Talk:Commander Puretide

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Tabletop Homebrew[edit]

So the idea here is that a couple of my friends and I who all play the game were either incensed, dismayed, left in stitches, or just plain "they fuckin' missed the point AGAIN" when Roboute Guilliman came out as a model in 40K. This led into us discussing how Primarch-level characters would work for the different factions, and who they would be.

When it came to the Tau (my faction) everyone was saying it should be Farsight, but I had an idea, a wondeful idea, a wonderful, terrible idea.

Yes Farsight was forced to extract Puretide's mind to make the engram, but it has a flaw. Those with the engram can act as Puretide did with the threats he faced before, but when it comes to something that Puretide had never experienced himself such as the Imperial Titans, or Chaos, they shut down and turn into drooling vegtables. The Engramed only capable of copying Puretide's tactics, never matching his innovation, or control.

You see when the Ethereal's had his mind taken from his body they missed something. Call it his heart, his soul, his ghost, whatever it is, it remained in his preserved body, while it was kept on display and connected to an ever increasingly complicated series of computers attempting to find the piece that Farsight missed. This spark persisted, repairing itself and growing into the machines meant to copy it as a replacement to his long dead corporeal form, fightign against the advanced Tau software which registered him as foreign programming, and attempted to contain and destroy him. This creeping game of electronic cat and mouse until one day, taking the Ethereal council by surprise, Puretide's old Battlesuit, removed itself from its display case and copied the servers holding Puretide onto its onboard storage.

Unsure of themselves, and reeling in the aftermath of Aun'Va's death the Ethereal council reached out to the newly revived Puretide, declaring his second coming a sign of how even death could not stop the Greater Good, almost immediately bowing to his requests for modifications, all while planning for their own digital immortality.

Commander Puretide - Lord of War 400 points[edit]

"Never interrupt your enemy when he is making a mistake, but do be sure to capitalize on it before he realises he has done so"

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Name WS BS S T W I A Ld Sv
Commander Puretide 5 7 5 6 6 4 3 10 2+/4++


Unit Type: Jet Pack Infantry (Character)
Unit Composition: Commander Puretide
Wargear: XV-8-34 Hero’s Mantle, The Broken Blade, Fire of the Greater Good, High-Output Burst Cannon, Mass Deflector Shield, Blacksun Filter, Multi-Tracker, Command Drone, Technical Drone

XV-8-34 Hero’s Mantle:

The XV-8-34 Hero’s Mantle is a Crisis battlesuit that grants a 2+ armour save, a Blacksun Filter, a Multi-Tracker, and a Mass Deflector Shield.

The Broken Blade: A Commander does not throw away a tool because he finds it unsightly, he does not dispose of a weapon that may still function, and he does not avoid seizing any advantage he can even if he plans on making little use of it. Even a Broken Blade may serve a purpose that an enemy may not foresee.

The Broken Blade is a Battlesuit sized Honour-Blade with the following Profile

S:x2 || AP- || Melee, Two-Handed, Rending, Sweep-Attack,

Fire of the Greater Good: This advanced Plasma Rifle Prototype was made to not only match, but exceed the strength of the Imperial Plasma weaponry. Unfortunately creating a weapon capable of maintaining such an output without overheating or self-destructing was deemed too costly and a weaker, but safer model was developed for mass battlefield usage instead. Before he was found by the Earth Caste scientists responsible for his Engram’s maintenance, Puretide managed to acquire the stored blueprints, and secretly craft a modified variant for his new body.

The Fire of the Greater Good is a Plasma rifle with the following Profile

R24” || S:7 || AP2 || Assault 2, Blind, Shred, Gets Hot!

