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Made in us
Nasty Nob on Warbike with Klaw





Buzzard's Knob

I thought this up when I was getting together suggestions for a thread I started on House Rules. It would make the boring Blood Angels 5th edition mini-dex a bit more interesting in my estimation. I've always had it in the back of my mind to start a Blood Angels force, but never got around to it. Now I'm getting fired up!

Okay, here it goes. If the unit just moves its base 6" move, they are assumed to have controlled their blood rage. However, if they wish to run, there is a chance they might lose control and become screaming, fanged lunatics, at least for a moment. The unit rolls 2D6 for their run movement instead of 1D6 as usual, and must use all of the movement even if it means they end up in difficult or dangerous terrain. However, they may move around patches of difficult terrain if there is a clear path. If they do end up in difficult terrain, they must take a pinning test, because in their frenzy they get bogged down. If they end up in dangerous terrain, they re-roll successful armor saves for the same reason. If they end up with any models in base contact with friendly models, both units must take a pinning test. If they end up with any models in base contact with any enemies, they count as having assaulted them even if no assaults were declared. This only affects models on foot, with jump packs, bikers and dreadnoughts. Vehicles and troops in transports of any sort are unaffected.

I don't know if any points cost modifications would be required or not, since there are quite a lot of drawbacks. Please reply with any feedback, insults or suggestions.

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Made in us
Dakka Veteran






I don't know, I've been pretty pleased with the function of the Blood Angels so far; I don't think they really need that much fixing honestly.

It's an interesting idea, though I think it would apply more to the Flesh Tearers, they've got it worse than the blood angels.

This message was edited 1 time. Last update was at 2009/06/30 09:13:31


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Made in us
Decrepit Dakkanaut






SoCal, USA!

First off, I'm OK with the BA book as it currently sits. IMO, that's too strong always getting the 2d6 run move.

How about this:
If a BA unit rolls a "6" when Running, it gains the following USRs until the end of turn: "Rage", Fleet" and "Furious Charge".

   
Made in us
Nasty Nob on Warbike with Klaw





Buzzard's Knob

RxGhost wrote:I don't know, I've been pretty pleased with the function of the Blood Angels so far; I don't think they really need that much fixing honestly.

It's an interesting idea, though I think it would apply more to the Flesh Tearers, they've got it worse than the blood angels.


Yeah, I just thought they needed something to link up with the fluff about their constantly fighting the red thirst and the black rage. I didn't realize that the Flesh Tearers were worse off. Perhaps it would be fine just for them.

JohnHwangDD wrote:First off, I'm OK with the BA book as it currently sits. IMO, that's too strong always getting the 2d6 run move.


That's why I put in so many drawbacks, to represent the consequences of letting their aggression out.

How about this:
If a BA unit rolls a "6" when Running, it gains the following USRs until the end of turn: "Rage", Fleet" and "Furious Charge".


That would make them too strong in close combat. It would also minimize the loss of control. Perhaps if instead of moving 6" AND rolling 2D6, the 2D6 roll would be their entire move, and they would only count as being out of control of they rolled 7" or more of movement. Perhaps the additional USR's could be added to the Death Company, because they've completely lost control.

This message was edited 1 time. Last update was at 2009/06/30 10:38:54


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Made in us
Decrepit Dakkanaut






SoCal, USA!

How so?

They're already committed to Running for the turn, and you only get the effect 1/6 of the time. When you do, you're forced to Rage, so you can't run away or hide. But if you want to tone it down a notch, you simply don't grant Furious.

DC would still have Rending, along with FNP.

   
Made in us
Nasty Nob on Warbike with Klaw





Buzzard's Knob

JohnHwangDD wrote:How so?

They're already committed to Running for the turn, and you only get the effect 1/6 of the time. When you do, you're forced to Rage, so you can't run away or hide. But if you want to tone it down a notch, you simply don't grant Furious.

DC would still have Rending, along with FNP.


I see what you mean. Either way, it would make them unpredictable, thus difficult for enemies to plan for. It just irritates me that the Ultramarines seem to have been the focus of the goodness in the new Space Marines codex, thus rendering the other distinctive chapters' rules obsolete.

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Made in us
Decrepit Dakkanaut






SoCal, USA!

Huh?

I'm not going to be fielding TH&SS Termie SC combo or Sternguard combo, so Ultras are boring and practically unplayable as far as I'm concerned.

   
Made in us
Nasty Nob on Warbike with Klaw





Buzzard's Knob

So what is your preferred space marines army?

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Wicked Warp Spider





South Carolina

warpcrafter wrote:

I see what you mean. Either way, it would make them unpredictable, thus difficult for enemies to plan for. It just irritates me that the Ultramarines seem to have been the focus of the goodness in the new Space Marines codex, thus rendering the other distinctive chapters' rules obsolete.


Why would you want them to be that unpredicatble though? Besides unless your running mech BA why are they only moving 6 and not jumping 12?

I do think that when they get a real codex (I have the online one but its not the same) they will hopefully get something unique, perhaps an army wide USR, besides just having assult troops as core, furioso dreads, death company and baal preads.

Final note, shouldn't this be in the Proposed Rules Forum?

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Made in us
Trigger-Happy Baal Predator Pilot






Well as a BA player I am content with the codex. It needs very little updating imo. However a USR would be a nice add on to the army.

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