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Gwar! wrote:Look at the 5th edition Codexes. IIRC, other than Nids (who are a Speshul Case and have a Speshul rule), all units seem to be given some form of CCW, useful or not.
For example, an Imperial Guardman now has a CCW and a Lasgun, with no Options for a 2nd CCW to make the 1st one useful (the Sarge doesn't have a Lasgun and can't have one either!)
This hints to me that perhaps in 6th they are gonna make a distinction? Make it so walkers with no CCW left are lame ducks perhaps?
Or it might just be Robin Cruddace being an utter Plonker.
My money is on the 2nd tbfh.
I think they're just trying to add thematic detail, without cluttering
up actual gameplay. Does it matter that the Guardsman has a knife?
No, since he can't take another CCW, and can't lose that knife. It
just explains his base attacks and adds some themery (Guard have
Knives, Marines have Pistols, etc), without slowing down or
complicating the game. Adding rules for losing those CCWs or
something like that aren't well suited for a game the size of 40k,
that's way too detailed. Basic variations besides that are best
handled just through the base stats, so I assume it's basically just
fluff.
There is actually a SINGLE rule that a piece of equipment of a unit gets "stolen" permanently by another unit
Kudos to those who know this
Spoiler:
The rule is outdated for some editions, yet it is still there:
The "Necrodermis" of both C'tan absorb the C'tan Phaseblade of the imperial Callidus Assasin, if it attacks one of them, disarming the attacker (R.a.W.)
This led to the old question if models with special weapons HAD to use them if in Combat....
Waiting for my shill money from Spiral Arm Studios
all that means is that her CC attacks no longer ignore Saves.
she still has the poisoned blades.
Self-proclaimed evil Cat-person. Dues Ex Felines
Cato Sicarius, after force feeding Captain Ventris a copy of the Codex Astartes for having the audacity to play Deathwatch, chokes to death on his own D-baggery after finding Calgar assembling his new Eldar army.