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				<title>Codex: Dragons (take 2, better explained, several fixes)</title>
				<description><![CDATA[ (sorry for my bad english, my native languaje is spanish and my spacebar gets stuck sometimes)<br /> <br /> Story (or what i can think of so far):<br /> Around 10.000.000 years before the so called 41st millenium, there was a planet, similar to terra but also not the same, dragons were revered as gods, but the humanoids there werent able to listen to the dragons, warning about the dangers, they fought holy wars among themselves, everytime fiercer than the last.<br /> <br /> Centuries passed, and the eldest of dragons decided to use a power that would drain what remained of their life energy, upon the nearing inevitable end of the planet due to the peoples senseless wars these elders created a pocket universe, a place for the remaining dragons and the few devoted followers that could understand them, a place for them to grow stronger and plentier, and at some point, to get back to reality and prevent the final destruction of the universe itself, whatever it takes.<br /> <br /> (bear in mind, its not that i say dragons are pacifists, but rather like eldar, fighting to prevent catastrophes and avoiding to fight unless necesary, as war itself can cause the final end of everything).<br /> <br /> Right, so this is my custom codex, been  a while since ive been around, from what im posting, its likelly ill still change the meteorite psychic power, still not exactly sure what my <span class="glossaryitem" onmouseover='gp(56);'>HQs</span> should cost so ive kept it high, besides that, looking for help finding any mistakes or balancing issues.]]></description>
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				<pubDate><![CDATA[Fri, 15 Jun 2012 20:46:55]]> GMT</pubDate>
				<author><![CDATA[ DrakDarkstar]]></author>
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				<title>Codex: Dragons (take 2, better explained, several fixes)</title>
				<description><![CDATA[ Psychic Powers: <br /> <br /> Hallucinate: Is Hallucinate supposed to work similar to the Dark Eldar Clone Field?<br /> <br /> Summon: Can the summoned unit move or shoot or assault, or is it treated as if deep-striking?<br /> <br /> Diminish: Does this affect the Weapon Strength needed to cause Instant Death against that unit?<br /> <br /> Cause Panic: Perhaps a small change from Leadership Test to Morale Test - Fearless units are affected by Leadership Tests, and should never be falling back.<br /> <br /> Armoury:<br /> <br /> Energy Enchant Lightning: Does it look like this on the table? Roll To-Hit, then To-Wound, then make the Energy Enchant rolls to-hit, then to-wound, then saves against all of the wounds?<br /> <br /> Strength, toughness, wounds, attack, Initiative enchants are 20 pts each? Does this mean you can buy these stats for 20 points each? Can you buy a stat more than once? can you buy different stats for the same model?<br /> <br /> Frost: What are successes? Do you roll multiple dice for this ability? Do more successes come from multiple hits? <br /> <br /> <br /> Selen's Subdue ability is wicked overpowered, and I'm wondering how it works against Necrons and Tyranids, fluffwise. The character overall suffers from the following problem: He completely obsoletes certain armies all by himself, while being useless against others. Namely, I can't see him faring well against Dark Eldar or Tyranids, while I can't see him dying at all in a game against vanilla marines or Eldar or Tau or Orks or...<br /> <br /> <br /> Overall looking at the rest of the codex, I think you should check out a few of the more recent 5th edition codexes like Space Marines and Dark Eldar, for inspiration on how to present and display the information. Special wargear and rules are coming up that are not explained and that I can't find specific rules for, and much of your rules are very vague. <br /> <br /> You need to explain in more detail precisely what your wargear and special rules are doing, in warhammer <span class="glossaryitem" onmouseover='gp(3);'>40K</span> rules terms, before adding fluff into it.<br /> <br /> ]]></description>
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				<pubDate><![CDATA[Sat, 16 Jun 2012 02:09:11]]> GMT</pubDate>
				<author><![CDATA[ chrisrawr]]></author>
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				<title>Codex: Dragons (take 2, better explained, several fixes)</title>
