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You'll notice that while the Compendium has the Init mod, the current version of the list removed it as superfluous. I'm thinking of having it return in a different incarnation. Namely, that Iyanden will get it's own versions of Wraithguard, Wraithblades, and Wraithlords that lack Fearless. However, Spititseers, Wraithseers, and Wraithknights will gain Wraithsight, which will return Fearless to the above units in their formation.
Am I looking at the wrong list? The Init mod is still in the Biel-tan ref sheet...
I would not remove fearless, the whole fearless automaton(machine-like?) fealing is a big part of the fluff. Also removing fearless would be a big drawback so I would assume iwe have to lower the cost in that case.
I kind of like the idea of having Iyanden Wraithguards though, it would fit the theme to have the wraithstructures a little more "fleshed out". (my english sucks but I hope you understand...
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Oh, and as for my personal take on the role of Spiritseers in the new book, I don't like it.
Instead of taking something strong with a drawback, and allowing the Spiritseer to remove the drawback, they've taken something strong with no drawback and allowed the Spiritseer to improve it more. It's in perfect keeping with the design philosophy of today's 40k, but not in keeping with the (old) idea of Wraithsight.
Wraithsight itself gets only a few passing sentences in the new Wraithlord entry, it's not clear fron the writing whether it is an impediment or just a different method of awareness. The old idea of ghosts made flesh, which still view things through the vague and imperfect senses they had as true spirits and need a dedicated medium to guide then is so much more evocative and believeable to me.
Don’t like changes do we

Me neither, the way you decribes it is the way I would like it to be. "Bad" units made better. The Spiritseer would make the Wraithguards good and guide them and without him they are kind of lost in the living world. To me the new 40k ability would reflect this in a way if we made their to-hit worse from the beginning, say MW6+ instead on the Wraithguards but I would suggest keeping the rules about a bonus to their Initiative and make their ”normal” initiative 3+ instead. So without their leader they would be hard to activate and slow but they would still be hard to kill…?
Perhaps changing it so that you would have to be within range and applying it to all wraithunits?
Anyway it will be intresting to see what you come up with
