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Made in ca
Calm Celestian




Windsor Ontario Canada

After reading the new sister of battle codex and realizing the choices were limited (I said limited not bad), I decided to recreate my Homebrew Codex that I made a long time ago. I've play tested this army a few times and it seems to do well but I would like some constructive feedback (as well as point out typos, spelling and grammar mistakes, cause I'm sure I've made some), also feel free to use it for your own games if you want.

Link: http://www.mediafire.com/view/?log6d83qjvz5njb

Also if anyone needs help creating their own homebrew codex (even the layout) feel free to ask me.

This message was edited 3 times. Last update was at 2012/05/08 20:01:55


 
   
Made in ca
Shas'ui with Bonding Knife





Disclaimer - I like it, it's very well done, and I'd definitely use it. I'm just nitpicking :3

"For every Second Act of Faith you attempt on the same turn, you add +1 to this roll"...

Well, you can only ever attempt a second act of faith once in a game (as the next act of faith will be a third, and the one after a fourth)

and

to which roll are you adding +1 to?

Faithful needs to be defined.

Divine Guidance: Why against nonvehicle? Heavy Bolters, the most able to abuse this, still can't affect much - glancing LRaiders as a 1/100 chance isn't that great.

Spirit of the Martyr - "Roll for this Act of Faith before a unit you control would take saves of any kind"

Wings of Faith: Ignores difficult terrain as well, or no? As it is, she ignores dangerous terrain, but the moment the ground gets bumpy, her wings stop working?

Living Saint + Wrath + Hammer + EP + Divine Weapon + Inferno Pistol + Simulacrum = 285 points, sure, but you have a 4-wound T5 EW model with I5, S7 on the charge, rerolls to hit, enemy rerolls invuln, 2D6 against vehicles, immune to psychic, hit and run, jump infantry, melta or heavy flamer... and it's guarded by a 2+/2++, can be put in a unit (with a canoness, or celestine), and makes that unit fearless (and stubborn, if you wanna shell out the points).

I'm all for options, but you have easily one of the best units in the game here. EW + T5 + 2++ + 4 Wounds + Optional FNP from other units puts even Draigo to shame, and he's ALREADY over the top. The old Canoness was a good place for SoB IC's I think - she solo'd monstrous creatures and took out named characters and their retinues. This blows that out of the water, times infinity. I'd start by removing the +T, +S options, and then maybe taking away the special rending/reroll invulns...

I'll get to more of this as I go through.

This message was edited 2 times. Last update was at 2012/04/26 04:36:17


Pit your chainsword against my chainsw- wait that's Heresy. 
   
Made in ca
Calm Celestian




Windsor Ontario Canada

chrisrawr wrote:"For every Second Act of Faith you attempt on the same turn, you add +1 to this roll"...

Well, you can only ever attempt a second act of faith once in a game (as the next act of faith will be a third, and the one after a fourth)

and

to which roll are you adding +1 to?

Faithful needs to be defined.

Divine Guidance: Why against nonvehicle? Heavy Bolters, the most able to abuse this, still can't affect much - glancing LRaiders as a 1/100 chance isn't that great.

Spirit of the Martyr - "Roll for this Act of Faith before a unit you control would take saves of any kind"

Wings of Faith: Ignores difficult terrain as well, or no? As it is, she ignores dangerous terrain, but the moment the ground gets bumpy, her wings stop working?

Living Saint + Wrath + Hammer + EP + Divine Weapon + Inferno Pistol + Simulacrum = 285 points, sure, but you have a 4-wound T5 EW model with I5, S7 on the charge, rerolls to hit, enemy rerolls invuln, 2D6 against vehicles, immune to psychic, hit and run, jump infantry, melta or heavy flamer... and it's guarded by a 2+/2++, can be put in a unit (with a canoness, or celestine), and makes that unit fearless (and stubborn, if you wanna shell out the points).

I'm all for options, but you have easily one of the best units in the game here. EW + T5 + 2++ + 4 Wounds + Optional FNP from other units puts even Draigo to shame, and he's ALREADY over the top.

I'll get to more of this as I go through.


Thanks for the feedback about faith and faithful, I will get that fix. By +1 I mean to your total roll when making the leadership test (so if you roll a 7 it becomes an 8).

Divine Guidance agaisnt vechiles would make sisters far to good verse tanks as bolters could take down rhinos which may cause the codex to become OP. Also it is to give the retributors a unique act of faith.

