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Overpowered (but fluffy) changes to your codex @ 2013/11/03 18:38:46


Post by: xruslanx


It occurred to me how insane fluff-wise it was for enemy psychers to be able to manifest psychic powers just fine when they're right next to a Lord of change. Then it occurred to me how curb-stompingly unfair it would be for the fluff to actually be represented in this way in-game, so I thought "meh it'd still be cool". So what fluffy but hugely OP changes would you like to see to your 'dex? I'll start.

Chaos Deamons
*Deamonic Presence - any enemy psycher attempting to manifest a psychic power while there is at least one living deamon on the board is ripped to shreds by deamons and immediately removed as a casualty - no saves of any kind are allowed.

Space Marines
*Xeno Scum! - All bolt pistols, boltguns, heavy bolters and storm bolters shoot as Assault 10 weapons vs tyranids and orks.


Overpowered (but fluffy) changes to your codex @ 2013/11/03 18:55:32


Post by: ImotekhTheStormlord


Space Marines-(Gods of War): All Space Marines gain a rerollable 2++ save, Automatically hit in CC and in Shooting and pass all morale checks.


Overpowered (but fluffy) changes to your codex @ 2013/11/03 18:56:04


Post by: Largeblastmarker


Space Marines
"Modified physique"
All space marine models get +2 wounds (a space marine scout would have 3 wounds) and get to nullify the effects of instand death on a 3+. All power armored squads instead get 2 extra wounds. All squads may buy FnP for 1 ppm. All space marine terminators also get +3 T,+1 W, a 2++ save, and The EW special rule.

"freaking badasses"
all space marine models have the move through cover USR, and have the fear USR. All fear tests made vs a space marines are at -2 ld. all space marines double their movement speed and jink save. (jump marine moves 24 '', bike has 2+ jink after turbo.)

"blood of the primarch"
For one turn, all friendly space marine models on the field may run after shooting, assault regardless of weapon restrictions, and have plus one strength and attack. Also, every weapon is treated as ap4 (unless it has a better ap usually). All snapshots are made at full BS. Every model may, additionally, throw one grenade.

Just a flesh wound
all killed space marines roll a dice at the start of their movement phases. on a 4+ they get back up with one wound withing unit coherency.

Hatred (space elves), Preffered enemy (space elves).
all to wound rolls of 3+ by space marines cause instant death to space elves. All bolters ignore cover and are considered str 6 Vs space elf vehicles. All space elves lose the EW special rule in melee with at least one space marine model.


Overpowered (but fluffy) changes to your codex @ 2013/11/03 18:59:34


Post by: Lucarikx


"Just as Planned"

If Creed is part of your army, you may Infiltrate a Warlord Titan with no restrictions to proximity. This Warlord Titan takes up a Heavy Support slot and costs no points. Because it was there the whole time.

Lucarikx


Overpowered (but fluffy) changes to your codex @ 2013/11/03 19:01:23


Post by: Ashiraya


Guardsmen:
"Plot punching bags"

All IG units must reroll successful to hit, to wound and save rolls

"Without number"

At the start of every turn, roll a dice for every non-Unique IG unit that has been destroyed. On a 3+, a new identical unit can move on from your table edge, counting as coming in from reserve.


Overpowered (but fluffy) changes to your codex @ 2013/11/03 20:09:21


Post by: Silentspy22


Orks:


All orks have 3+ feel no pain, the Boyz statline should be changed as follows:

6ppm, mobs of 30-100 boyz

WS3 BS2 S4 T5 A3 W2 I3 LD7 SV6+

All other orks will use this statline as base.

"Duel of Fates"

At the start of any assault phase in the game, the Ork Warlord may, no matter the distance, conveniently make eye-contact with the enemy Warlord, scream WAAAAGH! at the top of his lungs, and then charge into honorable close combat with said enemy warlord. At this time, epic music will be played as the two leaders clash together in a duel for the fate of the whole world.

When either warlord wins the combat, the other army will break formation, and flee the battlefield. If the Orks lose, they will not technically have lost, because they run to fight another day. "Dey can den come back for anuvva go, see."


Overpowered (but fluffy) changes to your codex @ 2013/11/03 20:28:27


Post by: Furyou Miko


Hell Hath No Fury:

If an Adepta Sororitas unit fails to activate its Act of Faith after any rerolls and modifiers, that unit immediately gains Hatred (The Emperor).


Overpowered (but fluffy) changes to your codex @ 2013/11/03 20:50:26


Post by: Perfect Organism


Lasguns have a 180" range and all games are played on tables at least twenty feet across.

Imperial Guard, Orks and Tyranids get ten times as many points to work with as everyone else.

After the game, roll 1D6. On a 2+, the results of the game are totally irrelevant and there are no winners. Re-roll results of 1 if nobody was playing loyalist Space Marines.


Overpowered (but fluffy) changes to your codex @ 2013/11/04 01:25:55


Post by: jy2


"We Really Will Be Back" - Necron units with this rule can always come back to play on a 4+ as long as there is 1 member still alive in the unit at the time the test is to be taken. If there is a Ressurection Orb in the unit, then models in the unit come back on a 3+ instead.


Canoptek Wraiths - +10pts to their cost, but they have the We Really Will Be Back necron special rule.




Overpowered (but fluffy) changes to your codex @ 2013/11/04 02:12:27


Post by: Buttons


Imperial Guard
Emperor's Sledgehammer: Any Imperial Guard Troop of Heavy Support choice wiped out is placed in reserves (it still counts as killed for first blood and victory points), roll for reserves as normal with the unit coming in using any special rules it would normally have. This does not include special characters (if the special character isn't an independent character replace them with their generic equivalent) or any equipment or joined character that isn't part of the unit.

Unkillable: Marbo cannot be killed, he simply fades away into the terrain, to strike again. When Marbo is killed remove him from the board, the next turn he may be deployed as his rules allow with all of his equipment, including a new demolition charge.



Overpowered (but fluffy) changes to your codex @ 2013/11/04 02:15:20


Post by: jy2


Man, some of these rules are pretty darn OP. I would never allow any of these to be used in games against me.




Overpowered (but fluffy) changes to your codex @ 2013/11/04 02:48:42


Post by: Largeblastmarker


 Furyou Miko wrote:
Hell Hath No Fury:

If an Adepta Sororitas unit fails to activate its Act of Faith after any rerolls and modifiers, that unit immediately gains Hatred (The Emperor).

This made me laugh. Have an exalt


Overpowered (but fluffy) changes to your codex @ 2013/11/04 18:41:29


Post by: AnomanderRake


Codex: Eldar: I want the 4e Runes of Warding back. I'd also like to be able to use my perfect prescience to let me deploy all the terrain and pick where the other guy deploys his units.

Codex: Dark Angels: How about Rending on all storm bolters and the ability to assault on the turn they Deep Strike for the Deathwing?


Overpowered (but fluffy) changes to your codex @ 2013/11/04 20:42:01


Post by: greyknight12


Exterminatus:

If your army includes at least one inquisitor, at the beginning of each turn roll a dice. If the dice roll is equal to or less that the turn number minus 2, all Grey Knights are placed into reserve and the remaining models (friendly and enemy) on the table are removed from play as casualties.


Overpowered (but fluffy) changes to your codex @ 2013/11/05 02:20:14


Post by: Slayer le boucher


World Eaters:

Models with the Mark of KHorne, gets +D6 attacks in the turn they assault, they have the Rampage rule on turns they don't assault.

Ravaging Charge; Models with the Mark of KHorne, when they charge use the Furious Charge rule, but they also gain +1Init.

Experience of Warfare; When Models with the Mark of Khorne gets assaulted, they have the COunter attack rule, but when they Counter attack, they count has having assaulted.

Bane of Psykers; All models with the mark of Khorne can deny the with on 3+ and are immune to ID from Force weapons or Psy Powers.

"Blood for the Blood God", All models with the Mark of Khorne has the Prefered ennemy rule and Hatred rule.


Overpowered (but fluffy) changes to your codex @ 2013/11/05 02:34:09


Post by: jy2


 greyknight12 wrote:
Exterminatus:

If your army includes at least one inquisitor, at the beginning of each turn roll a dice. If the dice roll is equal to or less that the turn number minus 2, all Grey Knights are placed into reserve and the remaining models (friendly and enemy) on the table are removed from play as casualties.

Then that would be a draw as neither sides would have any models on the table.



Overpowered (but fluffy) changes to your codex @ 2013/11/05 02:40:12


Post by: ImotekhTheStormlord


 jy2 wrote:
 greyknight12 wrote:
Exterminatus:

If your army includes at least one inquisitor, at the beginning of each turn roll a dice. If the dice roll is equal to or less that the turn number minus 2, all Grey Knights are placed into reserve and the remaining models (friendly and enemy) on the table are removed from play as casualties.

Then that would be a draw as neither sides would have any models on the table.



Exactly. Nobody wins in an exterminatus, all the objectives are destroyed.


Overpowered (but fluffy) changes to your codex @ 2013/11/05 02:58:01


Post by: Happyjew


Tyranids

Without Number: At the start of each phase, any unit that has been removed as a casualty may come back in as if arriving from Reserves. The models may use any special rules (such as Outflank) and can assault on the turn it comes in. Furthermore, only units that are off the table at the end of the game count as destroyed for VP purposes.


Overpowered (but fluffy) changes to your codex @ 2013/11/05 03:07:56


Post by: ImotekhTheStormlord


Draigo

Plot Armor: Draigo can take never lose his last wound or be removed from the table.


Overpowered (but fluffy) changes to your codex @ 2013/11/05 03:11:29


Post by: Jefffar


Tau

Battlenet Relay System

The sophisticated technologies of the Tau allow their entire army to strike with lethal efficiency.

The benefits from the Pinpoint and Scour abilities apply to all units firing at the target units rather than just the unit that expended the Markerlight Tokens. Further, all Markerlights count as Networked.


Overpowered (but fluffy) changes to your codex @ 2013/11/05 03:13:27


Post by: Happyjew


 ImotekhTheStormlord wrote:
Draigo

Plot Armor: Draigo can take never lose his last wound or be removed from the table.


However, against an army that includes any daemons, if at any point there are no daemons on the table, Draigo is sucked back into the Warp.


Overpowered (but fluffy) changes to your codex @ 2013/11/05 03:34:23


Post by: conker249


 Furyou Miko wrote:
Hell Hath No Fury:

If an Adepta Sororitas unit fails to activate its Act of Faith after any rerolls and modifiers, that unit immediately gains Hatred (The Emperor).

I am in love with this rule. Exalted as well


Overpowered (but fluffy) changes to your codex @ 2013/11/05 03:39:27


Post by: Happyjew


 Furyou Miko wrote:
Hell Hath No Fury:

If an Adepta Sororitas unit fails to activate its Act of Faith after any rerolls and modifiers, that unit immediately gains Hatred (The Emperor).



I'm confused. Why would they hate The Emperor when they are not faithful? Shouldn't other Sisters hate them for not keeping the Faith?


Overpowered (but fluffy) changes to your codex @ 2013/11/05 03:48:10


Post by: ImotekhTheStormlord


Necrons:

Fearless.

Short and sweet and how it should be.


Overpowered (but fluffy) changes to your codex @ 2013/11/05 04:50:32


Post by: Buttons


 ImotekhTheStormlord wrote:
Draigo

Plot Armor: Draigo can take never lose his last wound or be removed from the table.

I would give that to any special character.


Overpowered (but fluffy) changes to your codex @ 2013/11/05 05:12:26


Post by: ClockworkZion


 Happyjew wrote:
 Furyou Miko wrote:
Hell Hath No Fury:

If an Adepta Sororitas unit fails to activate its Act of Faith after any rerolls and modifiers, that unit immediately gains Hatred (The Emperor).



I'm confused. Why would they hate The Emperor when they are not faithful? Shouldn't other Sisters hate them for not keeping the Faith?

I think the joke is based on the old saying that "Hell hath no fury like a woman scorned". The Emperor didn't answer their prayers and now they're PISSED.

PURGE THE HERETIC
Any friendly non-Sororitas unit that fails a leadership test for any reason is immediately destroyed as the Sororitas purge the heresy from their ranks.

TEAM KILLING DICKS
In all kill team games Grey Knights gain 1 additional VP for each friendly, non-Space Marine, Imperial unit on the table as they immediately purge them to ensure the knowledge of Daemons does not spread.


Overpowered (but fluffy) changes to your codex @ 2013/11/05 05:18:38


Post by: Largeblastmarker



 ClockworkZion wrote:



TEAM KILLING JERKS
In all kill team games Grey Knights gain 1 additional VP for each friendly, non-Space Marine, Imperial unit on the table as they immediately purge them to ensure the knowledge of Daemons does not spread.


Whoa. ftfy. lets keep it pg eh?




Overpowered (but fluffy) changes to your codex @ 2013/11/05 05:28:41


Post by: ClockworkZion


No it was fine the way it was.


Overpowered (but fluffy) changes to your codex @ 2013/11/05 08:06:00


Post by: Bobthehero


Fearless guardsmen, always pass their orders, str 4 lasguns.

You get 30 free Earthshaker shots because the rest of the regiment is parked a few kilometers away from you, well within range of their big guns.


Overpowered (but fluffy) changes to your codex @ 2013/11/05 08:58:13


Post by: PredaKhaine


Eldar - At the end of the game, roll a dice.
If the result is a number, then the eldar gain the victory points for slay the warlord, first blood and linbreaker and these are also removed from the opponants score.

Eldrad's 'Just As Planned' special rule - At the start of the game, should the eldar player wish, roll a dice. On the result of a number being rolled, the eldar player may choose to replace his army with 4 times the points value, chosen from any other codex. All victory points throughout the game are given to the eldar, regardless of which army scored them.


Overpowered (but fluffy) changes to your codex @ 2013/11/05 22:14:26


Post by: Furyou Miko


 ClockworkZion wrote:
 Happyjew wrote:

I'm confused. Why would they hate The Emperor when they are not faithful? Shouldn't other Sisters hate them for not keeping the Faith?

I think the joke is based on the old saying that "Hell hath no fury like a woman scorned". The Emperor didn't answer their prayers and now they're PISSED.


Yep, lol.

God of Magic
Any Sorcerer with the Mark of Tzeentch automatically knows all powers from the Discipline of Tzeentch in addition to their other powers, and never suffers from Perils of the Warp.

All is Dust
Any time a Sorcerer is removed from play, instead remove the nearest Rubric Marine and replace it with the dead Sorcerer as the cheating Tzeentchian berk performs an instant teleport to switch places with it. If there are no Rubrics on the battlefield, instead use the nearest enemy model.


Overpowered (but fluffy) changes to your codex @ 2013/11/05 22:52:05


Post by: Happyjew


Eldar Trickery: If neither player is playing Eldar, then all VPs go to Craftworld Ulthwe. As Eldrad manipulated the whole thing.

Synapse: All units within 12" of a Synapse creature (including the Synapse creature itself), is Fearless and is immune to the effects of Instant Death. Furthermore, such units are allowed to make FNP rolls against wounds that normally would cause ID.


Overpowered (but fluffy) changes to your codex @ 2013/11/06 19:32:26


Post by: Selym


Abaddon:

Armless Failure:
Abaddon is infamously bad at planning, just like Horus.
At the start of the game, roll a D6:

1-5: All models in your army have forgotten to bring their weapons, the now have no wargear except their armour.

