[Archive] Palanquin rules (+ High Priest)

Grimstonefire:

This is the third Lord (after Overlord and High Sorcerer).  The fluff for the palanquin is that the bearers are slaves.

HIGH PRIEST OF HASHUT…150 points

                              M WS BS S T W I A Ld
High Priest    3   6   3 4 5 3 3 3 10


Equipment:

* Hand weapon

* Heavy armour.

Options:

* May take a Great Weapon (+6 pts), or a flail (+3 pts).

* May choose to ride a Palanquin (+100 pts).

* May choose magic items from the common or Chaos Dwarf magic items list, with a maximum total value of 100 pts.



Special Rules:

* Prayers to Hashut

* Hashut’s Chosen
                         M WS BS S T W I A Ld
Palanquin    3   3   0 3 4 3 1 3 6
Base Size:  40mm x 40mm.  When in a unit the Palanquin is not considered larger than the other unit members.

Unit Strength: 4 + High Priest

Special Rules:

* +1 power dice to the rider.

* +2 to the rider�?Ts Armour Save (to a maximum of 1+)

* Magic Resistance (1)

* Stubborn

* Regeneration

* Treated as having the Iron Will, Slaver and Damned Special Rules.

Hashut’s Chosen:  

As reward for their arduous years of study and prayer, the mighty god Hashut delivers his favoured ones with the unholy strength to exact vengeance upon their enemies with their final blow.

If killed in Close Combat (unless by a Killing Blow), the unit or character will make their base number of attacks again (at base strength) before being removed as a casualty.  The model also has Magic Resistance (1).

Prayers to Hashut:  

Chaos Dwarf Priests use their faith in Hashut in a different way to Sorcerers.  Though they both originate from the Brotherhood, Priests call upon their divine patron to give them strength, rather than manipulating dark magic to cause destruction.

Once per Chaos Dwarf Magic phase, a War Priest or High Priest may use ONE prayer chosen from the Prayers to Hashut list.  Prayers are cast exactly like Bound spells from magic items, with a Power Level of 3.  They can be cast on the model themselves, or any one unit, character or warmachine within 12�?� of the Priest.  Note that units, characters and warmachines cannot have more than one Prayer cast on them each magic phase.  Other than the Palanquin, prayers will not affect a character�?Ts mount.   Priests and High Priests are not considered to be wizards.

* Whirlwind of Darkness:  The chosen unit, character or warmachine has a -1 To Hit Penalty from missile weapons and close combat attacks.

* Healing Flames of Hashut:  A character or warmachine is immediately healed of all wounds it has suffered during the battle up to that moment (excludes crew).

* Flames of Vengeance:  An enemy that wounds a unit, character or warmachine with this blessing in the enemy Shooting Phase suffers D6+1 Flaming Wounds (Strength 5), with a -1 Armour Save modifier.

HIGH PRIEST ONLY

* Armour of Faith:  The Prayer is cast on all friendly units, characters and warmachines within 12�?� of the Palanquin (including the caster), they may re-roll failed Armour Saves until the next friendly magic phase.    

* Hashut�?Ts Fury:  The Prayer is cast on all friendly units, characters and warmachines within 12�?� of the Palanquin (including the caster), they gain the Hatred special rule against all enemies until the next friendly magic phase.  

* Resurrection:  The caster and any unit they join gain the Regeneration special rule until the next friendly magic phase.

Theory_Man:

I wouldn’t make the HIGH PRIEST OF HASHUT a combat hero. Have him have more of a psychological impact in the game instead of direct damage.

Does the Palanquin count as a large target?

Does the Palanquin look like this in a unit

Grimstonefire:

>>I wouldn’t make the HIGH PRIEST OF HASHUT a combat hero. Have him have more of a psychological impact in the game instead of direct damage.

That’s actually quite hard to do if you want him mounted.  If he’s mounted on something that’s M3 he’s going to be in combat sooner or later.  I wanted him to be somewhere inbetween a CD lord and a high sorcerer.  So not great at combat, but not great at destructive magic either.  The prayers I chose are defensive really, but I agree I could look at making offensive psychological prayers.  

