Switch Theme:

Is the 5th edition feel no pain rule too good?  [RSS] Share on facebook Share on Twitter Submit to Reddit
»
Author Message
Advert


Forum adverts like this one are shown to any user who is not logged in. Join us by filling out a tiny 3 field form and you will get your own, free, dakka user account which gives a good range of benefits to you:
  • No adverts like this in the forums anymore.
  • Times and dates in your local timezone.
  • Full tracking of what you have read so you can skip to your first unread post, easily see what has changed since you last logged in, and easily see what is new at a glance.
  • Email notifications for threads you want to watch closely.
  • Being a part of the oldest wargaming community on the net.
If you are already a member then feel free to login now.




Made in us
Ancient Ultramarine Venerable Dreadnought






Illinois

Hi,
This weekend I played a game of 40K and my death company only took one casualty. This was because I rolled 4s 5s and 6s on the Feel No Pain rule.
Is the feel no pain rule too good or was I just rolling really good results? And yes, my death company is ADHD fueled.
I play 5th ed, and here are my death company stats:
Death Company 60=285
+2 marines +40
power sword +15
power fist +25
thunder hammer +30
jump packs +75
infernus pistol +15
plasma pistol +15
hand flamer +10

INSANE army lists still available!!!! Now being written in 8th edition format! I have Index Imperium 1, Index Imperium 2, Index Xenos 2, Codex Orks Codex Tyranids, Codex Blood Angels and Codex Space Marines!
PM me for an INSANE (100K+ points) if you desire.
 
   
Made in us
Fresh-Faced Inquisitorial Acolyte




United States

Yes, yes it is. That is probably primarily why they changed it in the subsequent editions.
   
Made in us
Ancient Ultramarine Venerable Dreadnought






Illinois

 Renesco P. Blue wrote:
Yes, yes it is. That is probably primarily why they changed it in the subsequent editions.

How did they change it?
   
Made in us
Omnipotent Necron Overlord






It's now 5+ but AP can not take it away - only double strength. So T6 models that have it always take 2 saves if they have an invo...In many ways it's better now.

If we fail to anticipate the unforeseen or expect the unexpected in a universe of infinite possibilities, we may find ourselves at the mercy of anyone or anything that cannot be programmed, categorized or easily referenced.
- Fox Mulder 
   
Made in us
Gore-Soaked Lunatic Witchhunter







If you want 3+ FNP back then it needs to get ignored by anything that would ignore your armour save again.

Trust me. Keep the 5+ FNP. You'll live longer.

Balanced Game: Noun. A game in which all options and choices are worth using.
Homebrew oldhammer project: https://www.dakkadakka.com/dakkaforum/posts/list/790996.page#10896267
Meridian: Necromunda-based 40k skirmish: https://www.dakkadakka.com/dakkaforum/posts/list/795374.page 
   
Made in us
Douglas Bader






 KaptinBadrukk wrote:
How did they change it?


AP 1/2 weapons ignored it (and back then all power weapons were AP 2). So yeah, your MEQs have 4+ FNP instead of 5+ against lasguns, but against plasma/melta/etc they get no FNP and no armor save.
   
Made in us
Ancient Ultramarine Venerable Dreadnought






Illinois

 Peregrine wrote:
 KaptinBadrukk wrote:
How did they change it?


AP 1/2 weapons ignored it (and back then all power weapons were AP 2). So yeah, your MEQs have 4+ FNP instead of 5+ against lasguns, but against plasma/melta/etc they get no FNP and no armor save.

Thank you!
   
Made in ru
!!Goffik Rocker!!






And every power weapon was basically ap2. And there were lots of power weapon wielding guyz due to no challenges, old wound allocation and easiness of getting into mellee.

Fnp was good when it worked. But it worked much less often than now.
   
 
Forum Index » 40K Proposed Rules
Go to: