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Made in us
Shadowy Grot Kommittee Memba






PLEASE NOTE: This thread is NOT for Tau, Eldar, Space Marine, Space Wolf, Necron, etc rules hate, OR for current Chaos Marine, Blood Angel, Ork, Dark Eldar, Sisters of Battle rules hate.

Just trying to be real clear on the topic. I'm not mandating that this thread has to be positive or negative, but there are a whole lot of topics to choose from for the above.

However you feel about them, it is hard to deny that the latest rules releases for Space Marines and Eldar were written by people who had an extreme passion for the fluff of the models involved, and had no problems with making tons of new rules to reflect that fluff on the tabletop.

What would your army be like if someone with true passion sat down and took the helm on a new codex? What would iconic models be like if they were released today as the new hotness? Let your imaginations run wild!

"Got you, Yugi! Your Rubric Marines can't fall back because I have declared the tertiary kaptaris ka'tah stance two, after the secondary dacatarai ka'tah last turn!"

"So you think, Kaiba! I declared my Thousand Sons the cult of Duplicity, which means all my psykers have access to the Sorcerous Facade power! Furthermore I will spend 8 Cabal Points to invoke Cabbalistic Focus, causing the rubrics to appear behind your custodes! The Vengeance for the Wronged and Sorcerous Fullisade stratagems along with the Malefic Maelstrom infernal pact evoked earlier in the command phase allows me to double their firepower, letting me wound on 2s and 3s!"

"you think it is you who has gotten me, yugi, but it is I who have gotten you! I declare the ever-vigilant stratagem to attack your rubrics with my custodes' ranged weapons, which with the new codex are now DAMAGE 2!!"

"...which leads you straight into my trap, Kaiba, you see I now declare the stratagem Implacable Automata, reducing all damage from your attacks by 1 and triggering my All is Dust special rule!"  
   
Made in us
Storm Trooper with Maglight





Buffalo, NY

Each space wolves unit has to roll a D6 at the start of its controlling player's turn. On a 4+ the wolves recover from their daily hangover and can fight normally for the rest of the game. On a 1-3, however, the unit remains in a drunken stupor: it must subtract 1 from its WS, BS, and I characteristics until the start of your next turn, treats all terrain as difficult, and any blast that lands within 6" of the unit causes pinning (hungover wolves HATE loud noises). Hungover units also have the stubborn special rule.

Various modifiers for younger blood claws who recover faster and long fangs who recover more slowly, etc, etc...
   
Made in us
Mutilatin' Mad Dok





Georgia

All boyz would be 3ppm and come in minumum squad sizes of 30 with a max of 90. Grots would be 1ppm and come in minumum squad sizes of 40 with a max of 120. Orks would be fearless and have a FNP.

"The undead ogre believes the sack of pies is your parrot, and proceeds to eat them. The pies explode, and so does his head. The way is clear." - Me, DMing what was supposed to be a serious Pathfinder campaign.

6000 - Death Skulls, Painted
2000 - Admech/Skitarii, Painted 
   
Made in us
Nurgle Chosen Marine on a Palanquin






 Vitali Advenil wrote:
All boyz would be 3ppm and come in minumum squad sizes of 30 with a max of 90. Grots would be 1ppm and come in minumum squad sizes of 40 with a max of 120. Orks would be fearless and have a FNP.


Have you ever heard of Renegades and Heretics? If not, you should see if you can preview IA:13, or Siege of Vraks. R&H is done amazingly. Itss like chaos, AM, and a little bit of orks all in one. 3ppm for most infantry, and you can get a warlord that lets them recycle on a +2, and be in units of 30. A special weapon upgrade makes them pseudo fearless too. Swarming my foes with s3 attacks is pretty awesome, if I could get furious charge on them, I would basically have orks! I can already get Rage and re-roll wounds on the first round of combat. Plus the mutants can get S4 hammer of wrath. They have the grunt infantry mutants and platoons, then the vets, mercs, and grenadiers! You get spawn and MC as well, and plenty of them. Heck, you could probably run them as a feral ork army no problem!



