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Made in us
Decrepit Dakkanaut




 vict0988 wrote:
In urban design there is a concept that involves building paths where people naturally walk, so instead of putting down a path that looks like an T you wait a bit and look at where people naturally walk through the grass and discover that people naturally walk like a Y to get to their destinations quicker, then you lay the path where people naturally walk. When the majority of 40k players continue to call Reinforcements Deep Strike, the rules should use those terms as well.

One of the reasons not to have USRs is because it can be a little on the nose and the names of the rules lets the writers sneak in some fluffy writing. Since the 40k rules writers are a bunch of fluff bunnies I imagine they couldn't help themselves. Here is a list of what USRs could have been.

Objective Secured
Deep Strike (more than x")
Hard to Hit (-x)
Hard to Hit (-x Melee)
Hard to Hit (-x Ranged)
Invulnerable Save (x+)
Advance Fast (x")
Feel No Pain (x+)
Fearless
Sniper
Bonus MW (x+ to wound)
Increased Damage (x+ to wound x Damage)
Increased AP (x+ to wound x AP)
Bonus Hits (x bonus hits x+ to hit)
Bonus Attacks (+x)
Multiply Attacks (*x)
Explodes (x+ x" x MWs)
Fly
Bomb (x times per game up to x rolls x+)

Heavy Weapons, Special Weapons, etc. lists also aren't really necessary IMO, they belong on the unit page, as does pts costs for units and wargear, preferably they would also be at the end of the codex because now I've gotten too used to looking at the end of the codex when I'm not using a program to do the work for me. But having to add costs together to figure out how much a model costs is kind of silly.

IMO 8th is still way better in terms of layout and design than the previous edition, don't forget they used to put 8 pages of modelling showcase sandwiched between special rules of the units and the pts costs of the units and the rules for weapons were nowhere near the datasheet of the unit and a crapload of art and showcases where sprinkled throughout the rules.

I appreciate the art and fluff GW produces a lot, just tucked away somewhere I can appreciate it when I have time and not in the middle of the rules where it annoys me rather than inspires me.

I have created a set of Stratagems that are meant to replace the Stratagems of the codices with a shared set, you are meant to pick 5 while creating your army and that's all you get access to. https://1d4chan.org/wiki/The_Angrier_Initiative

With WL traits I think having a big shared set could work, but it would obviously change things up with giving good WL trait options to every faction, rather than half.

Command
Spoiler:
1 Inspiring Presence
Friendly units within 6" of your Warlord automatically pass morale tests. In addition, increase the range of all aura abilities, except those that can cause damage, on your Warlord's datasheet by 3".

2 Intimidating Presence
Subtract 1 from the Leadership of enemy units within 6" of your Warlord. In addition, each time your opponent uses a Stratagem roll a D6 if you haven't already regained any CP this turn, on a roll of 5+ you gain 1 CP.

3 The Dust of a Thousand Worlds
Add 2" to the Movement characteristic of friendly units within 6" of your Warlord at the start of the Movement phase until the end of the Movement phase.

4 Master of the Vanguard
Friendly units within 6" of your Warlord add 2" to their Charge rolls.

5 Target Priority
Once per turn at the beginning of your Shooting phase the Warlord can nominate a friendly unit within 6", until the end of the phase that unit ignores all penalties to its hit rolls.

6 Coordinated Assault
Once per turn after successfully completing a charge you may use the charge roll for the next unit you declare a charge with instead of rolling normally.


Personal
Spoiler:
1 Master of Defence
Your Warlord always fights first in the fight phase. If an enemy unit has charged or also has this ability to alternate going back and forth with units that have this ability. In addition, if your Warlord is within range of an objective marker (as specified in the mission) you control that objective marker even if there are more enemy models within range of it. If an enemy unit within range of the same objective marker has a similar ability then the objective marker is controlled by the player who has the most models within range of it as normal.

2 Master of Offence
Each time you make an unmodified hit roll of 6 with a melee weapon for a friendly unit within 6" of your Warlord you can immediately make an additional hit roll with the same weapon against the same target.