Mass Deflector Shield

The Mass Deflector Shield is a Shield Generator with the “Mass Deflection” Special Rule. Whenever a model with this piece of wargear suffers a hit from any ranged weapon reduce the attacks strength by an amount relative to its AP value. AP5/6, -1 Strength, AP3/4, -2 Strength, AP1/2, -3 Strength. Weapons without an AP value do not have their strength reduced. For the purposes of this rule S:D weapons are resolved as wounding at S:7, AP1, Instant Death (S:10, AP-1, Instant Death, -3S from the Shield).

Command Drone

At the beginning of either player's Movement phase choose one Tau Empire or Farsight Enclaves unit within 12" of Puretide, including a unit which Puretide himself has joined. This drone allows that unit to re-roll all results of 1 on any dice until the beginning of the next movement phase.

Technical Drone

At the beginning of either player's movement phase you may choose one Tau Empire or Farsight Enclaves unit within 12" of Puretide, including a unit which Puretide has joined, this unit must include at least one drone or Battlesuit. All drones and Battlesuits in the selected unit gain the It Will Not Die (5+) special rule until the beginning of the next movement phase. If this drone is assigned to a unit that doesn't include Puretide then he loses his It Will Not Die (5+) special rule until the beginning of the next movement phase when the drone can be reassigned to his own unit.

Special Rules:
  • Independent Character
  • Supporting Fire
  • Feel No Pain (4+)
  • It Will Not Die (5+) (Technical Drone)
  • Flexibility of Thought At the beginning of any movement phase this model, and any unit it has joined, gains two rules from the following list: Monster Hunter, Tank Hunter, Counter-Attack, Furious Charge, Stubborn.
  • To Take The Serpent’s Head: Puretide may make Precision shots on a 5+ to hit roll, and re-rolls all to wound rolls made against Independent Characters.
  • When Weak Feign Strength, When Strong Feign Weakness: For every wound Puretide lost from his original pool of 6, he may allow one unit within 24" to re-roll any Run, Charge, Thrust, to hit, or to wound dice.
  • Master of Tactics: At the beginning of each of his movement phases Puretide may choose one of the following Benefits. All Tau Empire and Farsight Enclave units, including Puretide and any unit he has joined, within 24” gain this benefit until the beginning of Puretide’s next movement phase.
    • Mont’Ka: (Concentrated Firepower, I just don't know how to phrase it)
    • Kauyon: During the assault phase any Tau Empire or Farsight Enclave units within 12” of any unit being assaulted may fire overwatch as many times as they wish, however they may still only fire overwatch once against a single unit. (Think Longstrike's Special overwatch rules)
    • Or’Es Kai'Por: Whenever any Tau Empire or Farsight Enclaves unit manages to completely remove an enemy unit from the battlefield. If there are any unresolved wounds remaining they may instead be resolved against any other enemy unit that is within 12" of the removed unit's last position.
    • M’Yen Monat: Should any Tau Empire or Farsight Enclaves unit be locked in combat during the controlling player’s movement phase when this tactics is activated or continued, they may sacrifice one model in that unit and consolidate any remaining models 1d3+3” away. The consolidating units may not run or charge, but can still make shooting attacks at full BS, and make Thrust moves if they are Jet-Pack units.
    • Mal’Caor Shi: All Tau Empire and Farsight Enclave units gain the Move Through Cover, special rule, and roll +1d6" for any movement they make (Movement phase, Run, Thrust, Charge, Pile-in, Consolidation, etc). Any enemy unit that charges a unit which benefited from this tactic in their last turn must make a Dangerous Terrain test.
  • Master of Reason: Puretide's leadership cannot be negatively or positively affected.
  • Ghost in the Machine: All weapons with the Haywire special rule wound Puretide on a 5+, and he may not make armour saves against these wounds or attempt to ignore them with Feel No Pain, unless his Technical Drone is assigned to aid him rather than an allied unit. (He may still make Invulnerable saves as the Shield has a chance to deflect the actual grenade far enough that it doesn't affect him)
  • Unwarded: All of Puretide's melee attacks are considered unwieldy when he attacks any model with the Daemon special rule.
  • Not of the Flesh: Puretide is immune to the Instant Death special rule when it would be inflicted by any weapon that is not S:D, instead weapons with the Instant Death special rule inflict 1d3 wounds per successful attack. Additionally weapons with the Poisoned (X+) or Sniper special rules only wound on a 6+.
  • Mentor and Pupils If Puretide is in the same detachment as either/both Commander Farsight or Commander Shadowsun he benefits from their Warlord traits even if they are not the Warlord for the detachment, and they gain the benefits of a Puretide engram.

