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2014/01/04 20:06:29
Subject: Re:Overpowered (but fluffy) changes to your codex
Canoptek Scarab Swarms All consuming Von Neuman swarm: At the start of every controlling player's movement phase place one Canoptek Scarab swarm base in base contact with any existing Canoptek Scarab base of the same unit per Canoptek Scarab base that existed at the begining of the turn. If the models cannot be placed the excess scarabs will burrow underground- split off any remaining unplacable models to form a new unit and place it in deepstrike reserve, it will deepstrike on the following turn.
Ever Consuming: Units of Canoptek Scarab swarms in ongoing reserves double their nuber of models every turn.
Endless Numbers: Units of Canoptek Scarabs have no model limit. During a controlling player's movement phase he can opt to merge or split up Canoptek Scarab swarm units by moving models into and out of coherency with them. A Canoptek Scarab swarm unit that is to be split must leave at least 10 models in each resulting unit.
Canoptek Constuctors: If a Canoptek Spyder is present on the battlefield or in active reserve units of Canoptek Scarabs my forgo multiplying to instead construct Necron war machines of a point value of np more than that of the sum total of their existing Scarab bases. Necron naval vessels as represented in Battlefleet Gothic are considered to be worth 100 times their listed point value.
Out of Control: If the Necron player loses a game while the point value of his remaining Scarab bases is at least equal to that of his opponent's remaining forces the game is a draw as the Scarabs, bereft of a commanding intelligence, multiply out of control and consume the planet (unless exterminatus level measures are undertaken to contain them).
6,000pts (over 5,000 painted to various degrees, rest are still on the sprues)
2014/01/04 20:10:46
Subject: Overpowered (but fluffy) changes to your codex
Zombie Plague:
When one of your zombie models kills another model, the killed model becomes another zombie, with the standard zombie statline. This does not affect vehicles, but it does affect MC's.
Warmaster of Chaos:
When Abaddon is part of your army, at the start of your movement phase, you may DS up to 3 units of 10 Bloodletters for free.
2014/01/05 01:22:31
Subject: Overpowered (but fluffy) changes to your codex
Sisters of Battle: At the end of the last turn, if your army has fewer Victory Points than your opponent, you win anyway, because miracles.
BURN IT DOWN BURN IT DOWN BABY BURN IT DOWN
Psienesis wrote: Well, if you check out Sister Sydney's homebrew/expansion rules, you'll find all kinds of units the Sisters could have, that fit with the theme of the Sisters (as a tabletop army) perfectly well, and are damn-near-perfectly balanced.
The burning pits of Hades, also known as Sweden in summer
Supersaiyan faith powers: If any SoB unit completes a charge against any enemy Super-heavy Vehicle or Gargantuan Creature, it is immediately removed from play, overriding the normal D3 wounds mechanic (If it is a Gargantuan Creature) or causing a Super-heavy Vehicle to suffer to be Flipped, as described in the Apocalypse rulebook.
Furthermore, the Sisters player may ignore any facepalms made by the opposition.
BrotherHaraldus wrote: Supersaiyan faith powers: If any SoB unit completes a charge against any enemy Super-heavy Vehicle or Gargantuan Creature, it is immediately removed from play, overriding the normal D3 wounds mechanic (If it is a Gargantuan Creature) or causing a Super-heavy Vehicle to suffer to be Flipped, as described in the Apocalypse rulebook..
Is that fluffy?
Celesticon 2013 Warhammer 40k Tournament- Best General
Sydney August 2014 Warhammer 40k Tournament-Best General
2014/01/05 02:18:29
Subject: Overpowered (but fluffy) changes to your codex
Wouldn't hit a girl: The first time an enemy unit rolls a hit on an Adepta Sororitas model, immediately suspend play, fill your eyes with tears, and say "You -- you hit me?"
All enemy models in the combat immediately lose all their attacks and reduce their WS to 1 as they shuffle around, looking ashamedly at their feet.
The Sisters attack as normal.
Catfight, catfight: Whenever two Adepta Sororitas detachments are on opposing sides, immature spectators are permitted to gather and call out "Catfight! Catfight! Meoowr!" If they do so, however, the Sororitas players may burn them to death. In real life, not in the game.
BURN IT DOWN BURN IT DOWN BABY BURN IT DOWN
Psienesis wrote: Well, if you check out Sister Sydney's homebrew/expansion rules, you'll find all kinds of units the Sisters could have, that fit with the theme of the Sisters (as a tabletop army) perfectly well, and are damn-near-perfectly balanced.
Wouldn't hit a girl: The first time an enemy unit rolls a hit on an Adepta Sororitas model, immediately suspend play, fill your eyes with tears, and say "You -- you hit me?"
All enemy models in the combat immediately lose all their attacks and reduce their WS to 1 as they shuffle around, looking ashamedly at their feet.
The Sisters attack as normal.
Catfight, catfight: Whenever two Adepta Sororitas detachments are on opposing sides, immature spectators are permitted to gather and call out "Catfight! Catfight! Meoowr!" If they do so, however, the Sororitas players may burn them to death. In real life, not in the game.