I don't understand your comment about Spirit of the Martyr, please explain.

Wings of Faith: Jump infantry treat difficult terrain as dangerous terrain but aren't slowed by difficult terrain. If she decides to walk by foot then terrain will slow her.

Living Saint is a unit that I'm having a hard time balance. Now she can be given a 2++ but that cost a faith point and can fail (though not likely unless you did other acts of faith), thus by giving her a 2++ your now making the chances of getting other acts of faith off that turn less likely. As for the FNP, she losses the ability to fly then. Yet your point is still valid, what would you suggest in order to balance her.
   
Made in us
Lord of the Fleet





Texas

Technically arent the Ecclesiarchy banned from having men at arms? Where are the Guards coming from?

Of course I cant exactly remember what happened to the Ecclesiarchy after the Age of Apostry or whatever


Arch Seraphim look kinda tough, almost too tough. Yes I realize they're T3 but on a charge they're S5, I6, plus they're Stubborn and have Hit and Run. These gals put Sanguinary Guard to shame, and they're 15 points more then these!

Flame tank seems boring, a poor mans Baal Pred.

Psyker tank looks cool, although from its attacks it looks a tad undercosted.

More to come when I get around it

This message was edited 1 time. Last update was at 2012/04/26 04:53:14


 
   
Made in ca
Calm Celestian




Windsor Ontario Canada

kenshin620 wrote:Technically arent the Ecclesiarchy banned from having men at arms? Where are the Guards coming from?

Of course I cant exactly remember what happened to the Ecclesiarchy after the Age of Apostry or whatever


Arch Seraphim look kinda tough, almost too tough. Yes I realize they're T3 but on a charge they're S5, I6, plus they're Stubborn and have Hit and Run. These gals put Sanguinary Guard to shame, and they're 15 points more then these!

Psyker tank looks cool, although from its attacks it looks a tad undercosted.

Temple Guards are more like body guards, mercenaries or even PDF. Their kind of like a loop hole.

Arch Seraphims are tough when the charge, but if you charge them you can destroy them. Sanguinary Guard can get feel no pain and furious charge very easily while still keeping their jump packs and maneuverability (I believe this is why they are cost 40 points a model). Arch Seraphims also die to heavy bolters and small arm fire easily. Not to mention Sanguinary Guard have range attacks, decent of the angels. Let's compare Arch Seraphims to another unit like Canoptek Wraiths from the Necron Codex. They are always s6 and have rending but are I2 but t4. They have a 3+ invu save and ignore terrain. Yet they have 2 wounds. So in the end how much is that extra wound worth? In the end if I do increase the Arch Seraphim points I feel they will die to easily for their point cost from small arms fire.

Psyker Tank I'm comparing it to a razorback with a lascannon and twin link plasma gun. It's bit hard to balance as it is bs3 but can be twinlink (but with a good chance of it backfiring on you). So I'm going to need some examples in order to make changes to them.
   
Made in ca
Shas'ui with Bonding Knife





2++ will almost never fail and it's the only one she really needs to use, as she can simply reroll it once a turn for 5 points.

The Spirit of the Martyr was worded clunkily; that was my suggestion on how you could reword it.

Pit your chainsword against my chainsw- wait that's Heresy. 
   
Made in ca
Calm Celestian




Windsor Ontario Canada

chrisrawr wrote:2++ will almost never fail and it's the only one she really needs to use, as she can simply reroll it once a turn for 5 points.

The Spirit of the Martyr was worded clunkily; that was my suggestion on how you could reword it.


Your version of Spirit of the Martyr would be a bit to strong, as you could do it after the enemy has shot you. Mine you have to declare it before the enemy shots or assaults meaning if you declare it on sister of battle unit A, your opponent might then go "okay" and shot sister of battle unit B which doesn't have spirit of the Martyr.
   
Made in ca
Shas'ui with Bonding Knife





Ah, I see the intent now. Honestly, seems a bit disruptive then, as you have to interrupt your opponents' turn to declare you're using it, and it's open to a lot of "WAIT BEFORE YOU DECLARE SHOOTING ON THIS UNIT THAT YOU WERE CLEARLY CHECKING LOS TO AND ABOUT TO SHOOT, IM GONNA USE THIS ON IT" sort of thing, which is about as close to intellectually dishonest cheating as you can get.

Pit your chainsword against my chainsw- wait that's Heresy. 
   