6: Same as [1-5], except the also forgot their armour, and have no save.


Automatically Appended Next Post:
Chaos Daemons:

Warp Rift:

The warp is open. It is still spewing daemons.

Every time a daemon unit is destroyed, it returns to the table via deep strike at the start of the next player turn.


Overpowered (but fluffy) changes to your codex @ 2013/11/06 23:34:37


Post by: necronspurs2012


Canoptek construct:

All canoptek units have a 3+ reanimation protocols roll and all models that are canoptek constructs lhave the ever-living special rule, in addition all canoptek constructs have the preferred enemy everything! USR and can repair casualties taken earlier in the game (necrons that failed their RP roll) on a 3+.

Immortal race: necrons automatically gain the Initiative to start the game but can choose to deploy second, also all units from codex:necrons that have been fully destroyed do not reward victory points of any kind on a 3+.


Overpowered (but fluffy) changes to your codex @ 2013/11/08 02:31:50


Post by: Skabfang


All bolter type weapons = AP3 and inflict "Instant death".. if you have read the Inquisition War series you will know what I mean.

RAARK
POP
SWOOSH
THUD
KRUMP

These things are described as rocket propelled explosives

RAARK = firing of the weapon
POP = bolt expelled from the gun's barrel
SWOOSH = rocket igniting to propel the bolt onwards
THUD = bust through the armour of the target
KRUMP = explodes within the target

The detail those books goes into is quite simply awesome imo, and it is something that made me love bolter equipped armies so much. Bolts are described as being ultra effective against anything up to and including power armour.

 necronspurs2012 wrote:
all units from codex:necrons that have been fully destroyed do not reward victory points of any kind on a 3+.


I like what you said, and I think bringing back Phase Out this way would be ultra fluffy. Harking back to the last codex, use it as a way to avoid awarding VP's.

Phase out: all units from codex:necrons that have been fully destroyed do not reward victory points of any kind on a 3+.

/thumbsUp for you


Overpowered (but fluffy) changes to your codex @ 2013/11/08 08:49:09


Post by: Rav1rn


Exterminatus: Any force that includes an Inquisitor automatically deploys second. After the opponent has placed their models, the player then flips the table and moonwalks out of the room.


Overpowered (but fluffy) changes to your codex @ 2013/11/08 12:26:34


Post by: Selym


Rav1rn wrote:
Exterminatus: Any force that includes an Inquisitor automatically deploys second. After the opponent has placed their models, the player then flips the table and moonwalks out of the room.

I actually laughed!

Exalted


Overpowered (but fluffy) changes to your codex @ 2013/11/08 14:16:38


Post by: Farseer Faenyin


Eldar: Due to heavy divination when allocating Eldar forces, the Eldar do not send masses of Eldar into an unwinnable situation. Before a game starts, you may change up to half your army's composition after learning of your opponents force composition. If you choose not to use this ability,when the game ends, you win in the event of a tie.


Overpowered (but fluffy) changes to your codex @ 2013/11/08 15:35:59


Post by: Selym


Waaagh! Da Orkz!

An Ork Waaagh! contains incredible numbers of Orkoids and vehicles. At the start of a game, all Ork players must bring double the number of point's worth of models than all their opponents combined.


Hive Fleet:

Tyranids outnumber everything. For the nomz.
At the start of the game, all tyranid players gain, for no additional points cost, one extra gaunt for every 10 points in the opponent's army.


Overpowered (but fluffy) changes to your codex @ 2013/11/08 16:38:46


Post by: iGuy91


Necrons gain fearless
3+ Reanimation protocols
2+ with Orb
and Res orbs effect all necrons squads within 6 inches.


Overpowered (but fluffy) changes to your codex @ 2013/11/08 17:18:21


Post by: Selym


 iGuy91 wrote:
Necrons gain fearless
3+ Reanimation protocols
2+ with Orb
and Res orbs effect all necrons squads within 6 inches.

*within 120"



Oh, and on a 3+ no victory points are awarded to the enemy for wiping out a unit/warlord


Overpowered (but fluffy) changes to your codex @ 2013/11/11 03:21:58


Post by: Skabfang


 Selym wrote:
Rav1rn wrote:
Exterminatus: Any force that includes an Inquisitor automatically deploys second. After the opponent has placed their models, the player then flips the table and moonwalks out of the room.

I actually laughed!


I did too

Work mates are looking at me funny because I sprayed my drink all over my workstation..


Overpowered (but fluffy) changes to your codex @ 2013/11/11 19:45:22


Post by: BoomWolf


Tau:
Railgun: S10 AP1 armorbane, Range 72 Beam. (as the beam rules in psyker powers)
Heavy Rail Rifle: S8 AP1 armorbane, Range 60 Beam.

That's pretty much what the fluff makes of it (a mere broadside managed to over-penetrate a lemen russ so much it penetrated the one behind it.)


Overpowered (but fluffy) changes to your codex @ 2013/11/15 20:54:20


Post by: Jingles


Jenkins let's think tactically.
Guard armies with this rule can place all artillery off the board but still fire long range ordnance weapons anywhere on the map. These cannot be attacked by the opposing player except by flyers which are in ongoing reserve, resolve the attacks as if they were on the board and in range.

Intercontinental missiles are BIG
Deathstrike missiles are HUGE. The explosions are too, none of that 3d6+3 nonsense, they have a 10d6 Radius, all around the centre of the scatter dice.


Overpowered (but fluffy) changes to your codex @ 2013/11/15 21:43:35


Post by: Makutsu


Orbital Bombardment
Bring out a Hammer and start smashing models


Overpowered (but fluffy) changes to your codex @ 2013/11/15 21:59:30


Post by: Selym


Chaos Reigns:
(This applies to all IG and C:SM, BA and SW armies)
After every battle with the forces of chaos, all of your models must be melted in a furnace, to simulate the purging the Inquisition will inflict upon them simply for knowing that there are evil humans, and that there are daemons.


Overpowered (but fluffy) changes to your codex @ 2013/11/15 22:27:57


Post by: Bobthehero


Exception to the above rule: If you play the Death Korps, your models are badass not to be forced into the melter.


Overpowered (but fluffy) changes to your codex @ 2013/11/15 22:56:47


Post by: Beard


Blood Angels,

Hour of need
Should a chaos deamon HQ be on the table, the sanguinor instantly appears, promptly kicks it's a** and then disappears again!

Legion of the damned
As they are spectral beings. No matter your ballistic skill, your shots ALWAYS miss


Overpowered (but fluffy) changes to your codex @ 2013/11/15 23:27:31


Post by: Exergy


DE:
Dark Eldar always get the first turn.
DE vehicles can move 36" a turn but still count as moving 6" or less for firing weapons and disembarcking.
DE units may only be fired at with snap shots.
All DE models have WS10 and Init 10
All DE CC weapons have rending
All DE gain the Fear USR


Overpowered (but fluffy) changes to your codex @ 2013/11/16 00:21:48


Post by: EVIL INC


Guard-
1. I think the supporting fire that the tau have would be more appropriate for the guard. It would not be near as effective for guard as it is for tau but I think it would be far more fluffy.
2. I think as the other armies are getting knights and huge small titan sized things, being able to take big tanks like baneblades and such would be fluffy as well. I think a sort of this may actually be in the works.
3. Defenses. I think with the guard preponderance of dropping in supplies, stations and such, instead of fortifications being 0-1. I think 0-2 would be more fluffy.


Overpowered (but fluffy) changes to your codex @ 2013/11/16 02:13:13


Post by: Co'tor Shas


EVIL INC wrote:
It would not be near as effective for guard as it is for tau but I think it would be far more fluffy.

How is it more fluffy? Tau have fluff that explain supporting fire.


Overpowered (but fluffy) changes to your codex @ 2013/11/16 03:25:53


Post by: Happyjew


Based on this.

Evolution: All Tyranid units that are not ICs gain the Endless Swarm special rule. Furthermore, the new unit is immune to the weapon that did the most damage to the old unit. In the event of a draw, randomise between the eligible weapons. For example, a 10-man squad of Hormagants are taken out by bolter fire. The new unit that replaces them is immune to bolt weapons. Another example, 10-man Termagant squad takes 5 casualties to plasma guns, and 5 casualties to flamers. The new unit is either immune to flame weapons or immune to plasma weapons.


Overpowered (but fluffy) changes to your codex @ 2013/11/16 10:03:14


Post by: Beard


Death company - on the charge, gain extra 5 attacks, 10 if wielding no firearm but 2 close combat weapons, 3++, feel no pain on a 2+

In apocalypse, if astorath is on the table, at game end, all DC are destroyed, therefore at game end, any VP held by DC are instantly granted to next nearest unit.

Tycho - ork warboss hunter - when fighting Orks, tycho must move directly towards nearest war boss, tycho gains a 2++ when shot at by any ork not a war boss, tycho cannot engage any other unit until he has met the war boss in combat, he can however move "through" enemy ork units unimpeded until he reaches the war boss, if moving through terrain, moves normally


Overpowered (but fluffy) changes to your codex @ 2013/11/16 11:49:47


Post by: Selym


CREEEEEEEEEEEEEEEEEED!!!!!!

The tactical genius strikes again!

At the start of every turn, any army with Creed may place a free Baneblade anywhere on the field, as it was strategically placed so that nobody could see it until now.


Overpowered (but fluffy) changes to your codex @ 2013/11/16 12:22:37


Post by: Da krimson barun


Cunnin planz! Any enemy troop choice can be replaced by a unit of kommandoes once per game(To use the ork player must have a unit of kommandoes holding posters up of the replaced unit.
Waaaagh! gathering:each turn a full mob of slugga boys can appear on any board edge(note that it comes with a big shoota,Eavy armour,PK and bosspole nob.You can take 2 trukks of slugga boyz instead if you wish(using gorkamorka as many as you can fit roolz)


Overpowered (but fluffy) changes to your codex @ 2013/11/16 13:23:42


Post by: EVIL INC


 Co'tor Shas wrote:
EVIL INC wrote:
It would not be near as effective for guard as it is for tau but I think it would be far more fluffy.

How is it more fluffy? Tau have fluff that explain supporting fire.

The training
The blind hatred of the enemy that is brainwashed into them
The support of their beloved brothers who are thrown into the same meatgrinder they are
The fear/hatred of an enemy that is coming close and may assault them as well
The commissar with a bolt pistol standing behind them who will shoot them in the back of the head if they don't.


Overpowered (but fluffy) changes to your codex @ 2013/11/16 13:54:06


Post by: MarsNZ


Addendum to "Champion of Chaos" special rule:

thinning of reality - While a model with Champion of Chaos remains on the board all attempts to utilise the warp (warp spiders, psychic manifestation etc) require a D6 roll of a 6 to succeed. If this roll is failed roll on a special mishap table:

1-2 : Psychic backlash = "the Abyss stares back" deepstrikers always scatter full 2d6 result and may not move, shoot, run or assault this turn. Psykers suffer the must pass a leadership test on -4Ld or suffer D6 S4 hits with no saves allowed as his mind is wracked.
3-4: Cacophony = "The maddening screams of the damned" Unit suffers 2D6 wounds with no saves of any kind allowed. Any psyker suffering this result is instantly removed from play.
5-6: Possessed! = "Consumed by Chaos" All models attempting teleportation are replaced by lesser daemons, their alignment chosen by the Chaos commander. Psykers are instantly removed and replaced by a Greater Daemon of the Chaos players choosing.

Replacement "Veteran of the Long War" Rule

Units with VotLW receive +1 WS +1 BS +1S +1T +1W +2I +2A and are Ld10 Fearless Hatred (Imperium, Eldar) Preferred Enemy (Space Marines), Infiltrate, Shrouded.


Overpowered (but fluffy) changes to your codex @ 2013/11/16 14:15:47


Post by: General Duf


Daemon special rule is now eternal warrior, and any daemon unit that is killed automatically returns to the board next turn via deepstrike.

When a daemon deepstrikes, it doesn't mishap, can charge on the turn it arrives and can only truly be killed when <1/10th of the starting Space marines are left on the board, out of ammo and in hand to hand with the daemons.

Should the daemon player be winning at the end of the game, the game continues until the remaining space marine finds a way to win. In case of tabling a space marine, it is a draw as the ships in orbit shatter the planet's surface. Though it might be a 'draw', morally the Daemons have won and should gloat over the other player.

When playing xeno's, all rules apply accept that xeno's are not space marines, and the game ends as normal.


Overpowered (but fluffy) changes to your codex @ 2013/11/16 19:57:27


Post by: Co'tor Shas


EVIL INC wrote:
The commissar with a bolt pistol standing behind them who will shoot them in the back of the head if they don't.

Well that one at least!


Overpowered (but fluffy) changes to your codex @ 2013/11/16 20:04:51


Post by: Bobthehero


Uh, all the reason he gave are perfectly valid.

Guardsmen are well trained.


Overpowered (but fluffy) changes to your codex @ 2013/11/16 20:33:48


Post by: Tower75


Imperial Guard:

We're actually trained: Guardsmens are trained soldiers, so their BS is upped to 4.

Don't we have a vox?: Officers can issue orders from anywhere on the board to any other IG unit on the board, 'cos, you know, they have a vox. By the power of radio waves.

Orbital Ska-doosh!: There's always an Emperor-class warship in orbit. To represent an orbital strike, pick up a Cokacola can, 330ml, and launch it down onto the table at your enemy. If you roll a scatter, launch can into opponent's face.

SPASS MAHREENS!: If playing with Space Marine allies, repeat Orbital Ska-doosh! SP, but by substituting Cokacola can for Black Library novel, hardback.


Overpowered (but fluffy) changes to your codex @ 2013/11/16 22:06:44


Post by: Co'tor Shas


 Bobthehero wrote:
Uh, all the reason he gave are perfectly valid.

Guardsmen are well trained.

I wasn't disputing that. I have no real knowledge of the IG, and just wanted to know his reasoning because, as far as I knew at the time, there was nothing to support it. I just really liked the last one, and thought it was funny.

I'm not quite sure why you took question to it.


Overpowered (but fluffy) changes to your codex @ 2013/11/17 00:15:26


Post by: EVIL INC


I think that the more well trained outfits would have had it hammered into them. The more...."rambunctious" or "green" outfits would spray and pray at anything that came near them either out of hatred or in the frame of mind of "oh crap, they might hit us next, shoot at it". lol
However, I feel that deep down in their hearts, it would be fear that the commissar was nearby regardless of what other reasons they tried to pass off to their families..

Just saw your post. Over the years the reasons I gave have been used to explain the actions of various guard regiments throughout the imperium. Most of the named ones they made models for are all highly trained and have developed histories and personalities that would all account for it in one way or another.

They do have bs4 for veteran units. I'm ok with bs3 for the grunts. I DO agree with the voxes though. You can use it to talk to the guy in a space ship IN SPACE but not 100 yards on the other side of the field to the guy you can see with the naked eye?!?! As it is now, wig wagging is more effective than the vox. lol


Overpowered (but fluffy) changes to your codex @ 2013/11/17 03:38:17


Post by: Co'tor Shas


What I don't get is how guard can get BS4 on their elite, and tau get BS3 on a fething CRISIS SUIT, or even worse a RIPTIDE! I mean, the thing is the size of a tank (who are BS4, besides the devilfish), and they can't put basic aiming devises on it! And the pilots have served for a long time so probably KNOW HOW TO AIM!