>>Does the Palanquin count as a large target?

No

>>Does the Palanquin look like this in a unit.

No.  He goes in the front rank.

>>under Special Rules +1 power dice to the rider.

does this make the High Priest a spell caster?

Not what I intended.  Swapped to a +1 dispel dice, gave this to the owning players pool of dice.  I gave this to the one on foot as an added bonus.

Sugestions:

>>Have the Palanquin and High Priest count as a single entity with one set of stats.

>>Have all the High Priests ride Palanquins

I could do that, infact that was my initial plan; to have him always mounted on the palanquin, with no option for him to be on foot.

>>Flames of Vengeance is a little to powerful and direct.

Have the prayers by High Priests have a higher bound power level (5 maybe)

I’ll change that and drop the flames, a good suggestion. Added Subjugation, which would be helpful against heavy cavalry or chariots!

>>get rid of Regeneration for the Palanquin

Fluffwise I thought it was good, but I’ll need to look at that again.

>>have Hashut’s Chosen special rule, Magic Resistance (1), and Stubborn apply to the unit containing the palanquin

Magic resistance and stubborn maybe, but not Hashut’s Chosem.  That would be way too powerful.

How about this.  I’ve toned down some of the prayers, and refocused a little on disruption (my overall army strategic theme):

HIGH PRIEST OF HASHUT…150 points

                              M WS BS S T W I A Ld
High Priest    3   6   3 4 5 3 3 3 10


Equipment:

* Hand weapon

* Heavy armour.

Options:

* May take a Great Weapon (+6 pts), or a flail (+3 pts).

* May choose to ride a Palanquin (+100 pts).

* May choose magic items from the common or Chaos Dwarf magic items list, with a maximum total value of 100 pts.



Special Rules:

* Prayers to Hashut

* Hashut’s Chosen

* +1 Dispel Dice, added to the owning players dispel pool.
                         M WS BS S T W I A Ld
Palanquin    3   3   0 3 4 3 1 3 6
Base Size:  40mm x 40mm.  When in a unit the Palanquin is not considered larger than the other unit members.  It is not a large target.

Unit Strength: 4 + 1 (High Priest)

Special Rules:

* +2 to the rider�?Ts Armour Save (to a maximum of 1+)

* Magic Resistance (1), also conferred to any unit the Palanquin borne High Priest joins.

* Stubborn, also conferred to any unit the Palanquin borne High Priest joins.

* Regeneration

* Treated as having the Iron Will, Slaver and Damned Special Rules.

Hashut’s Chosen:  

As reward for their arduous years of study and prayer, the mighty god Hashut delivers his favoured ones with the unholy strength to exact vengeance upon their enemies with their dying blows.

If killed in Close Combat (unless by a Killing Blow), the unit or character will make their base number of attacks again (at base strength) before being removed as a casualty.  The model also has Magic Resistance (1).

Prayers to Hashut:  

Chaos Dwarf Priests use their faith in Hashut in a different way to Sorcerers.  Though they both originate from the Brotherhood, Priests call upon their divine patron to give them strength, rather than manipulating dark magic to cause destruction.

Once per Chaos Dwarf Magic phase, a War Priest or High Priest may use ONE prayer chosen from the Prayers to Hashut list.  Prayers are cast exactly like Bound spells from magic items.  They can be cast on the model themselves, or any one unit, character or warmachine within 12�?� of the Priest.  Note that units, characters and warmachines cannot have more than one Prayer cast on them each magic phase.  Other than the Palanquin, prayers will not affect a character�?Ts mount.   Priests and High Priests are never considered to be wizards.

BATTLE PRAYERS �?" Power Level 3

* Whirlwind of Darkness:  A single friendly unit, character or warmachine has a -1 To Hit Penalty from missile weapons and close combat attacks.

* Healing Flames of Hashut:  A single friendly character or warmachine is immediately healed of all wounds it has suffered during the battle up to that moment (excludes crew).

* Subjugation:  With His almighty gaze upon them, a single enemy unit will be bent to the will of Hashut, meaning that all movement and missile weapon ranges are halved until the next friendly magic phase.

