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![[Post New]](/s/i/i.gif) 2026/02/12 21:38:24
Subject: Character Creation coming in The Maelstrom.
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Gore-Drenched Khorne Chaos Lord
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LunarSol wrote: vipoid wrote:Tyel wrote:I think "with your opponents permission" is a good way to say this is more about customisation than hard crunch balancing. if you want to make a monster and upset people to the point they won't play, that's on you. They aren't going to chuck out multiple balance patches to "fix" any problems that come up.
The trouble with this is that you end up with the 'Forgeworld Problem', where people will just say no outright because they've heard it contains some broken builds, even if you had no intention of using such (or even no ability to use such).
I think this is the primary reason why I'm a big fan of cosmetic customization over custom rules. Ultimately no matter how hard you try, you're not going to make a system that rewards "making a good character" in a conflict based system. I just think supplying the tools for cosmetic customization leads to people actually making what the character they want when they don't have to decide how much power they're willing to sacrifice to get there.
We've gone through that and hit that point now in most extremes, what with "accursed weapons" and whatnot. It was and is received as having stolen options though.
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![[Post New]](/s/i/i.gif) 2026/02/12 22:17:23
Subject: Character Creation coming in The Maelstrom.
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Ancient Ultramarine Venerable Dreadnought
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Nevelon wrote:Do we know if this is going to be added to the web, like datasheets ans detachments, or be book-only rules?
Hopefully this is a test to see if will be included in codexes. But at this point, that ship has probably sailed. I suspect the first 11th books are already locked and at the printer.
AoS has their Anvil of Apotheosis stuff to make custom heroes for Path to Glory, their crusade equivalent. It would not be out of the realm of possibility to get that level of build-a-hero for 40k.
I don't think we KNOW much of anything at this point but this sounds like the hook for the new Campaign - meaning it's this campaign's version of the Specialist Dets and new datasheets from Vigilus. I imagine its going to be like Psychic Awakenings. Automatically Appended Next Post: Dysartes wrote:Except, by the letter of the rules, Legend units do not need opponent's permission.
Tournaments might be another matter entirely, but they're perfectly find in standard Matched Play.
It goes both ways: Everything technically needs your opponent's permission as anyone can refuse any game. What people are picking up on is the "strength" behind the support given by GW. Which is not much.
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This message was edited 1 time. Last update was at 2026/02/12 22:21:37
My WHFB armies were Bretonians and Tomb Kings. |
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![[Post New]](/s/i/i.gif) 2026/02/12 22:25:30
Subject: Character Creation coming in The Maelstrom.
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Fixture of Dakka
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Just saw some of the leaks for eldar/dark eldar customization. I'm very whelmed. Being able to make a character who hangs out with rangers or runs around lone op is cool, as is the wraith option, but it mostly feels like they just reinvented the autarch/farseer. The Abilities section feels like it should have been filled to the brim with cool options. What's there is neat, but I don't rally feel inspired, you know?
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ATTENTION. Psychic tests are unfluffy. Your longing for AV is understandable but misguided. Your chapter doesn't need a separate codex. Doctrines should go away. Being a "troop" means nothing. This has been a cranky service announcement. You may now resume your regularly scheduled arguing.
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![[Post New]](/s/i/i.gif) 2026/02/12 22:38:46
Subject: Character Creation coming in The Maelstrom.
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Longtime Dakkanaut
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Dudeface wrote: LunarSol wrote: vipoid wrote:Tyel wrote:I think "with your opponents permission" is a good way to say this is more about customisation than hard crunch balancing. if you want to make a monster and upset people to the point they won't play, that's on you. They aren't going to chuck out multiple balance patches to "fix" any problems that come up.
The trouble with this is that you end up with the 'Forgeworld Problem', where people will just say no outright because they've heard it contains some broken builds, even if you had no intention of using such (or even no ability to use such).
I think this is the primary reason why I'm a big fan of cosmetic customization over custom rules. Ultimately no matter how hard you try, you're not going to make a system that rewards "making a good character" in a conflict based system. I just think supplying the tools for cosmetic customization leads to people actually making what the character they want when they don't have to decide how much power they're willing to sacrifice to get there.