You always say the best stuff. Keep it up.
Homosexuality is the #1 cause of gay marriage.
kronk wrote: Every pizza is a personal sized pizza if you try hard enough and believe in yourself.
sebster wrote: Yes, indeed. What a terrible piece of cultural imperialism it is for me to say that a country shouldn't murder its own citizens
BaronIveagh wrote: Basically they went from a carrot and stick to a smaller carrot and flanged mace.
2014/01/05 04:25:16
Subject: Overpowered (but fluffy) changes to your codex
BrotherHaraldus wrote: Supersaiyan faith powers: If any SoB unit completes a charge against any enemy Super-heavy Vehicle or Gargantuan Creature, it is immediately removed from play, overriding the normal D3 wounds mechanic (If it is a Gargantuan Creature) or causing a Super-heavy Vehicle to suffer to be Flipped, as described in the Apocalypse rulebook..
Is that fluffy?
Not entirely, but neither are most other rules presented here.
It is overpowered, certainly.
And faith, maaaaaaaaaaaaaaaaaaan.
Faaaaaaaaaith.
Automatically Appended Next Post: Also, if SoB ever fight Emperor's Children, both players immediately lose the game as they drown in giggling spectators.
This message was edited 3 times. Last update was at 2014/01/05 04:26:46
He Has Those Nicknames For a Reason: If a player fields Abaddon the Despoiler, he must be dropped onto the table from 24" up when he deploys. If his arms break off, the simple lunacy of the Abaddon the Armless meme overcomes all rules and real fluff-- the side using him loses and must plan yet another Black Crusade for a later date.
Nephelim jetfighter- additional rules replace heavy bolter with twin linked lascannon for free, blacksword missiles are s10, 72" range, vector dancer, avenger mega bolter is s7 ap3.
Ravenwing attack squad: can take any variant of land speeder in codex dark angels when a whole bike squad of 6 is taken.
Codex dark angels can take a fortress of redemption for a cost of 150 points
Dark angels 70/100 of deathwing, 50/100 ravenwing, 80-100 3rd company
IG +6k pts
and a sampling of different armies
warmachine, 40-50 points of:
protectorate, legion, and convergence armies
2014/01/09 03:29:35
Subject: Overpowered (but fluffy) changes to your codex
We iz da orkz:
When you have the apocalypse formation "the green tide", all orks assault the nearest enemy unit regardless of their distance from them and gain 3+/3++ re rollable +5 attacks +Ws8 +I7
+2 toughness fearless +5 strength firious charge -1 bs
If gazghkull is on the board orks win
You fool me once I'm mad. You fool me twice, I don't really like you. You fool me three times, your officially that guy.
2014/01/09 13:36:50
Subject: Overpowered (but fluffy) changes to your codex
SisterSydney wrote: Sisters of Battle: At the end of the last turn, if your army has fewer Victory Points than your opponent, you win anyway, because miracles.
Grey Knights: At the end of the game, regardless of victory points, playing against non-Inquisition Imperial forces (IG, SM, DA, BA, SW), Guard units are executed and Space Marine forces are mindwiped. GK player wins.
3000
4000
2014/01/11 00:16:58
Subject: Overpowered (but fluffy) changes to your codex
SisterSydney wrote: Sisters of Battle: At the end of the last turn, if your army has fewer Victory Points than your opponent, you win anyway, because miracles.
Grey Knights: At the end of the game, regardless of victory points, playing against non-Inquisition Imperial forces (IG, SM, DA, BA, SW), Guard units are executed and Space Marine forces are mindwiped. GK player wins.
Lol. If only GK were 1/10 that cool.
2014/01/11 00:56:34
Subject: Overpowered (but fluffy) changes to your codex
Imperial Guard: If you have fewer victory points than your opponent at the end of the last turn, immediately play the game again with the same forces. Repeat until you finally win.
BURN IT DOWN BURN IT DOWN BABY BURN IT DOWN
Psienesis wrote: Well, if you check out Sister Sydney's homebrew/expansion rules, you'll find all kinds of units the Sisters could have, that fit with the theme of the Sisters (as a tabletop army) perfectly well, and are damn-near-perfectly balanced.
SisterSydney wrote: Imperial Guard: If you have fewer victory points than your opponent at the end of the last turn, immediately play the game again with the same forces. Repeat until you finally win.
You mean "with your starting forces and the surviving models of your opponent's" right? :p
"That time I only loaded the cannon with powder. Next time, I will fill it with jewels and diamonds and they will cut you to shrebbons!" - Nogbad the Bad.
2014/01/11 03:03:59
Subject: Overpowered (but fluffy) changes to your codex
I thought of that, but no, that's not grimdark enough for the Guard. By the time they've gotten the next wave organized, the other side has rebuilt too. It's just the Guard can keep coming and coming and coming and they only have to win once.
BURN IT DOWN BURN IT DOWN BABY BURN IT DOWN
Psienesis wrote: Well, if you check out Sister Sydney's homebrew/expansion rules, you'll find all kinds of units the Sisters could have, that fit with the theme of the Sisters (as a tabletop army) perfectly well, and are damn-near-perfectly balanced.