WAR PRAYERS (High Priest only) �?" Power Level 5

* Armour of Faith:  The Prayer is cast on all friendly units, characters and warmachines within 12�?� of the Palanquin (including the caster), they gain +1 Armour Save until the next friendly magic phase (to a maximum of 1+).    

* Hashut�?Ts Fury:  The Prayer is cast on all friendly units, characters and warmachines within 12�?� of the Palanquin (including the caster), they gain the Hatred special rule against all enemies until the next friendly magic phase.  

* Visions of the Damned:  The caster and any unit they join gain the Fear special rule until the next friendly magic phase.

TheVoice:

I always thought that sorcerors and priests were one and the same, does this fit into the background?

Also, if I were him I wouldn’t be in the front rank, I’d be letting the Immortals deal with close combat whilst I did my praying.

Grimstonefire:

I guess that would make sense fluffwise, but how annoying would it be to have to hack your way through 20 immortals etc just to get to him?

Perhaps something like:

The Palanquin may be ranked in any position within a unit, as long as the unit has at least one complete rank (5 models). If the unit is reduced below this the Palanquin must be placed alongside the remaining models.

Or would that be unecessarily complicated?

It doesn’t fit in with the current fluff because I’m inventing a new lord level character. In my fluff Priests and Sorcerers are quite different.

Sorcerers are aloof, solitary and highly destructive magically. Happy flying far ahead of the army on lammasu.

Priests are natural leaders, fighting alongside their bretheren and aiding them with magic (as opposed to damaging the enemy).

Theory_Man:

I guess that would make sense fluffwise, but how annoying would it be to have to hack your way through 20 immortals etc just to get to him?

Perhaps something like:
The Palanquin may be ranked in any position within a unit, as long as the unit has at least one complete rank (5 models). If the unit is reduced below this the Palanquin must be placed alongside the remaining models.

Or would that be unecessarily complicated?

It doesn't fit in with the current fluff because I'm inventing a new lord level character. In my fluff Priests and Sorcerers are quite different.

Sorcerers are aloof, solitary and highly destructive magically. Happy flying far ahead of the army on lammasu.

Priests are natural leaders, fighting alongside their bretheren and aiding them with magic (as opposed to damaging the enemy).

Grimstonefire
The thing about having the Palanquin fighting in the first rank is that having the Palanquin in an elite unit (such as immortals) becomes to price heavy (the palanquin will take around half of the width of the frontage of the unit making the points spent on superior troops some what of a waste). Maybe have the Palanquin be carried by 4 members to solve that issue.

Grimstonefire:

I’ve been doing some more work on this:

HIGH PRIEST OF HASHUT…150 points

                               M WS BS S T W I A Ld
High Priest    3   5   4 4 5 3 3 3 10


Equipment:

* Hand weapon

* Heavy armour.

Options:

* May take a Great Weapon (+6 pts), or a flail (+3 pts).

* May choose to ride a Palanquin (+100 pts).

* May choose magic items from the common or Chaos Dwarf magic items list, with a maximum total value of 100 pts.



Special Rules:

* Prayers to Hashut (needs more work)

* Hashut’s Chosen (as above)

* +1 Dispel Dice, added to the owning players dispel pool.
                         M WS BS S T W I A Ld
Palanquin    3   2   0 3 3 3 2 3 6
Unit Strength: 5 (4 + High Priest)

Base Size:  40mm x 40mm.  It is not considered a Large Target.

Special Rules:  Stubborn.

Regeneration.  Elect one unit at the start of the battle for the High Priest on Palanquin to join.  The Palanquin (not rider) will have the Regeneration special rule only as long as the unit it has joined has a minimum Unit Strength of 5. The Slaves are treated as being replaced when killed, not that they are healed from their wounds!

* Magic Resistance (1).  This will also be conferred to the unit selected above, only as long as it has a minimum Unit Strength of 5 and the Palanquin has joined the unit.

* +2 to the rider�?Ts Armour Save (to a maximum of 1+)

* Treated as having the Iron Will, Slaver and Damned special rules.