Made in ca
Calm Celestian




Windsor Ontario Canada

chrisrawr wrote:Ah, I see the intent now. Honestly, seems a bit disruptive then, as you have to interrupt your opponents' turn to declare you're using it, and it's open to a lot of "WAIT BEFORE YOU DECLARE SHOOTING ON THIS UNIT THAT YOU WERE CLEARLY CHECKING LOS TO AND ABOUT TO SHOOT, IM GONNA USE THIS ON IT" sort of thing, which is about as close to intellectually dishonest cheating as you can get.

Best to tell your opponent ahead of time that you have such an ability and how it works. Seems weird the first two times you play against it but after a while you will get use to it and say stuff like "Okay shooting phase, you going to declare any acts of faith?" Even when it is the first time, your opponent can now change targets, also this is how it work in the previous codex.

Thinking of increasing hammer of the Emperor by 10 point and divine weapon by 5 points.

This message was edited 1 time. Last update was at 2012/04/26 07:23:57


 
   
Made in us
Lord of the Fleet





Texas

Oh well about Arch Serepham, I guess comparing them to Wraiths is better I suppose. They're also comparable to Grey Knights in power armor too. I'm still miffed that Sang Guard are a tad over costed imo, no invl save pfff

Necrosis wrote:
Psyker Tank I'm comparing it to a razorback with a lascannon and twin link plasma gun. It's bit hard to balance as it is bs3 but can be twinlink (but with a good chance of it backfiring on you). So I'm going to need some examples in order to make changes to them.



Well if its a psyker tank, why not do what Grey Knights do and still make it have to take a psyker test

 
   
Made in ca
Calm Celestian




Windsor Ontario Canada

kenshin620 wrote:
Well if its a psyker tank, why not do what Grey Knights do and still make it have to take a psyker test

The fluff of the psyker tank is far different from how grey knights use their psyker powers. As this psyker tank is meant to use captured psykers and forceful drain their powers against their own free will. The thing is if you drain to much it could backfire.
Think of it as a range version of the penitent engine for psykers.

Edit:
Also added the faithful rule and increase the living saint base cost by 5, increase Hammer by 10 and Divine weapon by 5.

This message was edited 2 times. Last update was at 2012/04/26 18:24:30


 
   
Made in us
Lord of the Fleet





Texas

I noticed a typo under Pontifex Guard

On Defensive Formation is mentions "If you the Defense Formation" and later down "All Crusaders" in the 2nd paragraph. Should probably read "If you use the Defensive Formation" and "All Models"


Oh anyways I also made a basic mech 1500 list. Lots of meltas and flamers to go around. Only downside is the lack of assault troops and long range anti tank. And almost everything has rhino armor. Still everything is quite mobile, repressors are excellent with Inquisitional Sisters it would seem

Spoiler:
100-Canoness: Combi Melta, Inquisition Ammunition, Meltabombs
115-Inquisitional Sisters (5): 3 Combi Meltas
56-Repressor: Search Lights, Holy Promethium
115-Inquisitional Sisters (5): 3 Combi Meltas
56-Repressor: Search Lights, Holy Promethium
150-Battle Sisters (10): 2 Meltaguns, Veteran Superior with Combi Flamer
56-Repressor: Search Lights, Holy Promethium
150-Battle Sisters (10): 2 Meltaguns, Veteran Superior with Combi Flamer
56-Repressor: Search Lights, Holy Promethium
150-Battle Sisters (10): 2 Meltaguns, Veteran Superior with Combi Flamer
56-Repressor: Search Lights, Holy Promethium
70-Cultists (12)
60-Cultists (10)
130-Exorcist Tank: Holy Icon
90-Incarcerator
90-Incarcerator

1500

This message was edited 1 time. Last update was at 2012/04/27 14:47:58


 
   
Made in ca
Calm Celestian




Windsor Ontario Canada

Thanks for noticing that mistake, I'll fix it right away.

Also if you play test the list tell me how well it does. Never thought of putting Inquisitorial Sisters in a Repressor.
   
Made in us
Lord of the Fleet





Texas

Necrosis wrote: Never thought of putting Inquisitorial Sisters in a Repressor.


It seems the most obvious choice. 7 fire ports can dish out a lot of pain.

If only space marine sternguards could do that

Hmm although another thing that bugs me a bit is that the vehicle armoury has all the twin linked weapons there, seems a bit redundant

 
   
Made in ca
Calm Celestian




Windsor Ontario Canada

I rather be redundant that have things missing or people just nit picking at it.
   