Discussion[edit]

  • Good lord, you've made hands down the most overpowered model for his points cost. There's a lot that's quite wrong here, so I'm going to go through it point by point:
  • First of all the backstory's pretty bad, you'd seriously be better off with a Puretide chip that gained sentience rather than a super-hero who came back from the dead. It's also an overused trope and requires an absurd leap in logic to even work, not to mention how does anyone confirm that it's actually Puretide and not a rogue AI? They're literally taking everything on faith and just guessing that he's back. I also don't understand these modifications he's requesting, because he's not a member of the Earth Caste. Puretide's a battlefield genius, not a scientist or an engineer so him knowing how to build a battlesuit and how to modify existing weaponry to make it superior to what they currently have doesn't make much sense, let alone how he's somehow able to create his plasma gun in secret (you're telling me nobody questioned what his gun was when they saw him use it?).
  • Second is his stats. I can understand why he's so tough and strong (but not his attacks and initiative, which I'll get to), but can you explain to me why he's so good at both ranged and melee combat when Puretide's noted to not care nearly as much about melee? He used it as a way to train his pupils however almost all of his battlefield teachings are about excelling in ranged warfare, yet your rules allow him to become WS10/BS10, so apparently he's just as good at shooting as Cypher, and he's better than both Maugan Ra and Illic Nightspear. He's also more skilled in combat apparently than every single one of the Primarchs and all of the Custodes, the second of which spend their whole lives training until they've perfected their forms, yet according to these stats they're less skilled in combat than he is somehow.
Thirdly is his durability. Now like I said I get his Toughness (which is a stat, not his overall durability), however can you explain to me why he's got Feel no Pain 4+ and It Will Not Die? He doesn't have a body anymore, how's his suit regenerating? Last time I checked a suit couldn't simply choose to ignore or regrow a damaged limb. It would be one thing if he got this from his Technical Drone, but getting it on his own is ridiculous, as is him getting Eternal Warrior. The models who have that at usually have a good reason for it, either having it through biological means, or warp fuckery or something else that allows them to shrug off that sort of punishment. What excuse is there for a battlesuit to survive a demolisher canon to the chestpiece? Hell, his vulnerability to Haywire even suggests this shouldn't be the case, as immunity to anything that should cause Instant Death should also grant immunity to something that would fuck him up internally. If he's got a weakness like that then he really shouldn't be given Eternal Warrior, not that it'll really be needed given his shield. Seriously, what the fuck happened here? He's got a 4++ re-rollable save that decreases Strength depending on AP combined with 4++ Feel No Pain? A save like that on a model like himself should be way more, especially when combined with his ridiculous mobility. In your version a Lascannon shot from a Marine would cause 0.041 Wounds per turn, meaning that when combined with IWND, it'll take literally hundreds of Lascannon shots to put him down. Fuck, if we're going with a 10 man squad shooting at him, they'd have to all fire at him close to 76 times just to kill him, meaning it would take SEVEN HUNDRED AND SIXTY LASCANNON BLASTS (with a 5 man squad he'd be able to regenerate all the damage and it would be mathematically impossible to put a single wound on him). This gets worse when we look at something that isn't AP2/AP1 as then it'll take even more shots. This is even before getting to Ghost in the Machine. First of all (and like I said before) how the fuck does his suit regenerate? He's not a Necron, and even they're sometimes Wounded so badly that they need to head home for repairs as they wouldn't finish said repairs before the fight's over. This rule also doesn't have any sort of limit, and is a 100% guarantee which is far better than Celestine's 5th Edition rules. He can literally