   
Made in us
Fiery Bright Wizard






Idaho

marines would be X pts. more expensive for T: 5 and a base 3+ invuln (basically, they always have their 3+ save), terminators are X pts. more expensive for T: 6, 2 wounds, 3+ invuln. Marines are supposed to be the guys in the fluff who can hold off an entire army with a few squads. the guys who, in the fluff, are devastated by loosing more than 5 marines in a battle. Because of the fact that marines were used as the 'base' for defining the power of a weapon, they come off as super fragile on the table top, which is the opposite of how they are supposed to be represented.

This message was edited 1 time. Last update was at 2016/05/17 18:43:17


I'll never be able to repay CA for making GW realize that The Old World was a cash cow, left to die in a field.  
   
Made in us
Dark Angels Librarian with Book of Secrets






 Brennonjw wrote:
marines would be X pts. more expensive for T: 5 and a base 3+ invuln (basically, they always have their 3+ save), terminators are X pts. more expensive for T: 6, 2 wounds, 3+ invuln. Marines are supposed to be the guys in the fluff who can hold off an entire army with a few squads. the guys who, in the fluff, are devastated by loosing more than 5 marines in a battle. Because of the fact that marines were used as the 'base' for defining the power of a weapon, they come off as super fragile on the table top, which is the opposite of how they are supposed to be represented.


Someone actually did this. https://1d4chan.org/wiki/Warhammer_40,000/Tactics/Chapter_Approved/Movie_Marines

~1.5k
Successful Trades: Ashrog (1), Iron35 (1), Rathryan (3), Leth (1), Eshm (1), Zeke48 (1), Gorkamorka12345 (1),
Melevolence (2), Ascalam (1), Swanny318, (1) ScootyPuffJunior, (1) LValx (1), Jim Solo (1), xSoulgrinderx (1), Reese (1), Pretre (1) 
   
Made in us
Chaplain with Hate to Spare





Sioux Falls, SD

Blood Angels would be absolute CC monsters. They would also be the supreme Jump Pack army. Either by gaining the ability to fire their jump pack in both phases like Raven Guard, or by not scattering.

I would also like to see them get something like the Wulfen have. Basically, being around Death Company give them additional stuff.

5250 pts
3850 pts
Deathwatch: 1500 pts
Imperial Knights: 375 pts
30K 2500 pts 
   
Made in us
Hardened Veteran Guardsman





United States

Guard Tanks with Lumbering Behemoth
Guard LD functioning off of what is an available command structure
Sergeants that can give orders
Guard Superheavies are 14 all around
Weapons teams are weaker artillery (Maybe T5)
An Entrenchment Mechanic for infantry

Ork Leadership overhaul
-Stubborn Mechanic
-No running from close combat
Boyz are strength 4 with rage instead of furious charge
Trukks have some form of jink (Swerve?)

Dark Angels reroll all 1's for gets hot with Plasma Weaponry
Gunslinger Veterans
Sternguard Style Veteran Unit that's shooting based and not CC

Deathwing allowed to deep strike turn 1

An Inquisitorial Codex Consisting of:
-Inquisitors/Henchman
-Certain Inquisitorial Guard units
-Grey Knights
-Sisters of Battle
-Deathwatch
-Assassins

Edit**:
SQUATS

This message was edited 2 times. Last update was at 2016/05/17 19:38:32


Basement WarGamers (BWG)
 Walnuts wrote:
I'm an adult, I can't even fathom trying to impress a 15 year old. That makes as much sense as getting my cat to think my outfit is 'cool'.
 
   
Made in ca
Insect-Infested Nurgle Chaos Lord






every single stat in the daemons book would be based on a D6 roll, with modifiers depending on what type of daemon it is and what god it belongs to.

And at the end of the game, if your patron god was Tzeentch, you roll to see if your loss was in his plans or not; succeed and you win anyways because TZEENTCH

EDIT: And if your patron god isn't tzeentch, then you roll and see if you win, your opponent wins, or if Tzeentch wins and you and your opponent both count as losing.

