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Post by: Mymearan
Let's imagine for a moment, that your codex was updated to be as strong as the Eldar dex. Which specific buffs would you like to see? New, exciting special rules, stat line increases, points drops etc etc?
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Post by: Ultramarine Vindictus
Space Marine Centurions now can take drop pods as troop choices. Automatically have a 4+FNP
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Post by: Purifier
Sisters get Retributors (Heavy Weapons teams) where each individual sister can carry a Twin Linked Heavy Bolter, is relentless, has Objective Secured and has a 3+ cover save. 27p per model.
Their Act of Faith would be to give themselves AP2.
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Post by: Very Superstitious
Nephilim jet fighter being useful! Deathwing terminators cheaper with a better statline! Azrael becoming a CC beast. Getting grav weapons!
But we all know the next DA codex will test some ideas for the SM one then get left in the dust. And black knights are going to get nerfed.
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Post by: DoomShakaLaka
Ok Power creep lets see...... Here's a few similarly crazy ideas as the Eldar dex':
Space Marine Bikes suddenly become a troop choice all the time, and every bike can replace its twin-linked bolter a twin-linked assault cannon for 15pts each.
All drop pods allow you to assault from them turn 1.
An extra wound for every model in the codex.
Ironclad Dreadnoughts become a superheavy walker,
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Post by: Ashiraya
The Heldrake is going back to turret mode. The Baleflamer becomes D, AP2.
Oh, and it's now Heavy 3, and Torrent (18")
Just what CSM need.
91502
Post by: Lammikkovalas
DW terminators have T5 and 2 wounds, cost 25 ppm and can all take assault cannons or cyclone missile launchers (or any other heavy weapon) RW plasma talons are now assault 4, 36" range. No points change for the black knights, plasma talon can be taken as a special weapon in tac or company veteran squads for 15 points. Bolters have Shred and AP4. Dreadnoughts are monstrous creatures, have 2+/4++ with some over-the-top statline. Base cost 120 pts, close combat attacks cause instant death. The dakka banner now DOUBLES the amount of shots a weapon would normally have, works with all special/heavy weapons. 12" range. Librarians can reroll failed psychic tests, can get ML 3 for additional +30 pts. New chapter (legion) tactic: Plasma weapons don't have the gets hot special rule. Instead, all to hit rolls of 1 (or failed scatters) can be rerolled. RW bikers cost 20 ppm, can take a special weapon for every squad member, including the sergeant. Can take plasma talon. Power Field Generator range increased to 6", does not confer benefit to enemy units and instead they take an instant S3 AP- hit when they come inside the area covered by the field. Area inside the PFG counts as dangerous terrain for enemy units. DA flyers become viable (yeah right, like that's going to happen)
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Post by: Mozzyfuzzy
Ashiraya wrote:The Heldrake is going back to turret mode. The Baleflamer becomes D, AP2.
Oh, and it's now Heavy 3, and Torrent (18")
Just what CSM need.
Woah woah woah, I think you're forgetting the 2pt strength D chainaxes for berserkers (a 5pt reduction on their base cost, while also gaining the ability to not get overwatched).
The new defiler with str D Apocalypse blast helscarydoom cannon as a 5 pt switch for the battlecannon.
Havoc launchers now fire six.....ty str 6 small blasts, remaining at same cost.
And chaos rhinos are scary and spiky, so gain I dunno gain assault vehicle, cause real fear checks that nobody can ignore for enemy units within 12inch and have their transport capacity increased to 20.
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Post by: Jimsolo
All Dark Eldar characters get access to WWPs for 10 pts.
Duke Sliscus is returned to them. His aerial assault rule now makes all vehicles Hard to Hit the turn they Deep Strike. He still gives the drug table reroll, but also gives all warriors, wracks, scourges, and grotesques the ability to purchase drugs for +2 pts/model.
Finally, they get a Composite Corpse Horror, a Frankenstein-esque monstrosity of titanic proportions. Gargantuan Monstrous creature, Lord of War, with either a D strength CC weapon (some kind of hook net) or a D strength template (uber Liquifier). FNP and IWND, of course.
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Post by: TheCustomLime
Leman Russes now become a T10 MC and the Battlecannon/Vanquisher cannon becomes twin linked Strength D AP 1 +1 on damage table.
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Post by: DoomShakaLaka
TheCustomLime wrote:Leman Russes now become a T10 MC and the Battlecannon/Vanquisher cannon becomes twin linked Strength D AP 1 +1 on damage table.
You mean it becomes a T10 3+ 6+artillery unit with 4 wounds and immunity to poison
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Post by: ziggurattt
Marbo returns.
He's BS/WS 5
Toughness 5
Strength 5
3 Wounds
5 Attacks
5+/5++ Feel No Pain
Eternal Warrior
Fearless
Wargear:
Ripper Pistol: Strength 5, AP 2, Poisoned (2+), Sniper
Demo Charge: Strength D
Special Rules:
"He's Behind You!" - Comes in from reserve automatically on any player's turn (player's choice), placed at least 1" from any enemy model. He can assault when arriving in this manner.
"Slice and Dice" - He can use his Ripper Pistol in close combat.
"Move through shadows" - He's got Stealth, Move Through Cover, Fleet, and he's considered a Jump/Jet Pack troop.
"Sabotage" - In Close Combat with a vehicle or building with hull points he automatically hits and causes 3 penetrating results with a +2 on the damage table. He cannot be hurt by the vehicle exploding (just leave him in place, but he's completely immune in any way to the results of a vehicle exploding that he caused).
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Post by: squidhills
New Space Marine special rule:
Auto Win. Cost: 10 ppm.
Effect: You automatically win.
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Post by: Ashiraya
Mozzyfuzzy wrote:Woah woah woah, I think you're forgetting the 2pt strength D chainaxes for berserkers (a 5pt reduction on their base cost, while also gaining the ability to not get overwatched). The funny thing is that they'd still not be OP or even good, since they're T4 3+ infantry that must get into melee... ...Which they never do.
