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Made in fr
Sadistic Inquisitorial Excruciator





Amiens -France-

Any "non-codex-codexes" space marines chapters.

-Give the techmarines a bike option

By the way, why are their techmarines the only ones who are not allowed to get a bike? Just think about the poor techmarine running far behind a ravenwing army! Why being so cruel with him? Or is it because they all failed to the bike driving exam? ("OK guys! You all failed to the bike exam, so, as a punishment you'll be sent to the non-codex chapters! And stop whining this way, you've got what you deserved!")

 
   
Made in gb
Never-Miss Nightwing Pilot





In the Webway.

I think lictors should be able to assualt on the turn they arrive and should have a base cover save, like 5+ or 4+, which can be improved by cover, to account ofr the fact it can melt into thin air and materialise somewhere else.

"The stars themselves once lived and died at our command yet you still dare oppose our will. "-Farseer Mirehn Biellann

Armies at 'The Stand-still Point':

Cap'n Waaagggh's warband (Fantasy Orcs) 2250pts. Waaagghhh! in full flow... W-D-L=10-3-3

Hive Fleet Leviathan Strand 1500pts. W-D-L=7-1-2 Nom.

Eldar armies of various sizes W-D-L 26-6-3

 
   
Made in us
Ork Boy Hangin' off a Trukk




Wired into a deffdread

Orks:
List-wide changes:
Basic boy is S4, loses Furious Charge, 8 points.
Nobz are S5, T4. Leadership 8. 25 points, +15 upgrade.
Warboss S6, T5.
Dedicated transports: any ork mob 12 models or less may buy wartrukk as a transport vehicle. A model takes up a # of slots equal to its wounds total.
Mob Rule: count number of WOUNDS in the unit for Leadership, not models. Remove "Fearless" aspect that removes models as casualties.
Waaagh!: once per game, gives fleet and doubles initiative
Allow characters to take tankbusta bombs
Deffrolla: d6 S10 hits against infantry (2d6 on Death or Glory); vehicle counts as S10 when ramming, regardless of distance moved.

Force Org:
HQ
Warboss [same basic stats, but takes a specialty:]
--Warlord: [goff] same as is, may take nob or meganob as troop choice, has better/cheaper melee wargear
--Speed Freek: [evil sunz] may take warbikes as troops; gets special bike/vehicle upgrades
--Gold Toof: [bad moon] WS4, BS3, may take unit of flash gits as troops, has special gun upgrades
--Snakebite Boss: [snakebite] may take unit of weirdboyz as troops; has special poison, grot, and squig upgrades
--Freebooter Kaptin: [deathskulls] may take a loota unit as troops; gets special looted wargear options
--Kommando: [blood axes] may take kommando unit as troops; has scout/infiltrate/move through cover
Big Mek [allows 1-3 deffdreads OR 1 unit of killa kans or burnas to be taken as a single troops choice]
Painboss [allows 1 unit of cyborks to be taken as troops] - same stat line as Big Mek
Special characters

Elite:
Nobz
Meganobz [5+ invulnerable, some upgrade options, Ld. 8]
Weirdboyz [1-3 bought as single choice, added to other units] 35 points ea., upgrade to warphead for +25 ea.
Kommandos [option to take tankbusta bombs]
Burna Boyz [give them the "cutting torch" option for 2d6 armor penetration in melee]
Cyborks [0-1, S4, T5, 5+ invulnerable; painboy option; like 3rd ed.]
Flash Gitz [15 points; basic ork boy stat line, but BS3, WS3; nob upgrade option and lose painboy; gun: S5, AP(d6), Assault 2, 24" range; gun options (5 pts ea per model): +1 S; Assault 3; +12" range. Unit size: 5-15.]
Tankbustas [lose Glory Hog, add Tankhunter]

Troops:
Ork Boyz [slugga or shoota boyz, S4, no furious charge] 8 pts ea
Ork Yoofs [slugga/choppa only, S3/T4, no armor] 6 pts ea
'Ard Boyz [0-1*, 4+ armor save] 12 pts
Skarboyz [0-1*, regular boy w/ 2 wounds each, 5-15 size] 12 pts
Gretchin
*You must have at least one unit of boyz for each unit of 'ard boyz and/or skarboyz in your army.

Fast Attack:
Stormboyz [give tankbusta bombs option]
Deffkoptas [same, but Big Bomm: either 5 pts for what it is now, or S5, AP 4, Pinning for +15)
Warbuggies/Wartrakks/Skorchas
Warbikes
Cyboars [old 2nd Ed calvary; would be a unit that moves 9", charges 9", T4(5), boar has 2 S4 attacks]
Huvacraff [flying troop transport; skimmer, fast, open topped; 12/11/10 armor; 20 model capacity]

Heavy Support:
Lootas
Battlewagons [1-3 bought as single force org chart as dedicated transports w/ limited gun upgrades; 1 per slot otherwise]
Heavy Gunz [improve the guns to make it worth taking; add some mekboyz to the krew; make a "Supa-kannon" or something that high risk, high reward]
Deff Dread
Killa Kans
Looted Tank [loot from list of tanks, like in 3rd ed., but roll a d6 every time you move or shoot: on a 1, crew does something wrong and that action fails]

Just my .02.