This message was edited 1 time. Last update was at 2016/05/17 19:43:54


Gwar! wrote:Huh, I had no idea Graham McNeillm Dav Torpe and Pete Haines posted on Dakka. Hi Graham McNeillm Dav Torpe and Pete Haines!!!!!!!!!!!!! Can I have an Autograph!


Kanluwen wrote:
Hell, I'm not that bothered by the Stormraven. Why? Because, as it stands right now, it's "limited use".When it's shoehorned in to the Codex: Space Marines, then yeah. I'll be irked.


When I'm editing alot, you know I have a gakload of homework to (not) do. 
   
Made in us
Regular Dakkanaut




CSM did get the fluffy treatment back in 2012. Since then they have been so fluffy they are non competitive. They have been reduced to a fluffy army so cute and cuddly they cant hurt nothing.

   
Made in us
Locked in the Tower of Amareo




I don't even know what that would be like anymore for BA. Honestly.
   
Made in gb
Hallowed Canoness





Between

Sisters would go up in points, and Acts of Faith would be a once per game army-wide thing.



"That time I only loaded the cannon with powder. Next time, I will fill it with jewels and diamonds and they will cut you to shrebbons!" - Nogbad the Bad. 
   
Made in us
Longtime Dakkanaut





As soon as I put ultramarines on the table I win.

 
   
Made in us
Chaplain with Hate to Spare





Sioux Falls, SD

Martel732 wrote:
I don't even know what that would be like anymore for BA. Honestly.
Jump Packs and Rhino-pattern tanks and ...wait, those two aren't compatible. Like at all. Man, BA are garbage no matter what.

5250 pts
3850 pts
Deathwatch: 1500 pts
Imperial Knights: 375 pts
30K 2500 pts 
   
Made in us
Daring Dark Eldar Raider Rider





I think the harlequins would be alot harder 'to hit'.
We'd have an HQ, LoW and a snag alot of vehicles from the other eldar.
You'd see alot more formations.
Webway portals that Dark Eldar have but we don't .
Some fluffy stuff that makes them seem a bit more like necrons, standing back up when you thought you killed them because that's harlequin shenanigans putting on an act.
12inch move when disembarking from an open topped transport
Solitaire would be able to charge on any deepstrike,infiltrate etc turn because he's only got 2 close combat weapons and a haywire grenade...
ALOT of new models coming straight outta the black library.
"Some" weapons with more than a 24inch range and some D strength stuff.
No perils when rolling doubles on Sanctic.
Edit: more fearless

I've proposed house rules with the guys I play with and I always ensure I'm not overpowered with it or it has an equal chance to be just as bad for me. So if any of this came true, I'd hope it did in a way that wasn't lolfail or just straight game breaking.

This message was edited 1 time. Last update was at 2016/05/18 00:30:25


 
   
Made in ca
Angelic Adepta Sororitas




earth

Guadsman would still be guardsmans, but there would be plenty more guardsman. Because you need lots of guardsman to support your lots of guardsman. That's how the IG does it.
   
Made in us
Shadowy Grot Kommittee Memba






Wyches would become what they're supposed to be: veteran gladiatrixes toying with their victims. At the beginning of each round of combat, they'd choose one of the following:

Weak Points: Enemy unit counts as Toughness -1 and Sv+1 vs the Wyches attacks

Disarm: same as Jain Zar: each enemy model in B2B with at least 1 wych counts as not having access to 1 melee weapon (opponents choice)

Humiliating Riposte: For each dodge save made by the Wyches in cc, they gain 1 automatic hit at the end of the initiative step.

This would allow them to adapt to new situations, stalking combat, cleaving through hordes to dealing the death bliw

"Got you, Yugi! Your Rubric Marines can't fall back because I have declared the tertiary kaptaris ka'tah stance two, after the secondary dacatarai ka'tah last turn!"

