Greetings Sirens and Pitlords,
We've been working on this project for a while now and we've reached a skeleton that we're pretty happy with! No timeline promises, things still need to go through several rounds of drafting before they're even on the table for the stakeholders, but we thought it was about time to share some of our intentions with the community and hear what the community has to stay back!
I guess we should start with the obvious, the Mono-Sin supplement won't be much like the previous supplements, since we're essentially portraying the same models but in a new manner, and is likely to share more in-common with Undying Dynasties --> Terracotta/Barrow Legions than Warriors of the Dark Gods --> Mahkar. The crux of our intention is to provide each Legion of Sin with a distinct, and unique, playstyle with expanded options and synergies to accomplish this playstyle but with vastly limited options to play outside of that playstyle. With this as our objective, we intend for each Sin to a limited roster of unit entries than currently, and to funnel that complexity into new manifestations, army mechanics, and maaaaaaaaaaybe a new unit or two
More so than any other army-book, Mono-Sin armies should feel thematic. Your units and playstyle should embody the Sin you've chosen to represent, and perhaps drag your opponent into a Descent into Sin alongside you. In this post, and over the next few weeks, we'll share with you the skeleton of how each Legion of Sin will look and feel like.
For starters, let's begin with our supplement design goals, which we'd love to hear your opinion on.
- Daemon Legions is a book that accentuates specialization. The Mono-Sin book should lean into this more so. Mono-Sin armies should be considered the most RPS lists you can make in Ninth age, with large weaknesses compensated with large strengths elsewhere.
- This is a Daemon Legions supplement, using Daemon Legions as the basis. Therefore the book will share many of the over-arching strengths & weaknesses of the mother-book, i.e High eliteness, ignore morale, aegis saves all over the place, Magic out of the Wazoo while lacking Strength in Numbers, high armour saves, and soft weaknesses in regular ranged attacks. Individual Sins sit on these spectrums but losing some aspects to excel in others. Lust might have no access to ranged fire-power what-so-ever, but will be compensated with increased mobility and combat prowess, while Greed might find itself lacking many heavy hitters but might find itself being able actually attempt to make an armour-save.
- Complexity, is a strange concept to get our heads around. It's nebulous and means different things to different people. But our goal is to make each individual Sin feel over-all less complex than the DL book, due to having less variability and a more cohesive objective. At a high level, the book may look more complex due to trying to fit in 7 individual army styles into a single book, but on the table and at the list-design stage you'll notice you only have access to 1/7th of the options and thus the relative complexity should be considerably less, making less time explaining manifestations and more time indulging in the Sin of your choice.