This message was edited 1 time. Last update was at 2010/01/28 01:07:08


~4500 pts 
   
Made in us
Jovial Plaguebearer of Nurgle





Valdosta, Georgia

I would like for GW to get they act together...........and get they wording correct

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Made in us
Long-Range Land Speeder Pilot





Space Marines
I'd love to see Space Marine get the Chapter Traits that we had in the 4th Edition Codex. (crimson fists with prefered enemies: orks and faithful unto death; Boosh!)
Sternguard and Vanguard should be more expensive and get different stats (i don't see how the pro shooters and the pro melee guys have the same exact stats)
Librarians need to have an invul save and if not them at the very least Tigirius needs one.
Chapter Masters should be able to take honour guard or a command squad ( i just think its wierd that the head of a chapter CAN'T be escorted by a command squad)
Dreadnoughts with different heroes inside would be pretty cool, like a librarian dreadnought, chaplain dreadnought or chapter master dreadnought
A mini-codex of important space marine characters would be cool (ultra-smurfs have like 6 special characters while theres only 1 for every other "important" chapter.
Necrons
give us a new codex, end of story

This message was edited 1 time. Last update was at 2010/01/28 01:35:46


You love it you slags!
Blood Ravens 1500 pts 
   
Made in nz
Tail-spinning Tomb Blade Pilot




North Shore, Auckland

More expensive Vanguard, that's the worst idea ever.



Make him the best Hive Tyrant ever!

-1750 
   
Made in us
Long-Range Land Speeder Pilot





Arheiner wrote:More expensive Vanguard, that's the worst idea ever.


it wouldn't be balanced to just give sternguard and vanguard something to make them better. i say up their prices and increase their ballistic/ weapon skills

You love it you slags!
Blood Ravens 1500 pts 
   
Made in us
Combat Jumping Ragik






Aftersong wrote:Tau

General Rules - all marker lights fire at the end of the movement phase before that start of the shooting phase, any model firing a markerlight is considered to have a target lock (only when firing the markerlight) units/models firing markerlights incur no restrictions in the shooting phase for doing so.

Marker light changed to assault 1

Photon grenades- any unit declaring an assault on a unit equipped with photon grenades rolls a D6 and uses the result for their assault range rather than the normal 6"

Seeker missiles - reduced to 5 points, vehicles may have up to 4 per vehicle but each vehicle may only fire 2 per turn.



Ethereal- remove line of sight requirement for moral re-rolls

Crisis Suits- flamers count as power weapons in close combat price increased to 10 points

Vespids- given a 4+ armor save, in assault any roll of a 6 to wound counts as having been inflicted by a power weapon.

Drones- No kill points are awarded for destroyed gun drone squads

Kroot - given a 5+ invul save for superior reflexes, possibly given upgrades options from kroot mercenaries list.

Shaper - access to power weapons

Firewarriors- when squad numbers 12 models given free Shas'ui, bonding knife, and markerlight

Skyray - carries 10 seekers instead of 6, no limits on how many can be launched per turn

Pathfinders - Remove compulsory transport, grant stealth usr, may not fire weapons if they fired markerlights, 18 points instead of 12

Shadowsun - Her Fusion blasters are changed to 18" range (9" for melta) and she makes stealth suits count as scoring units.

Farsight - Crisis teams count as scoring units

Aun'va - no line of sight for moral tests re-rolls confers stubborn USR to all tau models not kroot or vespids reduced to 190 points


Please please PLEASE stop trying to give Tau power weapons AT ALL (No kroot, No Suits, No Vespid, no ethereals). We are NOT a melee army. The Tau strategy is shooty shooty, we get in the choppy choppy we lose, use tactics to avoid melee. If you want a good shooty army that can hold it's own in melee with power weapons, roll Space Marines.

Kroot don't need an invulnerable, perhaps only in Melee like the DE wyches.

Vespids- armor, yes - rending, no. Increase gun range to 18" or give them the jump back ability

Make Gun drones count as no kill points? Absolutely not, I'll take 3 units of them and march em at you & oh by the way, you killed em? they dont count haha.

Marker lights are fine as is maybe a slight point drop. You need to coordinate your fire properly to get the best effect out of them.

Free Shas'ui on firewarriors, great, free bonded? no.

Tau are good, but they are fickle. You need to know how to coordinate your fire to get the best effect. They need minor tweaks, what they don't need is a boost to melee or riduculously Overpowered upgrades. I should know I've been playing them since their release as my main army.



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Made in us
Jovial Plaguebearer of Nurgle





Valdosta, Georgia

For the CSM, I would like to see more fluff and a seperate codex for each different Chaos God, like the 4th edition.

Overall Tournaments 11-2 2012
WarGame Con Best General RTT 2012
WarGame Con Team 12th 2012
ATC Team Fanastic 4 plus 1 17th overall (nercons (5-1) 2012
Beaky Con GT WarMaster Nercons (5-1) 2012 
   
Made in us
Combat Jumping Ragik






mrblacksunshine_1978 wrote:For the CSM, I would like to see more fluff and a seperate codex for each different Chaos God, like the 4th edition.


Seperate Codex? Nah, but maybe have that extra area in the back for special rules for each legion if that's what you mean. The way the new codexes look I'd say your best bet is to have "special characters" grant special rules like in the smurfs codex.

Trade rules: lower rep trades ships 1st. - I ship within 2 business days, if it will be longer I will contact you & explain. - I will NOT lie on customs forms, it's a felony, do not ask me to mark sales as "gifts". Free shipping applies to contiguous US states. 
   
Made in us
Longtime Dakkanaut





mrblacksunshine_1978 wrote:I would like for GW to get they act together...........and get they wording correct


Oh Irony.
   
Made in au
Hurr! Ogryn Bone 'Ead!





melbourne

Sternguard troops not scoring
   
Made in us
Combat Jumping Ragik






Sternguard_rock wrote:Sternguard troops not scoring


They aren't scoring, unless your oponent takes Pedro Kantor which gives them that rule at the cost of combat tactics.

Trade rules: lower rep trades ships 1st. - I ship within 2 business days, if it will be longer I will contact you & explain. - I will NOT lie on customs forms, it's a felony, do not ask me to mark sales as "gifts". Free shipping applies to contiguous US states. 
   