"So you think, Kaiba! I declared my Thousand Sons the cult of Duplicity, which means all my psykers have access to the Sorcerous Facade power! Furthermore I will spend 8 Cabal Points to invoke Cabbalistic Focus, causing the rubrics to appear behind your custodes! The Vengeance for the Wronged and Sorcerous Fullisade stratagems along with the Malefic Maelstrom infernal pact evoked earlier in the command phase allows me to double their firepower, letting me wound on 2s and 3s!"

"you think it is you who has gotten me, yugi, but it is I who have gotten you! I declare the ever-vigilant stratagem to attack your rubrics with my custodes' ranged weapons, which with the new codex are now DAMAGE 2!!"

"...which leads you straight into my trap, Kaiba, you see I now declare the stratagem Implacable Automata, reducing all damage from your attacks by 1 and triggering my All is Dust special rule!"  
   
Made in us
Rotting Sorcerer of Nurgle






The Dog-house

In a 1500 point game, I'd bring... 1 Captain and 3-4 Marines...

H.B.M.C.- The end hath come! From now on armies will only consist of Astorath, Land Speeder Storms and Soul Grinders!
War Kitten- Vanden, you just taunted the Dank Lord Ezra. Prepare for seven years of fighting reality...
koooaei- Emperor: I envy your nipplehorns. <Magnus goes red. Permanently>
Neronoxx- If our Dreadnought doesn't have sick scuplted abs, we riot.
Frazzled- I don't generally call anyone by a term other than "sir" "maam" "youn g lady" "young man" or " HEY bag!"
Ruin- It's official, we've ran out of things to talk about on Dakka. Close the site. We're done.
mrhappyface- "They're more what you'd call guidlines than actual rules" - Captain Roboute Barbosa
Steve steveson- To be clear, I'd sell you all out for a bottle of scotch and a mid priced hooker.
 
   
Made in us
Locked in the Tower of Amareo




 Tactical_Spam wrote:
In a 1500 point game, I'd bring... 1 Captain and 3-4 Marines...


I don't think marines are that fancy. Especially with as many titan thingies and air bombardment as there are in the setting.
   
Made in us
Daring Dark Eldar Raider Rider





 drunken0elf wrote:
Guadsman would still be guardsmans, but there would be plenty more guardsman. Because you need lots of guardsman to support your lots of guardsman. That's how the IG does it.


I'd totally accept that on the condition that Commissar's shoot alot more of their own. Lol
OR just give them extra models solely for being executed. I don't think the current method best meets the fluff.

This message was edited 1 time. Last update was at 2016/05/18 01:39:04


 
   
Made in be
Khorne Chosen Marine Riding a Juggernaut





Belgium

Use the Path to Glory campaign Chaos Boons, instead of the current one.

VotLW gives Hatred IoM and Into the Grave rule.

Into the Grave; If a unit with this special rule lose a close combat and is destroyed by the ennemy sweeping advance, don't take the model off the table yet.

Each models in the units can make any numbers of attacks Vs the ennemy unit, they use their Wargear and attacks on their profil to their fullest, the ennemy cannot strike back.

If the CSM unit with this rule manage to make enough unsaved wounds that the ennemy unit is at a numerical disadvantage, then hte CSM unit isn't destroyed, the CSm unit and the ennemy unit stay locked in CC.

If the CSM cannot inflict enough damage for the ennemy unit to be at a numerical disadvantage, take the CSM unit off the table as usual.

Kharn get a 2+ armor, EW and a Seal of Corruption.

2+ armor option for HQ's.

Path/Dedication for Lords and Princes, so that they get the basics of what the Cult units has.

Termies have WS and BS 5, more divers options, new Chaos Shield option, give a 4++ Daemon save to the model, if succesfull save is made random ennemy modeil in 6" gets a Str3 Ap- hit.

Chaos termie armors gives the models HoW.

Possesed have WS5, Init 5, 2 CCW, Move like cavalry, a shooting attack thats 18" assault 2 Str 4 Ap 5.

BloodCrushers are T5 and save of 4, Juggers HoW are dealt with Str7.

Chosen are WS5 BS5, acces to Veteran skills, 1 for free, additional for a price, Veteran skills includes, Tank/Monster hunter, Infiltrator/Scout, Move through cover/Fleet, Prefered ennemy.

