More Neutrals!
Type: Army (signature)
Cost: 3
Name: Slaughtering Eversor Assassin
Traits: Assassin. Eversor.
Ambush. Area of Effect (2) .
After this unit dealth damage. Destroy this unit.
CMD: 0
ATK/HP 4/1
Edited by KillaxMore Neutrals!
Type: Army (signature)
Cost: 3
Name: Slaughtering Eversor Assassin
Traits: Assassin. Eversor.
Ambush. Area of Effect (2) .
After this unit dealth damage. Destroy this unit.
CMD: 0
ATK/HP 4/1
Edited by KillaxMawloc
Army unit
Cost: 6
Tyranid. Monstrous creature. Vanguard.
Command: 1
5/6
Ambush
Deploy action: When mawlock is deployed on a planet it deals 2 damage to each opposing non-flying unit on that planet.
Robin! We need to think of the swarm creators within the Tyranid force.
I am looking very forward to some Events, Support or Bio-Attachments you can come up with
Man I love them assassins! Vindicare is perfect. Only thing i could maybe add is
How about giving the Vindicare teh option to load some special ammo.
"deploy action: Vindicare assassin gets -1 attack and gains Armourbane until end of turn."
Now slight alteration to the eversor:
"After this unit is dealt damage by an opposing unit, Sacrifice Eversor Assassin and deal 3 damage to that unit."
what do you think?
.Robin! We need to think of the swarm creators within the Tyranid force.
I am looking very forward to some Events, Support or Bio-Attachments you can come up with
Swarm creators as in token makers?
**** mind is stuck on assassins now: gonna make a few of my own. Well except the vindicare you knocked that one outta the park. But because i can't help myself:
Vindicare assassin
Type: Army unit
Cost: 4
Traits: Assassin. Vindicare. Elite.
Ambush. Ranged.
Deploy action: Vindicare assassin gets -1 attack and gains Armourbane until end of turn
Stealth suit: While this unit is ready opponents cannot attack this unit.
CMD: 0
ATK/HP 4/2
-----------------------------------------------------------------------------------------------------
Eversor assassin
Army unit
Cost: 5
Assassin. Eversor. Elite.
Command :0
Ambush. Area effect 2
Stealth suit: While this unit is ready opponents cannot attack this unit.
Eversor Assassin has +1 attack for each unit in your oponent's discard pile.
Reaction: After this unit is dealt damage by an opposing unit, Sacrifice Eversor Assassin and deal 2
damage to that unit.
2/1
Edited by Robin GravesCallidus assassin
Army unit
Cost: 4
Assassin. Callidus. Elite.
Command : 4
Ambush. Armourbane
Stealth suit: While this unit is ready opponents cannot attack this unit.
Deploy action: Your opponent discards two cards from his or hers hand.
2/2
Edited by Robin GravesCulexus assassin
Army unit
Cost: 4
Assassin. Culexus. Elite.
Command :0
Ambush.
Stealth suit: While this unit is ready opponents cannot attack this unit.
Pariah: This unit takes no damage from units with the psyker trait and cannot be targeted by events with the psychic power trait.
Reaction: If a non-warlord unit with the psyker trait receives damage from culexus assassin, destroy that unit.
3/2
Officio Assassinorum
Suport.
Cost :1
Reaction: Exaust this suport to return target assassin unit, you control, that has just attacked to your hand.
Here are some biomorph attachments:
Regeneration (the way it works on my version of old one eye). Shield 3. Cost: 3 (+2 to attach to warlord unit)
Acid blood: if attached unit is dealt damage by an opposing unit , deal 1 damage to that unit. Shield 1. Cost : 2
Membranious wings : Attached unit gains the flying keyword. Shield 2. Cost: 4 (+2 to attach to warlord unit)
Toxin glands: Attached unit gets +1 attack. Shield 0. Cost 1.
Extended carapace: Attached unit gets +2 HP. Shield 1. Cost 2 (+1 to attach to warlord unit)
Hive mind nexus
Support
Cost: 2
Location
Interrupt: When you deploy a Tyranid unit, exhaust this support to reduce that unit’s cost by 1.
Brood chamber:
Support
Cost 3
Location
Deploy action: Pay 1 resource and exaust this support to put a Termagant token into play at your HQ.