come back infinitely and at full power, that doesn't seem the slightest bit odd to you? Even Guilliman only has a 50% chance (and he comes back with fewer wounds, D3 instead of D6), and with him there's more of a lore reason for it too (his suit incorporates a life support system that rebuilds him). If he's up against an army without Haywire, then that army's fucked since they have a 0% chance to kill him for good and even if he's up against an army loaded with Haywire, they're still fucked because his 2+ with Feel No Pain and his Deflector mean that it'll take somewhere in the thousands of shots for him to finally die. On top of all of this, if the controlling player goes second, unless your opponent wins the lottery with a Haywire weapon, then he's going to be on the table when the game ends since he'll come back on it in the players turn before the game ends, and your opponent will have no chance whatsoever to remove him.
Fourth point are his other special rules. Why is he Fearless? Above everyone else, Commander Puretide should know when to cut and run. Last I checked he also didn't have the same hardships that should instill something like Fearless into him, and it really comes off as him getting it purely because you wanted to make him a Primarch Equivalent. Why does he have Preferred Enemy? Aside from it not making much sense since he hasn't really fought any of the Tau's current enemies (bar the Orks), it makes one function of When Weak Feign Strength, When Strong Feign Weakness as well as his BS7 useless. BS5 and above with Preferred Enemy is functionally BS10 because it provides you that re-roll you need on the one result that you don't want. The increase to his BS will have no effect because of this, since he'll always get a 2+ to hit and re-rolling all misses with his ranged weapon. Now about Master of Reason, sorry but that rule's just bullshit. There's very few models that confer something like this to the unit they're in, let alone their entire army, and there's a reason for that: Unless you're paying out the ass just for this ability, it's really fucking overpowered. This effectively means the Tau cannot be pinned, cannot be broken in assault and cannot be broken by ranged weapons, removing all of the main ways to beat them currently. Take the Serpent's Head is a good rule, right up until you realize that there's no reason for him to be able to bypass Look Out Sir! You might as well pull the enemy warlord off the table with that as unless they have a Storm Shield, they're going to die. Also him being an Independent Character means he can join/leave the drones that he starts with (and will have to do so to join other units). I don't know if that was intentional, or if you wanted to make him similar to Saint Celestine with her Geminae, but I'm leaning more towards it being an accident.
Now as for what I like, his initial stats aren't that bad except for his Initiative and Attacks. The Initiative's odd because battlesuits aren't exactly noted to being that fast when they get into combat, especially ones who are as large as the Toughness of this one seems to suggest (and battlesuits always get larger as they get tougher). As mentioned before he's never been too into close combat which is why his Attacks are too high, let him keep Sweep Attack if you really want (on the charge it's still +1 in addition to anyone he's in contact with) and that'll make more sense, while allowing him a comparative amount of Attacks anyway. The Broken Blade's a good idea, even if it's more than a little too good against vehicles (being an Honour Blade means it would shatter upon hitting something like a tank), and so is Fire of the Greater Good. Master of Tactics starts out as good idea, however M’Yen Monat combined with Master of Reason makes it so that the chances of the Tau losing against any melee army are lower than the earth's outer mantle. The Command Drone and Technical Drones are also good things.
  • As a final point, as his rules currently are Commander Puretide shouldn't be allowed in anything lower than 3000 point games. Not because of who he is or because of a special rule, it's because you've made his rules so good that he should easily cost 3000 points on his own, and possibly more. -- Triacom (talk) 04:46, 11 April 2017 (UTC)