The burning pits of Hades, also known as Sweden in summer
There is no problem that can't be solved by burying it in Guardsmen: All Imperial Guard units except Ogryns have 0 attacks. However, if at any point an enemy infantry unit charges a Guardsmen unit, you may remove twenty-five times as many Guardsman models from the table in order to immediately remove the charging unit from the table as well. Replace the charging unit with a suitable piece of area terrain for the rest of the battle. This is difficult terrain.
If you are a DKoK or Valhallan player, you may do this when you charge with a unit as well.
This message was edited 1 time. Last update was at 2014/01/11 03:16:43
Imperial Guard- Fire for effect!
After ranging in the first shot of the barrage, the master of ordnance shouts fire for effect into the vox and the whole battery joins in on the fire mission.
When firing a Master of Ordnance's special attack, after resolving where the template lands you may immediately scatter another 5D6 S9 AP3 large blasts off that one. Mark the spot where the original template hit with a coin or other suitable marker, you may continue to fire the Master of Ordnance's barrage attack there without scattering as the battery is already ranged in there.
We're watching you... scum.
2014/01/12 17:10:12
Subject: Overpowered (but fluffy) changes to your codex
Ultramarines: Favorites of Ward: Any independent character reduced to 1 Wound immediately gains Plot Amour. Plot Armour grants a 1+ Invulnerable save.
BURN IT DOWN BURN IT DOWN BABY BURN IT DOWN
Psienesis wrote: Well, if you check out Sister Sydney's homebrew/expansion rules, you'll find all kinds of units the Sisters could have, that fit with the theme of the Sisters (as a tabletop army) perfectly well, and are damn-near-perfectly balanced.
Looted Dakka (Deff Skull klan trait):
If any ork model is in base to base contact with a wrecked vehicle (from either side), the ork model may forgo its standard shooting attack and instead pick the largest (as modeled) weapon from the wrecked vehicle to use instead. This includes cannons, missile launchers, rail guns, the Orks really don't mind. If the largest weapon is not ranged (dreadnought ccw, deffrolla, etc), it gains the following profile: thrown junk: 12", Str 4, AP 6.
This message was edited 1 time. Last update was at 2014/01/12 17:34:14
SisterSydney wrote: Ultramarines: Favorites of Ward: Any independent character reduced to 1 Wound immediately gains Plot Amour. Plot Armour grants a 1+ Invulnerable save.
Bolter Porn When your army has been reduced to 25% or less fighting strength, all of your models gain:
+10 Bs +10 Ws +10 Str +10 A
+10 I
+10 W
2+ armour save
2++ Inv save
FnP (2+)
IWND Rage
Hatred (everything)
Reanimation Protocols
+24" movement in the movement phase
The "Jump Infantry" unit type if they are infantry
a boltgun with: Range 100" Str D Ap 1 Assault 30
3 void shields
and may re roll any 30 dice per player turn.
and:
Spoiler:
Black Library Literature:
-The SM army may take any number of Space Marine units as an allied detachment, for half of their normal cost, and using a full FoC,
-Any SM that kills an alien in melee may opt to pick up all of the ranged and melee weapons that that alien had, and may use them as his own.
C.S.Goto:
-Multilayzorz! Every Space Marine has a free Multilaser. Any Space Marine vehicle can replace any weapon with a Multilaser for free.
-Land-Razors. All Razorbacks become Land Raiders on the roll of a 4+ at the start of every SM movement phase.
-Terminators can ride in Razorbacks, and only take up one space.
-Terminator armoured SM may now do backflips. On a roll of a 4+, a SM in terminator armour ignores a wound, and all of that wound's effects. This takes place after saves and FnP rolls.
2014/01/13 16:48:08
Subject: Overpowered (but fluffy) changes to your codex
-Terminators can ride in Razorbacks, and only take up one space.
And Razorbacks may ride in Land Raiders!
BURN IT DOWN BURN IT DOWN BABY BURN IT DOWN
Psienesis wrote: Well, if you check out Sister Sydney's homebrew/expansion rules, you'll find all kinds of units the Sisters could have, that fit with the theme of the Sisters (as a tabletop army) perfectly well, and are damn-near-perfectly balanced.
Ooooh! A Terminator squad inside a Razorback inside a Land Raider inside a Thunderhawk Transporter inside of your lower colon, because of allied CREEEEED!
Also there's like, six Imperator Titans in there.
Ow.
BURN IT DOWN BURN IT DOWN BABY BURN IT DOWN
Psienesis wrote: Well, if you check out Sister Sydney's homebrew/expansion rules, you'll find all kinds of units the Sisters could have, that fit with the theme of the Sisters (as a tabletop army) perfectly well, and are damn-near-perfectly balanced.
SisterSydney wrote: Ooooh! A Terminator squad inside a Razorback inside a Land Raider inside a Thunderhawk Transporter inside of your lower colon, because of allied CREEEEED!
Also there's like, six Imperator Titans in there.
Ow.
It must have taken a tactical geniu...
CREEEEEEEEED!!!
6,000pts (over 5,000 painted to various degrees, rest are still on the sprues)