Made in us
Malicious Mandrake







'Nids should have better BS. Especially a shooty unit like the Tyrannofex or Harpy. Also, the Tergivon's gaunts should join the closest gaunt unit when spawned, and the Tergivon (and other Nid MC) shouldget a cover sv from gaunts.

Nids - 1500 Points - 1000 Points In progress
TheLinguist wrote:
bella lin wrote:hello friends,
I'm a new comer here.I'm bella. nice to meet you and join you.
But are you a heretic?
 
   
Made in us
Combat Jumping Ragik






Klawz wrote:'Nids should have better BS. Especially a shooty unit like the Tyrannofex or Harpy. Also, the Tergivon's gaunts should join the closest gaunt unit when spawned, and the Tergivon (and other Nid MC) shouldget a cover sv from gaunts.


I must disagree with almost every point you made.

Improved BS - no - Most things are now BS 3 or better. These are creatures that use instinct, not space marines with decades of training. (Disregarding the hive mind as it doesn't exert direct control it exerts its will & influence)

Gaunts joining the closest one - ok maybe

MC's getting a cover same from gaunts? - No way in hell. Look at the picture on page 52 of the new nids codex and imagine an imperial guard conversation:
"Sir! Should we target the 20 foot tall giant bug?"
"Nope, those 3 foot gaunts are going to jump 17 feet into the air & block our shot"

MC's only get cover if 1/2 the model is obscured IIRC and thats from the BGB not just the codex.

I've played several games with my new tyranids & have done just fine.

This message was edited 1 time. Last update was at 2010/01/28 15:43:39


Trade rules: lower rep trades ships 1st. - I ship within 2 business days, if it will be longer I will contact you & explain. - I will NOT lie on customs forms, it's a felony, do not ask me to mark sales as "gifts". Free shipping applies to contiguous US states. 
   
Made in us
Ork Boy Hangin' off a Trukk




Wired into a deffdread

Nids should be an assault-based force. Whatever shooting they have is clearly secondary. More units having "Fleet" would be more appropriate, to charge into tanks to rip them apart.

~4500 pts 
   
Made in gb
Never-Miss Nightwing Pilot





In the Webway.

LeperMessiah wrote:Nids should be an assault-based force. Whatever shooting they have is clearly secondary. More units having "Fleet" would be more appropriate, to charge into tanks to rip them apart.

Yeah, i think this would be quite a good change too, except only for the ones that feed when reverted to instinctive behaviour.

"The stars themselves once lived and died at our command yet you still dare oppose our will. "-Farseer Mirehn Biellann

Armies at 'The Stand-still Point':

Cap'n Waaagggh's warband (Fantasy Orcs) 2250pts. Waaagghhh! in full flow... W-D-L=10-3-3

Hive Fleet Leviathan Strand 1500pts. W-D-L=7-1-2 Nom.

Eldar armies of various sizes W-D-L 26-6-3

 
   
Made in us
Storming Storm Guardian



How should I know? I just live here!

lower price on dark reaper and wraithgard.


Automatically Appended Next Post:
and phoenix lord

This message was edited 1 time. Last update was at 2010/02/02 23:47:26


If we shadows have offended,
Think but this, and all is mended,
That you have but slumbered here
While these visions did appear.
-
William Shakespeare 
   
Made in us
Battlewagon Driver with Charged Engine




Between Alpha and Omega, and a little to the left

I wish Weirdboyz had a bigger selection of powers that I could chose from. I'd still have to roll for the power to keep that Orky randomness, but if I want to spew psychic vomit on my enemies rather that deep striking into a tree, I should be able to do that.

Plus he really should be knocked down to an elite choice. As awesome as Weirdboyz are, they're not the leading type.

This message was edited 1 time. Last update was at 2010/02/03 07:41:23


Want to help support my plastic addiction? I sell stories about humans fighting to survive in a space age frontier.
Lord Harrab wrote:"Gimme back my leg-bone! *wack* Ow, don't hit me with it!" commonly uttered by Guardsman when in close combat with Orks.

Bonespitta's Badmoons 1441 pts.  
   
Made in us
Fresh-Faced New User




1st time poster to dakkadakka. thought this was the first forum i felt like responding too.

I would make for SM the assault squads have more of an assault gun option. give them the option of having flamers, plasma guns, meltaguns... even if it was moved to another section such as troops or elites. just a thought.
   
Made in us
Flashy Flashgitz





Kintnersville/Philadelphia, PA

Luke_Prowler wrote:I wish Weirdboyz had a bigger selection of powers that I could chose from. I'd still have to roll for the power to keep that Orky randomness, but if I want to spew psychic vomit on my enemies rather that deep striking into a tree, I should be able to do that.

Plus he really should be knocked down to an elite choice. As awesome as Weirdboyz are, they're not the leading type.


Heartily agree. Wierdboyz seem like they'd be a lot of fun to use if they weren't taking up a valuable HQ slot.

Also, the mental image of a Wierdboy warping his way into a tree is hilarious.

Ouze on GW: "I'd like to be like, hey baby, you're a freak but you just got too much crazy going on, and I don't hook up with bunny boilers. But then Necrons are going to come out, and I'm going to be like damn girl, and then next thing you know, it's angry sex time again.

It's complicated."


Da Goldtoof Marauders - 2000 pts, The Sacred Host of Kai'Xili (Lizardmen) - 500 pts


 
   
Made in us
Regular Dakkanaut




Imperial Guard

Independant Characters: Offer more wargear options for ICs. They are very lean on equipment they can take, which stifles customization.

Command Squads: Add new advisors "liasons" that allow you to take elements of the old IG armies and give yours a 'theme', like a Catachan liason that gives some bonus when in forests/cover, Elysian liason that lets units that can scout/infiltrate to deepstrike, etc.

Comissars- Increase squads that can include Comissars beyond just vanilla Platoon Squads. Some units seem made for these guys tagging along (Ogryns, for example). Give the option of taking a powerfist, but price it to make it balanced that a squad totes a hidden powerfist.