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Post by: RED EYE JEDI
all jetbikes can have heavy weapons wraith units all have D weapons turn falcons into drop pods oh yeah, actually that's happening sorry couldn't resist
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Post by: lustigjh
Daemons get a new unit which is $25 per model and costs 25 points each in game. You can field up to 50 in a single unit. They get the special rule Gargantuan Wealth. Any model with the GW special rule automatically generates one victory point and must spend the rest of the game granting stat and rule buffs to all units from Codex: CWE, SM, Necrons, and Tau. If none of these factions actually exist in the game, all GW models must instead attempt to extort currency from all opposing models while handing out stat and rule nerfs.
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Post by: RED EYE JEDI
squidhills wrote:New Space Marine special rule:
Auto Win. Cost: 10 ppm.
Effect: You automatically win.
love this have an exalt, still think they are overpriced
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Post by: lustigjh
Damn, I got scooped on my own joke
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Post by: kronk
10 man tactical squads can all take flamers for free, Meltas for 5 pts per model, and plasma for 10 points per model.
Whirlwind gains D Large Blast.
Assault marines with Jump Packs can jump over fliers and FMC's and do 1d3 attacks per model that jumped over the flier.
Librarians can all gain Level 3 psychic, and may use any psychic table.
Devastators may all take heavy bolters for free, Missile Launchers for 5 pts, and assault cannons for 10 pts.
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Post by: the_scotsman
Any space wolf model may take the "of the wolf" saga for +5 pts.
For each "of the wolf" taken, the model gains +1 to all stats. Strength above 10 becomes D.
Each time a model with at least one "of the wolf" takes an action the full name of the model must be stated.
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Post by: Olgerth Istaarn
Movie Marines. That is all.
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Post by: Lord Scythican
Tyranid monstrous creatures all have strength 9 toughness 9, except for Carnifex who gets a 10 in each. Every tyranid monstrous creature in reduced in cost by 75 points.
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Post by: Tau Skyfire
Riptide Heavy Burst Cannon to be buffed to Overcharge, Heavy 12 SD AP1, Fire Warriors reduced to 8ppm and given Long Barrelled Burst Cannons each, Crisis Suits, T5 and all weapon options reduced by 5ppm,
* Kroot have SD melee attacks just cus Automatically Appended Next Post: Riptide Heavy Burst Cannon to be buffed to Overcharge, Heavy 12 SD AP1, Fire Warriors reduced to 8ppm and given Long Barrelled Burst Cannons each, Crisis Suits, T5 and all weapon options reduced by 5ppm,
* Kroot have SD melee attacks just cus
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Post by: the42up
khorne daemonkin-
possessed get two wounds, +1 attack, and add you can choose which buff they get on the table
berserkers- FnP base, +1 attack, on a roll of 6, get an extra attack, roll of 8 on charge: double attacks, chain axes base (probably still not up to eldar levels)
chaos lords- upgrade to chapter master equivalent.
Juggernaut- armorbane/fleshbane to hammer of wrath attack with some sort of ap
and probably lots more
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Post by: MagicJuggler
Any Ork Mekboy can be upgraded to a Lootamek for 5 points.
A LootaMek may make a D6 roll to attempt to repair a vehicle wreck (regardless of prior owner) during the shooting phase. On a 5+, remove the Lootamek and return the vehicle to play under the Ork player's control, with BS2 and D3 hullpoints, up to the vehicle's starting amount.
Bubble Chukkas leave an AV12 dome wherever they leave a large blast. Any model that wishes to shoot into, out of, or through the dome, or move into or out of the dome, must first penetrate this dome. So you could fire the Chukka at a Riptide...
Battlewagons get twin-linked weapons, can replace any or all turrets with Mek Guns.
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Post by: hotsauceman1
..........space marines all get auto cannons for free And relentless.
Centurions be come gargantuan creatures.
all suits get missle pod for free and go too strong 10 assault ten.
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Post by: reenon
Grey Knights:
- DK's receive +1 wound and base 4++
- All TDA units get +1 toughness and +1 wound
- Psycannons get 36" range
- (Super hilarious) Any unit can charge the turn they arrive from deep strike if using nemesis strike force.
Blood Angels:
- All furioso/DC/Libby dreads drop 30 points
- Death Company get +1 WS and +1 toughness
- Tac squads can take special + heavy weapon in a 5 man squad
- (I'm a jerk) Dante becomes an HQ choice
- (I'm a huge jerk) Baal strike force bonuses work 100% of the time, not just on a charge
- (Haha... ha!) "We can travel through space but can't accurately land a drop pod" special rule: For 25 points you can charge from a drop pod the turn it comes in
- (Why not?!) Mepphy gets a 4++
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Post by: JubbJubbz
I could almost see something crazy happening to the defiler, like super heavy walker with D blast.
Chaos marines automatically regroup and also get special rules based on which legion they descend from, all for ~1ppm.... lawl
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Post by: NuggzTheNinja
Manticores fire D6 Strength D AP1 +1 damage Large Blasts per turn at 125 ppm, but ammunition is limited to 4 turns worth of firing so it's not broken.
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Post by: Roknar
This thread has so much win lol.
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Post by: lustigjh
We're all trying to stock up on win so we have some when Eldar drops
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Post by: Hybrid Son Of Oxayotl
EVERY sister in the army can exchange her weapon for a melta or flamer. For free.
Acts of Faith can be tried every turn. Including Celestine's. Celestine is also Eternal Warrior and AP2.
The exorcist gain Skyfire, Melta, and now shoot 6+d6 for the same price.
Seems legit.
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Post by: gwarsh41
Daemons
Reword fear to effect everything but other daemons.
Rewards are chosen, not rolled for.
Greater daemons (and special character variants)
Bloodthirster gains +1 strength/Toughness
GUO gains +1 toughness/poison2
Keeper of secrets now moves 12
LoC - Chooses which powers they get, no more rolling.
Daemon prince gaines +1 toughness
Epidemus goes back to the old way. Works for all nurgle in the army.
Nurgle - everyone gets +4FnP base, locus that gave FnP now gives +1 to FnP. Take that necrons!