Overpowered (but fluffy) changes to your codex @ 2013/11/17 03:44:42


Post by: KommissarKiln


 Lucarikx wrote:
"Just as Planned"

If Creed is part of your army, you may Infiltrate a Warlord Titan with no restrictions to proximity. This Warlord Titan takes up a Heavy Support slot and costs no points. Because it was there the whole time.

Lucarikx


THIS. THIS!!! CREEEEEEED-ing just stepped up to a whole new level! Though this would never happen, +1 for making me have such a good laugh.


Overpowered (but fluffy) changes to your codex @ 2013/11/19 13:25:24


Post by: Sivious


Kommando Snikrot: Against IG, before first round, Snikort can sneak into enemy barracks and kill one squad of guardsmen.


Overpowered (but fluffy) changes to your codex @ 2013/11/19 16:12:41


Post by: Selym


CSM:

Teh Enemeh Haz Plot Armour!

At the beginning of any game against the forces of the IOM (loyalist C:SM, BA, SW, GK, IG, Inquisition, SoB) take note of all characters and all models that have been heavily customised.

Those models are now unkillable, and all automatically hit and wound/penetrate against your own models.


Overpowered (but fluffy) changes to your codex @ 2013/11/19 16:29:22


Post by: Cryptek of Awesome


Hah Some funny and interesting stuff!

I can think of a couple for Necrons:

Gauss weapons - on a 6 to hit non-vehicles, they auto wound and are AP2.
I mean - if they're melting through tanks on 6s, they should have no problem punching through even thinner armor.

Monolith - Gains quantum shielding - because y'know - why *wouldn't* they strap shields on that thing! If you want to be really fair you can say the power drain of the shields makes it so they can't use the quantum doorway. ;-)

Deathless Slumber - After looking at your opponents army list you may choose to not deploy any Necron models. Instead, crawl under the table and take a nap. If, by the time you wake up, your opponent has become bored and left - claim victory.


Overpowered (but fluffy) changes to your codex @ 2013/11/19 20:55:19


Post by: Wilytank


Eldar: Descent into Utter Despair.

If your opponent has any Daemons of Slaanesh models on the table at the start of the game, roll a D6 for each friendly unit from Codex: Eldar. On a 1 and a 2, then for the rest of the game that unit cannot move, shoot, cast psychic powers, run, turbo boost, move flat out, or make assault moves and their WS is reduced to 1. If a psyker from Codex: Eldar suffers perils of the warp and is not already in this state, they count as being in this state immediately after the perils wound is taken.

Similarly,

Chaos Daemons: The Great Feasting.

Daemons of Slaanesh re-roll failed to hit and to wound rolls in close combat against units from Codex: Eldar and Codex: Dark Eldar. For every non-vehicle model from Codex: Eldar removed as a casualty from assault, a spirit stone is devoured and Slaanesh's titillation grows allowing the Daemon player to do one of the following depending on the unit in assault:

A) If it's a unit of Daemonettes or Seekers, place a new Daemonette or Seeker model for each spirit stone devoured. This may take the unit of Daemonettes or Seekers above their starting number.
B) If it's a unit Fiends of Slaanesh, the unit regains lost wounds for each spirit stone devoured. If the unit has full wounds, then every three spirit stones eaten makes a new Fiend with full wounds. This may take the unit above their starting number.
C) If it's a Herald, Daemon Prince of Slaanesh, or a Keeper of Secrets, the model regains one wound for each spirit stone devoured. This may take the model above its starting number of wounds.
D) If it's a Chariot, the Chariot regains one Hull Point for each spirit stone devoured. This may take the chariot above its starting number of Hull Points. If the Eldar unit is wiped out, the Chariot may immediately make another charge move.

Eldar models removed as casualties by sweeping advances also count toward the number of spirit stones devoured.


Overpowered (but fluffy) changes to your codex @ 2013/11/19 21:13:48


Post by: Selym


Imperial Guard:

Basilisks Start About 20 km away from the battle

At the start of any game, you may place a Str 9 Ap 3 Ordinance Barrage shot on each enemy unit. Five times.

They always scatter the full 3d6".


Overpowered (but fluffy) changes to your codex @ 2013/11/20 08:55:37


Post by: PredaKhaine


 Selym wrote:
Imperial Guard:

Basilisks Start About 20 km away from the battle

At the start of any game, you may place a Str 9 Ap 3 Ordinance Barrage shot on each enemy unit. Five times.

They always scatter the full 3d6".


Represented by the basilisks in question being on the next table over


Overpowered (but fluffy) changes to your codex @ 2013/11/20 17:50:53


Post by: Wilytank


 PredaKhaine wrote:
 Selym wrote:
Imperial Guard:

Basilisks Start About 20 km away from the battle

At the start of any game, you may place a Str 9 Ap 3 Ordinance Barrage shot on each enemy unit. Five times.

They always scatter the full 3d6".


Represented by the basilisks in question being on the next table over


I'd think it would be represented by the basilisks being left at home yet still used in the game.


Overpowered (but fluffy) changes to your codex @ 2013/11/20 18:11:02


Post by: StarTrotter


Trust me guys, they are certainly basilisks!


Overpowered (but fluffy) changes to your codex @ 2013/11/21 14:48:23


Post by: ninjafiredragon


Eldar wave serpents (why not make one broken unit even more broken )

faster than fast.
eldar tanks and vehicles can voluntarily become a flier for one turn. if it does so, units may not disembark, and the tank may not shoot.

transports are also assault vehicles now.


Overpowered (but fluffy) changes to your codex @ 2013/11/25 17:55:27


Post by: Majsharan


Imperial Guard

Lets not and Say we did.

Anytime you would assault with IG troops that are not ogryns roll 1 D20. If 19 or better roll for melee hits and and wounds as you normally would but any wounds that the IG unit would have taken are not taken. However, if the IG unit would have lost the combat it still falls back normally.

Unit must not be a command unit and must not contain a commissar and/or any independent character or hero

"Through faith, all things are possible"


Overpowered (but fluffy) changes to your codex @ 2013/11/25 18:24:37


Post by: chillis


CSM:

Dark Gods Reward:

All CSM models have the champion of chaos rule. Whenever they are killed they deep strike the next turn with the daemon unit type and as a psycher mastery level 1 that always passes the manifestation test. They automatically gain puppet master. When puppet master is used on the enemy it removes the model that cast it (not destroyed, placed off the table) but lasts forever on the target model which cannot DTW. If CSM play daemons this rule does nothing, instead they all have a tea party and reminiscence about past blood spilled.


Overpowered (but fluffy) changes to your codex @ 2013/11/26 01:37:21


Post by: KommissarKiln


IG:
Glory to the first man to die!: If there is a commissar within 12" of any platoon squad (excluding command squad), the unit gains Fearless, Furious Charge, and Rage. If the squad has assault weapons, then they must attempt to charge after shooting.

Meat for the meat grinder: Platoon infantry squads consist of 20-man squads for an additional 10 points per squad. A single platoon may have up to 8 of such squads. The PCS is the only squad in a platoon that counts as a kill point or be counted for First Blood.


Overpowered (but fluffy) changes to your codex @ 2013/11/26 15:09:51


Post by: Crazy Jay


Dark Angels

Any unit using the Deathwing Assault rule may enter on the assault phase and charge, even if it's the first turn.


Overpowered (but fluffy) changes to your codex @ 2013/11/26 15:51:02


Post by: Daba


Shuriken Catapult: Assault 3, 24" range

Shuriken weapons are described as basically railguns, so:

Shuriken Cannon - R: 36" S8, AP1, Assault 4



Overpowered (but fluffy) changes to your codex @ 2013/11/26 16:03:21


Post by: Farseer Faenyin


Ultramarine - Calgar:

Armor of the Unstoppable Smufplot

If you lost the game, simply write a small story about how Calgar simply decimated the foe through superior tactics and ability despite all odds. Please make sure the plot appears to be written by a 11 year old fan boy. You now win the game having achieved all Objective/Kill Points and Secondary Objectives.

For examples of such achievements, please see 'Battle of Orar'

Edit: Reference sourcing.


Overpowered (but fluffy) changes to your codex @ 2013/11/27 12:02:00


Post by: Tower75


 Farseer Faenyin wrote:
Ultramarine - Calgar:

Armor of the Unstoppable Smufplot

If you lost the game, simply write a small story about how Calgar simply decimated the foe through superior tactics and ability despite all odds. Please make sure the plot appears to be written by a 11 year old fan boy. You now win the game having achieved all Objective/Kill Points and Secondary Objectives.

For examples of such achievements, please see 'Battle of Orar'

Edit: Reference sourcing.




As a side rule: story MUST include the phrase, 'he was big, even for a Space Marine.'


Overpowered (but fluffy) changes to your codex @ 2013/11/27 16:53:35


Post by: Farseer Faenyin


 Tower75 wrote:
 Farseer Faenyin wrote:
Ultramarine - Calgar:

Armor of the Unstoppable Smufplot

If you lost the game, simply write a small story about how Calgar simply decimated the foe through superior tactics and ability despite all odds. Please make sure the plot appears to be written by a 11 year old fan boy. You now win the game having achieved all Objective/Kill Points and Secondary Objectives.

For examples of such achievements, please see 'Battle of Orar'

Edit: Reference sourcing.




As a side rule: story MUST include the phrase, 'he was big, even for a Space Marine.'


I concur with your ammendment.

Perhaps we should also require the inclusion the flavor text 'just as all seemed lost.....CALGAR!!!!'...where the player must flex while saying the name.


Overpowered (but fluffy) changes to your codex @ 2013/11/28 05:45:36


Post by: NeoAigaion


[Tau Codex]
1) Bump all non-Battlesuit Tau units (except Ethereals and Drones) to BS4.

2) Give Firewarriors the Ion Rifle, and give Pathfinders "Marker Carbines" (Pulse Carbine with in-built Markerlight) as default weapons.


Overpowered (but fluffy) changes to your codex @ 2013/11/28 08:22:12


Post by: Selym


[Imperial Guard]

Maybe if we send more men in, they'll drown in all the blood!
-At the start of every turn, you must place D6 guardsman squads on your board edge, as if they arrived from reserves (even if reserves are not normally allowed).

Imperial Infantryman's Uplifting Primer
-Due to the uplifting nature, all IG units have Ld 10 and Fearless until the end of both player's first turn.
But, thanks to the indescribable inaccuracy of the book, all IG units subsequently loose this bonus, and must make a Ld test at the start of every turn. I they fail, they cannot do anything for that turn.


Overpowered (but fluffy) changes to your codex @ 2013/11/29 06:45:19


Post by: MrVic


Guard-always in the mechanicus's shadow.

Every turn starting on turn two both players roll a die at the start of their turn. Upon rolling of a six, a Imperator Titan on the adjacent battlefield (off the board) suffers a critical hit. As a result it falls onto your table using a random table edge as point of orgin. Place the template's feet on the edge and lay it flat so it's wholly on the board. The player that rolled the six gets final choice of placement.

Required custom template: "Fallen Imperator Titan template" one life size cardboard cut out of Leonard Nimoy gesturing live long and prosper. No substitutions!


Overpowered (but fluffy) changes to your codex @ 2013/11/29 11:34:15


Post by: Frozen Ocean


Orks: Plot Insignificance/Not The Real Threat

When defeated by any Imperial faction, remove any friendly Ork models still on the table. Then, the Ork player must deploy a fully-formed detachment of either Chaos Space Marines or Eldar, of points equal to the size of the game. Any objectives captured by opposing armies are now irrelevant, as are all Victory Points gained from Orks.

Tyranids: Shadow in the Warp

If there are any Tyranid models within a three mile radius, all psykers are immediately removed from play. Furthermore, all models must make a Leadership check every turn or take a single Strength 4 hit with no saves allowed. Any survivors of this hit must then attack the closest unit as though it were an enemy.

Tyranids: Gravimetric Disturbance

If either player is aware of a Tyranid player coming to the location where the game is being played, all normal and difficult terrain is treated as dangerous terrain, while any previously-dangerous terrain becomes impassible.

Space Marines: Strength of the Bald and Furious

Any Space Marine model that is not wearing a helmet gains +1 to his armour save (to a maximum of 2+), three additional wounds, four additional attacks, and Eternal Warrior. If this model is bald, he gains a further 3++ invulnerable save and It Will Not Die. If any models are Captain Titus, he gains all of the benefits above (despite his hair), but using the statline of a Daemon Prince instead of a Space Marine. Furthermore, if Captain Titus is equipped with a jump pack, place a small blast on him wherever he lands, using his melee profile. However, he must inexplicably remove his jump pack after using it d3 times, followed by some excuse that it's either conveniently out of fuel or won't fit through a very large gap that it definitely would fit through.

Eldar: The Khaine Effect

All of the Avatar of Khaine's stats are reduced to 1 when engaged in an assault with any enemy character. Furthermore, the Molten Body special rule does not apply for some reason.

Imperial Guard: Keep at it, Men!/Drown Them In Bodies, Crush Them With The Tanks of The Imperial Guard

Any Imperial Guard unit with the Infantry or Tank type may, instead of being deployed, be fired at the enemy as a Keep At It, Men! barrage equal to the number in the unit. Tanks dropped in this way use half of their front AV as a strength value, and their own hull as a template (the tank immediately suffers an Explodes! result after the drop is resolved). For example, a 30-man Guardsman unit used in this way would act as a Barrage 30 attack. Infantry models fired as a Keep At It, Men! attack do not inflict any damage, although they themselves immediately die.

 PredaKhaine wrote:
Eldar - At the end of the game, roll a dice.
If the result is a number, then the eldar gain the victory points for slay the warlord, first blood and linbreaker and these are also removed from the opponants score.


I laughed at "if the result is a number".

Also, wow. I read the Battle of Orar's Sepulchre. It really does read like an 11-year-old's fanfic. Apparently it was raining Eldar! And I knew Calgar killed an Avatar with his hands (which is absurd) but I didn't know it was quite this bad.


Overpowered (but fluffy) changes to your codex @ 2013/11/29 13:18:31


Post by: Daba


Cactus Terrain
Models may shoot at a Cactus in terrain. If they hit, roll to wound against T4. If a wound is caused, the cactus explodes! place the Large Blast template over the Cactus. Any dreadnought touched by the template automatically explodes.

Terminators
Terminators gain 'hit & run' as they backflip out of combat.

Multilasers
Any Space Marine model that may take a Heavy Bolter may upgrade their Heavy Bolter to a Multilaser for +5 points.


Overpowered (but fluffy) changes to your codex @ 2013/11/29 14:12:29


Post by: Frozen Ocean


 Daba wrote:
Cactus Terrain
Models may shoot at a Cactus in terrain. If they hit, roll to wound against T4. If a wound is caused, the cactus explodes! place the Large Blast template over the Cactus. Any dreadnought touched by the template automatically explodes.


Is that an Alfabusa reference? In light of your others, it makes me timidly curious as to if it's a C.S. Goto reference...

 Daba wrote:

Terminators
Terminators gain 'hit & run' as they backflip out of combat.


A C.S. Goto reference?

 Daba wrote:

Multilasers
Any Space Marine model that may take a Heavy Bolter may upgrade their Heavy Bolter to a Multilaser for +5 points.


