Character Defined Armies- The Remake


Alright, I'm back to re-jig Shrike and Vulkan a bit. First off, some things to note.

I'm keeping their current statlines, points costs and wargear. On to the first patient:


Kayvaan Shrike:

The Problem: Everything? Fleet? Even stuff that really shouldn't be able to?

The Solution: All special rules are the same with the exception of Chapter Tactics, which is amended to the following:

"If you include Shrike in your army then all units in your army lose the Combat Tactics special rule and all units with Jump Packs and Scouts in the army gain the Fleet universal special rule."

This is much more fitting with the Raven Guard fluff, and gives more of a theme to the army. The vision here is a Raven Guard recon force bolstered by jump pack reinforcements.

Shrikes Wing: If Shrike takes a Command Squad they may purchae Jump Packs for +50 points for the entire squad.

I'm including this because I don't see why it wasn't included in the first place.



Vulkan He'Stan:

The Problem: Twin linked melta guns for all or a sometimes useful rule? Hmm...

The Solution: Again, all rules are identical bar Chapter Tactics, which is now:

"If you include Vulkan in your army then all units lose the Combat Tactics special rule. Instead, the army gains the Master Artificers rule as detailed below."

Master Artificers: The Salamanders pride themselves on their personally maintained and modified weapons. The player gains a stock of five Artificer Points (AP) at the start of the game. Once per turn you may remove one point and select a unit. For that turn, either all of their ranged weapons count as twin-linked or their close combat weapons count as master-crafted.

This one I justify as follows: in a particularly decisive combat or a crucial shot, the Salamanders' better weaponry gives them the edge they need. Instead of a blanket weapons buff, this encourages you to use your CO Power (continuing my metaphor from last week) when you need it rather than taking it for granted.

I then had a bit of a think, and also made a change to:

Darnath Lysander:

The Problem: Lysander is nice as he is, but he's more than a really good Sergeant.

The Solution: Cost increased to 220. Bolter Drill is lost and the following rules are added:

Teleport Assault: As Captain of the First Company Lysander leads his Terminators to battle in a surigical strike. When rolling for Reserves in an army containing Lysander roll one D6 for Lysander and all units in Terminator armour. When they enter play, place Lysander and any unit accompanying him first and roll for scatter as normal. Subsequent units can arrive within 6" of Lysander without scattering in the same turn, or may Deep Strike in the normal way.

First Company: In an army containing Lysander one unit of either Terminators or Assault Terminators may be taken as a Troops choice.

And this concludes my ramblings on Special Characters. If you disagree, do not hesitate to tell me why.

Comments

Marcius Polo said…
Personally i've only seen 2 problems with Shrike:
- He's too good in comparison to those in the fluff (i.e. Emperors Children) who should Fleet.
- He's too good to the force as a whole... Waaaay too good, even if he's still a load of old tosh vs. Vulkan.
So i'd probably change it so that units entirely composed of models with a 2+ Save, excluding characters, may not use the Fleet rule (i.e. Techmarines are safe, Terminators are not)

On He'Stan, 3 is too few. It should be 5, imho.
Flekkzo said…
Lysander's Bolter Drill still makes no sense. It should go. And in line with Pedro Kantor something should be scoring because of Lysander and I'd suggest Terminators. Alt let him take one unit of Terminators as a troop choice. I think that would change things around in a nice way. 230 do seem a bit steep though. 220 should be enough.
Master Bryss said…
@Polo: Still too much of a buff in my opinion. You want an army with mostly Fleet? Go play Eldar. I'll put up AP to 5 though as that's essentially one a turn.

@Flekkso: I think I'll do that and make Sergeant Lysander rules.
Marcius Polo said…
Personally i've only seen 2 problems with Shrike:
- He's too good in comparison to those in the fluff (i.e. Emperors Children) who should Fleet.
- He's too good to the force as a whole... Waaaay too good, even if he's still a load of old tosh vs. Vulkan.
So i'd probably change it so that units entirely composed of models with a 2+ Save, excluding characters, may not use the Fleet rule (i.e. Techmarines are safe, Terminators are not)

On He'Stan, 3 is too few. It should be 5, imho.