Hi Neferhet,
these are a bunch of interesting ideas. But I see a couple of heavy flaws as well.
Comments:
"Warp Incursion"
- Deployment:
- changing the time when a Daemon arrives and is able to act. Thumbs up.
- originally Daemons could be deployed next to enemy ships. Maybe I'm alone on that, but for me that was the whole point considering a Daemon Ship. - Movement:
- the "phase in/out" thing is a nice idea, but the rate of movement is way too unpredictable and way too slow. 2d6 average on a 7, meaning most Daemons (except Slaughter) would have an average movement of 14cm.
Needless to say that by turn 3 the Daemon would be way behind its own fleet.
- the loss of Hits when in contact with a terrain feature would imply that I can't safely maneuver through an asteroid field. Thumbs down.
"Ethereal hull"
- - usually a special order is something the ship and its crew do on its own. Change that to "cannot use fleet re-rolls".
- - halving the Daemons armament is just... painful? Nothing, not the deployment, not the movement, not the 5+ crit chance compensate for that loss. I won't pay 40pts for that, ever.
I totally see your points.
About the positioning, consider that you can "Warp Incursion" a Dship next to "a capital ship". This means "any capital ship on the field". So even an enemy ship.
About movement, the randomness i so chaotic
! I thought that since you can materialize it next to an enemy ship, movement should not be a problem. Should be preferable to drop the random movement at all or to give 1d6 cm each 5 cm of normal movement?
About the hull point loss, let's drop that. Maybe it could stay if randomness is dropped?
About the shooting i was thinking to those ships more like boarding beasts. But I agree, thinking twice. Shooting power should be the same.
We could give an option to halve the shooting power in order not to pay any point increase??
About marks: yeah it's redundant to give something complex and unique another unneeded point of uniqueness. Marks can just be the same.
About torpedoes: perfect! Boarding torpedoes and assault boats/fighters! that would make more sense.
Orders: I was thinking that too. no rerolls (other than the ones deriving from its own abilities) can be used on orders failed by this ship.
What do you guys think about the other abilities?
immune to critical is kinda excessive. Maybe removing the 5+ save...
about the limitation?
@bessemer: i've never had experience with the plaxor's document. what was his take on the Dships?
@afterimagedan: your fix is neat and fast and could totslly work. but we should also decrease point cost.
I think that Demon ships should get some more love than just a better way to "deep strike". Either more abilities or less cost. Expecially if we think to limit their number.