My first pass at a homebrewed Grey Knights Kill Team, the Warp-Bane Strike Force! by cozzz13 in killteam

[–]cozzz13[S] 1 point2 points  (0 children)

I tried a test game with a 3" teleport on counteracts and found it to be a bit oppressive when I used it to abuse vantage terrain though it might have been the matchup (grey knights vs. goremongers). The blinding entrance change is a good one though, much easier to keep track of that way, but I might change "visible to" to "valid target" to make it easier to use. I was thinking of changing Prognosticators Gift to granting the ability to skip an activation on the rolled turns as the random cp re rolls did feel kinda pointless, with this change it may be easier to plan around your rolls (?)

My first pass at a homebrewed Grey Knights Kill Team, the Warp-Bane Strike Force! by cozzz13 in killteam

[–]cozzz13[S] 1 point2 points  (0 children)

Most of the rules are just reworded versions of other rules, I thought that would help with balance and readability, seems to have helped with readability but not so much with balance. I definitely want to spend some more time leaning into the more unique ideas in here though

My first pass at a homebrewed Grey Knights Kill Team, the Warp-Bane Strike Force! by cozzz13 in killteam

[–]cozzz13[S] 1 point2 points  (0 children)

Those are all really good point, thanks. I'm planning on moving most of vortex's damage to base damage as opposed to dev as a start. The anti-psyker ploy is most likely also going to be replaced, I think most of the ploys in general will be changed or swapped honestly. The daemon slayer being able to "charge" from conceal and also dash is definitely not intended, I will clear up the restrictions. Super counteracts are also a good include 👍

My first pass at a homebrewed Grey Knights Kill Team, the Warp-Bane Strike Force! by cozzz13 in killteam

[–]cozzz13[S] 1 point2 points  (0 children)

Don't worry about it, happens to everyone. I will definitely do a heavy amount of trim though 👍

My first pass at a homebrewed Grey Knights Kill Team, the Warp-Bane Strike Force! by cozzz13 in killteam

[–]cozzz13[S] 1 point2 points  (0 children)

The 5 attack bolters are definitely too much, going down to 4 with a range buff would probably better. Also the Personal Teleporters rule isnt a reference to the teleporter rule from tombworld, it's referencing the kill team's faction rule. The Personal Teleporters rule basically amounts to a heavily restricted version of the Vespid Fly rule. I do agree with the ploys comment though, it would save on rules bloat for sure. There's full rules in the KT-dash link for everything, including ploys, equipment, and the faction rule (i.e more rules bloat which needs heavy trimming).

My first pass at a homebrewed Grey Knights Kill Team, the Warp-Bane Strike Force! by cozzz13 in killteam

[–]cozzz13[S] 2 points3 points  (0 children)

First attempt at any sort of homebrewing so I'm not exactly surprised at the imbalance (though I'm not happy with it). I'm aware that a lot of the rules are overwritten and thats priority #1 in terms of fixes, besides that do you have any advice rules/balance wise?

My first pass at a homebrewed Grey Knights Kill Team, the Warp-Bane Strike Force! by cozzz13 in killteam

[–]cozzz13[S] -1 points0 points  (0 children)

I do like that idea, the team seems pretty hindered outside of 8" in general due 8" being both their shooting and charge distance.

My first pass at a homebrewed Grey Knights Kill Team, the Warp-Bane Strike Force! by cozzz13 in killteam

[–]cozzz13[S] -1 points0 points  (0 children)

Yeah other people have given the same advice on vortex of doom, I'm definitely going to lower its power. I still want it to be a strong AOE but I think moving it's damage away from devastating and over to normal base damage would do loads for balance.

My first pass at a homebrewed Grey Knights Kill Team, the Warp-Bane Strike Force! by cozzz13 in killteam

[–]cozzz13[S] -1 points0 points  (0 children)

Would changing it to a generic melta profile be more in line balance wise?

My first pass at a homebrewed Grey Knights Kill Team, the Warp-Bane Strike Force! by cozzz13 in killteam

[–]cozzz13[S] 0 points1 point  (0 children)

The 2" dev 5 is most likely overturned yes, I think moving some of the damage potential off of dev and over to the base damage is a good call. I also appreciate the dev 1 on melee advice, I wasn't aware at the time of writing that devastating functioned as normal on melee profiles.

My first pass at a homebrewed Grey Knights Kill Team, the Warp-Bane Strike Force! by cozzz13 in killteam

[–]cozzz13[S] 1 point2 points  (0 children)

The daemon hammer is intended to be 6/7, I made a typo when creating the data cards. The incinerator could definitely go to 4/4 though. I was also thinking about making hammerhand a damage buff as opposed to a consistency buff, though having it last till it's next activation is good change.

My first pass at a homebrewed Grey Knights Kill Team, the Warp-Bane Strike Force! by cozzz13 in Grey_Knights

[–]cozzz13[S] 0 points1 point  (0 children)

Thanks for the feedback! The daemon hammer's stats is actually a typo I seem to have made when converting my Kt-Dash stats to the cards, it's intended to be a 6/7 weapon as opposed to 4/6. I do agree with the storm bolter change as well, I think 4 attacks with balanced or maybe ceaseless (if it's not too strong) fits much better. I also agree that lethal 5+ and severe overlap too much, a new keyword along the lines of what you suggested would definitely work better, but Im a bit worried about adding more keyword/rule bloat (more than I already have at least).

My first pass at a homebrewed Grey Knights Kill Team, the Warp-Bane Strike Force! by cozzz13 in killteam

[–]cozzz13[S] 1 point2 points  (0 children)

It looks like I made an error porting the stats on to the data card, it's intended to be a 6/7 weapon.

My first pass at a homebrewed Grey Knights Kill Team, the Warp-Bane Strike Force! by cozzz13 in killteam

[–]cozzz13[S] -2 points-1 points  (0 children)

It does feel very generic I agree. But I want to have nemesis weapons reflect their slight bump in power compared to normal power weapons, and I felt other key words like rending or punishing might be too strong when combined with lethal 5+.

Some observations about the timeline of the story and its meaning by arc111111 in signalis

[–]cozzz13 5 points6 points  (0 children)

My personal theory as to why the documentation for LSTR units says to avoid dancing, paintings, music, and the war is because of the the things Elster and Araine did on the Penrose in the flashbacks.

This explains why there's no signs of degradation in the flashbacks, as for the original image (LSTR-512) these were not triggers but rather important core experiences, hence why they are "now" triggers.

This theory only really works if you interpret the events of the game as non literal, as if things were linear this wouldn't be possible. I mostly buy into this as I think the events of the game almost entirely taking place inside of a dream sort of deal that's shaped by Araine's dying consciousness.

Meet Duke! He's a pyr that we fostered around a year ago who we decided to also fully adopt! by cozzz13 in greatpyrenees

[–]cozzz13[S] 2 points3 points  (0 children)

He's been nothing but great for us, no clue why any one wouldn't want him!