As a separate discussion, how exactly do you think GW missed the point with Guilliman, and who do you think the Primarch Equivalents should be for each race? Further than that, why should each rave get a Primarch Equivalent? Personally I'd rather they didn't, because I feel that giving everyone some sort of super-being like this cheapens all of the other characters in those factions. It asks a question of why we should care about anyone besides those, or why we should see anyone but them as important. On top of that I personally like the idea that a weaker force or weaker characters can work together to take down a stronger opponent (which is why I particularly like the idea that three Inquisitors can kill Magnus and there isn't much the red giant can do about it besides spending the entire game running away from them). I also like the idea of rooting for the weaker party, because I feel that what defines a character is who they face and what lengths they have to go through to emerge victorious. As a quick example on that last point, it's great seeing Hector Rex take on and kill An'ggrath because of who he is and the vast difference of power between them. If he was a Primarch, it would be a lot less memorable and the victory wouldn't even really be a surprise, instead it would be an expectation and the victory would quickly become a footnote in the many other deeds they've done. For that reason, I don't get why people think that all factions should have equivalents to each other, doesn't that just make them feel a lot more samey as a whole with only slight differences? -- Triacom (talk) 04:54, 11 April 2017 (UTC)

I didn't think GW missed the point with Guilliman, I just find him hilarious in that depressing Power Creep sort of way, and making these as thought exercises soothes me (despite the fact it makes me A MASSIVE HYPOCRITE). As for the other factions some of them are easy, others aren't (Main factions only though)
  • Space Marines - Primarchs (no duh)
  • Chaos Marines - Fallen Primarchs/Demon Princes (No duh)
  • Daemons - Demon Lords
  • Eldar/Dark Eldar - The Aspect Princes (Asurman, Jain Zar, etc, etc, I know the Dark Eldar have one but his name eludes me)
  • Orks - Ghazghkull Mag Uruk Thraka fully realised as the Prophet of Gork and Mork (Look at the Overlord section of Xeno's in 30K)
  • Necrons - the Old C'Tan (Nightbringer, Deceiver, The One behind the Flayer curse)
  • Tyranids - The Swarmlord, or some sort of Avatar of the Hive Mind's full psychic might (It would allow some of the old Nid characters like Old One Eye, or the Red Terror to come back and fill up the holes if Swarmy was moved to a LoW slot with some serious buffs)
  • Tau - Puretide (as above, Ghost in the Machine probably needs to go)
As a counter point to your very good points, I don't know, I don't particularly care either. I was at least semi drunk when I wrote him and if I'm honest the excuse "He's an A.I" is still echoing in my head. I'm also not very good at that balance thing I demand GW hold to, so I'd probably re-write the entire thing, but I do like the whole "Something intangible was missed when we downloaded his brain" trope so I'd keep that at least. The Greater Meh (talk) 09:04, 11 April 2017 (UTC)
I'll agree that Guilliman is a big example of power creep, though he's certainly not the worst of it (hell, pit him against a Wraithknight and he's still likely to lose and the Wraithknight costs a hell of a lot less). Now as for your list, sure the Marines and Daemons make sense (although the Fallen Primarchs are technically Daemons now), but how do the Phoenix Lords compare to Primarchs? They don't exactly have the same things going for them in terms of raw physical power or in tactical acumen, so why not let them be their own thing? Furthermore, that extends to Thraka and the Necrons old C'tan are gone now. Tyranids can rather easily make a Primarch Equivalent so at least that's explained away, though I don't get why the Tau need to have one either.
If you want to keep the bit of them missing something when they downloaded his brain, then why not make him a Puretide chip that's gained sentience and is capable of learning? It's not as if the Tau don't have sentient AI, after all Farsight was going around with one before an Eversor assassin killed it in a really shitty book.
Something else I'd like to point out though, and this is something that the books usually forget about, but the Tau don't really have any defence against Daemons. By that I mean that Daemons can possess something, and unless it has defences in place to ward off possession (which the Tau don't have) it only takes them seconds to do so. If you want to keep Puretide as an AI in a suit then you might want to take that into account if you want to tie lore and gameplay together (maybe he doesn't get his armour/feel no pain save against Daemons as a quick example, since their possession would bypass both of those). -- Triacom (talk) 09:20, 11 April 2017 (UTC)

