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post #41 of 296 (permalink) Old 11-01-11, 10:23 AM
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Cryptek upgrade: Supercron emitter.

If a cryptek joins a unit with at least fifteen necron warriors in it, he may immediately combine them ionto a supercron monstrous creature. It has a similar statline as a necron warrior, but is double the strength and toughness.

Instead of being wounded normally, you must kill the necron warriors making it piece by piece. They are still subject to Reanimation Protocols.



Also I agree with what djinn said.


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post #42 of 296 (permalink) Old 11-01-11, 11:22 AM
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Please take the Ward bitching to another thread. This thread has the potential to have some funny rules and I dont want it to be derailed anymore by a frenzy of slagging off or sucking upto Ward. Beside he may be reading this and I'm sure he will be taking notes of the better rules ideas.

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post #43 of 296 (permalink) Old 11-01-11, 12:25 PM
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Ward rewrites the TAU codex:

Fire Warrior EMP-218 device. At the beginning of the Tau player's assault phase, role a die. On a 4+, all enemies with powered weapons or armor are disabled and cannot attack or move in any way (treat as fearless) until the beginning of the Tau player's next turn.

Fire adept phoenix warrior. Fire warrior or Stealth suit leader upgrade. BS4 WS4 S3 T3 I4 A2 Ld9, cost +10pts, options power weapon +10, power fist +15, psychic miasmic scrambler +5 (creates a psychic null zone within 18" of the Fire Adept Phoenix).

Sgt Cailil, Premier Fire Adept Phoenix. Wargear: Master-crafted power fist that only has 1 attack and attacks on initiative of zero (yeah after all the regular powerfists), stealth suit, EMP-218, hit and run, fleet. In any assault phase, if in close combat, after moves have been made, but before attacks, Cailil can summon D6 phantom ghost genestealers to help him in his greatest need. These only last till the end of the turn, then are removed from play.

Also, the Tau become bestest friends in the whole wide world with the Tyranid, forming an ultra-alliance. The Tyranid are cool with this because they've been hankerin for some bros to throw down some brews with.

Last edited by jaysen; 11-01-11 at 12:32 PM.
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post #44 of 296 (permalink) Old 11-01-11, 01:03 PM
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Well, here's my contribution....

Drop Pod Monolith (Recovered STC): After deployment and all models have disembarked, on the player's next turn the drop pod may engage its anti-grav thrusters, rise, and center itself above the unit that deployed from it (or nearest friendly unit). The drop pod may then activate its void shields. It is no longer considered an open-topped vehicle.

Any model or vehicle in a 12" radius of the drop pod is effectively shielded (models receive a 2+ invul, vehicles are AV14 F/S/R).

On a roll of 2+, any energy weapon fired at the shields is absorbed and increases the radius by 12" minus the weapon's AP rating.

On a roll of 3+, enemy models are pushed back from the encroaching edge of the shield. Should an enemy model make a save then subsequently fail, it will take 1 wound per 6" moved back as it placed away from the shield edge. Enemy vehicles are unaffected. If enemy models are caught between two or more encroaching shields and there is no place to go, the instant death rule will apply. Models pushed to the board edge are considered to have fled the battle.

On a roll of 6+, any projectile weapon fired at the shields penetrates, but the models still have their improved invul, the vehicles their improved AV.

Any template weapons are ignored.

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post #45 of 296 (permalink) Old 11-01-11, 01:05 PM
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All daemons can now assault after deep strike.

/wet dream
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post #46 of 296 (permalink) Old 11-01-11, 01:20 PM
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All space marine bolters now wound any daemon on a 2+ and do 2 wounds.
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post #47 of 296 (permalink) Old 11-01-11, 02:35 PM
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Quote:
Originally Posted by djinn24 View Post
Vaz when you sit down and can draw up a balanced expanded rule book that is playable but not broken then I might take what you have to say seriously.
I'm not necessarily talking balance. I'm talking inane decisions about the rules, like the Blood Angels, for example. Why do Blood Angels get Assault Marines as troops rather than fast attack? Why do they get Descent of Angels? Because they use them a lot - but they don't, because it's already stated they have no more Assault Marines than any other chapter. And then we have the Ultramarines Characters - all of whom, IIRC, frequently break the laws of the codex astartes by bringing in different rules variants to the armies.

This isn't just raging against "that army has what I want" - it's just senseless daft decisions such as that which make me question "why?".

Quote:
Want to talk about fluff shift then those of us who played in second edition will have shit to complain about when half of our armies stopped being playable.
"Unplayable"? in what way was it unplayable? You mean that you could no longer field a Librarian and 2 5 Man Space Marine squads to make up a 1000point army, or that your armies simply needed to evolve to a new edition?

I'm talking about Fluff Shift, when Necrons were Chaos Androids, not Necrons. And now we have Chaos Androids > Necrons > Space Marines in Skeletons. It's a case where giving them character has reduced their character. 40K is a heavily typecast environment, ranging from your Space Marines and Imperial Guard with distinct attributes related to real life, while things such as the Necrons and Tau are allegories to popular culture.

Necrons are your Skeletal Hordes of the Vampire, the Vampire being the C'Tan. The Necrons having some sentience is fine, I'm perfectly happy with that - relating to the Ghoul, or some other Vampire dependant non-Undead creature. But when they start having a personality, that confuses me, considering that they have been hibernating for such a long time in a metal shell, and yet when they suddenly awake, they're all unique?