Slaanesh - Everyone can run, then assault
Tzeentch - Manifest powers on a +2
Khorne - +3 armor saves for everyone (bloodthirsters get +2 armor) Bloodletters get 2 attacks base.
Warp storm still does what warp storm does, but greater daemons can no longer be sucked into the warp, and allow for 1 re-roll on the table per game.
Daemon engine marks also gain the following
Immune to melta (come on, they are freaking daemons!)
Nurgle - IWND, phlegm becomes barrage
Tzeentch - twin linked, all weapons sooooul blaze
Khorne- +2 WS
Slaanesh - +2 initiative
Chaos Furies - 2pt a model, cannot be upgraded to a daemon of anything. May be taken in units of 40.
Flamers - flame breath is Ap3 again
Beasts - 4+D3 attacks, fleshbane
That should make every single thing in the codex horribly powerful.
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Post by: Quickjager
GK-
Psycannon is assault, PAGK can carry 1 per model and retain their force weapon.
PAGK can deepstrike no scatter with a formation that uses 3 PAGK and 2 Terminator squads.
Purifers, Brotherhood Champion, and Crowe can finally deepstrike.
Crowe gets his rending back so an Ork's t-shirt doesn't always save him.
Ork-
Sneakie as o' Beakie' - Green Tide can infiltrate or outflank a side of their choosing.
Mob Rule gets redone as psuedo-fearless.
Orks can actually do biker armies again
Killa Kanz, Deff Dreads, and the like become MC due to the fact the Orkz inside literally are hardwired to them.
Stompa is a GC
Ghaz is a Mega-GC
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Post by: cm32
CSM
Mutilators gain beast, reduced to 35 points base.
Rhinos become AV 12 all around, same cost
Regular CSMs, gain fearless and cost one additional point (yes, this means I think regular SM should get a point reduction)
Obliterators cost 50 points base, are not slow and purposeful
Daemon Princes, may assault straight out of swooping mode
Helbrutes can be taken in squads of up to three, base cost reduced to 75.
Chosen are fearless, cost 2 points less a model
Land raiders immune to distort
All CSM and Chaos daemons units have preferred enemy Eldar
Forgefiends cost 125 base
Maulerfiends cost 95 base
Plague marines cost 18 points, base
Heldrakes return to the way they were, previously, with point reduction to 160 points
EDIT: Please note, these are the rules that I will require any Eldar (assuming I don't sell my army first) player to accept prior to playing against me. If not, go play some other Eldar player. Win-win either way.
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Post by: Kain
Mymearan wrote:Let's imagine for a moment, that your codex was updated to be as strong as the Eldar dex. Which specific buffs would you like to see? New, exciting special rules, stat line increases, points drops etc etc?
Mutations are back, armored shell is available on the cheap for nearly all monstrous creatures, the Swarmlord now blazes across the battlefield at incredible speeds and has eternal warrior and a 2+/5++ save and his old forced rerolls powers, feel no pain biomorphs are cheap and easy, we can access biomancy, telepathy, telekinesis and the daemonology tables again, price cuts around the board, we get double FoC as standard, we get a bevvy of long range high strength, high AP shooting and cover ignoring options, and the Pyrovore is now a god tier destroyer of armies; spewing forth hellstorm torrents at S : D and AP1 at everything that so much as crosses it's mighty gaze.
No longer is old one eye a terrible joke at the player's expense but a god of war who swats aside whole units at a time with each swipe of his mighty crushing claws, laying down a number of attacks that makes End Times Archaon look positively conservative and a statline to make the Primarchs blush. Each and every maleceptor is now a mastery level 5 psyker with BS 10 and a 2+/3++ armor save, raining down psychic hellfire like it's storm of magic while every single solitary unit in the entire army list gets the without number rule that skyblight and endless swarm get for free. And at the same time, gaunts are now a measely 1 point each and can come in units of up to a hundred and fifty to laugh at the very idea of anyone else fielding anywhere close to the same number of models as a tyranid army.
Why stop there? Carnifexes? Now cost six times less and can come in herds of fifteen! Hive tyrants? Five per slot and fifteen tyrant guards each! Bring your kids! Heirophants? Just an easy purchase of somewhat over 200 points for each of the five heirophants you can fit into your lords of war slot! Warriors? Now they can outnumber guardsmen and have MEQ saves and plague marine toughness! And hell, everyone can now get a venom cannon or barbed strangler! Fill out enough pieplates to open your own bakery!
And as a free bonus, you automatically twice the points budget of any other army on the field.
There's not enough salt in every ocean and every mine in the world.
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Post by: Mymearan
I was actually being serious with the OP, guess I should've specified that... I wanted to know what could be done to other Codices to get the power level to the same point as the Eldar and Necrons.
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Post by: Kain
Mymearan wrote:I was actually being serious with the OP, guess I should've specified that... I wanted to know what could be done to other Codices to get the power level to the same point as the Eldar and Necrons.
Oh in that case?
http://1d4chan.org/wiki/Tyranid_/tgbrew_modifications_6th_edition
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Post by: luky7dayz
Tau crisis suits can be taken in squads of 5, and when they each fire the same weapon it fires one more time!
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Post by: vipoid
Dark Eldar:
- Dark Lances become D-weapons.
- Whenever a Darklight weapon rolls a 6 to hit, it splits reality and creates a portal through which more Dark Eldar can arrive. After resolving the Darklight shots, the DE player can immediately deploy 100pts of Dark Eldar for each 6 rolled to hit. They must be either in transports, or composed entirely of beasts, jump infantry, jetbikes or MCs, and must be deployed such that at least part of their bases lie directly between the firer and target.
- Liquifier Gun is also a D-weapon.
- The Voidraven Bomber's bomb uses the apocalypse blast template. And is a D-weapon.
- Power from Pain designed by an actual person, rather than a soulless machine with no concept of fun.
- Huskblade is 30pts, AP2 and may be purchased by Haemonculi. (Hah! Now you are all doomed!!)
