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![[Post New]](/s/i/i.gif) 2013/11/30 04:20:52
Subject: Overpowered (but fluffy) changes to your codex
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Glorious Lord of Chaos
The burning pits of Hades, also known as Sweden in summer
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Frozen Ocean wrote:
Is that an Alfabusa reference? In light of your others, it makes me timidly curious as to if it's a C.S. Goto reference...
Gaunt's Ghosts, I think. A couple Guardsmen supposedly down a Chaos Dreadnought with some cactuses.
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This message was edited 1 time. Last update was at 2013/11/30 04:21:07
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![[Post New]](/s/i/i.gif) 2013/11/30 05:54:35
Subject: Overpowered (but fluffy) changes to your codex
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Lone Wolf Sentinel Pilot
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IG: They Just Needed More Rations!
Because Guardsmen are considered so expendable, they are frequently under equipped for any sort of campaign. Only regiments of more privileged home worlds can fight at their full potential.
All Imperial Guard infantry squads and characters under the Troops category have an additional optional upgrade: "Extra Rations", costing 5 points per model. Models with this receive the following: +1 to WS, BS, S, T, A, W, and +2 to I and Ld.
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![[Post New]](/s/i/i.gif) 2013/11/30 07:50:58
Subject: Overpowered (but fluffy) changes to your codex
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Been Around the Block
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Hunt for the Fallen.
Nominate one enemy model, any kind may count.
If you kill this model in melee do not count it as dead, as it is captured.
immediatly after this all dark angels leave and the battle is over
Treat all allied units not from Codex Dark Angels still alive as enemy kill points as the dark angels killed them for seeing a fallen, but the Dark Angels gain 50000000000000 victory points.
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![[Post New]](/s/i/i.gif) 2013/12/01 09:53:53
Subject: Overpowered (but fluffy) changes to your codex
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Tunneling Trygon
Carrickfergus, Northern Ireland
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BrotherHaraldus wrote:
Gaunt's Ghosts, I think. A couple Guardsmen supposedly down a Chaos Dreadnought with some cactuses.
Seriously? Unless that refers to something I saw recently about a det-pack blowing a hole in the sarcophagus, and a nearby indigenous plant shooting a spike into the pilot? That's hardly not silly, but at least it's not just 'cactus'.
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![[Post New]](/s/i/i.gif) 2013/12/01 10:00:22
Subject: Re:Overpowered (but fluffy) changes to your codex
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Death-Dealing Dark Angels Devastator
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Space Wolves - Jaws of the World Wolf = change from 24 inch range to unlimited :p and can be used against FMC
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“Never interrupt your enemy when he is making a mistake.” ― Napoleon Bonaparte
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![[Post New]](/s/i/i.gif) 2013/12/01 15:37:17
Subject: Overpowered (but fluffy) changes to your codex
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Tunneling Trygon
Carrickfergus, Northern Ireland
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Space Wolves: "We're Not Really Psykers, Honest"
At any point during the game, the player using Codex: Space Wolves may attempt to convince their opponent that Rune Priests aren't really psykers and their powers have nothing to do with magic. This many only be attempted once per game. Furthermore, Rune Priests may pretend that all psychic effects (such as Shadow in the Warp) do not apply to them, but they still do.
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![[Post New]](/s/i/i.gif) 2013/12/01 15:52:32
Subject: Re:Overpowered (but fluffy) changes to your codex
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Sneaky Lictor
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Fluffy, simple, and true:
Tyranids: There's Just too Many!!!
For every Tyranid model removed as a casualty, place 2 identical models in it's place within 3" of the original casualty. This occurs regardless if the unit is wiped out or not.
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![[Post New]](/s/i/i.gif) 2013/12/01 22:43:18
Subject: Overpowered (but fluffy) changes to your codex
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Powerful Phoenix Lord
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Tyranids: "Unlike Space Wolves We Are Not Psykers, We just Feth Them Up." Tyranid "psykers" are immune to the effects of Perils of the Warp. Furthermore, they may use both codex powers and rulebook disciplines.
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This message was edited 1 time. Last update was at 2013/12/01 22:43:28
Greebo had spent an irritating two minutes in that box. Technically, a cat locked in a box may be alive or it may be dead. You never know until you look. In fact, the mere act of opening the box will determine the state of the cat, although in this case there were three determinate states the cat could be in: these being Alive, Dead, and Bloody Furious.
Orks always ride in single file to hide their strength and numbers.