And because it's getting late: copy paste job from card game DB:
Mycetic spore
Type:
Event
Faction:
Tyranid
Cost:
3
Shields:
0
Signature/Loyalty:
Loyal Icon
Traits:
Tactic. Spore.
Combat Action
: Target a planet where a battle is taking place. Search the top 4 cards of your deck for a [TYRANID] unit with printed cost 5 or lower. Put that unit into play at the targeted planet, and place the remaing cards on the bottom of your deck in any order.
I've altered it a bit so it can carry bigger 'nids.
Off on a tangent, Death from Above and Starcannon make me want to see some Eldar vehicles that are mobile, non-Elite and have good synergy with those cards.
Fire Prism
Type:
Army Unit
Faction:
Eldar
Cost:
4
Signature/Loyalty:
Loyal Icon
Traits:
Vehicle.
Command: 1
Attack: 3
HP: 2
Mobile.
No Wargear Attachments.
Combat Action: Exhaust this unit to deal 2 damage to an opposing unit at an adjacent planet.
Wave Serpent
Type:
Army Unit
Faction:
Eldar
Cost:
3
Signature/Loyalty:
Loyal Icon
Traits:
Vehicle, Transport.
Command: 1
Attack: 1
HP: 4
Mobile.
No Wargear Attachments.
Combat Action: Deploy a non-Vehicle Eldar Unit from your hand to this planet.
Warp Hunter
Type:
Army Unit
Faction:
Eldar
Cost:
3
Signature/Loyalty:
Loyal Icon
Traits:
Vehicle,
Command: 1
Attack: 1
HP: 3
Mobile.
No Wargear Attachments.
When Warp Hunter damages an opposing unit with its attack, destroy that unit.
Vectored Engine
Type:
Attachment
Faction:
Eldar
Cost:
0
Shields:
1
Signature/Loyalty:
Loyal Icon
Traits:
Upgrade
Attach to an Eldar Vehicle.
When attached unit moves with Mobile , it may move to any planet in play.
Edited by Prepare for WarVindicare assassin
Type: Army unit
Cost: 4
Traits: Assassin. Vindicare. Elite.
Ambush. Ranged.
Deploy action: Vindicare assassin gets -1 attack and gains Armourbane until end of turn
Stealth suit: While this unit is ready opponents cannot attack this unit.
CMD: 0
ATK/HP 4/2
-----------------------------------------------------------------------------------------------------
Eversor assassin
Army unit
Cost: 5
Assassin. Eversor. Elite.
Command :0
Ambush. Area effect 2
Stealth suit: While this unit is ready opponents cannot attack this unit.
Eversor Assassin has +1 attack for each unit in your oponent's discard pile.
Reaction: After this unit is dealt damage by an opposing unit, Sacrifice Eversor Assassin and deal 2
damage to that unit.
2/1
Also seem really cool to me altough I think they might be a bit to high costed to see their use... On the other side, that does fit the fluff and that's a good thing aswell. The only real thing I wanted to see is a nice alternative option. Altough many things of what the Assassins do could also be converted into Events... hmmm...
Callidus assassin
Army unit
Cost: 4
Assassin. Callidus. Elite.
Command : 4
Ambush. Armourbane
Stealth suit: While this unit is ready opponents cannot attack this unit.
Deploy action: Your opponent discards two cards from his or hers hand.
2/2
Incredibly powerfull! I do like it however I feel that 2 cards might be a bit to much for initial deployment for example. In special with the combination of the allready spoiled Neutral.
Perhaps this card should not have Armourbane. As much as any Assassin could use Armourbane this is also the case for a whole lot of Snipers allready represented i the game. These don't have Armourbane.
Culexus assassin
Army unit
Cost: 4
Assassin. Culexus. Elite.
Command :0
Ambush.
Stealth suit: While this unit is ready opponents cannot attack this unit.
Pariah: This unit takes no damage from units with the psyker trait and cannot be targeted by events with the psychic power trait.
Reaction: If a non-warlord unit with the psyker trait receives damage from culexus assassin, destroy that unit.
3/2
Perfect, seriously totally perfect. Has a small window to be effective but is extremely effective while doing so! 10/10.
Officio Assassinorum
Suport.
Cost :1
Reaction: Exaust this suport to return target assassin unit, you control, that has just attacked to your hand.
Also was thinking about this one. It should be a Support card for sure! At the same time I think it would be really cool to have this card represent the bounty hunt/assassination/set up plans to thake someone down.
This would be my thake on it:
Officio Assassinorum
Support
Cost: 1
Headquarters action: Exhaust this support to look at the top 6 cards of your deck. When you can reveal an Assassin card put the 6 cards on top of your deck in any order.
When you do not reveal an Assassin card put the 6 cards on the bottom of your deck in any order.
It's effect is cheap for what it does, but if your deck would include a multitude of the above mentioned assassins it could make up for a very control-ish deck. It would however not hold many Command as oppossed to full factions.
Hive mind nexus
Support
Cost: 2
Location
Interrupt: When you deploy a Tyranid unit, exhaust this support to reduce that unit’s cost by 1.
Brood chamber:
Support
Cost 3
Location
Deploy action: Pay 1 resource and exaust this support to put a Termagant token into play at your HQ.
Hive Mind Nexus seems like a very cool card. Altough it can be 1 cheaper in the same context (as any faction has one) I was thinking of something comparable but with a slightly different touch:
Hive Mind Nexus
Support
Cost: 2
Location. Hive.
Interrupt: When you deploy a Tyranid unit, exhaust this support to put a Tyranid Termagant token (2/1) into play at the same planet.
- At first the Support card would seem costly but pays back for it the longer the game continues.
Hive Broodchamber
Support
Cost: 1
Interrupt: When you deploy a Tyranid unit, look at the top of your deck. You may discard that card.
- The idea is a more subtile form of evolving Tyranids. The chamber produces what is needed for the Hive, not at random.
Off on a tangent, Death from Above and Starcannon make me want to see some Eldar vehicles that are mobile, non-Elite and have good synergy with those cards.
Fire Prism
Type: Army Unit
Faction: Eldar
Cost: 4
Signature/Loyalty: Loyal Icon
Traits: Vehicle.
Command: 1
Attack: 3
HP: 2
Mobile.
No Wargear Attachments.
Combat Action: Exhaust this unit to deal 2 damage to an opposing unit at an adjacent planet.
Wave Serpent
Type: Army Unit
Faction: Eldar
Cost: 3
Signature/Loyalty: Loyal Icon
Traits: Vehicle, Transport.
Command: 1
Attack: 1
HP: 4
Mobile.
No Wargear Attachments.
Combat Action: Deploy a non-Vehicle Eldar Unit from your hand to this planet.
Warp Hunter
Type: Army Unit
Faction: Eldar
Cost: 3
Signature/Loyalty: Loyal Icon
Traits: Vehicle,
Command: 1
Attack: 1
HP: 3
Mobile.
No Wargear Attachments.
When Warp Hunter damages an opposing unit with its attack, destroy that unit.
Vectored Engine
Type: Attachment
Faction: Eldar
Cost: 0
Shields: 1
Signature/Loyalty: Loyal Icon
Traits: Upgrade
Attach to an Eldar Vehicle.
When attached unit moves with Mobile , it may move to any planet in play.
Very cool ideas, I think your wish might partially come true allready with the spoiled CRC 4 Mobile units. It would at the same time be a deck that is heavily focused on the lategame. Even moreso than Eldorath allready is.
I also wouldn't be greatly suprised if the next Eldar Warlord would have Mobile signature units. I feel Death From Above could go the same way as Kau'yon Strike could go. Currently not seeming all that interesting because of the then lack of knowledge of Aun'Shi.
I agree. Called Baharroth a while back, and I feel he remains the most probable choice: a Warlord with mobile.
Not nearly as certain on this as when I called Urien Rakarth though: call it 60% certain.
Mobile signatures for Baharroth would make a lot of sense, though not Mobile Vehicle units.
I'd like to see:
Baharroth 's Host
Type:
Army Unit
Faction:
Eldar
Cost:
2
Signature/Loyalty:
Loyal Icon
Traits:
Anaen, Warrior,
Command: 1
Attack: 2
HP: 2
When at a planet with a Warlord, this Unit gains Mobile .
On an unrelated note, I reckon it'd be nice to see something like:
Desperate Action
Type:
Event
Faction:
Neutral
Cost:
1
Signature/Loyalty:
None
Traits:
Tactic
Shields: 3
Action: Draw a card and then discard a card.
Edited by Prepare for WarI agree. Called Baharroth a while back, and I feel he remains the most probable choice: a Warlord with mobile.