- Panacea Perverted lets a Haemonculi automatically pass IWND rolls.
- As long as all 3 of a Haemonculi's weapons are melee weapons and/or pistols, the Haemonculi gains Shred.
- Orbs of Despair are S3 and may be used in melee like normal grenades.
Actually, I'm going to stop now as, D-weapon silliness aside, this is turning more into a regular wishlist for DE.
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Post by: Bobthehero
25 pts Earthshaker carriages.
15 pts Thudd guns.
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Post by: vipoid
Leman Russ Demolisher Cannon fires Leman Russ Demolishers, which then shoot their Demolisher Cannon.
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Post by: niv-mizzet
Blood angels:
Dante and his unit may deep strike onto an enemy unit with no scatter. They are in combat and charging this turn, no overwatch.
Dante has a personal void shield on his unit that regenerates every turn.
Any sergeant may take a non-regenerating void shield that affects his own unit for 20 points.
All tanks have a void shield. Land raiders have 3. Storm ravens have 2. Dreadnoughts have 2.
Land raiders are down to 175, ravens down to 150.
Assault squads back to troops!
Jump infantry may jink, and have hit and run. They may assault flyers and FMC's in the air. They are immune to any crash and burn blast this round, and automatically ground FMC's at init step 1 if any wounds were successfully dealt. Combat ends if the opponent was not grounded (fmc) or was a vehicle.
Chainswords are rending
Bolters have shred
Furious charge is now furious fighter, and functions on the first round of combat, regardless of who charged, and also gives +1 initiative.
Marines are T5.
Terminators are T6 and the invuln save is now a ward save after the armor (if applicable.) this includes storm shield saves. feel no pain may also be taken.
Nothing scatters on deep strike. Ever.
Any jump pack unit in reserve chooses when they come in. They may also "re-deep strike" when already on the table during the movement phase.
Dreadnoughts can fire each weapon twice every shooting phase. Death co dreads are str D melee. Blood talons allow excess D wounds to carry over to other models in the combat instead of being wasted.
You can hang out inside drop pods for protection (1 void shield on them,) until next turn, just like dreads in the Lucius version, and then assault out of it.
Power of the machine spirit allows all weapons to fire at normal BS all the time, and split fire if they wish. This includes on snap shots and against flyers.
Rhinos/razorbacks are assault vehicles as long as the ramp is facing the enemy unit you wish to assault with the passengers.
Every vehicle has ceramite armor. Don't bring meltas.
Lascannons, demolisher cannons, thunder hammers, and mephiston's sword of sanguinius-buffed melee are str D.
Speaking of Mephy, he keeps independent character, is buffed back to 5e monster Mephy, and his squad always uses his toughness when being attacked, (like the conclave of the burning one from the crons.) his sword finally goes back to ap2.
Death company have 2 wounds and may reroll fnp failures. Also back to ws5! Back to non-scoring though.
A death company unit that wins a combat negates any fearless, atsknf, or stubborn ability on their opponent, including on vehicles. Any unit that fails their morale is automatically removed as if caught by a sweeping advance, or wrecked in the case of vehicles. (Count vehicles as ld 10 for their test.)
All models ignore unwieldy when charging.
Priests can be taken as an add-on character to any infantry/jump/bike unit.
Corbulo has fateweaver's reroll ability, and grants fnp to your entire army while alive.
A furioso librarian that has the wings of sanguinius psychic power is a flying monstrous creature with an armor value. Grounded tests only happen after hull point loss, (don't forget to get thru 2 void shields first!) and go against rear armor. There is no need to cast the power.
All furiosos are venerable.
The Sanguinor has been given the primarch special rule suite, with stats to match.
Tech marines may nominate one weapon type in the enemy army to upgrade your armor against. All shots from weapons with that ammo type are at 1 worse str and AP. (If in confusion about ammo type, weapons are typically grouped together by ammo type in their codex, eg bolters, storm bolters, heavy bolters etc.)
Reaver titans are down to 700 points from 1450. War hounds are 450. Thunderhawk gunships are down to 300 and heavy support, not lords of war.
As an aside, imperial knights are down to 250 each.
I think that should do the trick. :p
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Post by: NuggzTheNinja
The funny part is that some of these aren't so outlandish, and would actually balance the game. Of course, it would move the away team goalpost to a stupid place, but the Eldar home team book moved it first...
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Post by: niv-mizzet
NuggzTheNinja wrote:The funny part is that some of these aren't so outlandish, and would actually balance the game. Of course, it would move the away team goalpost to a stupid place, but the Eldar home team book moved it first...
Yeah some are just me being silly, and I actually hope the game in general would go back to reining in some of the apocalypse silliness in normal size games.
I like the idea of sticking some void shields on the vehicles though! It'd be a nice counter to the D.
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Post by: vipoid
NuggzTheNinja wrote:The funny part is that some of these aren't so outlandish, and would actually balance the game. Of course, it would move the away team goalpost to a stupid place, but the Eldar home team book moved it first...
At this point, the goalposts are on a different continent.
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Post by: quickfuze
Iron warriors 3.5 @with obliterators getting D
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Post by: welshhoppo
Daemon Weapons add D6 attacks, and are S  .
Daemon Princes have S  attacks.
Chaos marines can fire Daemon Ammunition, which gives them rending.
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Post by: ProwlerPC
A few things I could think of for Orks that either would just make em good or perhaps OP in some cases.
-Add KFF to the vehicle upgrade options.
-Give MegaNobz and Boss Hvy options.
-Give Grots the option to add a couple of Grotzookas to the unit.
-Let Stormboyz take the Big Choppa option.
-Create a Stormnobz Elite unit.
-Allow Mek Gunz as a weapon option for Battlewagons.
-Allow Grots to man the turrets and weapon hardpoints of all vehicles.
-Give the Big Mek a Tellaporta that allows him and his unit to dissappear and deepstrike at the beginning of the movement phase.
-Leave Dok's Tools as a Feel no Pain and change Cybork body to an invuln save.