We've gone through that and hit that point now in most extremes, what with "accursed weapons" and whatnot. It was and is received as having stolen options though.
I think it's possible though, you just have to have some options to choose from that themselves can be represented by a range of cosmetics.
Using bland language for illustrative purposes only:
Heavy melee weapon
Light Melee weapon
Medium melee weapon
Each of which can be multiple cosmetics and they are balanced against one another statwise. This is basically what 3rd/4th ed did, before the 5th ed bloat. There were really only 2 aspects of 3rd i never liked, AP and movement. I felt they hit a pretty good sweet spot of weapon variety vs constraint and practicality.
Collapsing them into a singe profile is bad, having a dozen options that have a hierarchy of value and result in few actually chosen is bad, but having a set of useful alternatives that reflect that dozen in 3 or 4 is ok.
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![[Post New]](/s/i/i.gif) 2026/02/12 22:39:11
Subject: Character Creation coming in The Maelstrom.
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Ancient Ultramarine Venerable Dreadnought
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LunarSol wrote: vipoid wrote:Tyel wrote:I think "with your opponents permission" is a good way to say this is more about customisation than hard crunch balancing. if you want to make a monster and upset people to the point they won't play, that's on you. They aren't going to chuck out multiple balance patches to "fix" any problems that come up.
The trouble with this is that you end up with the 'Forgeworld Problem', where people will just say no outright because they've heard it contains some broken builds, even if you had no intention of using such (or even no ability to use such).
I think this is the primary reason why I'm a big fan of cosmetic customization over custom rules. Ultimately no matter how hard you try, you're not going to make a system that rewards "making a good character" in a conflict based system. I just think supplying the tools for cosmetic customization leads to people actually making what the character they want when they don't have to decide how much power they're willing to sacrifice to get there.
The problem with that is similar to the 'Forgeworld Problem' you described earlier. You could make an exact copy of any of the bespokes, just making cosmetic changes and they would resist - especially if they can't make the connection to the original character you copied because the cosmetic changes were too effective.
Lets make a captain with Artificier Armor, and an amazingly sharp and heavily weighted Relic Blade. Lets give it, oh I don't know 5A, S10 AP-2 and D3. And lets pair it with an acid sprayer pistol Range 12", D6+3A S4 -1 D1 Torrent, Ignores Cover, Pistol. Models in the unit Captain Harvey Dent leads get to reroll the wound roll in melee. And opposing models in engagement range have half their OC. And you make a super cool coversion using the relic blade from the old Assault Marine squad, and some painstakingly coverted Power armor bits and the sweetest lift and drop of a plaguespewer guantlet for the acid splasher. People - especially the ones who don't recognized Adrax's rules - are not going to go for it. Many the ones who DO recognize Adrax are still going to resist becasue Thunderhammers are different than Relic Blades and even a bespoke Relic Blade shouldn't be equivalent to a Thunderhammer. Even if you do explain its weighted in a such a way as to slow it down but make the hit that much harder. The first ones are worried about DIY MARY SUE. The second ones are stuck on WYSIWYG.
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My WHFB armies were Bretonians and Tomb Kings. |
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![[Post New]](/s/i/i.gif) 2026/02/12 23:31:21
Subject: Re:Character Creation coming in The Maelstrom.
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Mekboy Hammerin' Somethin'
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Cool to see this is a thing. Anything to move away from the cookie cutter garbage.
That said.
I don't think we'll see the death of No Model, No Rules in our lifetimes. However, I wouldn't be surprised if we see the death of fixed generic character loadouts.
That's probably the NMNR bit that tweaks people the most; that terminators cannot have an axe, or jump pack characters a mace. That and it is going to become mandatory as the range continues its forever growth. SM have as many HQ options as the rest of the codex don't they, between the 30+ lieutenant options?
Also this still wouldn't fall afoul of NMNR. All they'd have to do is release another "Leader" kit like they did way back when. One body, a couple of torso armor options, and a variety of hands. Then they could remove a huge amount of the codex entry boat (especially from marines), while winning favor with many of the other armies (Archons having basically no options is criminal), and still over-charging massively for one dude.
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![[Post New]](/s/i/i.gif) 2026/02/12 23:33:24
Subject: Character Creation coming in The Maelstrom.
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Killer Klaivex
The dark behind the eyes.
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Wyldhunt wrote:Just saw some of the leaks for eldar/dark eldar customization. I'm very whelmed.
Do you happen to have a link?
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blood reaper wrote:I will respect human rights and trans people but I will never under any circumstances use the phrase 'folks' or 'ya'll'. I would rather be killed by firing squad.
the_scotsman wrote:Yeah, when i read the small novel that is the Death Guard unit options and think about resolving the attacks from a melee-oriented min size death guard squad, the thing that springs to mind is "Accessible!"
Argive wrote:GW seems to have a crystal ball and just pulls hairbrained ideas out of their backside for the most part.
Andilus Greatsword wrote:
"Prepare to open fire at that towering Wraithknight!"
"ARE YOU DAFT MAN!?! YOU MIGHT HIT THE MEN WHO COME UP TO ITS ANKLES!!!"
Akiasura wrote:I hate to sound like a serial killer, but I'll be reaching for my friend occam's razor yet again.
insaniak wrote:
You're not. If you're worried about your opponent using 'fake' rules, you're having fun the wrong way. This hobby isn't about rules. It's about buying Citadel miniatures.
Please report to your nearest GW store for attitude readjustment. Take your wallet. |
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![[Post New]](/s/i/i.gif) 2026/02/12 23:34:50
Subject: Character Creation coming in The Maelstrom.
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Ancient Ultramarine Venerable Dreadnought
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Wyldhunt wrote:Just saw some of the leaks for eldar/dark eldar customization. I'm very whelmed. Being able to make a character who hangs out with rangers or runs around lone op is cool, as is the wraith option, but it mostly feels like they just reinvented the autarch/farseer. The Abilities section feels like it should have been filled to the brim with cool options. What's there is neat, but I don't rally feel inspired, you know?
Its not just the Aeldari.
They've ( GW) released two articles with sample datasheets - sometimes the same one(s) - but we've seen several now.
https://www.warhammer-community.com/en-gb/articles/zivixehm/bring-your-own-warlords-to-life-with-custom-character-rules-in-the-maelstrom-crucible-of-champions/
and
https://www.warhammer-community.com/en-gb/articles/hjiieqr9/the-warhammer-community-team-put-the-maelstroms-custom-character-rules-to-the-test/
The Ork Mek Boss is a great concept. Not much for delivery. Its a Part Big Mek in Mega Armor, Part Big Mek, and Part some new Datasheet called a Hordeboss. His statline is "weaker". He's only got one bespoke - instead of the 2-3 you would expect - probably originating from the as yet unseen Hordeboss baseline datasheet. The gun is generic standard. The melee weapon is not available, but also not Super Master Crafted (which would have taken up one of the "Bespoke" slots - just swapped for faster but less killy - think Relic Blade instead of Power Fist. He's probably a few points undercosted because he's barely more than the Mek, with the Big Mek Unit-Wide partial invuln. It doesn't really deliver the Weirdboy or Big Mek version of Ghaz like it should. It probably won't even deliver Boss Gulgortz.