Another C.S. Goto reference?


Overpowered (but fluffy) changes to your codex @ 2013/11/29 15:02:07


Post by: Happyjew


Yo dawg I herd you liek Multilasers:
Any model that may take a Multilaser may take an additional multilaser at no cost. These multi-lasers also unlock further multi-lasers. All multi-lasers must be attached to the multi-laser that unlocked it.

Tank Conversion:
At any point Razorbacks may transform into a Landraider. It may not transform back.

Magic? Bah!
A CSM Sorceror is allowed to take a Mark of Khorne.


Overpowered (but fluffy) changes to your codex @ 2013/11/29 15:20:38


Post by: Frozen Ocean


 Happyjew wrote:

Tank Conversion:
At any point Razorbacks may transform into a Landraider. It may not transform back.


I've seen quite a few references to this whenever C.S. Goto is brought up, but no clarification. Did the narrative simply forget which vehicle it was, or did it actually transform?

EDIT: Along with the elusive "Carnifex with a multilaser" bit and "multilasers fire bullets". I know he made D-Cannons fire bullets, but is it all true?


Overpowered (but fluffy) changes to your codex @ 2013/11/30 04:20:52


Post by: Ashiraya


 Frozen Ocean wrote:

Is that an Alfabusa reference? In light of your others, it makes me timidly curious as to if it's a C.S. Goto reference...



Gaunt's Ghosts, I think. A couple Guardsmen supposedly down a Chaos Dreadnought with some cactuses.


Overpowered (but fluffy) changes to your codex @ 2013/11/30 05:54:35


Post by: KommissarKiln


IG: They Just Needed More Rations!
Because Guardsmen are considered so expendable, they are frequently under equipped for any sort of campaign. Only regiments of more privileged home worlds can fight at their full potential.

All Imperial Guard infantry squads and characters under the Troops category have an additional optional upgrade: "Extra Rations", costing 5 points per model. Models with this receive the following: +1 to WS, BS, S, T, A, W, and +2 to I and Ld.


Overpowered (but fluffy) changes to your codex @ 2013/11/30 07:50:58


Post by: IssacClarkeisBatman99


Hunt for the Fallen.
Nominate one enemy model, any kind may count.
If you kill this model in melee do not count it as dead, as it is captured.
immediatly after this all dark angels leave and the battle is over
Treat all allied units not from Codex Dark Angels still alive as enemy kill points as the dark angels killed them for seeing a fallen, but the Dark Angels gain 50000000000000 victory points.


Overpowered (but fluffy) changes to your codex @ 2013/12/01 09:53:53


Post by: Frozen Ocean


 BrotherHaraldus wrote:

Gaunt's Ghosts, I think. A couple Guardsmen supposedly down a Chaos Dreadnought with some cactuses.


Seriously? Unless that refers to something I saw recently about a det-pack blowing a hole in the sarcophagus, and a nearby indigenous plant shooting a spike into the pilot? That's hardly not silly, but at least it's not just 'cactus'.


Overpowered (but fluffy) changes to your codex @ 2013/12/01 10:00:22


Post by: Lovechunks


Space Wolves - Jaws of the World Wolf = change from 24 inch range to unlimited :p and can be used against FMC


Overpowered (but fluffy) changes to your codex @ 2013/12/01 15:37:17


Post by: Frozen Ocean


Space Wolves: "We're Not Really Psykers, Honest"

At any point during the game, the player using Codex: Space Wolves may attempt to convince their opponent that Rune Priests aren't really psykers and their powers have nothing to do with magic. This many only be attempted once per game. Furthermore, Rune Priests may pretend that all psychic effects (such as Shadow in the Warp) do not apply to them, but they still do.


Overpowered (but fluffy) changes to your codex @ 2013/12/01 15:52:32


Post by: roxor08


Fluffy, simple, and true:

Tyranids: There's Just too Many!!!

For every Tyranid model removed as a casualty, place 2 identical models in it's place within 3" of the original casualty. This occurs regardless if the unit is wiped out or not.


Overpowered (but fluffy) changes to your codex @ 2013/12/01 22:43:18


Post by: Happyjew


Tyranids: "Unlike Space Wolves We Are Not Psykers, We just Feth Them Up."

Tyranid "psykers" are immune to the effects of Perils of the Warp. Furthermore, they may use both codex powers and rulebook disciplines.


Overpowered (but fluffy) changes to your codex @ 2013/12/01 23:42:52


Post by: Left Hand of the Pheonix


For any codex that is part of the imperium: "It's Not Luck, It's the Emperor's Will!"

If when rolling for saves against weapons that would instant death a character, and they pass them always on 6's (6 in a row), that character is blessed by the Emperor and gains and 2+ invun save, FNP on 3+ and can roll for IWND on enemy turns and they pass that on 4+. Also, the enemy model that tried to kill the character, they lose any saves they have and all wargear/weapons/upgrades, and cannot move the rest of the game, because the emperor says so!


Overpowered (but fluffy) changes to your codex @ 2013/12/01 23:54:12


Post by: StarTrotter


 Happyjew wrote:
Tyranids: "Unlike Space Wolves We Are Not Psykers, We just Feth Them Up."

Tyranid "psykers" are immune to the effects of Perils of the Warp. Furthermore, they may use both codex powers and rulebook disciplines.


Can I have this for Tzeentch? (also wasn't it fluff wise to explain a gestalt overload or something?)


Overpowered (but fluffy) changes to your codex @ 2013/12/02 01:54:33


Post by: Happyjew


 StarTrotter wrote:
 Happyjew wrote:
Tyranids: "Unlike Space Wolves We Are Not Psykers, We just Feth Them Up."

Tyranid "psykers" are immune to the effects of Perils of the Warp. Furthermore, they may use both codex powers and rulebook disciplines.


Can I have this for Tzeentch? (also wasn't it fluff wise to explain a gestalt overload or something?)


Sure Tzeentch can have their own version. And fluff =/= rules


Overpowered (but fluffy) changes to your codex @ 2013/12/02 08:57:17


Post by: StarTrotter


 Happyjew wrote:
 StarTrotter wrote:
 Happyjew wrote:
Tyranids: "Unlike Space Wolves We Are Not Psykers, We just Feth Them Up."

Tyranid "psykers" are immune to the effects of Perils of the Warp. Furthermore, they may use both codex powers and rulebook disciplines.


Can I have this for Tzeentch? (also wasn't it fluff wise to explain a gestalt overload or something?)


Sure Tzeentch can have their own version. And fluff =/= rules


Oh no t'was just curious. I vaguely remembered something like perils for nids being gestalt overlaod or something (doesn't make sense but was just trying to remember). Anyways others! Daemons get to charge out of deepstrike, you never truly win against Lucius as he simply possesses the last person to kill him so on the next game, the character that killed him will actually be deployed as Lucius. Exterminatus: nuke EVERYTHING! Imperial guard get a commander upgrade that permits them to declare an order to fire into the melee (with a leman russ)


Overpowered (but fluffy) changes to your codex @ 2013/12/02 09:54:18


Post by: Frozen Ocean


The idea is that they have an aneurysm, basically. You'd think they'd have fixed that problem.

Although, if psykers were as they are in fluff, they would only Perils by getting all ones on a roll of 40,000d6. Same for Warp Spiders. These people are supposedly ancient veterans of war, and yet statistics say they won't get to use their abilities very often at all.

EDIT: Unleash All Fury Upon Them

All Bolters are AP3, and gain an additional +2 Strength. All Power Armour except that worn by Chaos Space Marines and Sisters of Battle is 2+ armour. Power Armour worn by Chaos Space Marines and Sisters of Battle is 4+, and reduces the wearer's Toughness by 2.


Overpowered (but fluffy) changes to your codex @ 2013/12/02 14:22:24


Post by: Selym


 Frozen Ocean wrote:

EDIT: Unleash All Fury Upon Them

All Bolters are AP3, and gain an additional +2 Strength. All Power Armour except that worn by Chaos Space Marines and Sisters of Battle is 2+ armour. Power Armour worn by Chaos Space Marines and Sisters of Battle is 4+, and reduces the wearer's Toughness by 2.

Ah, a staple law of reality in 90% of all books featuring loyalist SM...


Overpowered (but fluffy) changes to your codex @ 2013/12/02 22:09:14


Post by: Ashiraya


 Selym wrote:
 Frozen Ocean wrote:

EDIT: Unleash All Fury Upon Them

All Bolters are AP3, and gain an additional +2 Strength. All Power Armour except that worn by Chaos Space Marines and Sisters of Battle is 2+ armour. Power Armour worn by Chaos Space Marines and Sisters of Battle is 4+, and reduces the wearer's Toughness by 2.

Ah, a staple law of reality in 90% of all books featuring loyalist SM...


This makes me feel lonely and sad on the inside.


Overpowered (but fluffy) changes to your codex @ 2013/12/02 22:19:11


Post by: The Grumpy Eldar


Space Marines - Crimson Fists - Rynn's Might: Rynn's Might is implemented into a new Land Raider chassis. It will now have unlimited shots until enemy Warboss and Guard is slaughtered by it. Only works against Orks.

Yuk yuk yuk.


Overpowered (but fluffy) changes to your codex @ 2013/12/02 22:35:45


Post by: xruslanx


Gaunt's Ghosts - a suppliment to be used with the Imperial Guard Codex.

* may only take veteran squads.

*all veteran squads must take cammo cloaks

*all infantry units have stealth and invisibility

Ibram Gaunt

As Lord Commissar, with +1 weapon skill, +1 initiative.

wargear - Power Sword, Flak Armour, Bolt Pistol, Frag and Krak Grenades.

special rules -
Eternal Warrior, Inspiring Presence, Do You Want To Live Forever?, Independant Charecter

Inspiring Presence - All Imperial Guard infantry units within 12" of Gaunt may always re-roll to-hit dice and to-wound dice.

do You Want to Live Forever? - for one assault phase per game (the controlling player decides at the start of his assault phase) , all infantry units have Furious Charge and Rage.


Overpowered (but fluffy) changes to your codex @ 2013/12/02 23:30:56


Post by: Frozen Ocean


 BrotherHaraldus wrote:
 Selym wrote:
 Frozen Ocean wrote:

EDIT: Unleash All Fury Upon Them

All Bolters are AP3, and gain an additional +2 Strength. All Power Armour except that worn by Chaos Space Marines and Sisters of Battle is 2+ armour. Power Armour worn by Chaos Space Marines and Sisters of Battle is 4+, and reduces the wearer's Toughness by 2.

Ah, a staple law of reality in 90% of all books featuring loyalist SM...


This makes me feel lonely and sad on the inside.


Don't worry. Go face some Marines in the real world (on the tabletop, that is) and see how they scatter like dust on the wind before the might of Chaos.


Overpowered (but fluffy) changes to your codex @ 2013/12/02 23:48:15


Post by: StarTrotter


 Frozen Ocean wrote:
 BrotherHaraldus wrote:
 Selym wrote:
 Frozen Ocean wrote:

EDIT: Unleash All Fury Upon Them

All Bolters are AP3, and gain an additional +2 Strength. All Power Armour except that worn by Chaos Space Marines and Sisters of Battle is 2+ armour. Power Armour worn by Chaos Space Marines and Sisters of Battle is 4+, and reduces the wearer's Toughness by 2.

Ah, a staple law of reality in 90% of all books featuring loyalist SM...


This makes me feel lonely and sad on the inside.


Don't worry. Go face some Marines in the real world (on the tabletop, that is) and see how they scatter like dust on the wind before the might of Chaos.


No matter how broken it might be, I think we all know why the Heldrake was made (oh the sweet revenge for all of those books of the MUHRINEZ being better)


Overpowered (but fluffy) changes to your codex @ 2013/12/03 00:07:47


Post by: KommissarKiln


Ah, quit your squabbling, power-armor pansies! Real men wear flak armor! Imperial Guard all the way!

*THUMP* What are ya takkin' about, ya 'oomie gitz? REAL BOYZ DON' NEED ANYFINK BUT DEIR CHOPPA AND DEIR SLUGGA! WAAAAGH!

Anyways, time for something relevant:

(Any faction) Fall of a key character: If so desired, inscribe names on the bases of models to represent their significance to the plot. Vehicles may have their crews' names on the hulls. These models receive 3+ rerollable invul save and Eternal warrior. If one of these characters are slain and fail their EW roll (or the rest of the army thought him dead like with Frodo and the Cave Troll), all named models within 60" gain Rage, Hatred (all), Furious charge, It Will Not Die, and their 3+ rerollable invul save becomes 2+ rerollable invul. This effect lasts until the enemy who killed the named character is also slain. Once an opponent has killed any of your named models-- there is no turning back for him/her. He/she may not concede, but must fight until he/she is completely tabled.


Overpowered (but fluffy) changes to your codex @ 2013/12/03 02:08:49


Post by: TheCustomLime


C:IG: Massed Artillery barrage

On turn one you may elect not to deploy any models. Note that for the purposes of rules you count as having models on the board to avoid an auto-loss. You may now fire 4D6 S:9 AP:3 Ordnance Barrage Large Blast shots anywhere on the board. These all count as shots being fired by different units. However, you must deploy your army on the second turn.


Overpowered (but fluffy) changes to your codex @ 2013/12/03 06:15:40


Post by: Frozen Ocean


 KommissarKiln wrote:

(Any faction) Fall of a key character: If so desired, inscribe names on the bases of models to represent their significance to the plot. Vehicles may have their crews' names on the hulls. These models receive 3+ rerollable invul save and Eternal warrior. If one of these characters are slain and fail their EW roll (or the rest of the army thought him dead like with Frodo and the Cave Troll), all named models within 60" gain Rage, Hatred (all), Furious charge, It Will Not Die, and their 3+ rerollable invul save becomes 2+ rerollable invul. This effect lasts until the enemy who killed the named character is also slain. Once an opponent has killed any of your named models-- there is no turning back for him/her. He/she may not concede, but must fight until he/she is completely tabled.


Unless you're Orks. Losing your Warboss means you completely lose relevance in the plot from then on.


Overpowered (but fluffy) changes to your codex @ 2013/12/03 23:19:09


Post by: KommissarKiln


Ooh, nice catch. That and probably Tyranids.

Everyone else can have this rule if they so desire.


Overpowered (but fluffy) changes to your codex @ 2013/12/04 09:42:32


Post by: NeoAigaion


[Space Marines]
- "Rail Ammunition" (basically Psyammo combined with that rule Eldar Shuriken weapons have)
- Hover tanks like the Eldar/Tau
- 2+ Armour save for everyone from basic marines to chapter/legion masters
- Reintroduction of Crusade-era weaponry
- Rules for both pro-Psyker (Librarians, high Mastery Levels, etc) and anti-Psyker (Null Rods, Adamantium Will, etc) units
- Power Swords as default for Assault Marines and related units


Overpowered (but fluffy) changes to your codex @ 2013/12/04 23:02:20


Post by: mr_bruno


For the Greater Good! or Divine Wind
Any Tau Flyer, after having lost their final hull point, may attempt to redirect their downed craft into the nearest enemy unit. Declare any enemy unit (including Flyers) within 12" of the Flyer to be the target of this act of desperation. The targeted unit must immediately pass an initiative test. Vehicles are hit automatically. Flyers may attempt to Jink. If the initiative test/Jink is passed, the Flyer wreckage scatters as normal. If the initiative test/Jink is failed, place the large blast template on the unit and resolve an automatic S10 AP5 hit for each model underneath. Hits against vehicles and flyers are resolved against the side armor. After resolving the damage, the unit must immediately take a Pinning test.