Made in us
Veteran Inquisitorial Tyranid Xenokiller






The Peripheral

I have a major problem with this considering that the Ecclesiarchy has been strictly banned from having its own military force since Sebastian Thor laid down the hammer in the Age of Apostasy. I can see your reasoning behind the idea, and it is a creative and logical one... but unrealistic since really the only legal fighting force of the Ecclesairchy are the Sisters of Battle. Everything else is basically a revised version of the Witch hunter Codex... which in reality... I'm all for you taking a crack at since you're nearly there with this codex as it is.

 
   
Made in ca
Calm Celestian




Windsor Ontario Canada

To all rules their are loop holes (biggest one being sisters of battle). As I have explained before Temple Guards are like body guards/mercenaries/pdf who are working with the Ecclesairchy and thus are a loop hole. Also during times of war and during a Holy war, the Ecclesiarchy is allowed to raise an army to defend itself. Imperial Cultists and zealots are just fanatical people who are temporary army which also does not violate the Decree Passive. As Decree Passive does not allow them to "Maintain" which means they are allowed to create a temporary army. Pontifex Guards made an appearance in the witch hunter codex and are body guards who job is not to actually wage war but to simply protect cardinals. The Redemption Cult is not part of the Ecclesiarchy but is a religion/belief that the Ecclesiarchy doesn't mind. In the end the Ecclesiarchy will be able to have a small fight force without sisters but it won't be that large.

A Cardinal with 50 body guards is not going to attract the attention of an Inquisitor but one with a 1000 might. Also in the Witch Hunter Codex, the Ecclesiarchy (not the sisters of battle or Inquisitors) has Arco-flaggelants and Penitent engines despite the Decree Passive.

The Codex is mostly sisters of battle but because their is some Ecclesiarchy elements and the sisters of battle are part of the Ecclesairchy, I decided to go with the name Ecclesiarchy.
   
Made in ca
Calm Celestian




Windsor Ontario Canada

Updated: Lowered the Number of Ecclesiarchy Servitors you can take from 3 to 2.
   
Made in us
Veteran Inquisitorial Tyranid Xenokiller






The Peripheral

Show me the letter of the line in the decree passive that says the Ecclesiarchy itself can have men at arms under any circumstance? The only loophole that exists for this organization are the SoB. If men are included at all in the army, they are priests, confessors, or other auxiliary staff under the protection of the SoB - who are the temple and pontifex guards. The ministratum can only bless armies/crusades/fanatical hordes, not directly control them. Anything else and you will quickly find the High Lords of Terra condemning this army as it relieves the dreaded days of the Fraternus Templar the Imperium fought so hard to destroy in the first place.

This message was edited 2 times. Last update was at 2012/05/09 16:27:26


 
   
Made in ca
Calm Celestian




Windsor Ontario Canada

DemetriDominov wrote:Show me the letter of the line in the decree passive that says the Ecclesiarchy itself can have men at arms under any circumstance? The only loophole that exists for this organization are the SoB. If men are included at all in the army, they are priests, confessors, or other auxiliary staff under the protection of the SoB - who are the temple and pontifex guards. The ministratum can only bless armies/crusades/fanatical hordes, not directly control them. Anything else and you will quickly find the High Lords of Terra condemning this army as it relieves the dreaded days of the Fraternus Templar the Imperium fought so hard to destroy in the first place.

The rules of the Decree passive has never been seen by the players. We only get hints and suggestions from places but the most famous is "cannot maintain any men under arms". Now in this line their are two loop holes not one. The first is men and the second is maintain. Such as when a holy war is declared they are allowed to temporarily ignore the rules of decree passive (this happens in both Imperial Armour, Dark Heresy RPG and is possible talk about in one of the white dwarf articles), it allows them to create an army to wage a war and when the war is over the army is disbanded and thus does not violate the rule maintain.
Pontifex Guards have been around for while in 40k, they have been seen in both the Witch Hunter Codex and in Death Watch RPG, thus the 40k fluff itself already supports them.
Temple Guard is a filler unit that can be represented by many things such as body guards who protect an Ecclesiarchy Temple (where their are not enough sister of battle to do so, as their are more space marines then sisters of battle), mercenaries, imperial guard, trained civilians, a fanatical cult similar to Redemption Cult (but uses different tactics and gear), PDF or anything else the player can come up with, I simply went with the name Temple Guard instead of Temple Guards/Mercenaries/Imperial Guard/Trained Civilians/Fanatical Cult/PDF/Other unit.