Or if I was to go over the top and troll at the same time, I'd simply let all grots in the infantry unit have the option to upgrade to a ranged D weapon. Giving D weapons the cheapest delivery platform in the game. Then run a Waaaagh formation.
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Post by: BrianDavion
Imperial Knights now cost 150 points can can upgrade to a Seneschel for 10 points.
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Post by: Poly Ranger
Super bolters on tac marines cost 10pts and can be taken on any model. Thay become assault4 st6 but lose 1ap (so ap6). Still 24" range on a 6" move model with no access to jink, jsj or turbo boost. Would be incredibly broken, but funnily enough, actually less dangerousand less effective than eldar jetbikes.
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Post by: docdoom77
Ork Stompa gets reduced to 400 points and gains a Ranged D weapon.
The Kilchoppa becomes a D-weapon.
Ork Bikers become Troops, gain stealth and a 3+ armor save.
Orks get the old mob rule back.
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Post by: Poly Ranger
Also termis stormbolter become 1 shot stD.
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Post by: Jayden63
Orks -
No unit changes even for those that could use it....
New special rule... Endless Sea of Green
At the beginning of the orks players turn so long as there is a single ork model still on the table do the following.
1 - count the number of models with a toughness stat that died/removed from play the previous turn (do not count grots, they are too weedy). Roll a D6 for each. On a 2+ place either a shoota boy or slugga boy (players choice) on your table edge in your deployment zone within coherancy of other boys placed in this manner. All boys placed in this manner form a single mob with objective secured special rule. The mob may move, shoot, or assault as normal.
2 - For every model that has an AV stat that had 0 hull points left or was otherwise removed from the table roll a D6. On a 2+ place either a Killa Kan (no upgrades) or an Ork Trukk (no upgrades) on the table edge in your deployment zone. All Killa Kans placed in this manner form a single mob. Trukks stay separate models. All models entering play in this mannor may move, shoot, and assault as normal.
Finally Orks will never be tabled again. And brings them up on par survivability wise with Necrons.
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Post by: Poly Ranger
Furioso becomes a superheavy who's meltagun is stD.
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Post by: Perfect Organism
Honestly, when you compare the Craftworld Eldar with Orks (generally considered one of the weakest codexes) there isn't really a colossal gap in many cases.
Compare eldar jetbikes with ork deffkoptas for example: the eldar is a bit more maneuverable, their survivability is similar (with the edge going to the ork in most cases) and the eldar has a bit more firepower and the ork costs a little more. Knock five points off the deffkopta's cost and let them take a character to lead them and you have a fairly decent match.
The stompa is a reasonable match for a couple of wraithknights; it just isn't worth the cost of two and a half of them. Again, a 20% price drop and a couple of small buffs would close the gap.
Almost all ork infantry would be viable if every squad could have a painboy or kustom force field for a bit less than we pay now and our characters had decent Ld scores (8 on Nobs doesn't seem too much to ask for).
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Post by: krodarklorr
Necron wraiths should become T5, gain fleet, and be 2 points cheaper with Whip Coils
Flayed Ones should dual wield and have Shred, same cost
Destroyers should have 2 wounds, be Jet pack, have access to Move Through cover to say "f you" to terrain, and reroll pretty much everything during the shooting phase.
Tomb Blades need to be dirt cheap, stay mostly as is, but gain Ignore cover, and can all take 24" S6 AP5 small blasts for only 2 points per model.
All vehicles should ignore most of the damage chart.
We need a Strength 10 lance, somewhere. Maybe throw in a Primary weapon or so.
We need 3++ saves on infantry, and give them the ability to reroll 1s. Also, they need to be cheaper than Terminators.
We need Troop choices that tote around Rapid-fire Heavy Bolters that can hurt any vehicle/creature in the game, and have a slightly better space marine stat. Oh, wait, they already did that in the previous book. Nevermind.
Oh, and on top of that, Reanimation needs to be Feel No Pain, but can be taken against instant death.
Better yet, give us wide access to making it a 4+ FNP, across the whole army, and also give them ways to ignore Rapid-fire weapons, and terrain in general.
88194
Post by: MonumentOfRibs
You posted almost exactly what I was going to post :(
Dark Eldar
Reavers all get to take cluster caltrops (at 10 ppm... obviously) and moved to troops.
Wyches drop to 8 ppm, gain rending and no overwatch allowed against them,
All splinter weapons gain a shot, and the obvious OTT detachment makes them all poisoned 3+ (5+ against gargantuans, lets make it fair)
77846
Post by: Poly Ranger
Perfect Organism wrote:Honestly, when you compare the Craftworld Eldar with Orks (generally considered one of the weakest codexes) there isn't really a colossal gap in many cases.
Compare eldar jetbikes with ork deffkoptas for example: the eldar is a bit more maneuverable, their survivability is similar (with the edge going to the ork in most cases) and the eldar has a bit more firepower and the ork costs a little more. Knock five points off the deffkopta's cost and let them take a character to lead them and you have a fairly decent match.
The stompa is a reasonable match for a couple of wraithknights; it just isn't worth the cost of two and a half of them. Again, a 20% price drop and a couple of small buffs would close the gap.
Almost all ork infantry would be viable if every squad could have a painboy or kustom force field for a bit less than we pay now and our characters had decent Ld scores (8 on Nobs doesn't seem too much to ask for).
Eldar scatterbikes have bs4, 36" range and 4 st6 shots with jsj. That makes them not only far more survivable due to range and jsj but also a tremendously higher amount of firepower.
88194
Post by: MonumentOfRibs
Poly Ranger wrote: Perfect Organism wrote:Honestly, when you compare the Craftworld Eldar with Orks (generally considered one of the weakest codexes) there isn't really a colossal gap in many cases.
Compare eldar jetbikes with ork deffkoptas for example: the eldar is a bit more maneuverable, their survivability is similar (with the edge going to the ork in most cases) and the eldar has a bit more firepower and the ork costs a little more. Knock five points off the deffkopta's cost and let them take a character to lead them and you have a fairly decent match.