Not nearly as certain on this as when I called Urien Rakarth though: call it 60% certain.
Mobile signatures for Baharroth would make a lot of sense, though not Mobile Vehicle units.
Fully agree with you. As mentioned before, Eldar are not my faction of knowledge so if you called Baharroth Id happily agree.
I doubt we'll see a Warlord with Mobile however but I do think signature Army cards are likely.
The nice thing of DFA is that it does not care about the Vechicle trait however so the Swooping Hawks I posted in the News and Rumours are still a likely candidate imho
Chek it: "WE ONLY WANT TO SEE MOBILE ON THE CARD WITHOUT THE ELITE TRAIT, SO NO TAU BATTLE SUITS GUYS"
I also like your design but don't know why a unit would gain Mobile fluffwise from their Warlord. Again I feel this keyword makes more sence on units, much like Ranged makes more sence on units (unless the Warlord is a General and a Sniper, which is akward).
As for the Tactic, I think it would be an auto include in ALL decks. Here is my 'toned down' version as I feel 3 Shield Icons should only be on really unique (single in the deck) cards.
Superior Tactician
Type: Event
Faction: Neutral
Cost: 1
Shields: 2
Tactic.
Action: Draw a card and then discard a card.
The should still be included in any deck imho, which is why I doubt we'll see such a card... Altough it's at least as powerfull as Promotion.
Thanks for the feedback, as always. Now personally I don't think a 2 attack with armourbane is that dangerous. And she has a C'tan phase blade! If that isn't armourbane then i don't know what is (okay the eldar wraithguard guns i know, i know)
Also a 4 cost isn't that steep imho since you're guaranteed 4 recources per turn anyway.
But i've been thinking about changing the callidus to reflect her ability to infiltrate the oponent's army.
Callidus assassin
Army unit
Cost: 4
Assassin. Callidus. Elite.
Command : 2
Ambush.
Stealth suit: While this unit is ready opponents cannot attack this unit.
Deploy action: Look at target opponent's hand. Return target non-warlord unit to it's owner's hand.
2/2
This represents the "a voice in your ear" messing with the enemy, ability they had in the table top game.
Edited by Robin GravesI also like Prepare for War's eldar stuff. Especially the Vectored engines.
But Fire prsims being able to shoot at targets on a different planet? Thats a bit odd.
Fire Prism
army unit
Cost:4
Eldar. Vehicle.
No wargear attachments.
Command:1
Reaction: After this unit declares an attack on a vehicle unit, deal 4 damage to that unit.
Reaction After this unit declares an attack on a non-vehicle unit, deal 1 damage to a different unit at the same planet.
4/3
This represents it's focussed and wide beam attacks, blowing up vehicles or squads of infantry.
Edited by Robin GravesStar Engine
Type:
Attachment
Faction:
Eldar
Cost:
0
Shields:
1
Signature/Loyalty:
Loyal Icon
Traits:
Upgrade
Attach to an Eldar Vehicle. Attached vehicle gains Mobile.
Sky raid
type:
event
Faction:
Eldar
Cost:
2
Shields:
2
Signature/Loyalty:
Loyal Icon
Traits:
Tactics. Saim-han.
Deploy action: All Eldar vehicles gain Mobile and Flying until end of turn.
This came from the Apocalypse formations that let you use skimmers as flyers.
Edited by Robin GravesThanks for the feedback, as always. Now personally I don't think a 2 attack with armourbane is that dangerous. And she has a C'tan phase blade! If that isn't armourbane then i don't know what is (okay the eldar wraithguard guns i know, i know)
Also a 4 cost isn't that steep imho since you're guaranteed 4 recources per turn anyway.
But i've been thinking about changing the callidus to reflect her ability to infiltrate the oponent's army.
Callidus assassin
Army unit
Cost: 4
Assassin. Callidus. Elite.
Command : 2
Ambush.
Stealth suit: While this unit is ready opponents cannot attack this unit.
Deploy action: Look at target opponent's hand. Return target non-warlord unit to it's owner's hand.
2/2
This represents the "a voice in your ear" messing with the enemy, ability they had in the table top game.
True but the thing about discarding 2 cards from the otherside is that it's comparable to thaking away half a turn. I feel that's slightly to powerfull on a body that can also be used very well (I might add) in combat. On the other side, I do agree that cost 4 is heavy enough.
Love the newer version of the Callidus Assassin!
Also might add another one:
Vanus Assassin
Army - Neutral
Cost: 3
Command: 0
Assassin. Vanus. Elite.
This unit cannot leave your HQ
Reaction: When your opponent deploys a card. Look at the top two cards of your opponent's deck, you may put those cards on the bottom of his deck.
1/1
I also like Prepare for War's eldar stuff. Especially the Vectored engines.
But Fire prsims being able to shoot at targets on a different planet? Thats a bit odd.
Fire Prism
army unit
Cost:4
Eldar. Vehicle.
No wargear attachments.
Command:1
Reaction: After this unit declares an attack on a vehicle unit, deal 4 damage to that unit.
Reaction After this unit declares an attack on a non-vehicle unit, deal 1 damage to a different unit at the same planet.
4/3
This represents it's focussed and wide beam attacks, blowing up vehicles or squads of infantry.
I do think the Fire Prisms would also be a fantastic Support card, much like Ork Kannon or Inquisitorial Fortess are representations of cards that could also have been Events or even Attachments to some degree.
Again my knowledge about the Eldar is limited, but I could see a Support costing 2, pinning 1 when exhausted as a real card for the Eldar.
At first it would not be very powerfull but as the game goes on the damage adds up. While at the same time it also fits the Eldar late-game strategy very well.
Star Engine
Type: Attachment
Faction: Eldar
Cost: 0
Shields: 1
Signature/Loyalty: Loyal Icon
Traits: Upgrade
Attach to an Eldar Vehicle. Attached vehicle gains Mobile.
Sky raid
type: event
Faction: Eldar
Cost: 2
Shields: 2
Signature/Loyalty: Loyal Icon
Traits: Tactics. Saim-han.
Deploy action: All Eldar vehicles gain Mobile and Flying until end of turn.
This came from the Apocalypse formations that let you use skimmers as flyers.
Really like it. I also think this could be very well used.
On another note!
I've also been thinking about a Horus Heresy fanbased Conquest alter... This would allow for much more powerfull Warlords ( 3/7 or more) while also limiting to all the Warlords that played a role in that huge 30K Event. Any people willing to commit?
It would be comparable to current Conquest but because of the much more powerfull Warlords would also mean the ideal unit costs would be more around 0,3 or 4 than 1-2's that's now the case.
Edited by Killaxwarhammer 30.000 Conquest?
Sure i'm up for Horus Heresy!
Do we make primarch warlords?
How about they get a diffrent special ability when they get bloodied?
I'm just gonna focus on the legions and not worry to much bout the alliance wheel (so we can have pre and post heresy stuff)
I take it this a stand alone set ( wait this fanmade, no need to worry about mking it all official )
so we can have the Salamanders unit withe the big area effect!
Good idea about making the fire prism a support or event. If i ever get around to making a imperial guard Dethstrike missile i'll make that a support.
Pinning:
Reaction: After this unit declares an attack on a unit, prevent all but 1 damage and exhaust that unit.
This represents the attcked unit seeking cover, getting pinned down. I put in the damage reduction because otherwise it gets a bit OP.
warhammer 30.000 Conquest?
Sure i'm up for Horus Heresy!
Do we make primarch warlords?
How about they get a diffrent special ability when they get bloodied?
I'm just gonna focus on the legions and not worry to much bout the alliance wheel (so we can have pre and post heresy stuff)
I take it this a stand alone set ( wait this fanmade, no need to worry about mking it all official )
so we can have the Salamanders unit withe the big area effect!
That was exactly the idea, altough I think we should put another topic up for that, including with some designer comments (mandatory) in order to get more of the community involved. I feel that Prep for War and you are perhaps the only ones who can actually come up with cards who totally make sence because of your knowledge of the fluff and miniature game.
I also think that for Conquest: 30K we should only focus on the Legions and Neutrals, with allience "wheels" being limited to Legions of Hope (Emperor's followers), Legions of Chaos (Chaos followers) and Neutrals (anything from Assassins, SoB to Assassins who currently don't know their place or are fully informed of the situations)
I also think it would be a very interesting concept to come up with 11 new planets to work with, one of these should obviously include the Emperor's Palace on Terra with a battle ability that allows you to win the game from that point on.
