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Discussion Starter #1
So a friend of mine is trying to get me to build a few custom Warbands. Mine involves using an 'angel' as a Leader... and I'm curious about rules for flying. I was figuring that he'd get to ignore initiative for climbing, maybe a 'knocked down' save like some undead have against stunned. Maybe a skill they can learn for a 'sweep' attack.

Any thoughts?
 

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As a former player of Mordheim (former because nobody playis it in my area anymore) i can humbly share my opinion:
you can have 2 ways of handling this, a simple way that is just more favorable moving rules (move everywere within 12" for example, jumping, climbing,falling automatic success)
or a more elaborate way, with special abilities, more rule covered movement and some extra goodies.
I'd prefer the simpler one, even because that way you could have a better balance between warbands. So, for me, just a 12" movement, free to go wherever it wants.
 

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Discussion Starter #3
I think I'm going to work with a mix of these.

To start, flying will simply be 'ignore any height differences equal or less than his movement (auto-pass init).

After that, his Special skill list will increase complexity:

Any 'knocked down' result (including recovering from stunned) is ignored on a 3+.

Gain one free attack on any model 'flown' over during the movement phase. (like a vector strike)

... I can't think of any others right now. Possibly one that gives more speed or maneuverability, but I don't want the flying to be overwhelming.
 

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well, the vector strike is kinda strong...maybe with a fixed strenght? and only one per turn of course.
I like the 3+ save on knoked down, altough is a very powerful ability.
With those two abilities and the auto win init. it is already overwhelming....imo.
 

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Discussion Starter #5
The goal is for the Leader to have 6 skills for his Special tree.

The Vector Strike attack would basically state he can make his cc against a target he flies over, instead of in the combat phase. If you can think how I'd rewrite it, I'm willing to hear it. It's something that I loved on a flying character in D&D, and just felt like it'd be interesting to try and convert.

The save vs Knocked Down was something I was trying to replicate from some other units... I didn't think it was that powerful because it already exists simply in the Helmet (turns Stunned to knocked down) as well as pretty much every Undead. the Undead all turned Stunned into knocked down.. this wouldn't remove the chance at a coup de grace on stunned, just stop knocked down (since he doesn't land).

I also didn't say auto-win Init. I said auto-pass init checks for climbing anything equal to his height. He's flying up there, he doesn't need to climb.

The character is an 'angel' (though baby, this IS mordheim), another skill I had thought of was giving him a shooting attack that counted as a thrown weapon with the flaming special rule.
 
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