Re: Codex: MALAL I like the idea for the Talisman, having to re-roll attacks upon the models. I was thinking Rejection would be a base psychic power, not counting towards the Sorcerer's limit.
With Vengeance, the idea is everytime a daemon attempts to enter the board, the Malal player rolls a die. Perhaps on a 6+ the daemon may not enter. Yes, it's harsh against daemons armies... that's the point. Daemon armies are pretty powerful as it is... this wouldn't go against the first turn anyhow, when half of the daemon army enters. The Sons of Malal are pretty much Khorne Berserker stats, with Fleet added.
Jetbikes were once used extensively by the Imperium... for some reason they became less common after this. The way I see it is, A: some Malal followers come from other Legions, being forsaken by their old God, and B: There's got to be warehouses full of these things just collecting dust. Terminator armor is, especially in the background, increasingly rare. If these guys come from newly founded chapters or even Traitor Legions, Termy armor is harder and harder to obtain. God knows that most of the Founding Chapters will not give up their armor.
These were just guidelines and I was hoping people would add to them. |