The Chaos Sorcerous Champion also doesn't really deliver. I think he's being passed off as a Cultist Sorcerer, and (if I'm deconstructing correctly) based on a Sorcererous Chamption (which must be some slightly bit different than the Chaos Sorcerer datasheet but how, who knows?) And this Sorcererous Champion is probably a Legionary character not a Cultist Character. So we've got a cultist with T4 LD6+ and a 3+ armor save for unexplained reasons. They could fluff it as gifts of the dark gods, but they didn't. And the character leads LEGION squads, not cultist squads even though the Legionaries look down on (almost) everyone who isn't from the LEGION. So they end up with a fairly decent custom character who doesn't have fluff matching the datasheet. And without the original datasheet and the steps they took to get there all I really can infer is they still don't understand the bigger problem is not having more Cultist datasheets instead of not being able to customize them. They didn't use the Cultist Firebrand datasheet as a base - either because it wasn't allowed or it didn't get them where they were going and its the ONLY cultist character datasheet. I suppose technicaly there's a Traitor Enforcer unit, but that's even further off the end result than the Sorcerous Champion.
Automatically Appended Next Post: morganfreeman wrote:Cool to see this is a thing. Anything to move away from the cookie cutter garbage.
That said.
I don't think we'll see the death of No Model, No Rules in our lifetimes. However, I wouldn't be surprised if we see the death of fixed generic character loadouts.
That's probably the NMNR bit that tweaks people the most; that terminators cannot have an axe, or jump pack characters a mace. That and it is going to become mandatory as the range continues its forever growth. SM have as many HQ options as the rest of the codex don't they, between the 30+ lieutenant options?
They can have an axe. It just needs to have the same stats as a power fist. Very few people will even bat an eye if you make a Blood Angels Terminator Squad with every Terminator wielding an Axe Mortalis bit in their non-shooting hand. They'll probably be too busy trying to calculate how many Dante kits you bought to get that many axes. They will likely double check to make sure your "Axes of Baal" on your "special" Blood Angels Terminators are still 3A S8 -2 D2 and then they won't care. If you're more talented than I am, GW might even put your unit in a White Dwarf because it uses all GW parts. I think the NMNR thing is going to ameliorate to some sort of GW formula to make the models out of assorted kits instead of making a specific kit for everything. And I just realized I should have used Iron Hands. Terminators with a big studded stick instead of power fists. Made up to look like disciples of Cannok Var without the techmarine bits and VR helmet. So pretend I did that. GW isn't going to (negatively) care about cosmetic changes. Especially not thematic cosmetic changes. And really not about thematic cosmetic changes that result in more sales for them to get the bits.
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This message was edited 1 time. Last update was at 2026/02/12 23:47:50
My WHFB armies were Bretonians and Tomb Kings. |
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![[Post New]](/s/i/i.gif) 2026/02/13 00:14:38
Subject: Character Creation coming in The Maelstrom.
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Longtime Dakkanaut
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Wyldhunt wrote:Just saw some of the leaks for eldar/dark eldar customization. I'm very whelmed. Being able to make a character who hangs out with rangers or runs around lone op is cool, as is the wraith option, but it mostly feels like they just reinvented the autarch/farseer. The Abilities section feels like it should have been filled to the brim with cool options. What's there is neat, but I don't rally feel inspired, you know?
I assumed as much. They don't consider warlocks and exarchs characters so they wouldn't give them a look in.
Having looked at it, I can make a striking scorpion exarch with the existing autarch easier than this list, because they don't have the mandiblasters available. Just the two mask wargear items alone would have been useful.
I just want to make a menshad korum exarch, loner that stalks the battlefield targeting enemy commanders. If they could take exarch powers that would also be great. The arks of omen exarch powers and stat upgrades they granted was the first time in decades I could actually take a somewhat presentable senior exarch.
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![[Post New]](/s/i/i.gif) 2026/02/13 00:39:05
Subject: Character Creation coming in The Maelstrom.
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Ancient Ultramarine Venerable Dreadnought
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Hellebore wrote: Wyldhunt wrote:Just saw some of the leaks for eldar/dark eldar customization. I'm very whelmed. Being able to make a character who hangs out with rangers or runs around lone op is cool, as is the wraith option, but it mostly feels like they just reinvented the autarch/farseer. The Abilities section feels like it should have been filled to the brim with cool options. What's there is neat, but I don't rally feel inspired, you know?
I assumed as much. They don't consider warlocks and exarchs characters so they wouldn't give them a look in.