Priests- Do the same thing with Priests: Create a new kind of 'High Priest/Confessor/SpacePope' that functions like the one we have now, only with 2W and bit better stats along with a bubble ability (something like units within 6" reroll misses in CC) and if you take the HQ Priest then you can take a priest along with many other kinds of infantry squads who have their 'reroll missed hits on the charge'. Let them continue to take eviscerators.

These two changes make IG characters viable (if you want to invest the points) without having a squishy unit that can easily get singled out in CC.

Ogryns- Re-work their stats, allow them to take a Comissar as a squad upgrade. Make them a feasible assault unit.

Ratlings- As it is now they are the least expensive sniper unit in the game. What hampers them is being T2 and having low Ld. So give them T3 and Ld8, keep the cost the same.

Heavy Weapon Teams- To ease the transition of going from 2 models to one, simply give them Eternal Warrior. Now they essentially function as two models since it forces them to get hit at least twice no matter what.

Special Weapon Teams- Need Frag grenades. Move the 'Demolitions' doctrine from Vets to some upgrade with these guys- 6 guys with meltabombs+satchel charge would make a nice suicide unit.

Scout Sentinel- Increase front armor to 11. This lets them tie up non-powerfisted/meltabombed MEQs.

Vanquisher Leman Russ- Make it a bit more versatile, by allowing it to fire 2 shells: Vanquisher shells (same effect) and Conquerer shells (Heavy 1 Str 7 AP4 Small Blast) so you're not boned after you pop the sole vehicle the opponent had.

Knight Commander Pask- Give him some special rule that benefits the entire tank squadron, ie gives the LRBT tank squadron BS4.

Give vehicle squadrons the CHOICE of staying in coherency of an immobilized vehicle, or scuttling it to be able to move elsewhere. As it is vehicle squadrons have a big liability, and with vehicles that won't move the whole game (like artillery batteries) the immobilized=destryoed is just stupid.
   
Made in gb
Fireknife Shas'el





Leicester

Right, here's my tuppence on the Tau codex (fingers crossed for the new one later this year). I've generally tried to just take the existing codex and make it a more flexible force.

Battlesuit Armoury
Special issue items may now be taken multiple times, but only by HQ choices. I still wanted these items to be restricted, but give more
flexibility for building a tailored force.

Crisis Battlesuits - Replace 3 hardpoints with 2 weapons hard points and 2 support system hardpoints; it is no longer compulsory to
fill all slots I feel this offers slightly more flexibility on suit configuration without being over-powered.
Close combat attacks count as rending. I didn't want to go down the power weapons route, but I
think a bit of a close combat boost is needed, after all these are stonking great power-armour suits!

Stealth Suits - Add the Stealth USR Err… Stealth suits?!
Replace the inbuilt burst cannon with 1 weapon hard point for any battlesuit weapon. Again, greater flexibility.
Add built-in markerlight* These are supposed to be a behind-the-lines unit, it makes sense that they wouldn't attack themselves but
light up a target for the main Tau force (* Note new markelight stats, discussed later).

Broadside Suits - Add the Slow & Purposeful USR Allows the suits to be relentless but limits their movement to a reasonable level. 2 support system hard points. Close combat attacks count as rending.

Advanced stabilisation system - Dropped, no longer necessary as all the suits are relentless.

Airburst Fragmentation Projector - 24" range, Heavy 1 Ordnance (no other weapons may be fired in the same round) May now benefit from markerlights to increase BS to reduce scatter (still won't go above BS5). One of the few large blast weapons in the army and you have to get within charge range to use it?? However I think it stands to reason that if you're firing such a large blast you can't move or fire anything else.

Long-barrelled Burst Cannon *NEW ITEM* - 36" Str 5 AP 5 Heavy 3 As well as a vehicle weapon this will become an option
for Broadside units (see modified unit entry). Note the small suit and larger vehicle burst cannons are now separate weapons.

Command & Control Node - All Tau units (& Vepsid units with a Strain Leader) within 12" may use the owner's leadership value. Makes this item relevant again.

Cyclic Ion Blaster - 24" Range, Rending Replaced the confusing rules with a simple USR, gave it a range boost and kept it special issue.

Failsafe detonator - No longer special issue, but limited to one per force I didn't want to see a proliferation of suicide squads, but likewise I don't think you want to be blowing your HQ's up!

Heavy Fusion Blaster *NEW ITEM* - 24" Str 8 AP 1 Melta Another weapon option for Broadside suits and vehicles (see modified unit entries).

Iridium Armour - No longer special issue. This isn't an over-powered item, so I don’t think it needs to be limited access.

Positional Relay - Now just adds +1 to reserve rolls (10pts? Can't remember current price!). Simplifies the function of this item.

Marker Beacon *NEW(ish) ITEM* - Support System that allows re-roll of deep strike scatter within line of sight (10pts). This item is taken from the Pathfinders Devilfish and will now just be an upgrade option for all suits/vehicles.

Jamming Pod *NEW ITEM* - Support System that puts enemy reserve rolls at -1 (10pts). Unimaginative but necessary piece of suit/vehicle equipment.

Broadside Railgun - Additonal Submunition mode: 72" Str 6 AP 4 Blast to reflect similarity to Hammerhead weapon and provide more options for enaging horde armies.

Broadside Ion Cannon *NEW ITEM* - 60" Str 7 AP 3 Heavy 2 Again, reflects the similarity to the Hammerhead, but slightly less capable, and gives more options for heavy support.

Stealth Field Generator - Now a Support System (10pts), clarify that it doesn't actually use Nightfighting rules, therefore searchlights,
etc have no effect, unless nightfighting rules are actually in operation. (Shining a searchlight in the middle of a bright desert won't help anyone else target the stealth suit you've just spotted. However, in the middle of the night it might give them a clue…)

Stimulant Injector - No longer special issue Again, this isn't an overpowered item so doesn't need to be limited access.

