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Made in au
Courageous Questing Knight






Australia

Well, I'm in agreement that FNP works fine - I'm looking at this as turning it to something that reflects how it is supposed to be represented - literally, your trooper shrugging off a wound, or a medic healing a friend.

As such, I see it as being more related to how tough the unit is, so I'd suggest it be afforded to the grades of wounds they cause.

as such, I feel it should be an inverted version of the 'to wound' grade.
so...

a 6+ to wound is a 2+ FNP.
a 5+ wound is a 3+ FNP
A 4+ wound is a 4+ FNP
a 3+ Wound is a 5+ FNP
a 2+ wound is a 6 FNP.
any weapon that causes instant death ignores feel no pain, as either the target comes to too much shock to even consider his situation, or the medic nearby is way too afraid to do anything. simmilarily, rending 6's remove FNP, as the target is ripped to shreds

This message was edited 1 time. Last update was at 2010/10/03 06:13:17


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Made in ca
Flashy Flashgitz





Aurora ON

Could...could it be? A decent idea from Captain Solon!? Although you'd really have to tweak the price of every FNP unit in the game.

whalemusic360 wrote:
DBZ referance. Gotta be a special kinda nerd to get that one.


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Made in au
Longtime Dakkanaut







means its static. A statistically average value.

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Made in au
Courageous Questing Knight






Australia

Ferret, bit confused as to what you mean.

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Made in us
Homicidal Veteran Blood Angel Assault Marine





This complicates it and is unnecessary in my opinion...

How many times in the game is somebody going to wound you on a 6+?

And does this really make it fair against Guardsmen and the like?

 
   
Made in au
Longtime Dakkanaut







I mean the weak but hardy get weaker (tending to lose to a 2+ anyways now losing theiir 4+ FNP advantage) while the strong get stronger

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Made in us
Fixture of Dakka





This is a dramatic change for no real reason.

If something requires a 6 to wound, it's already causing few wounds, so few Feel No Pain saves will need to be made.

If something requires a 2 to wound, it's already causing a lot of wounds, making more Feel No Pain saves fail.

"'players must agree how they are going to select their armies, and if any restrictions apply to the number and type of models they can use."

This is an actual rule in the actual rulebook. Quit whining about how you can imagine someone's army touching you in a bad place and play by the actual rules.


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Made in au
Incorporating Wet-Blending






Australia

Captain Solon wrote:as such, I feel it should be an inverted version of the 'to wound' grade.
so...

a 6+ to wound is a 2+ FNP.
a 5+ wound is a 3+ FNP
A 4+ wound is a 4+ FNP
a 3+ Wound is a 5+ FNP
a 2+ wound is a 6 FNP.
any weapon that causes instant death ignores feel no pain, as either the target comes to too much shock to even consider his situation, or the medic nearby is way too afraid to do anything. simmilarily, rending 6's remove FNP, as the target is ripped to shreds

I have a better idea: Feel No Pain forces your opponent to reroll successful "to wound" rolls. It does exactly the same thing as yours, without using two different Strength vs. Toughness tables.

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-C.S. Lewis 
   
Made in ca
Decrepit Dakkanaut





I like AlexHolker's version better from an implementation standpoint. I feel like the implications of Instant Death, Power Weapons, and AP1 & AP2 should stay though.
   
Made in au
Incorporating Wet-Blending






Australia

Nurglitch wrote:I like AlexHolker's version better from an implementation standpoint. I feel like the implications of Instant Death, Power Weapons, and AP1 & AP2 should stay though.

Sure, I have no problem with that. I was just talking about the N-in-6 chance of death bit, not removing the usual ways of bypassing FNP.

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Made in ca
Decrepit Dakkanaut





I like the way it cancels with Poison, but not so much with Doom.
   
Made in fi
Violent Space Marine Dedicated to Khorne





Maze of Tzeench

Just have to agree with grayspark.
This post is another waste of time...

 
   
Made in us
Fixture of Dakka





Chicago

It's interesting, I'll give you that. I like the fluffyness of it.

However, I think it would make Nurgle stuff WAY too good. Against S4 they'd get an improvement from 4+ save to 3+ and, against S3 it'd go to 2+. We don't want to make Nurgle Marines completely immune to Lasguns, do we?

Yes, it would be countered with S6 or better, but I like the the massed small arms fire approach. FnP already is a huge deterent to balance it out, this would just make the game heavy weapons vs FnP even more than it is today

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Made in us
Longtime Dakkanaut





Gulf Breeze Florida

Well. I'm all for this, but for the totally wrong reasons. ( YEAH! all my weaps are Min S5, save Flamer and Kroot Rifles. Suck it Blood Angels!)

For once, you've written a rule that doesn't bend the Xenos over a table. Kinda messes with Dark Eldar Trooper weapons even more, but they are getting a new codex soon.

But like the other posters have said, What's the point? This really would only hurt Guard troops and Dark Eldar Troops (using BA troops with a Sang Guard as a standard template for this), and I like to think ( I know this isn't true, but I like to think it) that GW writes all Rules and Codexes to be fair and simple. This change Complicates a simple rule and makes it unfair for Dark Eldar Warriors and Imperial Guardsman.

Edit: wait! I got something! Imperial Guard, Tau, Both Eldar, and about 1/2 of Orkz have S3, so using the Blood Angel Model (t4 with 3+ save and FNP[sang guard within 6 inches]) It actually makes the Blood Angel harder to kill in Close Combat, so everything would suffer that isn't a Necron, a Space Marine in some form, or Most Daemons.

I don't have a nid codex so I can't say what they got, but you see where I'm getting at.

This message was edited 1 time. Last update was at 2010/10/04 23:20:40



 
   
Made in au
Devestating Grey Knight Dreadknight





To complicated. Averaged, its a 4+ anyway, so...



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Made in us
Rotting Sorcerer of Nurgle






Jacksonville, NC

IMO its fine as it is.

Why? Because most stuff that will wound you on a 2+ you won't get a save from anyway... if you do (things like Multi-lasers, what have you) its armor pen is terrible so it makes sense if it goes though your armor you might lose an arm and keep fighting.

Look at it this way, if it went the way your proposing, BA would be neigh-unkillable against things like Ork boyz/gaunts because they'd have a rerollable 3+... thats friggin cheesy. DE would be a lot worse, a lot of stuff will be wounding on 3+, so their FNP saves would be terrible in most cases. And to top it all off it makes it coimplicated and another number tree we need to memorize.

FNP is fine!


Automatically Appended Next Post:
AlexHolker wrote:
Captain Solon wrote:as such, I feel it should be an inverted version of the 'to wound' grade.
so...

a 6+ to wound is a 2+ FNP.
a 5+ wound is a 3+ FNP
A 4+ wound is a 4+ FNP
a 3+ Wound is a 5+ FNP
a 2+ wound is a 6 FNP.
any weapon that causes instant death ignores feel no pain, as either the target comes to too much shock to even consider his situation, or the medic nearby is way too afraid to do anything. simmilarily, rending 6's remove FNP, as the target is ripped to shreds

I have a better idea: Feel No Pain forces your opponent to reroll successful "to wound" rolls. It does exactly the same thing as yours, without using two different Strength vs. Toughness tables.


The prob with this one would be giving things with rending rerolls... so pretty much making things like Assault Cannons way better against FnP units lol.

This message was edited 1 time. Last update was at 2010/10/14 02:13:51


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