Gozer the Gozerian, Gozer the Destructor, Volguus Zildrohar, Gozer the Traveler, and Lord of the Sebouillia |
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![[Post New]](/s/i/i.gif) 2013/12/01 23:42:52
Subject: Re:Overpowered (but fluffy) changes to your codex
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Been Around the Block
UK
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For any codex that is part of the imperium: "It's Not Luck, It's the Emperor's Will!"
If when rolling for saves against weapons that would instant death a character, and they pass them always on 6's (6 in a row), that character is blessed by the Emperor and gains and 2+ invun save, FNP on 3+ and can roll for IWND on enemy turns and they pass that on 4+. Also, the enemy model that tried to kill the character, they lose any saves they have and all wargear/weapons/upgrades, and cannot move the rest of the game, because the emperor says so!
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Who needs Grey Knights when you've got Deathwing Terminators!
Terminators don't kill people, people controlling the terminators do! |
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![[Post New]](/s/i/i.gif) 2013/12/01 23:54:12
Subject: Overpowered (but fluffy) changes to your codex
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Tzeentch Aspiring Sorcerer Riding a Disc
The darkness between the stars
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Happyjew wrote:Tyranids: "Unlike Space Wolves We Are Not Psykers, We just Feth Them Up."
Tyranid "psykers" are immune to the effects of Perils of the Warp. Furthermore, they may use both codex powers and rulebook disciplines.
Can I have this for Tzeentch? (also wasn't it fluff wise to explain a gestalt overload or something?)
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1300
760
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![[Post New]](/s/i/i.gif) 2013/12/02 01:54:33
Subject: Overpowered (but fluffy) changes to your codex
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Powerful Phoenix Lord
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StarTrotter wrote: Happyjew wrote:Tyranids: "Unlike Space Wolves We Are Not Psykers, We just Feth Them Up."
Tyranid "psykers" are immune to the effects of Perils of the Warp. Furthermore, they may use both codex powers and rulebook disciplines.
Can I have this for Tzeentch? (also wasn't it fluff wise to explain a gestalt overload or something?)
Sure Tzeentch can have their own version. And fluff =/= rules
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Greebo had spent an irritating two minutes in that box. Technically, a cat locked in a box may be alive or it may be dead. You never know until you look. In fact, the mere act of opening the box will determine the state of the cat, although in this case there were three determinate states the cat could be in: these being Alive, Dead, and Bloody Furious.
Orks always ride in single file to hide their strength and numbers.
Gozer the Gozerian, Gozer the Destructor, Volguus Zildrohar, Gozer the Traveler, and Lord of the Sebouillia |
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![[Post New]](/s/i/i.gif) 2013/12/02 08:57:17
Subject: Overpowered (but fluffy) changes to your codex
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Tzeentch Aspiring Sorcerer Riding a Disc
The darkness between the stars
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Happyjew wrote: StarTrotter wrote: Happyjew wrote:Tyranids: "Unlike Space Wolves We Are Not Psykers, We just Feth Them Up."
Tyranid "psykers" are immune to the effects of Perils of the Warp. Furthermore, they may use both codex powers and rulebook disciplines.
Can I have this for Tzeentch? (also wasn't it fluff wise to explain a gestalt overload or something?)
Sure Tzeentch can have their own version. And fluff =/= rules
Oh no t'was just curious. I vaguely remembered something like perils for nids being gestalt overlaod or something (doesn't make sense but was just trying to remember). Anyways others! Daemons get to charge out of deepstrike, you never truly win against Lucius as he simply possesses the last person to kill him so on the next game, the character that killed him will actually be deployed as Lucius. Exterminatus: nuke EVERYTHING! Imperial guard get a commander upgrade that permits them to declare an order to fire into the melee (with a leman russ)
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760
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![[Post New]](/s/i/i.gif) 2013/12/02 09:54:18
Subject: Overpowered (but fluffy) changes to your codex
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Tunneling Trygon
Carrickfergus, Northern Ireland
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The idea is that they have an aneurysm, basically. You'd think they'd have fixed that problem.
Although, if psykers were as they are in fluff, they would only Perils by getting all ones on a roll of 40,000d6. Same for Warp Spiders. These people are supposedly ancient veterans of war, and yet statistics say they won't get to use their abilities very often at all.
EDIT: Unleash All Fury Upon Them
All Bolters are AP3, and gain an additional +2 Strength. All Power Armour except that worn by Chaos Space Marines and Sisters of Battle is 2+ armour. Power Armour worn by Chaos Space Marines and Sisters of Battle is 4+, and reduces the wearer's Toughness by 2.
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This message was edited 2 times. Last update was at 2013/12/02 11:47:18
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![[Post New]](/s/i/i.gif) 2013/12/02 14:22:24
Subject: Overpowered (but fluffy) changes to your codex
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The Last Chancer Who Survived
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Frozen Ocean wrote:
EDIT: Unleash All Fury Upon Them
All Bolters are AP3, and gain an additional +2 Strength. All Power Armour except that worn by Chaos Space Marines and Sisters of Battle is 2+ armour. Power Armour worn by Chaos Space Marines and Sisters of Battle is 4+, and reduces the wearer's Toughness by 2.
Ah, a staple law of reality in 90% of all books featuring loyalist SM...
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![[Post New]](/s/i/i.gif) 2013/12/02 22:09:14
Subject: Overpowered (but fluffy) changes to your codex
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Glorious Lord of Chaos
The burning pits of Hades, also known as Sweden in summer
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Selym wrote: Frozen Ocean wrote:
EDIT: Unleash All Fury Upon Them
All Bolters are AP3, and gain an additional +2 Strength. All Power Armour except that worn by Chaos Space Marines and Sisters of Battle is 2+ armour. Power Armour worn by Chaos Space Marines and Sisters of Battle is 4+, and reduces the wearer's Toughness by 2.
Ah, a staple law of reality in 90% of all books featuring loyalist SM...
This makes me feel lonely and sad on the inside.
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![[Post New]](/s/i/i.gif) 2013/12/02 22:19:11
Subject: Re:Overpowered (but fluffy) changes to your codex
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Aspirant Tech-Adept
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Space Marines - Crimson Fists - Rynn's Might: Rynn's Might is implemented into a new Land Raider chassis. It will now have unlimited shots until enemy Warboss and Guard is slaughtered by it. Only works against Orks.
Yuk yuk yuk.
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This message was edited 2 times. Last update was at 2013/12/02 22:27:17
Poor ignorant guardsmen, it be but one of many of the great miracles of the Emperor! The Emperor is magic, like Harry Potter, but more magic! A most real and true SPACE WIZARD! And for the last time... I'm not a space plumber.
1K Vostroyan Firstborn
2K Flylords
600 Pts Orks
3K Ad-Mech |
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![[Post New]](/s/i/i.gif) 2013/12/02 22:35:45
Subject: Overpowered (but fluffy) changes to your codex
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Dakka Veteran
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Gaunt's Ghosts - a suppliment to be used with the Imperial Guard Codex.
* may only take veteran squads.
*all veteran squads must take cammo cloaks
*all infantry units have stealth and invisibility
Ibram Gaunt
As Lord Commissar, with +1 weapon skill, +1 initiative.
wargear - Power Sword, Flak Armour, Bolt Pistol, Frag and Krak Grenades.
special rules -
Eternal Warrior, Inspiring Presence, Do You Want To Live Forever?, Independant Charecter
Inspiring Presence - All Imperial Guard infantry units within 12" of Gaunt may always re-roll to-hit dice and to-wound dice.
do You Want to Live Forever? - for one assault phase per game (the controlling player decides at the start of his assault phase) , all infantry units have Furious Charge and Rage.
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The plural of codex is codexes.
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![[Post New]](/s/i/i.gif) 2013/12/02 23:30:56
Subject: Overpowered (but fluffy) changes to your codex
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Tunneling Trygon
Carrickfergus, Northern Ireland
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BrotherHaraldus wrote: Selym wrote: Frozen Ocean wrote:
EDIT: Unleash All Fury Upon Them
All Bolters are AP3, and gain an additional +2 Strength. All Power Armour except that worn by Chaos Space Marines and Sisters of Battle is 2+ armour. Power Armour worn by Chaos Space Marines and Sisters of Battle is 4+, and reduces the wearer's Toughness by 2.
Ah, a staple law of reality in 90% of all books featuring loyalist SM...
This makes me feel lonely and sad on the inside.
Don't worry. Go face some Marines in the real world (on the tabletop, that is) and see how they scatter like dust on the wind before the might of Chaos.
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![[Post New]](/s/i/i.gif) 2013/12/02 23:48:15
Subject: Overpowered (but fluffy) changes to your codex
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Tzeentch Aspiring Sorcerer Riding a Disc
The darkness between the stars
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Frozen Ocean wrote: BrotherHaraldus wrote: Selym wrote: Frozen Ocean wrote:
EDIT: Unleash All Fury Upon Them
All Bolters are AP3, and gain an additional +2 Strength. All Power Armour except that worn by Chaos Space Marines and Sisters of Battle is 2+ armour. Power Armour worn by Chaos Space Marines and Sisters of Battle is 4+, and reduces the wearer's Toughness by 2.