3 Master of Manoeuvre
Instead of deploying normally your Warlord and up to one other unit may Outflank. At the end of any of your Movement phases, your Warlord and the other unit may arrive anywhere on the table more than 9" from enemy units, within 6" of each other and entirely within 6" of a board edge.

4 Legendary Fighter
Add 1 to your Warlord's Attacks characteristic. In addition, your Warlord can make a Heroic Intervention when enemy units are within 6" rather than 3" and can move up to 6" when making a Heroic Intervention.

5 Tenacity
Add 1 to your Warlord's Wounds characteristic. In addition, roll a D6 each time your Warlord would lose a wound, on a roll of 6+ the wound is not lost.

6 Immovable Object
Add 1 to the Warlord's Toughness characteristic. During your opponent's psychic phase your Warlord may attempt to deny one psychic power as if your Warlord was a psyker or attempt to deny one additional power if your Warlord is already a psyker.


Strategic
Spoiler:
1 Conqueror of Cities
Friendly units within 6" of your Warlord ignore the benefits of cover when making a shooting attack.

2 Night Attacker
Each time an opponent uses a Stratagem in their first turn roll a D6, on a roll of 4+ your opponent loses 1 CP.

3 Master of Ambush
Before the first turn starts you may redeploy your Warlord anywhere within your deployment zone. In addition, each time you roll an unmodified saving throw of 6 for this Warlord in the Fight phase, the enemy unit that made the attack suffers a mortal wound after it has resolved all of its attacks.

4 Strategic Genius
Each time you use a Stratagem roll a D6 for each CP spent to use the Stratagem if you haven't already regained any CP this turn, you gain 1 CP if you rolled at least one 5+.

5 Divide to Conquer
Increase the Damage characteristic of weapons used by this Warlord by 1.

6 Princeps of Deceit
Subtract 2" from charge rolls made against friendly units within 6" of your Warlord. In addition, subtract 1 from hit rolls that target your Warlord in the Shooting phase.


Friendly units is subfaction specific to discourage soup, or it could be faction ambivalent if you use my Stratagem rules since those don't encourage soup as much as the current Stratagem system does.