Gets special wargear for a discount.

Mutilators are either completly scrapped, or overhauled, make them more like Sw Lone Wolves, either small unit of Murderers and Slashers fanatics, or a Lone Serial Killer who challenge anything that crosses his path to murder it, each time it defeats something it gains a Mutation.

Dreadclaw in codex, 75pts, can be taken as an assigned transport by CSM, Chosen, Cult Marines, dreads of all kinds, Havocs,

Land Raider has the Infernal Engine rule=PotMS.
-Can exchange side sponsons Lazcans with Hades AC or Ectoplasma cannons.
-Can Exchang front turret Twin HB with Twin Baleflamer or a pair of reaper AC.

Daemonic Possession gives vehicles the Daemon USR.

In the case of a Dread in a Possesed Dreadclaw, its impossible for the Daemon to devour it.

Cultists gets a "specialists" set of skills for a price, they can infiltrate, have move through cover or Flank attack, have acces to Meltas and plasma guns.

Zerkers have 2A, +1 Init on charge, Khornate Chain weapons base, 2 models can exchange their weapons with special CCW.

Rhino can be modified to be open topped.

Vehicles can be dedicated to a God, not sure what to give them for the moment.

Daemon engines can be Possesed with a God's particular Daemon.
-Khorne-Bloodletter; Gives the Engine Rage
-Juggernaut, Gives Rage +1Init and Rampage.
- Bloodthrister, Rage, +1Init, +1WS/BS.
-Not really a player for the other gods, but something that fits their theme obviously.

Addition of Special named & unique Daemons that can Posseses a Daemon Engine, think like the 5 last options of the Legacy of Ruins in IA13.

LEGION/WARBANDS RULES/TACTICS/PATHS !!!!! FFS!.

Heldrakes Neck give it a 180* AoF.

Raptors gets Hit and Run.

Defilers is reduced to 165pts, Front Av is 13, can exchange its other weapons with additional CCW's, as the "Multi legged Abomnation" rule; allows it to Fire all its weapons at his normal BS even after firing his Battle cannon.


   
Made in us
Rotting Sorcerer of Nurgle






The Dog-house

Martel732 wrote:
 Tactical_Spam wrote:
In a 1500 point game, I'd bring... 1 Captain and 3-4 Marines...


I don't think marines are that fancy. Especially with as many titan thingies and air bombardment as there are in the setting.


Well... It only took 5 Salamanders plus Chaplain and 3 Black Dragons to escape Commorragh... I think they are fancy enough.

H.B.M.C.- The end hath come! From now on armies will only consist of Astorath, Land Speeder Storms and Soul Grinders!
War Kitten- Vanden, you just taunted the Dank Lord Ezra. Prepare for seven years of fighting reality...
koooaei- Emperor: I envy your nipplehorns. <Magnus goes red. Permanently>
Neronoxx- If our Dreadnought doesn't have sick scuplted abs, we riot.
Frazzled- I don't generally call anyone by a term other than "sir" "maam" "youn g lady" "young man" or " HEY bag!"
Ruin- It's official, we've ran out of things to talk about on Dakka. Close the site. We're done.
mrhappyface- "They're more what you'd call guidlines than actual rules" - Captain Roboute Barbosa
Steve steveson- To be clear, I'd sell you all out for a bottle of scotch and a mid priced hooker.
 
   
Made in us
Charing Cold One Knight





Sticksville, Texas

If they did it for every codex, and done well, I would think about playing 40k again.
   
Made in us
Locked in the Tower of Amareo




 Tactical_Spam wrote:
Martel732 wrote:
 Tactical_Spam wrote:
In a 1500 point game, I'd bring... 1 Captain and 3-4 Marines...


I don't think marines are that fancy. Especially with as many titan thingies and air bombardment as there are in the setting.


Well... It only took 5 Salamanders plus Chaplain and 3 Black Dragons to escape Commorragh... I think they are fancy enough.


That's the delusion of some author, though. It's impossible to say what fluffy marines could really do. Too many cooks and all that.
   