Having looked at it, I can make a striking scorpion exarch with the existing autarch easier than this list, because they don't have the mandiblasters available. Just the two mask wargear items alone would have been useful.
I just want to make a menshad korum exarch, loner that stalks the battlefield targeting enemy commanders. If they could take exarch powers that would also be great. The arks of omen exarch powers and stat upgrades they granted was the first time in decades I could actually take a somewhat presentable senior exarch.
There's a datasheet for Warlocks as independent characters? Did you mean something else?
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My WHFB armies were Bretonians and Tomb Kings. |
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![[Post New]](/s/i/i.gif) 2026/02/13 01:13:50
Subject: Character Creation coming in The Maelstrom.
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[MOD]
Making Stuff
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All previous experience would suggest that it most likely is.
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![[Post New]](/s/i/i.gif) 2026/02/13 01:45:49
Subject: Character Creation coming in The Maelstrom.
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Longtime Dakkanaut
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insaniak wrote:
All previous experience would suggest that it most likely is.
The arks of omen stuff gave us some actual interesting Exarch options not seen since 2nd ed and it promptly got mercilessly stripped down to the absolute dogshite options (or lack thereof) we have now. I'd give up these crucible options for the ability to take a W3 Exarch with new powers. Anything that gives the oldest and most powerful warriors on the craftworld the due they've been missing.
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![[Post New]](/s/i/i.gif) 2026/02/13 03:14:48
Subject: Character Creation coming in The Maelstrom.
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Humming Great Unclean One of Nurgle
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So, the leaks are out there.
And I notice two things about the Daemons section...
1) They don't have Invulns? That feels like an oversight.
2) I CAN GIVE NURGLINGS OC1!
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Clocks for the clockmaker! Cogs for the cog throne! |
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![[Post New]](/s/i/i.gif) 2026/02/13 03:58:33
Subject: Character Creation coming in The Maelstrom.
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Longtime Dakkanaut
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JNAProductions wrote:So, the leaks are out there.
And I notice two things about the Daemons section...
1) They don't have Invulns? That feels like an oversight.
2) I CAN GIVE NURGLINGS OC1!
The options do seem to follow the general 40k favoritism curve. Marines get insane amounts of options and it drops down from there. Poor guard only have 3 abilities and two are just sustained hits, and they've made the bone ead T3 W3....
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![[Post New]](/s/i/i.gif) 2026/02/13 06:50:59
Subject: Character Creation coming in The Maelstrom.
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Pestilent Plague Marine with Blight Grenade
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Yep, whole bunch of marine options (including Dreadnoughts!) but everyone else is quite restricted. There are a couple of interesting options there (character wraithlords, rebel grots, tri-lobe vectors) but nothing that leaps out as "ooh that's really neat, I should try that" and some of the options are unnecessarily restrictive (why shouldn't a rebel grot have a jump pack?)
I'll play around with them, maybe even model some stuff but there's no way in hell these are sticking around long term
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![[Post New]](/s/i/i.gif) 2026/02/13 08:15:41
Subject: Character Creation coming in The Maelstrom.
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Ork Admiral Kroozin Da Kosmos on Da Hulk
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The two biggest flaws of these rules seems to be giving units cheap access to leader rules they can't access with generic options and unchecked access to ranged weapons or 3 damage melee weapons. Why would I ever play a wartrike again when I can have a hordeboss with SAG, KFF and 'uge choppa?
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This message was edited 2 times. Last update was at 2026/02/13 08:44:29
7 Ork facts people always get wrong:
Ragnar did not win against Thrakka, but suffered two crushing defeats within a few days of each other.
A lasgun is powerful enough to sever an ork's appendage or head in a single, well aimed shot.
Orks meks have a better understanding of electrics and mechanics than most Tech Priests.
Orks actually do not think that purple makes them harder to see. The joke was made canon by Alex Stewart's Caphias Cain books.
Gharkull Blackfang did not even come close to killing the emperor.
Orks can be corrupted by chaos, but few of them have any interest in what chaos offers.
Orks do not have the power of believe. |
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