 30 points

At any point, the bearer of this relic may declare that they are activating the array, and must then immediately take a toughness test.  Should they fail, they immediately take a wound with no saves of any kind allowed (including FNP) and suffer -1 T for the rest of the game.  Should they succeed, they may then choose the result of any single die in a roll they are about to make.  The array may only be used to choose the result of a single die in the next roll per activation, regardless of how many dice are rolled.  The Combat Augment Array may not be used for its associated toughness test or for rolls on the above table.  The Toughness penalties are cumulative throughout the game, and do affect instant death thresholds.

 

Reasoning:

1. Same as everything in the first post, but nerfed it down to only permit it to affect a single D6 in each roll, so you can't have a Bike Praetor going for multiple Murderous Strikes at once.  I still would like to allow players the chance to activate the array multiple times per game, so that they can weigh the risk/reward each time they do so.

 

 

Cortica Primus

As it appears in the rulebook, but may be taken by any Character with Cybertheurgy.

 

Reasoning:

1. Just fixing the fact that there are no ICs with Cybertheurgy, and thus this relic was useless.  Rather than have it grant Cybertheurgy to whomever takes it (or anything equally silly), just fix the fact that it could only be taken by ICs.