Target Lock - Allows the owner to fire at a different target to the rest of their unit. No reference to target priority, happy now??!

Targetting Array - Now also included as a Hard-wired item on the wargear list, same points and rules. This will allow a bit more of a buff to team leaders, as they aren't generally much better than their ordinary comrades.

Markerlight *NEW(ish) ITEM* - 18" Str - AP - Assault 1 added as either a Battlesuit weapon or Support system (5 pts, only one per model). Normal marker lights are now intended for forward deployed scouting units (Pathfinders, stealth suits, etc) to designate for other units.

Networked Markerlight *NEW(ish) ITEM* - 36" Str - AP - Heavy 1 added as either a Battlesuit weapon or Support system (10 pts, only one per model). Networked markelights are now intended for longer range support of your own squad.

Vectored Retro-Thrusters - No longer special issue; all members of a unit must be equipped with the thrusters This isn't an over-powered item, so I don’t think it needs to be limited access.

Infantry Armoury
Note: unless a points value is given new items cannot be purchased; they will just be specified in the appropriate unit entry.

Hard-wired Targetting Array *NEW ITEM* - As Battlesuit Armoury This will allow a bit more of a buff to team leaders, as hey aren't generally much better than their ordinary comrades.

ALL drones now have the Fearless and Feel No Pain USRs. They're autonomous machines and they don't care!

Gun Drones - Now adopt unit type and any USRs (eg Drones attached to a Broadside team will be Slow & Purposeful). This just simplifies the selection of drones for a squad and their operation on the field.

Marker Drone - Cost dropped to 20pts. These were drastically over-priced IMHO.

Sniper Drone *NEW(ish) ITEM* - Added to Battlesuit/Infantry wargear lists (20pts). Gives more options for tailoring squads.

Command Link Drone *NEW ITEM* - WS 2 BS - S 3 T x W 1 I 4 A 1 LD x Sv x (20pts)
All Tau units (& Vepsid units with a Strain Leader) within 18" of the drone may use the owner's leadership value. Allows the good HQ's to help out the relatively low LD units.

Kroot Rifle - 18" Assault 2 Kroot are supposed to be close combat specialist IMHO, so let's give them a weapon that suits that.

Kroot Grenade *NEW ITEM* - Simple black powder bombs, count as assault grenades in all respects

Markerlight *NEW(ish) ITEM* - See above for new definition; where specified only, not available for purchase as infantry wargear.

Networked Markerlight *NEW(ish) ITEM* - See above for new definition; where specified only, not available for purchase as infantry wargear.

Photon Grenade - Now counts as an assault grenades as well as a defensive grenade. Why could they be used to disorient an enemy when they attack you, but not to disorient the enemy when you attack them??

Pulse Carbine - 15" Assault 2, Pinning This weapon needs more firepower IMHO but I didn't want it treading on the toes of the Pulse Rifle, hence the range drop.

Pulse Rifle - Rapid fire range now 15"/30" You can actually shoot without risk of being assaulted!!

Rail Rifle - Heavy 1, Sniper simplified rules that match the purpose of this weapon

Vespid Neutron Blaster - Same stats, Template weapon. Tell me you won't take them now…

Vehicle Armoury
Note: unless a points value is given new items cannot be purchased; they will just be specified in the appropriate unit entry

Decoy Launchers - Now allows re-roll of damage from all glancing hits. This was justed to limited too be useful before

Disruption Pod - Dropped (!) Now you've picked yourself up off the floor, I suggest replacing it with the items below which are more in keeping with equipment for the rest of the army

Stealth Field Generator *NEW ITEM* - As per Battlesuit item, roll 2d6 x 3 to see the vehicle (10pts)

Shield Generator - As per Battlesuit item, confers a 4+ invulnerable save to the vehicle (20pts)

Positional Relay *NEW(ish) ITEM* - Adds +1 to reserve rolls (10pts) Unimaginative but necessary piece of vehicle equipment

Marker Beacon *NEW ITEM* - Support System that allows re-roll of deep strike scatter within line of sight (10pts). This item is taken from the Pathfinders Devilfish and will now just be an upgrade option for all suits/vehicles.

Jamming Pod *NEW ITEM* - Support System that puts enemy reserve rolls at -1 (10pts). Unimaginative but necessary piece of suit/vehicle equipment

Flechette Dischargers - One shot, Str 4 AP - attack against all assaulting models, before they take their attacks (5pts). Simpifies this item

Gun Drones - Clarification of rules: Count as passengers travelling in an open topped vehicle (at no penalty to the vehicle for damage rolls etc). Once deployed all the drones from a vehicle or squadron of vehicles form a separate, unit following the
rules for a drone squadron, but they do not count towards kill points (Drone squadrons now have some additional limitations, refer to the unit entry, which mean that vehicle drones aren't particularly good once deployed). The drones are carried in a stabilised mounting on the vehicle, allowing them to fire so long as the vehicle would still be allowed to fire one weapon, even if the vehicle has moved faster than would normally allow passengers to fire

Hammerhead Railgun - Now ignores cover in both modes. I wanted this to be noticably different to the Broadside weapon. I considered heavy 2, but that would be too powerful IMHO. Ignoring cover is a useful upgrade and is supported by the fluff (Hammerhead rounds have been known to go straight through a Leman Russ and out the other side!)

Hammerhead Ion Cannon - No changes to stats Name changed to clarify item

Landing Gear - Now always works, providing the vehicle hasn't moved, simplifies operation

Multi-tracker - Rules changed; now allows the vehicle to fire as if it had moved at the next lowest speed category (eg. A fast vehicle moving flat out would still be able to fire one weapon). Makes this equipment effective for more of the Tau vehicles

Seeker Missiles - Rule wording simplified, "hits a markerlighted target on a 2+", rules used to talk about "as if BS5" which just isn't
necessary. Now equipped with a dual-mode warhead, keeps Krak mode as existing, but adds Frag mode: Str 4 AP 6 Blast.

Sensor Spines - Now just allow re-roll of dangerous terrain tests, simplifies operation

Targetting Array - Price changed to 10pts, keeps it consistent with the other armouries

Long-barrelled Burst Cannon *NEW ITEM* - 36" Str 5 AP 5 Heavy 3. Additional vehicle weapon option to improve flexibility

Heavy Fusion Blaster *NEW ITEM* - 24" Str 8 AP 1 Melta. Additional vehicle weapon option to improve flexibility

Broadside Railgun *NEW(ish) ITEM* - Railgun: 72" Str 10 AP 1, Submunitions: 72" Str 6 AP 4 Blast. Additional vehicle weapon option to improve flexibility

Tau Forces
The existing stats don't quite tie up from unit to unit. Battlesuits add S +1 T +2 W +1 (as existing)

Rank WS BS S T W I A LD
Shas'o 4 5 3 3 3 3 4 10
Shas'el 3 4 3 3 2 3 3 9
Shas'vre 3 4 3 3 1 3 2 8
Shas'ui 2 3 3 3 1 2 2 8
Shas'la 2 3 3 3 1 2 1 7

Crisis Commander - No longer 1+ Free choice of HQ? Yay!

Crisis Bodyguard - No access to special issue items

Ethereal - Honour guard now uses the Elite Fire Warrior unit*. Doesn't count as a choice under the Force Organisation Chart (* This is a new unit, see below) Wargear: shield generator, C&C Node. This gives the Ethereal some kind of save and a bigger buff to surrounding units. Inspiring Presence unchanged. Price of Failure modified as follows: If a unit fails the morale check caused by this rule they may not regroup, regardless of unit strength or if they are bonded. If passed the unit gains the Fearless and Preferred Enemy USRs plus the "Take them down!" rule. (Make this rule both better and worse!)
Take Them Down! - All Tau units (not auxiliaries or drones) may re-roll all shooting, including scatter on blast weapons. Represents the fluff of Tau pouring more fire onto the enemy.

Water Caste Envoy *NEW UNIT* - (40pts) WS 2 BS 3 S 3 T 3 W 1 I 4 LD 10 Sv 4+ Wargear: Pulse Pistol, C&C Node
No Fire Warriors may be taken (except honour guard) All auxiliaries count as troops. May take an honour guard as per Ethereal. I wanted to have a HQ that represents the Tau's heavy reliance on auxiliary forces.

Crisis Team - Suits modified as above. No "team-leader" option - Shas'vre only (Team-leaders seem a bit redundant, particularly after
the other modifications I've made)

Stealth Team - Suits modified as above. No "team-leader" option - Shas'vre only. Shas'vre may upgrade standard suit markerlight to a networked markerlight for 5pts

Elite Fire Warriors *NEW UNIT* - Shas'vre stats at 15pts/model +10 points to upgrade one member to Shas'el stats. All options as per normal Fire Warrior squad*. It just seems like a good idea to have an elite unit that isn't a battlesuit. (* Note: the Fire Warrior squad options have been modified, see below).

Fire Warriors - Photon grenades as standard (still 10pts/model) Making them a bit better rather than reducing cost. No "team-leader" option - Shas'ui only. Shas'ui may take a markerlight for 5pts or a networked markerlight for 10pts. 2 Fire Warriors (not the Shas'ui) may exchange their pulse rifles/carbines for Rail Rifles for 10pts (as per Pathfinders), this allows a bit of heavy fire power in the squad without making them Guardsmen.

Devilfish - Fast skimmer, Tank, with 2 gun drones, 1 long-barrelled burst cannon and 12 model transport capacity. Access to all options in the vehicle armoury but no weapon upgrades. Essentially I want to split the Devilfish into two variants a la Rhino/Razorback. One is purely for ferrying troops, the other is basically a light tank.

Warfish - Devilfish variant, skimmer, Tank, with 2 gun drones, 1 long-barrelled burst cannon and 8 model transport capacity. Access to all options in the vehicle armoury and weapon upgrades as follows:
Gun drones may be replaced with a smart missile system for 10pts or 2 independently firing long-barrelled burst cannons for 20pts (as per the existing Hammerhead)
The long-barrelled burst-cannon may be replaced with a Heavy Fusion Blaster for 20pts or a Broadside Railgun for 30pts

Kroot - Shapers are now 1+ for 17pts. All Kroot (not kroot hounds) have a 6+ armour save. The shaper allows kroot grenades to be taken at 1pt/kroot (not including hounds). Krootox are dropped as an option. Kroot gain the Move Through Cover USR. Shapers may take Tau armour for a 4+ save for 5pts

Gue'vesa - Human Auxiliaries 5-10 standard guardsmen 7pts/model. 0-1 Sergeant for 17pts. Sergeant may take pulse carbine/rifle for 5pts and Tau armour for a 4+ save for 3pts

Gun Drone Squadron - Dropped Replaced by Drone Squadron, see below.

Drone Squadron - Fast attack, 1+ Command Link Drone, 2+ Gun Drone, 0- 5 other drones, all as wargear descriptions (including cost). Automatons - When drones are deployed as an independent unit they rely on orders from the Tau commander to be relayed via the drone squadron's Command Link Drone. At the start of the turn the drone squadron must take a leadership test. This can be taken using the leadership value of any HQ with a Command Link Drone or Command and Control node, providing the squadron still has it's own Command Link Drone. If they pass they may act normally, if they fail the squadron reverts to autonomous Sentry Mode.
Sentry Mode - the drone squadron holds their position and will only attempt to shoot the nearest enemy unit within line of sight.
This gives more options to the drone squadrons but also prevents them from being over-powered (remember they are now Fearless and Feel No Pain!)

Pathfinders - Photon grenades as standard as per fire Warriors. No "team-leader" option - Shas'ui only. Shas'ui may upgrade standard markerlight to a networked markerlight for 5pts. Devilfish/Warfish transport now optional. Unit gains the Stealth and Move Through Cover USRs. Combined with shorter range Assault markerlights means they should be upfront, actually pathfinding!

Pirahnas - Now 40pts/model but with a squadron size of 1-3, 2 gun drones and 1 long-barrlled burst cannon as standard armament. Reduced cost, otherwise why would you take these when you can take a devilfish?
Gun drones may be replaced with a smart missile system for 10pts or 2 independently firing long-barrelled burst cannons for 20pts (as per Hammerhead). The long-barrelled burst-cannon may be replaced with a Heavy Fusion Blaster for 20pts or a Broadside Railgun for 30pts. More weapons options to make this a more flexible unit.

Vespid - Neutron blaster upgraded to template waepon, as above. Close combat attacks count as rending (Fluff states that they have diamond hard talons). Gain Hit & Run USR. All changes are to make them a more formidable close combat unit, that you might actually want to spend the points on!

Knarloc Riders *NEW UNIT* - Cavalry, 3-12 unit size, some (0-3?) may be upgraded with Kroot guns. I don't have the Imperial Armour rulebook for these, but it fits with the auxiliaries theme, gives an additional Fast Attack option and cavalry is fairly unusual so adds to the unique feel of a Tau force.

Broadside Team - Suits modified as above. No "team-leader" option - Shas'vre only. May replace the Twin-linked Railgun with either a Twinlinked Long-barrelled Burst Cannon, a Twin-linked Heavy Fusion Blaster or a Twin-linked Broadside Ion Cannon. May replace the Smart Missile System with either a Twin-linked Plasma Rifle or a Twin-linked Missile pod. These really needed a lot more options to provide a useful, flexible, heavy support choice.

Hammerhead - Main weapons unchanged, 2 gun drones as standard support weapon. Gun drones may be replaced with a smart missile system for 10pts or 2 independently firing long-barrelled burst cannons for 20pts (Standardised with other Tau vehicles). Access to all vehicle armoury options.

Skyray Missile Defence - 12 seeker missiles (6 on racks plus automatic reload of 6 from within the hull), the ammunition capacity was too small, limiting usefulness. Heavy Networked Markerlights 48" range, AA mount (ignores cover saves for turbo-boosting bikes/jet bikes and skimmers moving flat out). Again short range limited usefulness and the fluff describes this as an anti-aircraft weapon, much like the Hydra. 2 gun drones as standard support weapon
Gun drones may be replaced with a smart missile system for 10pts or 2 independently firing long-barrelled burst cannons for 20pts. Access to all vehicle armoury options, except additional seeker missiles are not allowed.

Special Characters
Remove the 1500pt force limit for all of them, why shouldn't they be used in a smaller game?!

Aun'va - Update the price of failure as per normal Ethereal, see above. Change the 4+ cover saves to 4+ invulnerable as too many weapons ignore over! Honour Guards have S 3 this appears to be a typo where they've copied the 3(5) from the toughness stat. Aun'va now allows Elite Fire Warriors to be taken as troop choices.

O'Shovah (Farsight) - Allows Crisis suits to be taken as troops. The current rules aren't clear "Crisis teams are1+ the same as Fire Warriors"??? Just call them troops! No auxiliaries allowed (This is an update to cover the new auxiliaries introduced)

O'Shaserra (Shadowsun) - Allows Stealth suits to be taken as troops

I eagerly await the total demolition of my ideas!

DS:80+S+GM+B+I+Pw40k08D+A++WD355R+T(M)DM+
 Zed wrote:
*All statements reflect my opinion at this moment. if some sort of pretty new model gets released (or if I change my mind at random) I reserve the right to jump on any bandwagon at will.
 
   
Made in ph
Guard Heavy Weapon Crewman




Well seriously, fricken assault grenades would be a welcome sight for Tyranids. They could evolve to overrun whole civilizations but can't evolve some kind of spore to overcome branches and what not. Also, they didn't have to nerf the stuff that we already have by hiking the points cost so high fielding it would mainly be for fluff. The flyrant and fexes were extremely overpriced.

Unrealistically, something that actually make Space Wolves players sweat and have to think when facing Tyranids for a change. Some kind of awesome psychic power or rule that kicks the crap out of rune priest spammers. Like:

"Stormcaller my foot" - the Hive mind realizes the annoyance of a few ICs having the power to destroy an entire army and uses its awesome mind to lay the smack down on these Phil-Kelly-teacher's pets. Any army that have the letters "ace Wolves" at the end of their name will test on a 3D6 when using psychic powers, ANY double will result to a "Perils of the Warp". And, referring to no specific characters, any model using the powers with the words "... of the world wolf" and "... Hurricane" will test on a 5D6. (Have any of you tested how fast a 30-strong Hormagaunt unit evaporates after being hit by 2 murderous hurricanes?). lol

   
Made in us
Tail-spinning Tomb Blade Pilot





I would like to fix some shenanigans with Chaos Daemons and deep striking.

The reason daemons dont take psyker tests is because they are masters of the warp. So by the same fluff why is their deep strike still so random? Shouldnt they have a bit more influence over where they land? Now im not suggesting, that daemon players can pick and choose where they deep strike with no scatter. But perhaps be able to purchase a re-roll ability of some sort?

I feel if there was some little adjustment to daemons deepstriking then daemons would be a perfectly competitive army.

Necrons 2000+
Space Wolves 2,000+  
   
Made in ph
Guard Heavy Weapon Crewman




mrwittwer wrote:I would like to fix some shenanigans with Chaos Daemons and deep striking.

The reason daemons dont take psyker tests is because they are masters of the warp. So by the same fluff why is their deep strike still so random? Shouldnt they have a bit more influence over where they land? Now im not suggesting, that daemon players can pick and choose where they deep strike with no scatter. But perhaps be able to purchase a re-roll ability of some sort?

I feel if there was some little adjustment to daemons deepstriking then daemons would be a perfectly competitive army.


I'd second that. After a few deepstrikes it gets tougher NOT to hit your own or your enemy's units.
   
Made in us
Member of the Malleus





San Francisco Bay, CA, Ancient Terra, Sol System

dpaul wrote:
mrwittwer wrote:I would like to fix some shenanigans with Chaos Daemons and deep striking.

The reason daemons dont take psyker tests is because they are masters of the warp. So by the same fluff why is their deep strike still so random? Shouldnt they have a bit more influence over where they land? Now im not suggesting, that daemon players can pick and choose where they deep strike with no scatter. But perhaps be able to purchase a re-roll ability of some sort?

I feel if there was some little adjustment to daemons deepstriking then daemons would be a perfectly competitive army.


I'd second that. After a few deepstrikes it gets tougher NOT to hit your own or your enemy's units.


It also tends to be difficult not to be shot to death after a bad scatter with the daemons, especially in a bloodletter-heavy army. People often tell me to get a better formation, but they generally don't realize how difficult that becomes when EVERY GODDAMN UNIT deepstrikes in.

Maybe for some extra points, assault the turn they arrive? It may need a large price tag, but it would certainly help out.


Automatically Appended Next Post:
I would also get rid of all of this space marine supplementary codex nonsense. GW needs to stop making SM (or SW's) and add some creativity to the other races. What about the Tau septs? What about the Eldar Craftworlds? Instead of adding more codexes, make the army codexes larger and more interesting.

This message was edited 1 time. Last update was at 2010/02/06 20:58:49


DQ:90-S++G+M----B--I+Pw40k+D+A++/cWD-R+++T(S)DM+
21-2-1 total.
Black Templars with GK allies WIP
Chaos Daemons: 2220 points, under construction.
:  
   
Made in us
Tail-spinning Tomb Blade Pilot





crazypsyko666 wrote:
dpaul wrote:
mrwittwer wrote:I would like to fix some shenanigans with Chaos Daemons and deep striking.

The reason daemons dont take psyker tests is because they are masters of the warp. So by the same fluff why is their deep strike still so random? Shouldnt they have a bit more influence over where they land? Now im not suggesting, that daemon players can pick and choose where they deep strike with no scatter. But perhaps be able to purchase a re-roll ability of some sort?

I feel if there was some little adjustment to daemons deepstriking then daemons would be a perfectly competitive army.


I'd second that. After a few deepstrikes it gets tougher NOT to hit your own or your enemy's units.


It also tends to be difficult not to be shot to death after a bad scatter with the daemons, especially in a bloodletter-heavy army. People often tell me to get a better formation, but they generally don't realize how difficult that becomes when EVERY GODDAMN UNIT deepstrikes in.

Maybe for some extra points, assault the turn they arrive? It may need a large price tag, but it would certainly help out.


It would help out, but it would need to be restricted to weaker units. A bloodthirster deepstriking turn 1 and in combat the same round just wouldnt be fair.

I really just want a re-roll for a bad scatter in some form. For example the game is really not a lot of fun when my 375 point unit of bloodcrushers and skulltaker mounted mishaps and dies. The natural argument is icons, however that doesnt help turn 1. I want for say 25 points i can upgrade a unit to re-roll their scatter. This way expensive or key units dont die before hitting the table.

Necrons 2000+
Space Wolves 2,000+  
   
Made in us
Member of the Malleus





San Francisco Bay, CA, Ancient Terra, Sol System

mrwittwer wrote:
crazypsyko666 wrote:
dpaul wrote:
mrwittwer wrote:I would like to fix some shenanigans with Chaos Daemons and deep striking.

The reason daemons dont take psyker tests is because they are masters of the warp. So by the same fluff why is their deep strike still so random? Shouldnt they have a bit more influence over where they land? Now im not suggesting, that daemon players can pick and choose where they deep strike with no scatter. But perhaps be able to purchase a re-roll ability of some sort?

I feel if there was some little adjustment to daemons deepstriking then daemons would be a perfectly competitive army.


I'd second that. After a few deepstrikes it gets tougher NOT to hit your own or your enemy's units.


It also tends to be difficult not to be shot to death after a bad scatter with the daemons, especially in a bloodletter-heavy army. People often tell me to get a better formation, but they generally don't realize how difficult that becomes when EVERY GODDAMN UNIT deepstrikes in.

Maybe for some extra points, assault the turn they arrive? It may need a large price tag, but it would certainly help out.


It would help out, but it would need to be restricted to weaker units. A bloodthirster deepstriking turn 1 and in combat the same round just wouldnt be fair.
Well, that's exactly what I was thinking.

Give it to the weak and fragile with a +20-30 point price tag and you've got a useable ability that's not game-breaking and can do some damn good damage. Besides, a bloodthirster's fast enough to get wherever it needs to go whenever it needs to get there.

DQ:90-S++G+M----B--I+Pw40k+D+A++/cWD-R+++T(S)DM+
21-2-1 total.
Black Templars with GK allies WIP
Chaos Daemons: 2220 points, under construction.
:  
   
Made in us
Smokin' Skorcha Driver




Up in your base, killin' all your doods.

Out of interest, do the Warp Spiders have a Pheonix Lord? If so they should add him.

Deathskulls

Logan Grimnar's Great Company






 
   
 
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