Because Imperial Japan has been retconned to be Tau Empire, that's why.


Overpowered (but fluffy) changes to your codex @ 2013/12/05 18:14:24


Post by: Selym


 mr_bruno wrote:
[i]
Because Imperial Japan has been retconned to be Tau Empire, that's why.

I thought that the second I saw "Divine Wind"


Overpowered (but fluffy) changes to your codex @ 2013/12/09 21:45:45


Post by: Silentspy22


"Nobody expects the imperial inquisition"

At any point in the game of any races fighting each other, an imperial inquisitor and his retinue may enter the battle through deep strike but with no scattering. Their chief weapon is surprise. Surprise and fear. Their two weapons are fear and surprise. And ruthless efficiency, their three weapons are fear, surprise and ruthless efficiency. And also an almost fanatical devotion to the emperor.

The squad abducts the nearest enemy squad and takes it to court since it has been charged with the crime of heresy towards the holy emperor. Both squads are then automatically removed from play.



Overpowered (but fluffy) changes to your codex @ 2013/12/09 22:02:01


Post by: Selym


Chaos Space Marines:

Heresy! Heresy Everywhere!

Chaos infects everything, not just Spehss Mureenz.

A CSM army may take any unit from the following codexes, so long as they're given an appropriate amount of spikes and chaotic iconography:

- Space Marines
- Imperial Guard
- Chaos Daemons
- Blood Angels
- Sisters Of Battle
- Inquisition
- Space Wolves
- Dark Angels

These units may include anything allowed in the Escalation Supplement.


Automatically Appended Next Post:
 Silentspy22 wrote:
"Nobody expects the imperial inquisition"

At any point in the game of any races fighting each other, an imperial inquisitor and his retinue may enter the battle through deep strike but with no scattering. Their chief weapon is surprise. Surprise and fear. Their two weapons are fear and surprise. And ruthless efficiency, their three weapons are fear, surprise and ruthless efficiency. And also an almost fanatical devotion to the emperor.

The squad abducts the nearest enemy squad and takes it to court since it has been charged with the crime of heresy towards the holy emperor. Both squads are then automatically removed from play.

I see what you did there


Overpowered (but fluffy) changes to your codex @ 2013/12/09 22:15:12


Post by: wilsjur


The plan
At the end of a game, roll a die. On a 1-5, Tzeentch wins, as he planned it all. On a 6, Ulthwé wins, because Eldrad planned it out.

If you rolled a 6, and Ulthwé won, roll another die. Tzeentch wins, because he actually had it planned.


Overpowered (but fluffy) changes to your codex @ 2013/12/09 23:57:40


Post by: Ashiraya


 Selym wrote:

- Sisters Of Battle


I can almost hear the QQ coming already.


Overpowered (but fluffy) changes to your codex @ 2013/12/10 10:30:00


Post by: Silentspy22


 BrotherHaraldus wrote:
 Selym wrote:

- Sisters Of Battle


I can almost hear the QQ coming already.



*gargle* *whine* *whaaa* *margl*

Miriael Sabathiel

*blargl* *whaaa* *whine* *rglargl*




Overpowered (but fluffy) changes to your codex @ 2013/12/10 11:25:40


Post by: Ashiraya


 Silentspy22 wrote:
 BrotherHaraldus wrote:
 Selym wrote:

- Sisters Of Battle


I can almost hear the QQ coming already.



*gargle* *whine* *whaaa* *margl*

Miriael Sabathiel

*blargl* *whaaa* *whine* *rglargl*




But it's not canon!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!


Overpowered (but fluffy) changes to your codex @ 2013/12/11 00:57:08


Post by: StarTrotter


 BrotherHaraldus wrote:
 Silentspy22 wrote:
 BrotherHaraldus wrote:
 Selym wrote:

- Sisters Of Battle


I can almost hear the QQ coming already.



*gargle* *whine* *whaaa* *margl*

Miriael Sabathiel

*blargl* *whaaa* *whine* *rglargl*




But it's not canon!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!


Except it iiiiiiiiiiiiis mwahahahahaha and isn't at the same time OooOOOooooOOOOOooooo......


Overpowered (but fluffy) changes to your codex @ 2013/12/11 02:49:53


Post by: conker249


Lysanders Lament: All friendly terminators using Imperial fists rules do not scatter when deepstriking


Overpowered (but fluffy) changes to your codex @ 2013/12/13 11:37:52


Post by: NeoAigaion


TAU - FOURTH SPHERE EXPANSION

[New Ideas]
- New Battlesuits for everyone! (well, almost everyone) Read on...
- Firewarriors get the XV18, and get the Ion Rifle as a default weapon.
- Pathfinders get the XV15, and Pulse Carbines (now 24" due to hardwired Pulse Accelerator) with Markerlight attachment as default. They can also take Rail Rifles as before.
- Stealths are largely unchanged, but can take more Fusion Blasters.
- Crisis Teams get access to previously-experimental weapons like the Cyclic Ion Blaster and Airbursting Fragmentation Projector. Both weapons can be overcharged (Fusion Cannon gets 5" Blast and Plasma Cannon gets Heavy 8).
- Riptides gets new weapons; a 30" S8 AP1 Fusion Cannon with 3" Blast, and a 36" S6 AP2 Heavy 4 Plasma Cannon.
- Broadsides are largely unchanged, except that the ASS wargear returns (the effect is changed: Heavy Rail Rifles can fire on the move but as Snap Shots, cannot use Skyfire/Interceptor if this action is chosen).
- Squad leaders always take the Command variant of their squad's battlesuit (designation XV??-4). They can access the same gear as the squad, but can have more equipped.
- Vespid Neutron Blasters get "Rending" added to their profile.
- Railguns now have their "line of fire" rule (everything under the 1mm line is hit).
- New Character "Shadowfoot" (XV15 battlesuit, Stealth+Shrouded, Rail Rifle, Spotter Drone (Shadowfoot can draw LoS to target if the drone can), Infiltrate, Move Through Cover, Scout, cannot join any units(she works alone))
- The anti-Psyker wargear from the Farsight supplement becomes standard issue (still works the same as it does now).
- Signature Systems are no longer limited by numbers, but can only be taken by unit leaders.

[Proposed Changes]
- Longstrike must always take a Railgun on his Hammerhead. This gives the weapon the "Ordnance" profile if Longstrike remains stationary to fire.
- Darkstrider now wears an XV15 (Pathfinder) command-variant battlesuit.
- Vespid Neutron Blasters get Rending.
- Kroot get Initiative 4.


Overpowered (but fluffy) changes to your codex @ 2013/12/13 13:05:18


Post by: StarTrotter


Wait why would the anti-psyker wargear become standard issue for tau when Farsight himself has only gathered a few of them and hardly knows what they do not to mention how does an item of farsight lead to every tau firewarrior that is loay getting it? (just curious)


Overpowered (but fluffy) changes to your codex @ 2013/12/13 16:24:15


Post by: Co'tor Shas


Tau Empire
Were a trained army and super advanced mecha dammit!
All normal XV8 crisis suits (not commander or bodyguard), normal XV25 stealth suits, XV104 Riptide battlesuits, and XV107 R'varna battlesuits have BS4. XV8 crisis bodyguards have BS5.

Join the greater good!
You may choose to ally with IG (representing gue'vessa) with out any normal allying restrictions (such as IC not being able to enter units and units not being able to embark on transports). You may not however chose commissars (the tau disliking the wanton killing of troops), but the IG gain tau equivalent Ld from the tau propaganda (7 for basic troops, 8 for basic leaders, 9 for elite troop, 10 for leaders).


Overpowered (but fluffy) changes to your codex @ 2013/12/13 19:04:43


Post by: Ventiscogreen


Ap 2 pulse weapons anyone?


Overpowered (but fluffy) changes to your codex @ 2013/12/13 20:42:18


Post by: Co'tor Shas


Ventiscogreen wrote:
Ap 2 pulse weapons anyone?

Well it is technically plasma...


Overpowered (but fluffy) changes to your codex @ 2013/12/13 23:07:56


Post by: KommissarKiln


Tyranids, Orks, Imperial Guard:
Strength in numbers: Any games involving these armies only end when one force is tabled. When one of the named factions are tabled, redeploy the entire army on its next turn-- the enemy only finished one wave!

Necrons:
I get knocked down, I get up again! you're never gonna keep me down... : All Necron models with RP special rule have +1 to their armor save and toughness, as well as reanimate on 2+, even if an entire squad was killed. The only time these models do not get reanimate on is if they suffer instant death.

Pyromaniacal Crypteks: A new wave of awakening Crypteks have revealed a taste for a more spectacular method of eliminating troublesome living things. The upgrade on the Cryptek costs 25 points. After paying for this Cryptek, for an extra 5 points per base, scarabs will now explode within 6" of enemy units. This automatically wrecks vehicles (roll for chance of explosion), and inflicts 2D6 S4 AP5 on units of models with wounds.


Overpowered (but fluffy) changes to your codex @ 2013/12/13 23:53:46


Post by: Co'tor Shas


All Armies
Anti-Ward Ward
At any time a unit by activate it's Anti-Ward Ward. All Matt Ward related cheese within 36" is removed from the game.


Overpowered (but fluffy) changes to your codex @ 2013/12/14 00:05:21


Post by: Mr.Omega


Codex Inquisition:

I say we take off and exterminatus the entire planet from orbit

Roll a dice. On a 2+ you automatically score a draw.


Overpowered (but fluffy) changes to your codex @ 2013/12/14 15:43:55


Post by: Selym


Spess Muhreens:

C.S.Goto:
Multilaser Multilaser Multilaser's multilasers have caused mixed Multilasers and heated multilasers amongst Multilasers (this pleases him). Negative Multilasers of Multilaser's Multilaser Multilasers must Multilaser the Multilasers in order to Multilaser the Multilaserization of multiple Multilasers.


Overpowered (but fluffy) changes to your codex @ 2013/12/14 16:05:18


Post by: Brometheus


 Mr.Omega wrote:
Codex Inquisition:

I say we take off and exterminatus the entire planet from orbit

Roll a dice. On a 2+ you automatically score a draw.


You can't make that kind of decision- You're just Mr. Omega

edit: No offense


Overpowered (but fluffy) changes to your codex @ 2013/12/15 02:55:20


Post by: Ashiraya


 Selym wrote:
Spess Muhreens:

C.S.Goto:
Multilaser Multilaser Multilaser's multilasers have caused mixed Multilasers and heated multilasers amongst Multilasers (this pleases him). Negative Multilasers of Multilaser's Multilaser Multilasers must Multilaser the Multilasers in order to Multilaser the Multilaserization of multiple Multilasers.


If the enemy doesn't understand this rule they immediately lose the game.


Automatically Appended Next Post:
 Selym wrote:
Spess Muhreens:

C.S.Goto:
Multilaser Multilaser Multilaser's multilasers have caused mixed Multilasers and heated multilasers amongst Multilasers (this pleases him). Negative Multilasers of Multilaser's Multilaser Multilasers must Multilaser the Multilasers in order to Multilaser the Multilaserization of multiple Multilasers.


If the enemy can't understand this rule they immediately lose the game.


Overpowered (but fluffy) changes to your codex @ 2013/12/15 10:15:29


Post by: Selym


 BrotherHaraldus wrote:
 Selym wrote:
Spess Muhreens:

C.S.Goto:
Multilaser Multilaser Multilaser's multilasers have caused mixed Multilasers and heated multilasers amongst Multilasers (this pleases him). Negative Multilasers of Multilaser's Multilaser Multilasers must Multilaser the Multilasers in order to Multilaser the Multilaserization of multiple Multilasers.


If the enemy doesn't understand this rule they immediately lose the game.

(this pleases him)


Overpowered (but fluffy) changes to your codex @ 2013/12/15 16:49:37


Post by: thisisnotaseriousaccount


Fateweaver - Scryer of Fates
Kairos Fateweaver my force your opponent to re-roll any dice any number of times. He can see the future, he strikes at the point of least fortune for the opponent.


Overpowered (but fluffy) changes to your codex @ 2013/12/16 00:07:28


Post by: KommissarKiln


 Selym wrote:
 BrotherHaraldus wrote:
 Selym wrote:
Spess Muhreens:

C.S.Goto:
Multilaser Multilaser Multilaser's multilasers have caused mixed Multilasers and heated multilasers amongst Multilasers (this pleases him). Negative Multilasers of Multilaser's Multilaser Multilasers must Multilaser the Multilasers in order to Multilaser the Multilaserization of multiple Multilasers.


If the enemy doesn't understand this rule they immediately lose the game.

(this pleases him)


Terminators gain a 2+ invul save and/or +2 to their cover save from their ability to do backflips


Overpowered (but fluffy) changes to your codex @ 2013/12/16 00:26:00


Post by: Unit1126PLL


Imperial Guard Armored Battlegroup:
"Rolling Thunder"
Before the game starts, every enemy unit must take a Leadership test for every tank in the army with at least once facing rated Armor 14. Any that fail are immediately destroyed, such is the fear instilled in enemy infantry by the inexorable armored charges of the Imperial Guard.


Overpowered (but fluffy) changes to your codex @ 2013/12/16 01:15:33


Post by: Truth118


Necrons:
Everything is Fearless
Doomsday Cannons do not require the Ark to have remained stationary to fire at maximum firepower
Immortals get +1 to their Reanimation Protocols
Lychguard and Praetorians get +2 to their Reanimation Protocols
Overlords get +3 to their Reanimation Protocols and Eternal Warrior
Instant Death prevents reanimation


Taken by Surprise: A Necron army may seize the initiative on a 3+, if Necrons seize the initiative, they may roll for reserves in the first turn.






Overpowered (but fluffy) changes to your codex @ 2013/12/16 07:21:00


Post by: Selym


Matt Ward:

Any codex army that was written by Matt Ward automatically wins on turn 1 when playing against a non-ward army.


Overpowered (but fluffy) changes to your codex @ 2013/12/16 13:26:02


Post by: Tower75


 Selym wrote:
Matt Ward:

Any codex army that was written by Matt Ward automatically wins on turn 1 when playing against a non-ward army.




May I add: Graham McNeil: anything written by McNeil is confusing at best, and poorly written. No one knows what's really happening, all players draw, except the Ultramarine players who happens to be 'big, even for a Space Marine', who wins the game. Other players get confused and go and have a cup of tea.


Overpowered (but fluffy) changes to your codex @ 2013/12/16 14:07:23


Post by: sing your life


"Exterminas"

Can be used when your army is at less than 25% strength. All enemy models take 6d6 strength D hits.


Overpowered (but fluffy) changes to your codex @ 2013/12/16 15:13:43


Post by: xttz


Tyranids: Without Number

At the start of each player turn you may place a single brood of up to 5 billion gaunts on the table. If this is not possible due to terrain or enemy models in the way, remove them first.


Overpowered (but fluffy) changes to your codex @ 2013/12/16 15:16:14


Post by: DirtyDeeds


Dark Eldar - Piratical Raid - All Dark Eldar embarked on either a Venom or a Raider may shoot as if they had moved while moving at Cruising Speed, and shoot as if they stood still while moving at Combat Speed.