Edit: I made a mistake, they are not called Holy Wars but Wars of Faith. The Ecclesiarchy is allowed to do them but must clearly states it goals and be approved by the Lords of Terra but it still does happen which allows the Ecclesiarchy to create a force to defeat the enemy.

This message was edited 1 time. Last update was at 2012/05/09 18:48:11


 
   
Made in us
Veteran Inquisitorial Tyranid Xenokiller






The Peripheral

It isn't the Ecclesiarchy. They may declare a war of faith much in the same way the Pope can declare a Crusade IRL, but in the Witch Hunter Codex, it is the Inquisition specifically the Ordo Hereticus that maintains the rule over those Wars of Faith... as they have since the Plague of Unbelief shortly after the AoA. Even the SoB are almost exclusively at the behest of the Inquisition not just the Ecclesiarchy since the Age of Apostasy. The Ecclesiarchy under Sebastian Thor's command was virtually put to the torch and remade from the ashes into what it is now: A driving force across the entire Imperium to continue the eternal war, not to wage that war for them.

What you are doing with this codex is literally remaking what happened with Goge Vandire in the Age of Apostasy, it may be better just to make a codex for that time as it would be a lot simpler and less controversial.

This message was edited 2 times. Last update was at 2012/05/11 17:40:42


 
   
Made in ca
Calm Celestian




Windsor Ontario Canada

DemetriDominov wrote:It isn't the Ecclesiarchy. They may declare a war of faith much in the same way the Pope can declare a Crusade IRL, but in the Witch Hunter Codex, it is the Inquisition specifically the Ordo Hereticus that maintains the rule over those Wars of Faith... as they have since the Plague of Unbelief shortly after the AoA. Even the SoB are almost exclusively at the behest of the Inquisition not just the Ecclesiarchy since the Age of Apostasy. The Ecclesiarchy under Sebastian Thor's command was virtually put to the torch and remade from the ashes into what it is now: A driving force across the entire Imperium to continue the eternal war, not to wage that war for them.

What you are doing with this codex is literally remaking what happened with Goge Vandire in the Age of Apostasy, it may be better just to make a codex for that time as it would be a lot simpler and less controversial.

The Inquisition has never maintain rule over the War of Faiths, they simply monitor it in order to make sure that the Ecclesiarchy doesn't gain to much power (pg 5 of the witch hunter codex). Not only that but now the Ordo Hereticus works with the Grey Knights and not Sisters of Battle (due to Matt Ward and the new Grey Knight Codex), although some Inquisitors will still use sisters of battles (just like how they will also use arbities and guardsmen). The Plauge of Unbelief had nothing to do with the Inquisition it was started by a Cardinal and was ended by a Confessor (who is a member of the Ecclesiarchy).
   
Made in us
Veteran Inquisitorial Tyranid Xenokiller






The Peripheral

On page five, I see that the Ordos Hereticus's job is indeed to monitor a War of Faith, but even on page five it says a Cardinal cannot exceed his mandate- least he be declared a Heretic. However, on page 6, it clearly states that the Ecclesiarchy, moreover the Inquisition would not stand by and watch the Decree Passive be acted upon the letter - literally suffocating the Ecclesiarchy from having any armed forces. Through the Convocation of Nephilim the Ecclesiarchy was granted the Chamber Militant, it's army is exclusively comprised of SoB, and it would be the Ordos Hereticus who dictated where they are needed. Therefore, the Inquisition rules over the Ecclesiarchy because they determine what Wars of Faith are actually beneficial to the Imperium.
As far as Matt Ward is concerned, he just negated everything that was in the Witch Hunter Codex if that is true, and I highly doubt it- even for Matt Ward, that is extreme to suggest that the GK's, a chapter of only 1000 Astartes who's sole purpose is to guard from the threats of the Void because no other force in the galaxy is as equipped and trained to do so, would be slotted to hunt down trillions of Heretics spread across the galaxy when the Witch Hunters and their literally unknown number of SoB have stood resolute against the heretic since just after the AoA.
As far as the Plague of Unbelief goes, I was wrong and I will admit it. Emperor absolve me for I have blasphemed in Your name by admitting defeat! I had mixed up the Plague of Unbelief with the Wars of Faith that spread across the Imperium shortly after Goge Vandire's death.