Ah, a staple law of reality in 90% of all books featuring loyalist SM...
This makes me feel lonely and sad on the inside.
Don't worry. Go face some Marines in the real world (on the tabletop, that is) and see how they scatter like dust on the wind before the might of Chaos.
No matter how broken it might be, I think we all know why the Heldrake was made  (oh the sweet revenge for all of those books of the MUHRINEZ being better)
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![[Post New]](/s/i/i.gif) 2013/12/03 00:07:47
Subject: Re:Overpowered (but fluffy) changes to your codex
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Lone Wolf Sentinel Pilot
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Ah, quit your squabbling, power-armor pansies! Real men wear flak armor! Imperial Guard all the way!
*THUMP* What are ya takkin' about, ya 'oomie gitz? REAL BOYZ DON' NEED ANYFINK BUT DEIR CHOPPA AND DEIR SLUGGA! WAAAAGH!
Anyways, time for something relevant:
(Any faction) Fall of a key character: If so desired, inscribe names on the bases of models to represent their significance to the plot. Vehicles may have their crews' names on the hulls. These models receive 3+ rerollable invul save and Eternal warrior. If one of these characters are slain and fail their EW roll (or the rest of the army thought him dead like with Frodo and the Cave Troll), all named models within 60" gain Rage, Hatred (all), Furious charge, It Will Not Die, and their 3+ rerollable invul save becomes 2+ rerollable invul. This effect lasts until the enemy who killed the named character is also slain. Once an opponent has killed any of your named models-- there is no turning back for him/her. He/she may not concede, but must fight until he/she is completely tabled.
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![[Post New]](/s/i/i.gif) 2013/12/03 02:08:49
Subject: Overpowered (but fluffy) changes to your codex
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Ultramarine Librarian with Freaky Familiar
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C:IG: Massed Artillery barrage
On turn one you may elect not to deploy any models. Note that for the purposes of rules you count as having models on the board to avoid an auto-loss. You may now fire 4D6 S:9 AP:3 Ordnance Barrage Large Blast shots anywhere on the board. These all count as shots being fired by different units. However, you must deploy your army on the second turn.
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Thought for the day: Hope is the first step on the road to disappointment.
30k Ultramarines: 2000 pts
Bolt Action Germans: ~1200 pts
AOS Stormcast: Just starting.
The Empire : ~60-70 models.
1500 pts
: My Salamanders painting blog 16 Infantry and 2 Vehicles done so far! |
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![[Post New]](/s/i/i.gif) 2013/12/03 06:15:40
Subject: Re:Overpowered (but fluffy) changes to your codex
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Tunneling Trygon
Carrickfergus, Northern Ireland
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KommissarKiln wrote:
(Any faction) Fall of a key character: If so desired, inscribe names on the bases of models to represent their significance to the plot. Vehicles may have their crews' names on the hulls. These models receive 3+ rerollable invul save and Eternal warrior. If one of these characters are slain and fail their EW roll (or the rest of the army thought him dead like with Frodo and the Cave Troll), all named models within 60" gain Rage, Hatred (all), Furious charge, It Will Not Die, and their 3+ rerollable invul save becomes 2+ rerollable invul. This effect lasts until the enemy who killed the named character is also slain. Once an opponent has killed any of your named models-- there is no turning back for him/her. He/she may not concede, but must fight until he/she is completely tabled.
Unless you're Orks. Losing your Warboss means you completely lose relevance in the plot from then on.
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![[Post New]](/s/i/i.gif) 2013/12/03 23:19:09
Subject: Overpowered (but fluffy) changes to your codex
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Lone Wolf Sentinel Pilot
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Ooh, nice catch. That and probably Tyranids.
Everyone else can have this rule if they so desire.