Overpowered (but fluffy) changes to your codex @ 2013/12/16 16:03:14


Post by: Maniac_nmt


 Co'tor Shas wrote:
Tau Empire
Were a trained army and super advanced mecha dammit!
All normal XV8 crisis suits (not commander or bodyguard), normal XV25 stealth suits, XV104 Riptide battlesuits, and XV107 R'varna battlesuits have BS4. XV8 crisis bodyguards have BS5.

Join the greater good!
You may choose to ally with IG (representing gue'vessa) with out any normal allying restrictions (such as IC not being able to enter units and units not being able to embark on transports). You may not however chose commissars (the tau disliking the wanton killing of troops), but the IG gain tau equivalent Ld from the tau propaganda (7 for basic troops, 8 for basic leaders, 9 for elite troop, 10 for leaders).


I'm all for the first, and I don't think it's really that OP (making all Tau BS, given that the fluff says firewarriors are genetically adapted to being superior marksmen, would be aOP).

For OP Tau, I agree with some form of beam weapon railgun with armorbane (for all railguns, might make Railgun Broadsides worthwhile).

Markerlights don't vanish - Markerlights last until the start of the controlling players next turn. No more burning markerlights per unit. If you want to shoot multiple units at one opposing unit, they all benefit from marker lights. I know this is a bit of a game balance thing, but realistically it makes no sense that you 'burn counters' for each unit shooting at the target.


Overpowered (but fluffy) changes to your codex @ 2013/12/16 16:36:23


Post by: Spaz431


I think with many of these ideas, someone should use them. But keep it fair, like a Nids player gets the endless swarm but a marine player gets assault 10 (twin-linked at half distance). To illustrate a full scale hive fleet incursion, and the marines firing everything they have at the enemy.

Edit 1: You play full seven turn game, Nonvariable Game Length. Night Fight rule. Slay the Warlord. Non-objective, but if space marine player brings any terminators or dreads, and those die, they now count as special objectives that the marine player MUST fight to reclaim. Fluff Wise: term and dread armors are relics.

The BRB does mention making up new rules and trying to play the game that way for more fun. I tried this: actual war rules. Everyone moves, fires, and assaults with their models at their initiative speed. It was interesting.

Edit 2: To continue on, if there is one marine non-vehicle model on the table at games end, the marine player loses, due to Inquisition questioning how he escaped till he is found to be tainted by Xenos filth. When all Marines are dead, and the marine player still has a turn available, the marine player gains d6 orbital bombardments using the mega apocalyptic blast rules, if any tyranids models survive, Nids win. If all are dead by end of shooting, marine player wins, as the chapter fought off the Xenos threat and it was not allowed to expand.


Overpowered (but fluffy) changes to your codex @ 2013/12/16 17:42:27


Post by: optometris


All models in a black templars detachment have:

Dorns Fury: rage, rerolls to hit in first round of combat (litanies of hate)

Litanies of wrath (chaplain only) the chaplain and any squad he is in always have rerolls to hit in combat.

Crusader squads each marine is 10pts each and is exactly the same statwise other than he is ballistic skill 3, can buy +1 ballistic skill for 2pts and a bolter for +2pts. All initiates come with either bolt pistol and chainsword or double chainsword for +1 attack and shred USR. One crusader may also take a heavy chainsword per squad

Crusader seals: these are seals given to the angriest templars at +1pts and give righteous zeal back

Emperors champion is WS10, I10 (he is being controlled by the emprah himself tbf)

ASSAULT RHINOS with turbo charged engines like the blood angels ones.


all models get to reroll ld tests. we never retreat!!!!!!!


Overpowered (but fluffy) changes to your codex @ 2013/12/16 18:33:49


Post by: Farseer Faenyin


New Ultramarines Rule:

Because, CALGAR!

During a battle, if at any point you feel you are doing poorly, simply exclaim 'Because, CALGAR!'. You are saved by Calgar's absolute genius and sheer ability. You win the game while losing no Marines in the process.


Overpowered (but fluffy) changes to your codex @ 2013/12/16 18:49:57


Post by: Selym


 Farseer Faenyin wrote:
New Ultramarines Rule:

Because, CALGAR!

During a battle, if at any point you feel you are doing poorly, simply exclaim 'Because, CALGAR!'. You are saved by Calgar's absolute genius and sheer ability. You win the game while losing no Marines in the process.

Thereafter, you must write a short tale of the battle, in which you must mention Calgar's being big even for a marine, and if there were any Avatars in the battle, the death of said Avatar is assumed to have caused the Eldar to run away like a bunch of little girls.
"But what if the Avatar didn't die?" I hear you say! Well, young wargamer, Because CALGAR, the Avatar is always bested in melee by Calgar. Mentioning that only the Gauntlets of Ultramar can hold up the Avatar's sword is mandatory.


Overpowered (but fluffy) changes to your codex @ 2013/12/16 23:59:55


Post by: Bronzefists42


Horus Heresy World Eaters:
All models gain fear and are fearless.


Automatically Appended Next Post:
 Selym wrote:
 Farseer Faenyin wrote:
New Ultramarines Rule:

Because, CALGAR!

During a battle, if at any point you feel you are doing poorly, simply exclaim 'Because, CALGAR!'. You are saved by Calgar's absolute genius and sheer ability. You win the game while losing no Marines in the process.

Thereafter, you must write a short tale of the battle, in which you must mention Calgar's being big even for a marine, and if there were any Avatars in the battle, the death of said Avatar is assumed to have caused the Eldar to run away like a bunch of little girls.
"But what if the Avatar didn't die?" I hear you say! Well, young wargamer, Because CALGAR, the Avatar is always bested in melee by Calgar. Mentioning that only the Gauntlets of Ultramar can hold up the Avatar's sword is mandatory.

Calgar is also able to ignore any wounds dealt by the Swarmlord.


Overpowered (but fluffy) changes to your codex @ 2013/12/17 07:22:37


Post by: Ashiraya


Calgar is also able to ignore any good writing.


Overpowered (but fluffy) changes to your codex @ 2013/12/17 10:33:48


Post by: NeoAigaion


[Space Marines]
- Return of Heresy-era weapons (Volkites, Banestrike Shells, Phospex, Rad, etc)
- Return of Heresy-era units for Loyalists (Pyroguard, Immortals, etc)
- Counterparts to Primarch weapons in normal 40K (still powerful but maybe not the way they are in HH)


Overpowered (but fluffy) changes to your codex @ 2013/12/17 10:59:16


Post by: Selym


Whichever is the most recent codex:

CHEESE FOR THE CHEESE GRATER!
This army now has twin-linked everything, and all of its models are 10% cheaper than they were in the last edition.


Overpowered (but fluffy) changes to your codex @ 2013/12/17 16:54:46


Post by: Farseer Faenyin


 BrotherHaraldus wrote:
Calgar is also able to ignore any good writing.


Exalted...sorry....too good to not exalt.


Overpowered (but fluffy) changes to your codex @ 2013/12/18 08:56:34


Post by: SQRT(-2)


Sisters of Battle

Girls best friend: Every Sister get's a combi-Flamer!


Overpowered (but fluffy) changes to your codex @ 2013/12/18 11:13:16


Post by: Mahtamori


Eldar Manipulation.
At the start of the battle, you may substitute the Eldar army for a non-Eldar, non-sub-Eldar, army played by someone else. It is required that the Eldar player is capable of leveraging this player in someone through bribery or blackmail.

Eldar Misdirection.
Once per game, the Eldar player may change the scenario.

Eldar Runes.
Eldar psychic powers are psychic powers for effect only. Any Perils are suffered by the rune tile and not the psycher.

Eldar Technological Advantage.
All Eldar armour come with built-in airconditioning and Shiatsu massage plates. Weapons feature beatbox with personalized playlists. Com equipment have feature complete voice distortion.


Overpowered (but fluffy) changes to your codex @ 2013/12/18 13:00:38


Post by: Selym


C:SM

Bolter Porn
When your army has been reduced to 25% or less fighting strength, all of your models gain:

+10 Bs
+10 Ws
+10 Str
+10 A
+10 I
+10 W
2+ armour save
2++ Inv save
FnP (2+)
IWND
Rage
Hatred (everything)
Reanimation Protocols
+24" movement in the movement phase
The "Jump Infantry" unit type if they are infantry
a boltgun with: Range 100" Str D Ap 1 Assault 30
3 void shields
and may re roll any 30 dice per player turn.


Overpowered (but fluffy) changes to your codex @ 2013/12/18 13:09:37


Post by: Beard


 Selym wrote:
C:SM

Bolter Porn
When your army has been reduced to 25% or less fighting strength, all of your models gain:

+10 Bs
+10 Ws
+10 Str
+10 A
+10 I
+10 W
2+ armour save
2++ Inv save
FnP (2+)
IWND
Rage
Hatred (everything)
Reanimation Protocols
+24" movement in the movement phase
The "Jump Infantry" unit type if they are infantry
a boltgun with: Range 100" Str D Ap 1 Assault 30
3 void shields
and may re roll any 30 dice per player turn.


This! YES!


Overpowered (but fluffy) changes to your codex @ 2013/12/22 17:32:16


Post by: KommissarKiln


 Selym wrote:
C:SM

Bolter Porn
When your army has been reduced to 25% or less fighting strength, all of your models gain:

+10 Bs
+10 Ws
+10 Str
+10 A
+10 I
+10 W
2+ armour save
2++ Inv save
FnP (2+)
IWND
Rage
Hatred (everything)
Reanimation Protocols
+24" movement in the movement phase
The "Jump Infantry" unit type if they are infantry
a boltgun with: Range 100" Str D Ap 1 Assault 30
3 void shields
and may re roll any 30 dice per player turn.


How is this rule's name relevant?


Overpowered (but fluffy) changes to your codex @ 2013/12/22 18:45:18


Post by: Selym


 KommissarKiln wrote:
 Selym wrote:
C:SM

Bolter Porn
When your army has been reduced to 25% or less fighting strength, all of your models gain:

+10 Bs
+10 Ws
+10 Str
+10 A
+10 I
+10 W
2+ armour save
2++ Inv save
FnP (2+)
IWND
Rage
Hatred (everything)
Reanimation Protocols
+24" movement in the movement phase
The "Jump Infantry" unit type if they are infantry
a boltgun with: Range 100" Str D Ap 1 Assault 30
3 void shields
and may re roll any 30 dice per player turn.


How is this rule's name relevant?

It's what happens in SM novels.


Overpowered (but fluffy) changes to your codex @ 2013/12/25 02:15:53


Post by: Scorpionov


Heavy Bolter: 15 shots strength 5 ap 4 xenos and creatures cannot armour save


Overpowered (but fluffy) changes to your codex @ 2013/12/27 16:59:30


Post by: S.K.Ren


Eldrad Ulthran - One Step Ahead: Eldrad gets to re-roll all failed saves/tests and only fails them on a 1 (saves), 6(Characteristic Tests) or 12 (Leadership) and always gets to take his saves even vs Weapons that would ignore them (AP, Ignore Cover, D-Weapons, Perils etc). Furthermore, if your opponent has Castellan Creed in his army, you can choose to redeploy any of your opponents Scouting units in place of your opponent during their scout move(s).


Overpowered (but fluffy) changes to your codex @ 2013/12/30 16:22:45


Post by: Galorian


Necrons

General rule changes
Reanimation Protocols: Succeed on a 3+, models that fail leave a Necron corpse marker.
Cold Analysis: All Necron models are Fearless but may choose to fail any leadership test a non Fearless unit would have had to take under the same circumstances. Automatically regroup.
Phase Out: Whenever removing a Necron model from play would result in a victory point roll a d6, on a 2+ no victory point is earned.
Phase in: Necron units never scatter or mishap when preforming a deepstrike. Necron Players with units in reserve need not roll for reserves, instead they simply choose which unit arrives from reserve at the beginning of each of their turns.
Innertialess Drives: Necron fliers can change direction at will and may move any distance of up to 72" per movement phase. All Necron flyers have a Jinx save of 2+.
Living Metal: Necron Vehicles are immune to Stunned and Shocked results on the damage table. Wargear or abilities that improve the odds of penetrating their armor do not apply.

Wargear and Weapon rule changes
Resurrection Orb: All models and Necron corpse markers with Reanimation Protocols within 24" of the bearer reanimate on a 2+ at the end of every game turn.
Warscythe: Whenever a hit with a Warscythe is blocked by an invulnerable save granted by a piece of wargear roll a d6, on a roll of 4+ that piece of wargear is destroyed.
Mindshackle Scarabs: Models who fail their leadership test are turned over to the control of the owner of the Mindshackle scarabs, forming a separate unit comprised of all models thus controlled by wielder.
Gauss Flayer: 24" S5 AP2 Rapid Fire, Gauss
Gauss Blaster: 24" S6 AP2 Rapid Fire, Twin-Linked, Gauss
Particle Whip: 48" S10 AP1 Large Blast
Doomsday Cannon: 72" S D AP 1 Apocalyptic Blast
Dispersion Shield: Invulnerable 3+
Sempiternal Weave: Invulnerable 3+, if a model Possesses both this item and a Phase Shifter and fails its 2+ invulnerable save it rolls a second 3+ invulnerable save.
Phase Shifter: Invulnerable 2+, model gains the "jump" type.
Quantum Shield: Raises all armor values by 2 and grants a 5+ invulnerable save, except against close combat attacks.

Model rule changes
Warriors: BS4 WS4 S4 T4 1W I2 Sv3+ Feel No Pain 4+
Immortals: BS5 WS4 S4 T5 1W I3 Sv2+ Feel No Pain 4+
Lychguard: BS5 WS6 S5 T5 2W I4 Sv2+ Feel No Pain 4+
Lords: BS6 WS7 S6 T6 3W I5 Sv2+ Feel No Pain 4+
Overlords: BS7 WS8 S6 T6 4W I6 Sv2+ Feel No Pain 4+
Destroyer Lords: BS7 WS8 S7 T7 4W I6 Sv2+ Feel No Pain 4+
C'tan Shard: BS8 WS8 S8 T8 6W I6 Sv2++ Feel No Pain 2+, Eternal Warrior, Immune to Nature's Laws, may take any number of powers from the C'tan Shard power list.
Deathmarks: Same statline as the Immortals, Hunters From Hyperspace rule allows the unit to mark the target at any point in the game, even while in reserve, and enables them to shoot at a marked target without leaving the Deepstrike reserve.

Should do for now.


Overpowered (but fluffy) changes to your codex @ 2013/12/30 16:33:03


Post by: Selym


Daemon Prince:

Gets +1A, +1W, +1Ld, 3+ Sv, may choose the warlord trait rather than rolling, is 140 pts base.
Also gains the Independent Character rule.
Wings are a +20 pts upgrade.
Can buy EW for +30 pts.
Can decide not to take a God-aligned power from the codex.

DP of Tzeentch can take an extra psychic power for +10 pts.

This actually seems reasonable to me... I'll put that in Proposed Rules...

For OP-ness:

All Daemon Princes can summon a unit of 20 daemons (Bloodletters or Daemonettes or Plague Bearers or Horrors) at the start of its movement phase. These arrive via deepstrike, and do not scatter.