Made in ca
Commander of the Mysterious 2nd Legion





 NH Gunsmith wrote:
If they did it for every codex, and done well, I would think about playing 40k again.


one thing worth noting is that Marines individual units are, with a very few rare exceptions, not super powerful. what makes em good is formations that give some solid advantages, all of which are really pretty fluffy.

Opinions are not facts please don't confuse the two 
   
Made in us
Locked in the Tower of Amareo




BrianDavion wrote:
 NH Gunsmith wrote:
If they did it for every codex, and done well, I would think about playing 40k again.


one thing worth noting is that Marines individual units are, with a very few rare exceptions, not super powerful. what makes em good is formations that give some solid advantages, all of which are really pretty fluffy.


The rules for the actual marines are weak as hell actually. Which explains the BA and CSM.
   
Made in us
Savage Khorne Berserker Biker





KDK: The Blood God's Finest

Bloodthirsters would be the most potent melee combatants in the setting, bar none. Their maxed weapon skill would actually mean something. All variants would be terrors on the tabletop. Perhaps the ability to change flight modes and charge in the same turn.

Mortal warriors of Khorne would have access to juggernauts. This would include Dark Apostles, Warpsmiths, and Chosen/Berzerkers. The juggernaut itself would either be buffed to rival the Thunderwolf mount, or have its price reduced to reflect its inferior stats. Also, by extension this means that KDK would have access to Dark Apostles and Warpsmiths.

At the very least, Skarbrand and Karanak would be added as HQ options for KDK. Kharn can stay CSM exclusive, though really he could be there too.

Skulltaker would remember where he left his juggernaut.

Daemon characters would be able to take Khornate rewards.

Chosen and Mutilators would be available to the army.

ALL unit champions would have access to the Axe of Khorne, whose price would be reduced in light of all the insane stuff going on these days, like Wulfen weapons.

Warp Talons would be able to charge after arriving by Deep Strike.

There would be a way of deep striking accurately beyond what we have now. For example, the banner of blood would be available for any CSM unit that can take an icon. CSM and daemon units would arrive accurately, not just daemons.

We'd also get a potent anti-psyker independent character. Similar abilities to the Culexus, but distinct.

We'd have some real hitting power. Daemon weapons, for example. The Axe of Blind Fury would be included in our artifacts, as would a daemon weapon thunder hammer. As would an artificer armor equivalent.

There would be a single event in the fluff where the forces of Khorne absolutely DEMOLISH the Grey Knights.

This message was edited 1 time. Last update was at 2016/05/18 02:32:03


 
   
Made in us
Pyromaniac Hellhound Pilot






Schrott

Imperial Guard.
When you lose a unit roll 2 D6.
9-11 you replace the unit in your reserves.
on a 12, you replace the unit and can immediately deploy it (normally).

anything else you don't replace it.

edit: if I think of more Ill put them in here.

This message was edited 1 time. Last update was at 2016/05/18 02:36:56


Regiment: 91st Schrott Experimental Regiment
Regiment Planet: Schrott
Specialization: Salvaged, Heavily Modified, and/or Experimental Mechanized Units.
"SIR! Are you sure this will work!?"
"I HAVE NO IDEA, PULL THE TRIGGER!!!" 91st comms chatter.  
   
Made in ca
Commander of the Mysterious 2nd Legion





There would be a single event in the fluff where the forces of Khorne absolutely DEMOLISH the Grey Knights.


we're talking fluffy rules not "what fluff would you like to see so you could see your codex destroy that codex you dislike"

Opinions are not facts please don't confuse the two 
   
Made in cn
Hurr! Ogryn Bone 'Ead!





&amp;#20013;&amp;#22269;

Vox casters get a longer range. WW2 radios seem to be more advanced than a guardsman 's.

More orders per turn.

As another poster said: entrenchment options of guard. (Modified go to ground maybe?)

3000 - 天空人民军队
1500
2000+ - The Sun'zu Cadre.
2000 Pt of Genestealers
1500 Pt of Sisters

'Serve the people'
 
   
 
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