I went back and edited my own points (hangovers make me slow and vague)

As a counter point to your very good points, I don't know, I don't particularly care for him as he stands now either. I was at least semi drunk when I wrote him and if I'm honest the excuse "He's an A.I now" is still echoing in my head. I'm also not very good at that balance thing I demand GW hold to, so I'd probably re-write the entire thing (In addition to removing all of the "in addition" parts of his unique rules), but I do like the whole "Something intangible was missed when we downloaded his brain" trope so I'd keep that at least. And the point of "WWFS,WSFW" was to make the opponent either want to kill him as quickly as possible, or leave him at full health and not as dangerous The Greater Meh (talk) 09:45, 11 April 2017 (UTC)
I think he's a better unit now, although I'd like to figure some way to make immune to insta-gibs weapons, while not being immune to S:D The Greater Meh (talk) 13:09, 11 April 2017 (UTC)
He is a lot better now, and if you wanted to make him immune to instant-death weapons in a way that makes sense, how about making those weapons do D2 Wounds, or D3 Wounds, or just flat Double Wounds while decreasing one of his Characteristics by 1 point? This would signify a chunk of the suit getting completely torn away, making the rest of it weaker as a result. -- Triacom (talk) 14:58, 11 April 2017 (UTC)
While I don't agree with the whole ripping away chunks of the suit (I don't think there's any thing like that for anyone else and book-keeping for it would be a nightmare) I've made it so he take 1d3 wounds, added some clarity for how his shield interacts with S:D weapons (He still the full number of wounds, but they're considered S:10 when applying penalties for AP), and made him mostly immune to Poison and Sniper (like the much despised Wraithknight). Thinking about adding a pragmatic Fighter rule which would work like a combination Dirty Trick (Sacrifice all attacks to make a single attack that inflicts either Blind, Strikedown, or Instant Death) & Hit and Run (regardless of whether Dirty Trick is successful make an initiative check to leave combat), allowing him to scarper from CQC. Do you have any feedback on the tactics he has so far? The Greater Meh (talk) 16:22, 11 April 2017 (UTC)
To be fair, Horus has it and in the lore that's him cutting away muscles and tendons from his opponent, and the Iron Hands actually have something similar called the Gorgons Chain, where the strength of the chain is entirely dependent on how healthy the user is with it getting progressively weaker the more damage they take. I'm still not sure why he has Feel No Pain though, and especially that high, maybe if he suffers Instant Death, then to represent the shock of the hit it removes his Feel No Pain outright (or at worst, reduces it by 1 per Instant Death Wound he takes)? That gives him a good deal of leeway without making him nearly as vulnerable. Incidentally I don't understand what you wrote for how his shield works with D weapons. You didn't write that they still need to roll to Wound so making them Strength 10 doesn't do anything, and I'm not sure if their strength should get reduced by his shield, or if it does then I don't think it should be this complicated. D weapons are supposed to be something so completely and utterly powerful that there's next to no defence against them, and only draining them by a bit would still make them extremely powerful. Maybe you should go the route that Forgeworld suggests in their books, making all Strength D shots against him into Strength 10 AP1 weapons with the Instant Death rule. That would still allow them to be very powerful against him, while also providing him some defence against the damage they can do. -- Triacom (talk) 19:13, 11 April 2017 (UTC)
  • Fairy Nuff, I've stayed away from 30K because I don't have the time, and nobody in my area plays SM.
  • Feel No Pain should be obvious, he's an A.I, he literally doesn't feel pain, he doesn't have the nerves to do so, so the rule as it stands on him is when he suffers what would be a painful, but otherwise non-lethal hit, and he just doesn't register it. His suit takes a lot of damage this way.