Overpowered (but fluffy) changes to your codex @ 2013/12/30 17:00:36


Post by: KommissarKiln


Daemon princes can roll on the chaos boon table. Becoming a Daemon Prince result allows being the prince of a different god or extra piece of wargear. Reroll turning into spawn


Overpowered (but fluffy) changes to your codex @ 2013/12/30 17:06:33


Post by: Selym


 KommissarKiln wrote:
Daemon princes can roll on the chaos boon table. Becoming a Daemon Prince result allows being the prince of a different god or extra piece of wargear. Reroll turning into spawn


+1



Imagine what we could do with those buffs!


Overpowered (but fluffy) changes to your codex @ 2014/01/01 15:11:40


Post by: Silentspy22


"Boss, da 'uumie is pointin at ya"

Nob leaders in Ork Boy mobs that are being challenged can simply choose to laugh at the challenger as he/she/it is making funny faces and screaming things. The challenge is then ignored and the Nob may proceed to stomp whatever he sees fit.


"Dats a very nice wagon you 'ave dere...."

Big Meks and Lootas that come in base contact with a wrecked enemy vehicle (not walkers) may attempt to steal it instead of shooting.

Roll a D6:

On a 1, something goes wrong. Because of in-built saftey measures, carelessness of the looter or the intervention of some angry enemies, the vehicle immediatley suffers an Explodes! result.

On a 2-4, the looter simply fails and may try again next shooting phase.

On a 5-6, the heist is successful! The vehicle is returned to a somewhat operative state and it may begin to fire its weapon the same turn it was looted. Armour Value on all sides are reduced by D3 each to a minimum of 11.


Overpowered (but fluffy) changes to your codex @ 2014/01/01 17:08:52


Post by: Ashiraya


 Silentspy22 wrote:
"Boss, da 'uumie is pointin at ya"

Nob leaders in Ork Boy mobs that are being challenged can simply choose to laugh at the challenger as he/she/it is making funny faces and screaming things. The challenge is then ignored and the Nob may proceed to stomp whatever he sees fit.


You sure hate challenges. ;D


Overpowered (but fluffy) changes to your codex @ 2014/01/02 19:18:59


Post by: Slayer le boucher


Selym wrote:Daemon Prince:

Gets +1A, +1W, +1Ld, 3+ Sv, may choose the warlord trait rather than rolling, is 140 pts base.
Also gains the Independent Character rule.
Wings are a +20 pts upgrade.
Can buy EW for +30 pts.
Can decide not to take a God-aligned power from the codex.

DP of Tzeentch can take an extra psychic power for +10 pts.

This actually seems reasonable to me... I'll put that in Proposed Rules...

For OP-ness:

All Daemon Princes can summon a unit of 20 daemons (Bloodletters or Daemonettes or Plague Bearers or Horrors) at the start of its movement phase. These arrive via deepstrike, and do not scatter.


KommissarKiln wrote:Daemon princes can roll on the chaos boon table. Becoming a Daemon Prince result allows being the prince of a different god or extra piece of wargear. Reroll turning into spawn


Deamon prince;

180pts

unit type; Flying Monstruous Creature, Character.

WS; 9, BS; 5, S;7 , T; 6, W;4, I;8, A;5 LD;10 Save;3+ /4++

Wargear; Power Armor, Wings, 1 CCW.

-Can take Options in the Chaos Artifacts and Chaos Rewards sections.
-Can buy a second CCW for +2pts.
-Can be Nominated a Deamon of;
-Khorne, the DP gains the Rampage and Prefered ennemy rules, they also gain Hatred(Slaanesh Deamons and units with the Mark of Slaanesh)
-Nurgle, the DP gains IWND and FnP(4+), He also gain Hatred(Tzeentch deamons and units with the MoT)
-Slaanesh, the DP gains Fleet and Rending, +3" to his move,Sprint and assault, he also gains Hatred(Khorne Deamons and units with the MoK)
-Tzeentch, the DP rerolls failed saves of 1, and Auto-pass Psy test, Also gains Hatred(Nurgle,Deamosn and units with the MoN)

Special Rules; Eternal Warrior, Deamon, Dark Champion.

Paragon of Chaos;
The DP can make 2 rolls on the Chaos Boons table after deployement, Reroll Insufficient offering, Spawnhood and Dark Apotheosis.
Also, if the Deamon prince wields a Deamon Weapon, the Deamon inside the Weapon subdue to its Master will...for now...
If the attack dice for a Deamon Weapon wielded by a Deamon Prince gives a 1, reroll the dice.


Overpowered (but fluffy) changes to your codex @ 2014/01/02 20:31:50


Post by: Selym


 Slayer le boucher wrote:

Deamon prince;

180pts

unit type; Flying Monstruous Creature, Character.

WS; 9, BS; 5, S;7 , T; 6, W;4, I;8, A;5 LD;10 Save;3+ /4++

Wargear; Power Armor, Wings, 1 CCW.

-Can take Options in the Chaos Artifacts and Chaos Rewards sections.
-Can buy a second CCW for +2pts.
-Can be Nominated a Deamon of;
-Khorne, the DP gains the Rampage and Prefered ennemy rules, they also gain Hatred(Slaanesh Deamons and units with the Mark of Slaanesh)
-Nurgle, the DP gains IWND and FnP(4+), He also gain Hatred(Tzeentch deamons and units with the MoT)
-Slaanesh, the DP gains Fleet and Rending, +3" to his move,Sprint and assault, he also gains Hatred(Khorne Deamons and units with the MoK)
-Tzeentch, the DP rerolls failed saves of 1, and Auto-pass Psy test, Also gains Hatred(Nurgle,Deamosn and units with the MoN)

Special Rules; Eternal Warrior, Deamon, Dark Champion.

Paragon of Chaos;
The DP can make 2 rolls on the Chaos Boons table after deployement, Reroll Insufficient offering, Spawnhood and Dark Apotheosis.
Also, if the Deamon prince wields a Deamon Weapon, the Deamon inside the Weapon subdue to its Master will...for now...
If the attack dice for a Deamon Weapon wielded by a Deamon Prince gives a 1, reroll the dice.


And that, Phil Kelly, is how it is done.

/Codex.


Overpowered (but fluffy) changes to your codex @ 2014/01/02 23:38:09


Post by: Co'tor Shas


Tau:
Under-slung grenade launcher: Any model with a pulse carbine and with photon or EMP grenades can fire a grenade instead of firing their weapon as normal. There are two profiles, and they must have the grenade in question to fire it.
Photon 18" S- AP- Assault 1 Blind
EMP 18" S- AP- Assault 1 Haywire


Overpowered (but fluffy) changes to your codex @ 2014/01/03 00:58:19


Post by: Ashiraya


 Selym wrote:
 Slayer le boucher wrote:

Deamon prince;

180pts

unit type; Flying Monstruous Creature, Character.

WS; 9, BS; 5, S;7 , T; 6, W;4, I;8, A;5 LD;10 Save;3+ /4++

Wargear; Power Armor, Wings, 1 CCW.

-Can take Options in the Chaos Artifacts and Chaos Rewards sections.
-Can buy a second CCW for +2pts.
-Can be Nominated a Deamon of;
-Khorne, the DP gains the Rampage and Prefered ennemy rules, they also gain Hatred(Slaanesh Deamons and units with the Mark of Slaanesh)
-Nurgle, the DP gains IWND and FnP(4+), He also gain Hatred(Tzeentch deamons and units with the MoT)
-Slaanesh, the DP gains Fleet and Rending, +3" to his move,Sprint and assault, he also gains Hatred(Khorne Deamons and units with the MoK)
-Tzeentch, the DP rerolls failed saves of 1, and Auto-pass Psy test, Also gains Hatred(Nurgle,Deamosn and units with the MoN)

Special Rules; Eternal Warrior, Deamon, Dark Champion.

Paragon of Chaos;
The DP can make 2 rolls on the Chaos Boons table after deployement, Reroll Insufficient offering, Spawnhood and Dark Apotheosis.
Also, if the Deamon prince wields a Deamon Weapon, the Deamon inside the Weapon subdue to its Master will...for now...
If the attack dice for a Deamon Weapon wielded by a Deamon Prince gives a 1, reroll the dice.


And that, Phil Kelly, is how it is done.

/Codex.


But it isn't overpowered!

Look at the thread title!

Also I don't think Wings should be mandatory. They might be superior but you should not be forced to take 'em... At least not by the entry!


Overpowered (but fluffy) changes to your codex @ 2014/01/03 05:11:07


Post by: Bharring


Eldar reverse plot armor:
Eldar are very skilled at what they do, but roll d4s, to simulate their presence in the fluff.


Overpowered (but fluffy) changes to your codex @ 2014/01/03 15:03:48


Post by: Rasclomalum


*The Cain Effect: One comissar can be upgraded to Ciaphas Cain.

*Hero of the Imperium: A detachment containing Ciaphas Cain always steals the initiative.

*Out of the frying pan, into the fire: All units in a detachment containing Ciaphas Cain automatically fail their leadership tests immediately at deployment. Instead of falling back towards their own table edge however, all units flee towards the enemy, gaining Fleet, Move Through Cover and rolling 3d6 + 12'' for distance and gaining the Plot Armour trait. All enemy detachments gain the Stormtrooper Marksmanship Academy trait.

*Effects are in place until the enemy is dead. Both the controlling player and his opponent must then share in the adoration of Cain as the undisputed Hero of the Imperium.



Overpowered (but fluffy) changes to your codex @ 2014/01/03 16:12:25


Post by: WarlordRob117


Biggest and Strongest: Orks ignore the "unwieldy" rule.

Power Klaw: Strength x 2, AP2 unwieldy, shred, destructive parry

Destructive Parry: Due to the large and crude nature of the powerfield associated with ork weaponry, orks can use their klaw to parry enemy attacks on a 4+. Attacks that are parried cause no wounds. On a roll of a 6, the weapon that was successfully parried is destroy by the crushing motion of the klaw and the model has one less attack until the end of the game. If the models has only close combat weapons left, it yields extra combat resolution at the end of the combat in which it lost its previous weapons. example: if a warboss destroys a SGTs power sword in close combat from parry saves, the SGTs squad suffers an additional modifier if his squad loses or ties combat.


Overpowered (but fluffy) changes to your codex @ 2014/01/03 19:55:31


Post by: StarTrotter


Needs moar dakka. Orks loot guns and strap em on. +1 to number of shots the gun has. MWAHAHAHA!


Overpowered (but fluffy) changes to your codex @ 2014/01/03 22:58:39


Post by: Galorian


Tessaract Vault
Tessaract Shield: The tessaract vault and all friendly Necron vehicles within 24" have all their armor values increased by 2 to a maximum of 16, friendly Necron non-vehicle models eithin the area receive a 3+ invulnerable save.

Transcended C'tan
WS6 BS6 S10 T10 Ld10 12W I6 8A Sv2++
Godlike Power: All the C'tan's close combat attacks are strength D.
Reality Warper: The Transcended C'tan warps reality to its wim with its very presense, at the start of each of the controlling player's shooting phases roll a d6 and apply the following depending on the result-
1- Hunger: center an apocalyptic blast template on the C'tan, all models under the template suffer a S10 AP1 hit. Vehicles that suffer a penetrating hit are automatically wrecked with no need to roll on the damage table, their crews and systems drained of life and power.
2- Boredom: The C'tan scatters 3d6", any model within 1" of its final position is moved to 1" away and suffers a strength D hit.
3- Mischief: The nearest enemy unit comes under the current player's control for the reminder of this turn.
4- Rage: center an apocalyptic mega blast template on the C'tan, resolved at S 10/8/6 AP 1/3/5 blinding, quake
5- Terror: All units on the battlefield must roll a leadership test.
6- Artistry: all terrain pieces on the board scatter 2d6". All models that are on a terrain piece before or after it scattered suffer a S4 AP- Armorbane hit.
This roll does not replace the C'tan's normal actions.


Overpowered (but fluffy) changes to your codex @ 2014/01/03 23:30:23


Post by: herpguy


"You can't fire me, I quit!"
You can never get VPs from killing a Necron unit, as they simply phase out when they are bored.


Overpowered (but fluffy) changes to your codex @ 2014/01/04 02:43:12


Post by: Silentspy22


herpguy wrote:
"You can't fire me, I quit!"
You can never get VPs from killing a Necron unit, as they simply phase out when they are bored.



Brilliant. Exalted.


Overpowered (but fluffy) changes to your codex @ 2014/01/04 20:06:29


Post by: Galorian


Canoptek Scarab Swarms
All consuming Von Neuman swarm: At the start of every controlling player's movement phase place one Canoptek Scarab swarm base in base contact with any existing Canoptek Scarab base of the same unit per Canoptek Scarab base that existed at the begining of the turn. If the models cannot be placed the excess scarabs will burrow underground- split off any remaining unplacable models to form a new unit and place it in deepstrike reserve, it will deepstrike on the following turn.
Ever Consuming: Units of Canoptek Scarab swarms in ongoing reserves double their nuber of models every turn.
Endless Numbers: Units of Canoptek Scarabs have no model limit. During a controlling player's movement phase he can opt to merge or split up Canoptek Scarab swarm units by moving models into and out of coherency with them. A Canoptek Scarab swarm unit that is to be split must leave at least 10 models in each resulting unit.
Canoptek Constuctors: If a Canoptek Spyder is present on the battlefield or in active reserve units of Canoptek Scarabs my forgo multiplying to instead construct Necron war machines of a point value of np more than that of the sum total of their existing Scarab bases. Necron naval vessels as represented in Battlefleet Gothic are considered to be worth 100 times their listed point value.
Out of Control: If the Necron player loses a game while the point value of his remaining Scarab bases is at least equal to that of his opponent's remaining forces the game is a draw as the Scarabs, bereft of a commanding intelligence, multiply out of control and consume the planet (unless exterminatus level measures are undertaken to contain them).


Overpowered (but fluffy) changes to your codex @ 2014/01/04 20:10:46


Post by: Selym


CSM:

Zombie Plague:
When one of your zombie models kills another model, the killed model becomes another zombie, with the standard zombie statline. This does not affect vehicles, but it does affect MC's.

Warmaster of Chaos:
When Abaddon is part of your army, at the start of your movement phase, you may DS up to 3 units of 10 Bloodletters for free.


Overpowered (but fluffy) changes to your codex @ 2014/01/05 01:22:31


Post by: SisterSydney


Sisters of Battle: At the end of the last turn, if your army has fewer Victory Points than your opponent, you win anyway, because miracles.


Overpowered (but fluffy) changes to your codex @ 2014/01/05 01:51:56


Post by: Ashiraya


Supersaiyan faith powers: If any SoB unit completes a charge against any enemy Super-heavy Vehicle or Gargantuan Creature, it is immediately removed from play, overriding the normal D3 wounds mechanic (If it is a Gargantuan Creature) or causing a Super-heavy Vehicle to suffer to be Flipped, as described in the Apocalypse rulebook.

Furthermore, the Sisters player may ignore any facepalms made by the opposition.


Overpowered (but fluffy) changes to your codex @ 2014/01/05 01:54:56


Post by: ImotekhTheStormlord


 BrotherHaraldus wrote:
Supersaiyan faith powers: If any SoB unit completes a charge against any enemy Super-heavy Vehicle or Gargantuan Creature, it is immediately removed from play, overriding the normal D3 wounds mechanic (If it is a Gargantuan Creature) or causing a Super-heavy Vehicle to suffer to be Flipped, as described in the Apocalypse rulebook..