Adeptus Custodes
Spoiler:
Trajann Valoris has Inspiring Presence


Adeptus Mechanicus
Spoiler:
Belisarius Cawl has Inspiring Presence


Astra Militarum
Spoiler:
Commissar Yarrick has Inspiring Presence

Lord Castellan Creed has Strategic Genius

Knight Commander Pask has Divide to Conquer

Colonel Iron Hand Straten has Legendary Fighter

Colour Sergeant Kell has Immovable Object

Nork Deddog has Tenacity

Sergeant Harker has Target Priority


Blood Angels
Spoiler:
Astorath has Immovable Object

Brother Corbulo has Tenacity

Captain Tycho/Tycho the Lost has Legendary Fighter

Chief Librarian Mephiston has Master of Deffence

Commander Dante has Inspiring Presence

Gabriel Seth has Legendary Fighter

Lemartes has Immovable Object

The Sanguinor has Inspiring Presence


Chaos Daemons
Spoiler:
Skarbrand has Master of Offence

Skulltaker has Divide and Conquer

Karanak has Intimidating Presence

Kairos Fateweaver has Immovable Object

The Changeling has Princeps of Deceit

The Blue Scribes has Target Priority

Rotigus has Master of Defence

Horticulous Slimux has Coordinated Assault

Epidemius has Master of Offence

The Masque of Slaanesh has Legendary Fighter


Chaos Space Marines
Spoiler:
Abbadon the Despoiler has Master of Offence

Fabius Bile has Intimidating Presence

Haarken Worldclaimer has Intimidating Presence

Huron Blackheart has Tenacity

Khârn the Betrayer has Legendary Fighter

Lucius the Eternal has Tenacity


Craftworlds
Spoiler:
Eldrad Ulthran has Strategic Genius

Prince Yriel has Immovable Object

Illic Nightspear has Divide and Conquer


Dark Angels
Spoiler:
Azrael has Strategic Genius

Belial has Divide to Conquer

Sammael has Master of Manouvre

Ezekiel has Inspiring Presence

Asmodai has Master of Offence


Dark Eldar
Spoiler:
Drazhar has Legendary Fighter

Lelith Hesperax has Master of Ambush

Urien Rakart has Strategic Genius


Death Guard
Spoiler:
Mortarion has Master of Offence

Typhus has Master of Defence


Deathwatch
Spoiler:
Watch Captain Artemis has Tactical Genius


Rogue Trader
Spoiler:
Elucia Vhane has Tactical Genius


Gellarpox Infected
Spoiler:
Vulgrar Thrice-Cursed has Intimidating Presence


Grey Knights
Spoiler:
Lord Kaldor Draigo has Divide to Conquer

Grand Master Voldus has Target Priority

Castellan Crowe has Legendary Figther

Brother Captain Stern has Inspiring Presence


Imperial Knights
Spoiler:
Canis Rex has Inspiring Presence


Necrons
Spoiler:
Imotekh the Stormlord has Intimidating Presence

Nemesor Zahndrekh has Strategic Genius

Vargard Obyron has Immovable Object

Illuminor Szeras has Inspiring Presence

Orikan the Diviner has Night Attacker

Anrakyr the Traveller has The Dust of a Thousand Worlds

Trazyn the Infinite has Master of Defence


Orks
Spoiler:
Ghazghkull Thraka has Legendary Fighter

Boss Snikrot has Princeps of Deceit

Boss Zagstruk has Master of the Vanguard

Kaptin Badrukk has Strategic Genius

Mad Dok Grotsnik has Princeps of Deceit


Space Marines
Spoiler:
Roboute Guilliman has Strategic Genius

Marneus Calgar has Strategic Genius

Chief Librarian Tigurius has Strategic Genius

Chaplain Cassius has Immovable Object

Captain Sicarius has Legendary Fighter

Sergeant Tellion has Target Priority

Sergeant Chronus has Tenacity

Kor’sarro Khan has The Dust of a Thousand Worlds

Vulkan He’stan has Inspiring Presence

Kayvaan Shrike has Master of the Vanguard

Captain Lysander has Master of the Vanguard

Pedro Kantor has Master of Offence

High Marshal Helbrech has The Dust of a Thousand Worlds

Chaplain Grimaldus has Tenacity

The Emperor's Champion has Legendary Fighter


Space Wolves
Spoiler:
Arjac Rockfist has Tenacity

Bjorn the Fell-Handed has Inspiring Presence

Canis Wolfborn has Master of Offence

Harald Deathwolf has Master of Offence

Krom Dragongaze has Master of Defence

Logan Grimnar has Inspiring Presence

Njall Stormcaller has Inspiring Presence

Ragnar Blackmane has Master of Offence

Ulrik the Slayer has Divide and Conquer


Tau Empire
Spoiler:
Commander Shadowsun has Princeps of Deceit

Commander Farsight has Target Priority

Aun'va has Inspiring Presence

Aun'shi has Master of Offence

Darkstrider has Princeps of Deceit

Longstrike has Divide and Conquer


Thousand Sons
Spoiler:
Magnus has Immovable Object

Ahriman has Tenacity


Tyranids
Spoiler:
The Swarmlord has Strategic Genius

Old One Eye has Tenacity

Deathleaper has Divide and Conquer

The Red Terror has Master of Defence

I'm actually a huge fan of how you handled the Warlord traits. As is, the 6 in the codex + 1 for each army is a bunch of bloat and leads to tons of garbage Traits that won't get use and don't deserve use.

Granted some of these listed could be balanced better but it's easier to work from a core 18 Warlord traits than whatever is going on.

CaptainStabby wrote:
If Tyberos falls and needs to catch himself it's because the ground needed killing.

 jy2 wrote:
BTW, I can't wait to run Double-D-thirsters! Man, just thinking about it gets me Khorney.

 vipoid wrote:
Indeed - what sort of bastard would want to use their codex?

 MarsNZ wrote:
ITT: SoB players upset that they're receiving the same condescending treatment that they've doled out in every CSM thread ever.
 
   
Made in ca
Librarian with Freaky Familiar






GW has a short term memory, they dont remember what they wrote 2 pages ago.

To many unpainted models to count. 
   
 
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