 
   
Made in ca
Calm Celestian




Windsor Ontario Canada

His mandate means that the Cardinal does not exceed the goals that he set and that the Lords of Terra approved. So if he says he going to have a War of Faith to retake a world, the Inquisitors will watch him to make sure that once he takes over the world that his army disband. The Inquisition does not rule over anyone, they investigate not rule. The Ecclesiarchy also does not control the sisters of battle. The Sisters of Battle are their own faction who have a very close relationship with the Ecclesiarchy (both factions have a seat of the Lords of Terra). Also do remember how many sisters of battle their actually are. Their are less of them then Space Marines, so when the Ecclesiarchy does declare a war of faith, they are going to need more then sisters to do the job (due to their limited number and how big the galaxy is).
You also under estimate Matt Ward willingness to change the fluff. It says so in the Grey Knight Codex that they can field all 3 inquisitors of each order and have the Witch Hunter Inquisitor Special character. Have you seen how much the Necron fluff has changed? Or did you see what he did with Draigo? Do you ever wonder why their are a ton of Matt Ward hate threads.
And even if your argument were valid, I can "Matt Ward" it and change the fluff to say that they can field this type of army.
   
Made in us
Lord of the Fleet





Texas

All this arguing is giving me a headache.

Not to say you're wrong but if this fandex was renamed to SoB or Witch Hunters, I think a lot less people would have been complaining

This message was edited 1 time. Last update was at 2012/05/12 22:32:51


 
   
Made in us
Veteran Inquisitorial Tyranid Xenokiller






The Peripheral

kenshin620 wrote:

Not to say you're wrong but if this fandex was renamed to SoB or Witch Hunters, I think a lot less people would have been complaining


^
This.

I'm done here. It's pointless to argue with a wall.

This message was edited 1 time. Last update was at 2012/05/13 00:17:58


 
   
Made in ca
Calm Celestian




Windsor Ontario Canada

kenshin620 wrote:All this arguing is giving me a headache.

Not to say you're wrong but if this fandex was renamed to SoB or Witch Hunters, I think a lot less people would have been complaining

How about Codex "Adepta Sororitas"
I mean Codex Sister of Battle has to many words in it (All Codexs have either one or two words) and Witch Hunter is no longer valid as the sisters of battle are no longer part of the Inquisition.
   
Made in us
Torch-Wielding Lunatic




Nevada

Most of the time, I just forum lurk to prevent myself opening mouth and inserting foot. Oh well. Here goes.

I may be relatively new to 40k, but I am currently playing Sisters, and I like it, if for no other reason that it represents a lot more options than the current WD codex.

Right now the big concerns I have with playing the WD codex is that it seems that there are a lot of auto-includes, and basically faith has to be run a certain way to be effective otherwise it's fiddly at best-- and that's really the 'cool thing' about the SoB, because as one of my friends in my playgroup puts it, "SoB are basically IG in power armor." They're not really MEQ and the points/model discount they get for their regular squads doesn't quite seem right for their loss in their stat line.

However, being a relative noob I can't say with absolute certainty that this auto-include issue isn't just common with any codex, and while it would be unfortunate if that were the case it would be some semblance of wonky balance if it were.

My main concerns with this codex are whether or not there are some Timmy elements hiding out in there, that only rigorous play testing and roster building will reveal. Overall I like the presentation and again, the options that it gives. There are definitely some spelling and grammar issues and some formatting/templating concerns but that's part and parcel of not having an editor or editing team.

I think I will print it out and try to play with it along with my playgroup, and see what they think to give you some more feedback on the actual rules, numbers, and mechanics. Could be a fun project until if/when SoB get a 6th edition codex, a statement I make with low expectations but crossed fingers and toes.

If you'd like I'll try to plow through and give you notes on your spelling/formatting/etc as well. Hopefully all this arguing on fluff hasn't deflated your desire to continue work on it. As far as I'm concerned, at least, a game is a game first. You write the game, and then write the fluff to justify the game logic-- not the other way around. Certainly there are pitfalls to avoid but it just makes more sense to me that way.

Just my thirty-six cents.

CleverNameHere

"Clever quote here."

2.5k
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Made in ca
Calm Celestian




Windsor Ontario Canada

Feel free to point spelling, grammar, format mistakes. The more I fix, the more it looks presentable. Also look forward to hearing about your feedback on the codex.
   
 
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