The stompa is a reasonable match for a couple of wraithknights; it just isn't worth the cost of two and a half of them. Again, a 20% price drop and a couple of small buffs would close the gap.
Almost all ork infantry would be viable if every squad could have a painboy or kustom force field for a bit less than we pay now and our characters had decent Ld scores (8 on Nobs doesn't seem too much to ask for).
Eldar scatterbikes have bs4, 36" range and 4 st6 shots with jsj. That makes them not only far more survivable due to range and jsj but also a tremendously higher amount of firepower.
But they are weak in close combat, that they will almost never be involved in
79006
Post by: Nightlord1987
I would be happy with this simple "Command Benefit" or whatever for a Night Lords army: First turn is Night if the player chooses, and all Night Lords have Night Vision.
Just so damn fluffy.
56122
Post by: Perfect Organism
Poly Ranger wrote: Perfect Organism wrote:Honestly, when you compare the Craftworld Eldar with Orks (generally considered one of the weakest codexes) there isn't really a colossal gap in many cases.
Compare eldar jetbikes with ork deffkoptas for example: the eldar is a bit more maneuverable, their survivability is similar (with the edge going to the ork in most cases) and the eldar has a bit more firepower and the ork costs a little more. Knock five points off the deffkopta's cost and let them take a character to lead them and you have a fairly decent match.
The stompa is a reasonable match for a couple of wraithknights; it just isn't worth the cost of two and a half of them. Again, a 20% price drop and a couple of small buffs would close the gap.
Almost all ork infantry would be viable if every squad could have a painboy or kustom force field for a bit less than we pay now and our characters had decent Ld scores (8 on Nobs doesn't seem too much to ask for).
Eldar scatterbikes have bs4, 36" range and 4 st6 shots with jsj. That makes them not only far more survivable due to range and jsj but also a tremendously higher amount of firepower.
Ork deffkoptas with have twin-linked BS 2, which is almost as good as BS 4. They also have 36" range (but no extra move in the assault phase). They get three S 5 shots vs. the Eldar's four S 6. But they are also T 5 with two wounds and a 4+ save, while the Eldar are T 4 with one wound and a 3+ save. In a straight shooting match, one eldar jetbike should kill 0.44 deffkoptas a turn on average while one deffkopta kills 0.37 jetbikes. Jetbikes are better, but not hugely better. Give orks a 20% or so boost in effectiveness and they will be on even footing.
79409
Post by: BrianDavion
for Space Marines I'd make Land Raiders (and any other vehicle with POTMS) super heavy vehicles. Land raiders have 2 things in specific going for them. they're supposed to be near unkillable bricks and the ability to split their fire between multiple targets. making em super heavies but leaving em otherwise unchanged would make em better for post 7th ed meta
25359
Post by: TheAvengingKnee
My Dark Angels might not completely suck, but if they went up in power from this codex to the next comparable to Eldar they would at least be low middle tier.
93683
Post by: Phyrekzhogos
Blood Angels
Can wear their jump packs inside all troop transports and immediately assault after disembarking out of literally anything regardless of how far it moved. Can also assault straight from deep strike.
Death Company get FNP free.
Honour guard (command squads) can take bikes and be expanded to 10 man units.
Librarians can take artificer armour.
Chaplains and tech marines come in packs of 3 for one slot and are Elite choices.
Scouts get Fleet.
Death Company dread comes with free drop pod.
Fragiosos in heavy slot.
Baal pattern predator can take flamestorms on sponsons.
Tac squads gt CCW options.
Land speeders come with skyfire missile racks base, and can be upgraded with an underslung twin linked lascannon.
Terminators made useful in some way....waaaait, nah, that's too powerful, nvm.
77720
Post by: scommy
Lasguns = Str 14, AP 1, Blast, Ignores Cover, 72" range
Guardsmen get a 1+++. So to make an amour save you need to roll AT LEAST a 1+
As an optional free upgrade, Ogryns get to ride on Eldar Jetbikes.
102
Post by: Jayden63
Tau - All rail weapons become strength D as is fitting for their fluff. However, to be fair, rail rifles get the -1 on the D chart. All pathfinders may exchange their weapon rail rifles for +5 points each. Tau plasma rifle battlesuit weapons become rapidfire and blast. Riptides gain FNP at no cost, but otherwise remain unchanged.
54708
Post by: TheCustomLime
Rough Riders become T4, get a 3++ save and are allowed to take multilasers or Heavy Bolters on every rider.
71499
Post by: Truth118
Necron Warriors get their 3+ again.
Monolith immune to melta/lance.
Old tesla rules.
Death ray is Str D.
Tachyon Arrow is Str D.
All particle weapons are Str D.
All gauss weapons get shred.
Every immortal can take a tesla destructor.
82364
Post by: evil_kiwi_60
Cultists now cost .5 points per model and can be fielded in whatever size unit you want XD. Oh and Helldrakes are now armor 14 all around, get their turret back, and can take a strength D apocalypse template weapon. Also throw on a 3++ for the hell of it.
83210
Post by: Vankraken
WAAAGH!!! Is automaticly active on turn 2 and continues until the warboss is dead. Warboss has to not be in reserves for the WAAAGH!!! to continue.
Cybork adds +1 to FNP.
Nobz can take "Lucky bit" for 10 points to gain 5+ invuln.
Warboss and Big Mek can take a Kustom Force Fingy for personal 4++.
Kustom Force Fields causes vehicles to be able reroll their invuln save but if you reroll and get a 1 it blows up the vehicle instantly. Gives nonvehicle models 5++ invuln from shooting attacks. The entire unit that is containing the KFF gets the 5++ invuln from shooting.
Warboss has T6 on foot or on bike.
Ork Boyz get a free big shoota for ever 10 boyz. Boyz have 6+ FNP when there are more than 15 models in the unit.
PKs cost 15 points. Big Choppas cost 3 points. Eavy armor is included on every nob, flash git, warboss, and big Mek. Nobz (and everything with a nob like profile) have T5 (but bikes do not increase their toughness. Meganobz are 15 points more expensive. Bike upgrade is 10 points.