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![[Post New]](/s/i/i.gif) 2013/12/04 09:42:32
Subject: Re:Overpowered (but fluffy) changes to your codex
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Regular Dakkanaut
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[Space Marines]
- "Rail Ammunition" (basically Psyammo combined with that rule Eldar Shuriken weapons have)
- Hover tanks like the Eldar/Tau
- 2+ Armour save for everyone from basic marines to chapter/legion masters
- Reintroduction of Crusade-era weaponry
- Rules for both pro-Psyker (Librarians, high Mastery Levels, etc) and anti-Psyker (Null Rods, Adamantium Will, etc) units
- Power Swords as default for Assault Marines and related units
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![[Post New]](/s/i/i.gif) 2013/12/04 23:02:20
Subject: Re:Overpowered (but fluffy) changes to your codex
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Drop Trooper with Demo Charge
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For the Greater Good! or Divine Wind
Any Tau Flyer, after having lost their final hull point, may attempt to redirect their downed craft into the nearest enemy unit. Declare any enemy unit (including Flyers) within 12" of the Flyer to be the target of this act of desperation. The targeted unit must immediately pass an initiative test. Vehicles are hit automatically. Flyers may attempt to Jink. If the initiative test/Jink is passed, the Flyer wreckage scatters as normal. If the initiative test/Jink is failed, place the large blast template on the unit and resolve an automatic S10 AP5 hit for each model underneath. Hits against vehicles and flyers are resolved against the side armor. After resolving the damage, the unit must immediately take a Pinning test.
Because Imperial Japan has been retconned to be Tau Empire, that's why.
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![[Post New]](/s/i/i.gif) 2013/12/05 18:14:24
Subject: Re:Overpowered (but fluffy) changes to your codex
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The Last Chancer Who Survived
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mr_bruno wrote:[i]
Because Imperial Japan has been retconned to be Tau Empire, that's why.
I thought that the second I saw "Divine Wind"
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![[Post New]](/s/i/i.gif) 2013/12/09 21:45:45
Subject: Overpowered (but fluffy) changes to your codex
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Yellin' Yoof
Da Kamp
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"Nobody expects the imperial inquisition"
At any point in the game of any races fighting each other, an imperial inquisitor and his retinue may enter the battle through deep strike but with no scattering. Their chief weapon is surprise. Surprise and fear. Their two weapons are fear and surprise. And ruthless efficiency, their three weapons are fear, surprise and ruthless efficiency. And also an almost fanatical devotion to the emperor.
The squad abducts the nearest enemy squad and takes it to court since it has been charged with the crime of heresy towards the holy emperor. Both squads are then automatically removed from play.
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W: Too few L: Too many D: Yes
Not gold. Not plastic. Soon, Games Workshop miniatures will be forged entirely from narrative - a 5-man box costing £70, containing the highest-quality imaginary soldiers in the world. Why have miniatures? Why paint, assemble or convert when you can simply imagine your army? - Frozen Ocean |
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![[Post New]](/s/i/i.gif) 2013/12/09 22:02:01
Subject: Overpowered (but fluffy) changes to your codex
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The Last Chancer Who Survived
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Chaos Space Marines:
Heresy! Heresy Everywhere!
Chaos infects everything, not just Spehss Mureenz.
A CSM army may take any unit from the following codexes, so long as they're given an appropriate amount of spikes and chaotic iconography:
- Space Marines
- Imperial Guard
- Chaos Daemons
- Blood Angels
- Sisters Of Battle
- Inquisition
- Space Wolves
- Dark Angels
These units may include anything allowed in the Escalation Supplement. Automatically Appended Next Post: Silentspy22 wrote:"Nobody expects the imperial inquisition"
At any point in the game of any races fighting each other, an imperial inquisitor and his retinue may enter the battle through deep strike but with no scattering. Their chief weapon is surprise. Surprise and fear. Their two weapons are fear and surprise. And ruthless efficiency, their three weapons are fear, surprise and ruthless efficiency. And also an almost fanatical devotion to the emperor.
The squad abducts the nearest enemy squad and takes it to court since it has been charged with the crime of heresy towards the holy emperor. Both squads are then automatically removed from play.
I see what you did there
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This message was edited 1 time. Last update was at 2013/12/09 22:02:51
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![[Post New]](/s/i/i.gif) 2013/12/09 22:15:12
Subject: Overpowered (but fluffy) changes to your codex
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Horrific Howling Banshee
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The plan
At the end of a game, roll a die. On a 1-5, Tzeentch wins, as he planned it all. On a 6, Ulthwé wins, because Eldrad planned it out.
If you rolled a 6, and Ulthwé won, roll another die. Tzeentch wins, because he actually had it planned.
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![[Post New]](/s/i/i.gif) 2013/12/09 23:57:40
Subject: Overpowered (but fluffy) changes to your codex
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Glorious Lord of Chaos
The burning pits of Hades, also known as Sweden in summer
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I can almost hear the QQ coming already.
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