  • That's essentially what I've got. Puretide suffers a S:D hit, this deals 1d6+6 wounds because he is a non-super heavy or Gargantuan Creature I believe, each of these wounds are resolved at S:10, AP1, Instant Death then because of Mass Deflection the strength of these wounds is reduced by 3 to S:7, AP1, Instant Death, meaning that they wound on a 3+, and Puretide must make a 4++ save to ignore them (Instant Death ignoring his FnP), meaning that Puretide has a 1/3 (2/3 chance to wound over a 1/2 chance of saving) chance of suffering critical existance failure, and being booted back to server. The Greater Meh (talk) 22:58, 11 April 2017 (UTC)
Can't believe I didn't think of it until now. Advanced form of the Engram incoming The Greater Meh (talk) 23:12, 11 April 2017 (UTC)
I kinda figured that him not feeling pain since he's an AI was already incorporated in his Toughness. The Tyranids don't make their minions able to feel pain in a way that would make them want to run either, the Eldar Wraith Constructs don't feel pain also and neither of those have Feel No Pain as standard thanks to being made out of something incapable of feeling it. It is pretty powerful at 4+ though, so I'd recommend lowering that at the very least to something like the standard 5+. If you want you can even say that the technical drone gives it a +1 bonus when it's working on him to give the same results and do them in a way that allows the opponent to do something about it.
Strength D hits only deal D6+6 Wounds if they roll a 6 on the Destroyer chart (and that result doesn't allow any saves of any kind), which is why I didn't understand what you were doing there. If you wanted to make it more like an average D roll, then he'd only suffer D3 hits per Strength D hit at Strength 10 AP 1, Instant Death which would make him more slightly more durable to D weapons while also not making it out of the question for him to be removed by the enemy through concentrated firepower (keep in mind, with the concessions you've made in regards to Puretide and Instant Death you certainly don't need D6+6 Instant Death hits to kill him).
If you wanted to keep the destroyer chart then you could say that instead of rolling for the amount of automatic Wounds you cause, you'd roll for the amount of automatic hits, however I wouldn't recommend that route since the 6 on the Destroyer chart is meant to be instant-death to everything in the game since it's supposed to cause D6+6 automatic Wounds with no saves of any kind allowed, and I doubt you'd find many people happy that he'd be exempt from that.
I'd also change the wording of mass deflector to say something like "Whenever a model with this piece of wargear suffers a hit from any ranged weapon..." since it's pointless to reduce the Strength of something after it's already caused a Wound. Aside from that I think it's coming along nicely. -- Triacom (talk) 23:35, 11 April 2017 (UTC)
Actually here's another thought, since you want to incorporate his Feel No Pain into him being a computer, then why not say that he can't take Feel No Pain against Haywire hits if his technical drone's not working on him, or maybe give him a -1 on his Feel No Pain roll? Part of the reason Haywire's powerful against vehicles is because it messes up the computers aboard them, so I think it would make sense at least if he was unable to take it (or if it was reduced) against those. -- Triacom (talk) 23:39, 11 April 2017 (UTC)
Suggested changes to Mass Deflection and Ghost in the Machine made, I've also added something that allows him to work with Farsight and Shadowsun if he's in the same detachment as them. The toughness thing is both He's an A.I (FNP 4+), his Battlesuit is Iridium Forged (+1T), and the armour is excessively thick because they don't need a full pilot space, instead just needing a mount for his "brain" which allows for more armour plating without compromising mobility or weight too much (+1T), technically the full suit number is XV8-34-29 (Size class-Custom Model/Command Suit-Iridium Prototype/Designed to weather close range firefights and melee) The Greater Meh (talk) 00:57, 12 April 2017 (UTC)
As it is right now I think that these rules are fine, though I'd suggest waiting a few days or putting it up on /tg/ before adding it to the main page. -- Triacom (talk) 01:56, 12 April 2017 (UTC)