Bosspole gives a unit the warlord's base leadership -1.
Git Finder gives +1 BS
Flash Gitz are Elites.
Ork vehicles have the ramshackle rule which gives 5+ invulnerable save. Trukks gain 4++
Kommandos have stealth and then also can get shrouded in ruins/forests until they shoot.
Stormboyz have exaust cloud (4+ cover save).
Deffdreads are in squadrons of 3 as heavy support and/or elite slot as a solo unit.
Kanz are aren't cowardly and have proper PKs. When damaged the Kan gains 2 attacks (pushed too far rule).
Gork/Morknauts are 75 points cheaper.
Lootas can swap for a Beamy Deff Gun which is Str 9 AP2 Heavy 1 48" for free.
Trukks hold 15 models.
Deffrollas make ramming a vehicle deal a Str 10 AP1 hit.
87849
Post by: kingbobbito
Terminators are immune to anything that isn't a 6 to wound on a D weapon, and even then get a 3+ save against it. Also, power fists are strength D, and storm bolters are assault 8.
Never again will my deathwing be garbage.
EDIT: oh, and they can all use their teleport to re-deep strike at any point in the game, within 36", without scattering, and still charge the same turn.
52364
Post by: Engine of War
Baneblades (and its variants) get a price reduction to 200 points. They now take up Heavy Support Slots and can be squadroned in groups of 3.
If 3 Basilisks fire on the same target. the Template is upgraded to 10 inchs and a D weapon strike.
DeathStrikes can now use Vortex Missiles in regular games without the need to bring a platoon of infantry for defense and a Lord Commisar. They can be squadroned in groups of 3 and take up Heavy Weapon Slots.
Chimeras can now DeepStrike and the troops inside can fire upon landing.
Leman Russ Tanks are reduced in points by Half per variant, They can be squadroned in groups of 5, but can fire at independent targets.
Leman Russ Tanks can now carry Lascannons in sponsons. If A Leman Russ has 3 Lascannons and they are focused on a single target (and All hit), they turn into a single ST D hit.
The Leman Russ Exterminator, Punisher, and Annihilator gain a special rule (I can't remember its name). If the Tank sits still it can fire all weapons twice into the same target.
A Leman Russ Battle Tank can be upgraded to fire its weapons independently at different targets.
Chimeras gain Fast.
Manticores can now reload their missiles after a turn. On a roll of 5, THe Manticore has the ability to unleash ALL of its missiles at the same time. The Target is hit with 2 10" ST D AP 2 templates.
hellhounds can dump a lot of extra ammunition into their firing chambers for a St 7 AP 3 Hellstorm template with the Gets Hot rule. The Tank can't fire for a turn afterwards.
Banewolfs can do the same thing for a 2+ Poison Hellstorm Template ST 5 AP 3
I can keep going....
73959
Post by: niv-mizzet
BrianDavion wrote:for Space Marines I'd make Land Raiders (and any other vehicle with POTMS) super heavy vehicles. Land raiders have 2 things in specific going for them. they're supposed to be near unkillable bricks and the ability to split their fire between multiple targets. making em super heavies but leaving em otherwise unchanged would make em better for post 7th ed meta
That or some void shielding!
94945
Post by: Uzibat
Fire Warrior Shas'ui can upgrade to a networked markerlight & target lock for the same price.
Fire Warrior teams have can have have 0-2 rail rifles or ion rifles per squad, like Pathfinders.
Drones reduced to 10pts per drone.
Crisis Suits are BS4.
Broadsides are BS4 & relentless.
Improve the Sun Shark bomber with options for S5 AP4 large blast & S6 AP2 small blast bombs.
Make Stealth Teams cheaper to field.
Make Kroot S4 I4.
Either make Vespid cheaper or make their guns assault 2.
That'd be far more than anyone would ever need haha, the only of these changes I'd like to actually see would be the Kroot changes, which would make sense given that in fluff they're stated to almost be as strong as an Astartes & just as quick.
29408
Post by: Melissia
I have a hard time imagining Sisters getting that treatment. But it'd probably look like my old 5th ed fandex... on steroids (I was using C: SM as the basis for balancing it, so it wasn't an OP fandex at the time  )
86450
Post by: Alcibiades
To be serious, one thing that has been the case in both the Necron and Eldar codexes is decreasing cost of "elite" infantry (not "elite" in the sense of Elites, but as in tougher infantry). This is so with Praetorians, Lychguard, Eldar Jetbikes -- in a sense with Wraithguard in that they didn't get more ezpensive despite getting a power boost. I expect this trend to follow in future codexes; I think it's really likely that Terminators are going to get cheaper.
92803
Post by: ZergSmasher
Dark Angels:
Make DW Knights Smite Mode on their maces Strength D.
Give all DW terminators (Knights and regular) 2 wounds.
Lower Nephilim cost by about 30 and buff missiles to S7 AP3.
Make Standard of Devastation buff Plasmaguns as well as bolters.
Lower cost of LS Vengeance by 30, give it AV12/11/10 with 3 HP. Maybe give it Skyfire in rapid fire mode!
Make DW terminators able to assault on the turn they deep strike!
Buff Plasma Talons to Assault 4, cost of RW Black Knights remains the same.
Make Dark Talon stained glass cannon fire strength D blasts, cost remains the same.
Maybe give all RW black knights jetbikes instead of just Sammael.
Some of these ideas are serious, some are intentionally over the top. As a DA player, I would like to see our codex become much stronger though (probably wishful thinking I know...).
34385
Post by: doktor_g
Dorkanauts Same price. But super heavy walkers.
Killa Kans to Elites.
Kan Klaws and DCCWs gain instant death
Boss Snikrot allows assaulting out of reserves for his unit
Lootas back to elites
Mob Rule...Old style
KFF = 5++ per unit not model
pain boy can take megarmor + 25 pts. No PK
boyz 5pts (CCW + Slugga)
choppas +1 pt. Str User. AP4
Shootas +1 pt.
88587
Post by: The Imperial Answer
doktor_g wrote:Dorkanauts Same price. But super heavy walkers.
