I did a little bit of
potential brainstorming on the “lore of magic” of 40k factions.
I want to point out
that I’m not a fan of the “winds of magic” mechanic, as it enables some mages
to spelldump where others cannot, or spellcasters run out of magic, and then
become utterly useless.
Furthermore, I want to
avoid adding damaging spells, as nothing makes me more angry than having a mage
able to carry the entire battle by playing “arcane vortex/wind/bombardment
arcade simulator” and punishing people who want to play in formations.
Thus, all my spells effectively
buff or debuff friendly or enemy units. Not a group, just one. This way groups
of enemies are not punished for staying together, and spells have to be used
more tactically on specific units.
Some key takeaways are
that “spells” or “lores of magic” in my concept thus are only single target, non-damaging,
abilities that do not require “winds of magic” that come in sets of 4
abilities, shared by a hero and lord unit (an Eldar Farseer general and Eldar Warlock
agent share the same 4 abilities).
These abilities also
have significantly greater range, meaning your caster can support units all the
way on the other flank, so if you notice a unit that NEEDS to be killed or
saved, you can use your supporting mage almost anywhere on the battlefield to
help in that critical moment. Mages thus aren’t one-man-armies, they complement
the army by giving them situationally critical buffs or debuff abilities.
Note that some
abilities sound weaker or stronger than others, but they vary in cooldowns and
durations.
Astra militarum:
Astra militarum focusses
on making their units hold the line and delay the enemy for a longer time. They
focus on breaking the enemy from range with artillery. These are all themed
around the commissar.
-Commissar’s supervision:
Increase a friendly unit’s morale
-Leading by example: Increase
a friendly unit’s melee defence
-Supply order: Restore a
friendly unit’s ammunition
-Summary executions: Provide
unbreakable to a friendly unit
Greenskins:
Greenskins are a melee
focussed faction that wants to close the gap as fast as possible between the two
armies and obliterate the enemy by overrunning them. Their abilities focus on
breaking the enemy no matter their defenses.
-Shattering thoughts: Reduce
an enemy unit’s armour
-More dakka: Increase a
friendly unit’s ranged damage
-Red is faster: Increase
a friendly unit’s speed
-No one has seen purple: Give
a friendly unit unspottable
Eldar:
Eldar focus primarily
on attacking until their barriers are broken, and then quickly retreating,
attacking again when their barriers have been restored. Their ability set
focusses on time manipulation and complementing their skirmishing playstyle.
-Slow time: Slow an
enemy unit
-Restore Wraithbone: Restore
a friendly unit’s barrier
-Battle trance: Increase
a friendly unit’s movement speed
-Freeze time: Freeze a unit,
making them immune, can target this on friendly or enemy
Drukhari:
Drukhari focus
primarily on flanking, surprise attacking and breaking the enemy morale to run
down their helpless victims. Their units come with stalk and want to crush the
enemy in one strike.
-Screams of torment: Reduce
the morale of an enemy unit
-Thoughts of doubt: Reduce
an enemy unit’s melee attack
-Slide between sunbeams:
Give a friendly unit unspottable
-Encore of slaughter: Increase
a unit’s melee attack
Necrons:
Necrons don’t have
magic, instead their scarabs do all the work that essentially looks like magic
to all the other young races. They are slow with great armour and regeneration,
they seek to outlast the enemy. They seek to win by attrition.
-Nanobot repair: Regenerate
unit’s HP
-Shield of scarabs: Increase
a unit’s armour
-Robot swarm: Slow an
enemy unit
-Reconstruction: Superheal
a unit that also revives its models
Tau:
Tau don’t really use “spells”
instead their abilities revolve around drones. Their strategy revolves around obliterating
the enemy from range before they get in close.
-Spotter drone: Increase
a unit’s range
-Overcharge drone: Increase
a unit’s ranged damage
-Supply drone: Restore a
unit’s ammunition
-Shield drone: Provide physical
damage resistance to a friendly unit
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