Writers complain about the Tyranids, Necrons and Orks being armies about which it's almost impossible to write for - not having any real character whatsoever, and being utterly one dimensional, as opposed to Humans, Marines and Eldar. I don't see why that is a problem. it's a game for children, and the writers of the background and novels are generally of a poor calibre with a few noted exceptions, meaning that it's unlikely to actually ever get too mainstream or noted for many literary awards - niche ones like the Gemmel award for Sigmar is strange - the books are shite, with no character developement, and an utterly cliched storyline, and the NYTB list for the Heresy novels - that's simply popularity - and fuck me the X Factor is popular.

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This set of rule books have been some of the best I have seen ever come out of GW and it seems that all armies might have a chance and it will be more about playing the army well then buying 4 uber squad and killing everything.
Poorly written rules with inane reasonings behind purely to sell more models is my complaint with Mat Wards rules. The game is about fun, I admit that. But since when does sloppy rules writing have to be the hallmarks of fun? You can have a clear concise set of rules which are fairly balanced without being limited to not having fun. And what about those of us who play tournament style games - Mat Wards core Fantasy rules makes games rely on stacking a load of modifiers onto high risk, high reward strategies, and using those modifiers so that there's very little risk, for the most part, and the new rules just aren't coming out quick enough to counteract that.

As for the new ones, yes, I can easily put a list together how I want, and not worry too much about how it plays, and just let fun dictate. But for those of us who want more out of it, Mat Ward doesn't cut it.

For those of us who love the lore as it was, there's no excusing his bullshit.



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a rectum spectrum, if you will
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post #48 of 296 (permalink) Old 11-01-11, 02:53 PM
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@humakt: At what point was this anything but a Ward hate thread, the thread title itself is hateful?

@Vaz: In second ed there were a LOT of items you could take that where no longer viable in third edition. How long was it before DAs got the Mortis dread back? SM can't take Shuriken Guns. There are a ton of examples where models that had been modified to fit the rules where no longer playable at all when second edition went out and third edition came in.

The point about his rules is he is consistent and works well with the other writers to make the codexes balanced against one another. Yes the 3rd/4th edition codexes are weak compared to them but slowly they are bringing it all up to speed.
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post #49 of 296 (permalink) Old 11-01-11, 03:22 PM
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The Blood Angels have a whole company of assault marines, the 8th. So, yeah, they do have more, get more practice, and develop unique techniques and tactics for employing jump pack troops.

If you want a good reason, then, it's because they are all painted red, which obviously makes things faster in the 40k universe.
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post #50 of 296 (permalink) Old 11-01-11, 03:35 PM
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Standard Space Marines can take Paired Autocannon Dreadnoughts, and Dark Angels still have access to the Mortis Dreadnought from Imperial Armour Volume 2 Update 1.3, which is something like 6 or 7 years old now, I think possibly before 4th Edition Space Marines, even - and the FAQ is completely free, might I add.

As for the Shuriken Guns - that's precisely what I was talking about, however - in that with the constant new evolutions to the fluff. Admittedly, Space Marines now have Bolters and are always armed with that.

While I cannot talk about evolutions from before mid way through 3rd, I'm simply lamenting the fact that Mat Ward feels its right to shit on what other people worked on, simply to piss all over it like a homeless dog marking its territory, or completely change it for no real reason whatsoever.

When I look at Dawn of War, they were the first IIRC to include talking Necrons - and that was limited to the Pariah's, or even just one Pariah, the least Necron of them. And then we get the Fall of Damnos, and Nick Kyme - who's one of the worst writers I have read - Salamanders Firey Firing fire Guard of Fire and Grimblades of Grimness and stubborn dwarfs of stubborness - who ruins what could have been a decent story, but also includes characterful Necron Lords, which is as incongruous as a talking donkey.

And in a way, it is basically a talking donkey. It's not genre breaking and new-era defining appreciation, it's a travesty, considering that there's so much more rich fluff.

When people attempt to prove rules queries by using the fluff, they get shot down in flames, yet here people are correlating the two in reverse.

Space Marines are not true to lore, with strike forces which have saved entire worlds getting destroyed by 2 platoons of imperial guardsmen in the rules - so when you say "the new fluff is good because it gives us new weapons to use and new vehicles and new units" is utter bollocks - the Necrons are always awakening, and newly risen units and wargear is is all well and good, as well as updated rules to allow more than warriors as troops without resorting to "Tomb World Tactics".

@Jaysen - so do all other Codex chapters, and other chapters larger than the Blood Angels like the Black Templars and Space Wolves are likely to have more Assault Marine equivalents than the Blood Angels.

As for things going faster - I have no problem with the Overcharged engines - but what makes the Blood Angels "Lucifer" Pattern engines so much more powerful than the White Scars modified Overcharged Engines? As for the "Red Wuns Go Faster", it's not so much about the laws of Physics here, and not even about the rules - the Ork Mentality is simply that if they want it to work, it will do. That has little to do with why Blood Angels mechanics and all their secondary foundings are so much better at making faster engines while the rest of the galaxy is stuck with their relatively shitty engines.



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Quote:
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It's not a black and white question really, there are different shades of anal probing,
a rectum spectrum, if you will

Last edited by Vaz; 11-01-11 at 03:39 PM.
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