Killa Kans to Elites.
Kan Klaws and DCCWs gain instant death
Boss Snikrot allows assaulting out of reserves for his unit
Lootas back to elites
Mob Rule...Old style
KFF = 5++ per unit not model
pain boy can take megarmor + 25 pts. No PK
boyz 5pts ( CCW + Slugga)
choppas +1 pt. Str User. AP4
Shootas +1 pt.
I'd rather the Orkanauts be dropped in price and remain regular Walkers.
If they were super-heavies at this point it would ruin several formations where they are needed (at least 3).
57646
Post by: Kain
TheCustomLime wrote:Rough Riders become T4, get a 3++ save and are allowed to take multilasers or Heavy Bolters on every rider.
So are they from C.S Gotoland?
53744
Post by: rollawaythestone
Termagants can each upgrade their Devourer to a Brainleech Devourer for 10 points.
Tervigons can spawn 3d6 Termagants each turn without limit.
Hormagaunts become beasts.
Gargoyles get their old 6 to hit auto-wound poison rule AND their current Blind on their attacks.
Swarmlord's Bone Sabres become Str D.
Warp Lance becomes Str D.
A brood of Zoanthropes contributes dice to the pool equal to the number of ML's worth of Zoantrhopes in the unit (like the new Warlocks do).
Trygons gain Armourbane. Haywire on their Bioelectric field shooting.
73959
Post by: niv-mizzet
Alcibiades wrote:To be serious, one thing that has been the case in both the Necron and Eldar codexes is decreasing cost of "elite" infantry (not "elite" in the sense of Elites, but as in tougher infantry). This is so with Praetorians, Lychguard, Eldar Jetbikes -- in a sense with Wraithguard in that they didn't get more ezpensive despite getting a power boost. I expect this trend to follow in future codexes; I think it's really likely that Terminators are going to get cheaper.
I doubt they are ever going to fix terminator costs. They are forever doomed to remain on the shelf and in games of space hulk.
56924
Post by: Captyn_Bob
All summoned units can assault on the turn they arrive.
With rage, furious charge, feel no pain, rampage, adamantium will, eternal warrior, precision strikes and fleet.
Because 'the warp'
54708
Post by: TheCustomLime
Kain wrote: TheCustomLime wrote:Rough Riders become T4, get a 3++ save and are allowed to take multilasers or Heavy Bolters on every rider.
So are they from C.S Gotoland?
Yup. Just like the Solar Auxilia. Goto must've creamed his pants when he saw the Stormhammer.
80637
Post by: krodarklorr
All Tyranid Termagants should become beasts, magically grow a 3+ armor save, and all have access to Twin-linked Devourers with Brainleech Worms for 2 points per model.
70954
Post by: azactaylor
All codexes but Eldar get a 20% decrease in point value across the board... rounded down to the nearest 5. So IG Vet squad would be 45 pts per squad... You could really compete then... sad but true!
72525
Post by: Vector Strike
Uzibat wrote:Fire Warrior Shas'ui can upgrade to a networked markerlight & target lock for the same price.
Fire Warrior teams have can have have 0-2 rail rifles or ion rifles per squad, like Pathfinders.
Drones reduced to 10pts per drone.
Crisis Suits are BS4.
Broadsides are BS4 & relentless.
Improve the Sun Shark bomber with options for S5 AP4 large blast & S6 AP2 small blast bombs.
Make Stealth Teams cheaper to field.
Make Kroot S4 I4.
Either make Vespid cheaper or make their guns assault 2.
That'd be far more than anyone would ever need haha, the only of these changes I'd like to actually see would be the Kroot changes, which would make sense given that in fluff they're stated to almost be as strong as an Astartes & just as quick.
The point of this thread is to suggest Eldar-level changes to a codex, not reasonable suggestions
83978
Post by: Melevolence
Ghaz being placed on the field is an automatic win
46835
Post by: Totalwar1402
OP
Riptides become gargantuam creatures like the night. The nova version of the gatling blaster fires 12 D weapon shots and it now shoots markerlights from its eyes for BS5. Oh and like Gipsy Danger it has this unfurlable str D sword that it can use in CC.
Not only that but all Tau units can fire their guns whilst in close combat and at full BS; which of course means markerlights.
Markerlight bonuses last for the whole game on affected units and stack as they are used.
A railgun traces a line that is str D and all units underneath it take an instant str D hit. Not only that but these cause additional wounds for each successful kill and hull point which are cumulative.
All stealth suits now have assault 6 str6 ap4 cannons, cost 12 pts per model and get a 2+ cover save in the open. They also ignore all rolls for difficult and dangerous terrain.
My brain hurts....
88978
Post by: JimOnMars
Deff Rollas give a strength D hit to any model that moves out of the way during tank shock (failed leadership or no)
Deff Rollas make the front armor AV16
Death or Glory attacks against Deff Rollas use the new "What Choo Finkin'?" rule: model is removed from play
Deff Rollas are free for any Battlewagon, Looted Wagon OR TRUCK
91291
Post by: Cryonic Harvest
I wouldnt want to go overboard, just a few changes to make units more points efficient, more effective, or just units I'd like to see
Dreadnoughts to have a similar stat line to Dreadknights.
Option for a psyker command squad for either ML2 Librarians, or maybe just the Special character psykers
Point reductions for all Land Raider variants and Terminators.
Every model in a Tactical Termie squad can take a special weapon as an upgrade.
Loyalist equivalent of Chaos Chosen .
83978
Post by: Melevolence
JimOnMars wrote:Deff Rollas give a strength D hit to any model that moves out of the way during tank shock (failed leadership or no)
Deff Rollas make the front armor AV16
Death or Glory attacks against Deff Rollas use the new "What Choo Finkin'?" rule: model is removed from play
Deff Rollas are free for any Battlewagon, Looted Wagon OR TRUCK
Trukks just got OP as gak :p If they increase AV of the front, AV12 Trukks that remove models is hilarious :p Still weak as sin to side and rear shots. But...whatever!
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