+++ The difference in set up would be to shuffle the 10 new planets, put up 5, put the Emperor's Palace in the remaining 5, shuffle those up again and put 2 face down onto the board +++
I also feel that because of the more powerfull Primarchs we can include more powerfull Army units as a result. Besides being more powerfull with stats it would also fit the fluff very well if the Legions where once again at full strenght compared to the 40K imperium.
Good idea about making the fire prism a support or event. If i ever get around to making a imperial guard Dethstrike missile i'll make that a support.
Pinning:
Reaction: After this unit declares an attack on a unit, prevent all but 1 damage and exhaust that unit.
This represents the attcked unit seeking cover, getting pinned down. I put in the damage reduction because otherwise it gets a bit OP.
Seems like a very interesting option. Currently I feel Pinning is merely represented by tapping and low ATK bodies but I understand your idea!
What is your reflection on:
As I initially got the idea this effect was Pinning represented in the game. It's 1/4 body would only allow for minimal damage but other unit could offcourse exploit the situation of the opponent being Pinned down and unable to move...
Perhaps something like this could also be made into a support card, but being limited to Combat Action AND perhaps needing another unit to exhaust with it aswell. Again much like the Ork Kannon puts damage on it's own Army aswell.
Apologies if this has been suggested already, but there are plenty of cards across a couple of factions that deal with changing which planet a Warlord + Forces go to post commitment step. AFAIK, so far this only applies to the player changing the destination of their own forces.
I'd like to see some kind of 'jamming' Event card that would let you choose or redirect an inbound enemy Warlord (and any forces with him/her) to another planet. Either one of your choice, affected player's choice, or simply adjacent.
warhammer 30.000 Conquest?
Sure i'm up for Horus Heresy!
Do we make primarch warlords?
How about they get a diffrent special ability when they get bloodied?
I'm just gonna focus on the legions and not worry to much bout the alliance wheel (so we can have pre and post heresy stuff)
I take it this a stand alone set ( wait this fanmade, no need to worry about mking it all official )
so we can have the Salamanders unit withe the big area effect!
That was exactly the idea, altough I think we should put another topic up for that, including with some designer comments (mandatory) in order to get more of the community involved. I feel that Prep for War and you are perhaps the only ones who can actually come up with cards who totally make sence because of your knowledge of the fluff and miniature game.
I also think that for Conquest: 30K we should only focus on the Legions and Neutrals, with allience "wheels" being limited to Legions of Hope (Emperor's followers), Legions of Chaos (Chaos followers) and Neutrals (anything from Assassins, SoB to Assassins who currently don't know their place or are fully informed of the situations)
I also think it would be a very interesting concept to come up with 11 new planets to work with, one of these should obviously include the Emperor's Palace on Terra with a battle ability that allows you to win the game from that point on.
+++ The difference in set up would be to shuffle the 10 new planets, put up 5, put the Emperor's Palace in the remaining 5, shuffle those up again and put 2 face down onto the board +++
I also feel that because of the more powerfull Primarchs we can include more powerfull Army units as a result. Besides being more powerfull with stats it would also fit the fluff very well if the Legions where once again at full strenght compared to the 40K imperium.
Good idea about making the fire prism a support or event. If i ever get around to making a imperial guard Dethstrike missile i'll make that a support.
Pinning:
Reaction: After this unit declares an attack on a unit, prevent all but 1 damage and exhaust that unit.
This represents the attcked unit seeking cover, getting pinned down. I put in the damage reduction because otherwise it gets a bit OP.
Seems like a very interesting option. Currently I feel Pinning is merely represented by tapping and low ATK bodies but I understand your idea!
What is your reflection on:
As I initially got the idea this effect was Pinning represented in the game. It's 1/4 body would only allow for minimal damage but other unit could offcourse exploit the situation of the opponent being Pinned down and unable to move...
Perhaps something like this could also be made into a support card, but being limited to Combat Action AND perhaps needing another unit to exhaust with it aswell. Again much like the Ork Kannon puts damage on it's own Army aswell.
Yup that appear to be pinning all right!
Currently sketching some Word Bearers and Word Beares Warlord.
Hope you like it as it in a way is a Cato gone bad.
Signature unit
Cost: 2
Command: 1
-------'s Heralds
Warrior. Word Bearer.
Reaction: When you deploy this unit put a Cultist token into play at the same planet.
2/2
It would allow for a more heavier Daemon play (which the Word Bearers are known for) and at the same time would represent their ability to create Cultists out of many.
More to come!
Edited by Killax