Is that fluffy?


Overpowered (but fluffy) changes to your codex @ 2014/01/05 02:18:29


Post by: SisterSydney


Adepta Sororitas army special rules:

Wouldn't hit a girl: The first time an enemy unit rolls a hit on an Adepta Sororitas model, immediately suspend play, fill your eyes with tears, and say "You -- you hit me?"
All enemy models in the combat immediately lose all their attacks and reduce their WS to 1 as they shuffle around, looking ashamedly at their feet.
The Sisters attack as normal.

Catfight, catfight: Whenever two Adepta Sororitas detachments are on opposing sides, immature spectators are permitted to gather and call out "Catfight! Catfight! Meoowr!" If they do so, however, the Sororitas players may burn them to death. In real life, not in the game.


Overpowered (but fluffy) changes to your codex @ 2014/01/05 02:37:31


Post by: Co'tor Shas


 SisterSydney wrote:
Adepta Sororitas army special rules:

Wouldn't hit a girl: The first time an enemy unit rolls a hit on an Adepta Sororitas model, immediately suspend play, fill your eyes with tears, and say "You -- you hit me?"
All enemy models in the combat immediately lose all their attacks and reduce their WS to 1 as they shuffle around, looking ashamedly at their feet.
The Sisters attack as normal.

Catfight, catfight: Whenever two Adepta Sororitas detachments are on opposing sides, immature spectators are permitted to gather and call out "Catfight! Catfight! Meoowr!" If they do so, however, the Sororitas players may burn them to death. In real life, not in the game.

You always say the best stuff. Keep it up.


Overpowered (but fluffy) changes to your codex @ 2014/01/05 04:25:16


Post by: Ashiraya


 ImotekhTheStormlord wrote:
 BrotherHaraldus wrote:
Supersaiyan faith powers: If any SoB unit completes a charge against any enemy Super-heavy Vehicle or Gargantuan Creature, it is immediately removed from play, overriding the normal D3 wounds mechanic (If it is a Gargantuan Creature) or causing a Super-heavy Vehicle to suffer to be Flipped, as described in the Apocalypse rulebook..


Is that fluffy?


Not entirely, but neither are most other rules presented here.

It is overpowered, certainly.

And faith, maaaaaaaaaaaaaaaaaaan.

Faaaaaaaaaith.


Automatically Appended Next Post:
Also, if SoB ever fight Emperor's Children, both players immediately lose the game as they drown in giggling spectators.


Overpowered (but fluffy) changes to your codex @ 2014/01/05 05:43:48


Post by: KommissarKiln


He Has Those Nicknames For a Reason: If a player fields Abaddon the Despoiler, he must be dropped onto the table from 24" up when he deploys. If his arms break off, the simple lunacy of the Abaddon the Armless meme overcomes all rules and real fluff-- the side using him loses and must plan yet another Black Crusade for a later date.


Overpowered (but fluffy) changes to your codex @ 2014/01/05 16:34:01


Post by: gealgain


Dark angels

Nephelim jetfighter- additional rules replace heavy bolter with twin linked lascannon for free, blacksword missiles are s10, 72" range, vector dancer, avenger mega bolter is s7 ap3.

Ravenwing attack squad: can take any variant of land speeder in codex dark angels when a whole bike squad of 6 is taken.

Codex dark angels can take a fortress of redemption for a cost of 150 points


Overpowered (but fluffy) changes to your codex @ 2014/01/09 03:29:35


Post by: Sabreguy


We iz da orkz:
When you have the apocalypse formation "the green tide", all orks assault the nearest enemy unit regardless of their distance from them and gain 3+/3++ re rollable +5 attacks +Ws8 +I7
+2 toughness fearless +5 strength firious charge -1 bs

If gazghkull is on the board orks win


Overpowered (but fluffy) changes to your codex @ 2014/01/09 13:36:50


Post by: Selym


Sabreguy wrote:

If gazghkull is on the board orks win

But Yarrick made him bugger off...

...twice...

Ah, well.


Overpowered (but fluffy) changes to your codex @ 2014/01/10 23:29:42


Post by: WrentheFaceless


 SisterSydney wrote:
Sisters of Battle: At the end of the last turn, if your army has fewer Victory Points than your opponent, you win anyway, because miracles.


Grey Knights: At the end of the game, regardless of victory points, playing against non-Inquisition Imperial forces (IG, SM, DA, BA, SW), Guard units are executed and Space Marine forces are mindwiped. GK player wins.


Overpowered (but fluffy) changes to your codex @ 2014/01/11 00:16:58


Post by: Martel732


 WrentheFaceless wrote:
 SisterSydney wrote:
Sisters of Battle: At the end of the last turn, if your army has fewer Victory Points than your opponent, you win anyway, because miracles.


Grey Knights: At the end of the game, regardless of victory points, playing against non-Inquisition Imperial forces (IG, SM, DA, BA, SW), Guard units are executed and Space Marine forces are mindwiped. GK player wins.


Lol. If only GK were 1/10 that cool.


Overpowered (but fluffy) changes to your codex @ 2014/01/11 00:56:34


Post by: SisterSydney


Imperial Guard: If you have fewer victory points than your opponent at the end of the last turn, immediately play the game again with the same forces. Repeat until you finally win.


Overpowered (but fluffy) changes to your codex @ 2014/01/11 00:59:37


Post by: Furyou Miko


 SisterSydney wrote:
Imperial Guard: If you have fewer victory points than your opponent at the end of the last turn, immediately play the game again with the same forces. Repeat until you finally win.


You mean "with your starting forces and the surviving models of your opponent's" right? :p


Overpowered (but fluffy) changes to your codex @ 2014/01/11 03:03:59


Post by: SisterSydney


I thought of that, but no, that's not grimdark enough for the Guard. By the time they've gotten the next wave organized, the other side has rebuilt too. It's just the Guard can keep coming and coming and coming and they only have to win once.


Overpowered (but fluffy) changes to your codex @ 2014/01/11 03:15:33


Post by: Ashiraya


There is no problem that can't be solved by burying it in Guardsmen: All Imperial Guard units except Ogryns have 0 attacks. However, if at any point an enemy infantry unit charges a Guardsmen unit, you may remove twenty-five times as many Guardsman models from the table in order to immediately remove the charging unit from the table as well. Replace the charging unit with a suitable piece of area terrain for the rest of the battle. This is difficult terrain.

If you are a DKoK or Valhallan player, you may do this when you charge with a unit as well.


Overpowered (but fluffy) changes to your codex @ 2014/01/11 04:06:33


Post by: EmilCrane


Imperial Guard- Fire for effect!
After ranging in the first shot of the barrage, the master of ordnance shouts fire for effect into the vox and the whole battery joins in on the fire mission.

When firing a Master of Ordnance's special attack, after resolving where the template lands you may immediately scatter another 5D6 S9 AP3 large blasts off that one. Mark the spot where the original template hit with a coin or other suitable marker, you may continue to fire the Master of Ordnance's barrage attack there without scattering as the battery is already ranged in there.


Overpowered (but fluffy) changes to your codex @ 2014/01/12 17:10:12


Post by: Endriu Death Coy


All Blood Angels jump pack equipped units may charge from deep strike. If electing to charge they may not fire.

Death Company equipped with chainswords are rending.


Overpowered (but fluffy) changes to your codex @ 2014/01/12 17:25:02


Post by: SisterSydney


Ultramarines: Favorites of Ward: Any independent character reduced to 1 Wound immediately gains Plot Amour. Plot Armour grants a 1+ Invulnerable save.


Overpowered (but fluffy) changes to your codex @ 2014/01/12 17:32:45


Post by: DaisyWondercow


Looted Dakka (Deff Skull klan trait):
If any ork model is in base to base contact with a wrecked vehicle (from either side), the ork model may forgo its standard shooting attack and instead pick the largest (as modeled) weapon from the wrecked vehicle to use instead. This includes cannons, missile launchers, rail guns, the Orks really don't mind. If the largest weapon is not ranged (dreadnought ccw, deffrolla, etc), it gains the following profile: thrown junk: 12", Str 4, AP 6.


Overpowered (but fluffy) changes to your codex @ 2014/01/13 16:37:23


Post by: Selym


 SisterSydney wrote:
Ultramarines: Favorites of Ward: Any independent character reduced to 1 Wound immediately gains Plot Amour. Plot Armour grants a 1+ Invulnerable save.

They also gain:
Spoiler:
 Selym wrote:

Bolter Porn
When your army has been reduced to 25% or less fighting strength, all of your models gain:

+10 Bs
+10 Ws
+10 Str
+10 A
+10 I
+10 W
2+ armour save
2++ Inv save
FnP (2+)
IWND
Rage
Hatred (everything)
Reanimation Protocols
+24" movement in the movement phase
The "Jump Infantry" unit type if they are infantry
a boltgun with: Range 100" Str D Ap 1 Assault 30
3 void shields
and may re roll any 30 dice per player turn.

and:
Spoiler:

Black Library Literature:

-The SM army may take any number of Space Marine units as an allied detachment, for half of their normal cost, and using a full FoC,
-Any SM that kills an alien in melee may opt to pick up all of the ranged and melee weapons that that alien had, and may use them as his own.


C.S.Goto:

-Multilayzorz! Every Space Marine has a free Multilaser. Any Space Marine vehicle can replace any weapon with a Multilaser for free.
-Land-Razors. All Razorbacks become Land Raiders on the roll of a 4+ at the start of every SM movement phase.
-Terminators can ride in Razorbacks, and only take up one space.
-Terminator armoured SM may now do backflips. On a roll of a 4+, a SM in terminator armour ignores a wound, and all of that wound's effects. This takes place after saves and FnP rolls.


Overpowered (but fluffy) changes to your codex @ 2014/01/13 16:48:08


Post by: SisterSydney


-Terminators can ride in Razorbacks, and only take up one space.


And Razorbacks may ride in Land Raiders!


Overpowered (but fluffy) changes to your codex @ 2014/01/13 19:24:21


Post by: Selym


 SisterSydney wrote:
-Terminators can ride in Razorbacks, and only take up one space.


And Razorbacks may ride in Land Raiders!

The also somehow take up no space whatsoever


Overpowered (but fluffy) changes to your codex @ 2014/01/13 22:59:47


Post by: Ashiraya


Land Raiders can also ride in Lazorbacks.


Overpowered (but fluffy) changes to your codex @ 2014/01/13 23:13:23


Post by: Bronzefists42


 BrotherHaraldus wrote:
Land Raiders can also ride in Lazorbacks.

Lazorback? Is this another C.S. Goto creation I missed?


Overpowered (but fluffy) changes to your codex @ 2014/01/13 23:14:05


Post by: optometris


Crassus armoured assault vehicles may fit an entire guard regiment in them and 5 other crassus armoured assault vehicles.....


Overpowered (but fluffy) changes to your codex @ 2014/01/14 04:06:16


Post by: SisterSydney


Ooooh! A Terminator squad inside a Razorback inside a Land Raider inside a Thunderhawk Transporter inside of your lower colon, because of allied CREEEEED!

Also there's like, six Imperator Titans in there.

Ow.


Overpowered (but fluffy) changes to your codex @ 2014/01/14 07:02:25


Post by: Galorian


 SisterSydney wrote:
Ooooh! A Terminator squad inside a Razorback inside a Land Raider inside a Thunderhawk Transporter inside of your lower colon, because of allied CREEEEED!

Also there's like, six Imperator Titans in there.

Ow.


It must have taken a tactical geniu...

CREEEEEEEEED!!!


Overpowered (but fluffy) changes to your codex @ 2014/01/14 15:06:04


Post by: SisterSydney


New special rules for Creed:
If Creed is your warlord and is still alive at the end of the game, and you have fewer victory points than your opponent, you win, because what happened was Creed's plan all along.
If Creed loses his last Wound, no, he really didn't.

And for Chaos:
If your Warlord has the Mark of Tzeentch, and you have fewer victory points than your opponent, you win, because JUST AS PLANNED.
If your warlord with the mark of Tzeentch loses his last Wound, you get any victory points for Slay the Warlord etc, because JUST AS PLANNED.

If an army whose Warlord is Creed fights an army whose Warlord has the Mark of Tzeentch, both players' heads explode.


Overpowered (but fluffy) changes to your codex @ 2014/01/14 15:54:16


Post by: Farseer Faenyin


 SisterSydney wrote:
New special rules for Creed:
If Creed is your warlord and is still alive at the end of the game, and you have fewer victory points than your opponent, you win, because what happened was Creed's plan all along.
If Creed loses his last Wound, no, he really didn't.

And for Chaos:
If your Warlord has the Mark of Tzeentch, and you have fewer victory points than your opponent, you win, because JUST AS PLANNED.
If your warlord with the mark of Tzeentch loses his last Wound, you get any victory points for Slay the Warlord etc, because JUST AS PLANNED.

If an army whose Warlord is Creed fights an army whose Warlord has the Mark of Tzeentch, both players' heads explode.


What about a rule like:

If CREEEED and CALGAAAR are on the same board. You win regardless of the requirements of the game. Nobody can beat their tactical genius with any army.


Overpowered (but fluffy) changes to your codex @ 2014/01/14 15:56:27


Post by: Ashiraya


 Farseer Faenyin wrote:
 SisterSydney wrote:
New special rules for Creed:
If Creed is your warlord and is still alive at the end of the game, and you have fewer victory points than your opponent, you win, because what happened was Creed's plan all along.
If Creed loses his last Wound, no, he really didn't.

And for Chaos:
If your Warlord has the Mark of Tzeentch, and you have fewer victory points than your opponent, you win, because JUST AS PLANNED.
If your warlord with the mark of Tzeentch loses his last Wound, you get any victory points for Slay the Warlord etc, because JUST AS PLANNED.

If an army whose Warlord is Creed fights an army whose Warlord has the Mark of Tzeentch, both players' heads explode.


What about a rule like:

If CREEEED and CALGAAAR are on the same board. You win regardless of the requirements of the game. Nobody can beat their tactical genius with any army.


What happens if Calgar and Creed VS Marbo happens?


Overpowered (but fluffy) changes to your codex @ 2014/01/14 15:58:44


Post by: Co'tor Shas


 BrotherHaraldus wrote:
 Farseer Faenyin wrote:
 SisterSydney wrote:
New special rules for Creed:
If Creed is your warlord and is still alive at the end of the game, and you have fewer victory points than your opponent, you win, because what happened was Creed's plan all along.
If Creed loses his last Wound, no, he really didn't.

And for Chaos:
If your Warlord has the Mark of Tzeentch, and you have fewer victory points than your opponent, you win, because JUST AS PLANNED.
If your warlord with the mark of Tzeentch loses his last Wound, you get any victory points for Slay the Warlord etc, because JUST AS PLANNED.

If an army whose Warlord is Creed fights an army whose Warlord has the Mark of Tzeentch, both players' heads explode.


What about a rule like:

If CREEEED and CALGAAAR are on the same board. You win regardless of the requirements of the game. Nobody can beat their tactical genius with any army.


What happens if Calgar and Creed VS Marbo happens?

Then C+C get demo-charged. And marbo gets a emperor titan on his head.