you might want to cut back on a lot of the special rules and
just keep the esensial ones.
or add some more drawbacks to offset some of the upgrades.
Thanks for the feedback. I was thinking along the lines of 'cannons cost X, but this needs power dice, and it can be blocked by dispel/MR'. I added the extra stuff because it seemed a bit boring in my early versions. I'll cut down some of the rules.
Bastion: 200 points
M WS BS S T W I A Ld
Bastion - - - - 8 3 - - -
3+ ward
2+ magic resistance
immobile
counts as a level 2 mage
channeling
Knows all the direct damage and magic missiles from one of the 8 lores
I like that. I feel for 200pts though, its not cost-effective compared to say Salamanders. 150 seems more reasonable, as that's around what you pay for a Level 2 w/gear.
Rather than saying it is a wizard that has all the magic missiles in it's lore (and creating FAQs related to rolling spells). Perhaps you should have set spells and create power dice like the Tomb King's Casket of Souls. I'd say two or three of the following: Banishment, the Amber Spear, Piercing Bolts of Burning, Fireball, or Searing Doom.
Nah, that's easily handled. You just specifically state that it knows all the magic missiles and direct damage spells. It never rolls for its spells, it counts as a Level 2 for the purposes of casting and dispelling.
Don't think GW would releasing anything like this. A stationary piece of architecture that casts spells would be extremely easy to make for Do It Yourself-ers which would mean they'd get few buyers for a new model.
And that's a bad thing? GW doesn't release proper model support for all kinds of things. Proxying is inherent in this game, you can never mode everything completely.
Also, I think they would release a model for it. It's much simpler to make than any of the other 'magic cannon' kits. All you need is an obelisk or tower, chisel some glyphes into it, maybe have a crystal ball/array on top.
Anyway, after all that feedback, I think I have a better version for fresh criticism;
Bastions: Rare choice, 150 points
Toughness 8, 3 Wounds, no other stats
Special rules:
- Construct: Bastions never take Leadership tests, and automatically pass all characteristic tests.
- Immobile: Once deployed, a Bastion cannot be moved by either player for any reason (spell effects, abilities, special rules etc).
- Elemental Icon: A Bastion knows all the direct damage and magic missile spells from any one Lore in the main rulebook. All spells cast by a Bastion are considered bound spells, with a casting cost of 5+.
- Warding Glyphs: A Bastions has a 4+ ward save and Magic Resistance (2).
- Channeling: A friendly Slann within 24" may channel any of its spells through a Bastion. The Bastion is then treated as the point of origin for the spell, but any miscast results affect the Slann as per normal.
So, for the price of two Salamanders, you are getting a reasonably tough warmachine that shoots spells. The change from Level 2 to bound spells clears up any confusion regarding how it works (you spend power dice, it shoots spells, miscasts mean it can't shoot anymore, simple). Bound spells are also a cleaner mechanic (it stops shooting if you miscast) over some normal miscast results (lose Wizard levels, now it can't shoot for the rest of the game).