				<description><![CDATA[ A big thing is explaining how things work. Specifically.<br /> <br /> In absolute terms. <br /> <br /> Check out You Make Da Call once in a while and look at all of the questions. Those questions should not come up out of your codex. If we have to ask how X works with Y, you didn't explain something correctly.<br /> <br /> Granted, this can make rules a bit long, but knowing exactly how something works is better than debating them for a week straight in a 20 page thread.]]></description>
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				<pubDate><![CDATA[Sat, 16 Jun 2012 03:35:27]]> GMT</pubDate>
				<author><![CDATA[ McNinja]]></author>
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				<title>Codex: Dragons (take 2, better explained, several fixes)</title>
				<description><![CDATA[ <blockquote><div><cite>chrisrawr wrote:</cite>Psychic Powers: <br /> <b><br /> Hallucinate: Is Hallucinate supposed to work similar to the Dark Eldar Clone Field?</b><br /> <br /> I dont remember said clone field, but this one makes an exact copy of target unit, except said copy can do nothing but follow the original, in terms of gameplay it probably needs better explaining, right, you take the ammount of wounds remaining on the unit, and thats the same ammount the copies will have, any saves, toughness etc are the same, so its kind of an extra save with a limited ammount of uses, ill focus on explaining that one thoroughly in the codex when i can.<br /> <br /> <b>Summon: Can the summoned unit move or shoot or assault, or is it treated as if deep-striking?</b><br /> treated as deep striking, so can only shoot, only diference is you dont scatter and you can use it with units already on the field.<br /> <br /> <b>Diminish: Does this affect the Weapon Strength needed to cause Instant Death against that unit?</b><br /> Good question i didnt think of, ill say it doesnt, even tho the only one who can use that power is a single <span class="glossaryitem" onmouseover='gp(56);'>HQ</span><br /> <br /> <b>Cause Panic: Perhaps a small change from Leadership Test to Morale Test - Fearless units are affected by Leadership Tests, and should never be falling back.</b><br /> Right, i seem to have used the wrong word, yes, i meant to say morale, ty.<br /> <br /> <b>Armoury:<br /> <br /> Energy Enchant Lightning: Does it look like this on the table? Roll To-Hit, then To-Wound, then make the Energy Enchant rolls to-hit, then to-wound, then saves against all of the wounds?</b><br /> It would be more like: to hit, to wound, then to wound again for every wound you already caused, hence why weapons with that are few and the upgrade is somewhat expensive.<br /> <br /> <b>Strength, toughness, wounds, attack, Initiative enchants are 20 pts each? Does this mean you can buy these stats for 20 points each? Can you buy a stat more than once? can you buy different stats for the same model?</b><br /> All models who can get those say so in its page, as well as the limit of wich and how many they can get.<br /> <br /> <b>Frost: What are successes? Do you roll multiple dice for this ability? Do more successes come from multiple hits?</b><br /> Like poison weapons, frost weapons all come with a number, tho im quite sure that one still needs balancing, but the frost roll would replace the roll to wound, and would only have the freezing effect, no damage.<br /> <br /> <b>Selen's Subdue ability is wicked overpowered, and I'm wondering how it works against Necrons and Tyranids, fluffwise. The character overall suffers from the following problem: He completely obsoletes certain armies all by himself, while being useless against others. Namely, I can't see him faring well against Dark Eldar or Tyranids, while I can't see him dying at all in a game against vanilla marines or Eldar or Tau or Orks or...</b><br /> <br /> Yah, its hard to make a similar effect that is actually balanced, im sure ill change that, suggestions welcome.<br /> <br /> <b>Overall looking at the rest of the codex, I think you should check out a few of the more recent 5th edition codexes like Space Marines and Dark Eldar, for inspiration on how to present and display the information. Special wargear and rules are coming up that are not explained and that I can't find specific rules for, and much of your rules are very vague. <br /> <br /> You need to explain in more detail precisely what your wargear and special rules are doing, in warhammer <span class="glossaryitem" onmouseover='gp(3);'>40K</span> rules terms, before adding fluff into it.</b><br /> <br /> As i said in the note, assume any meele weapon without info to be a normal <span class="glossaryitem" onmouseover='gp(20);'>ccw</span>, any armor sounding wargear without info to be its save value, everything else has info quite sure.<br /> <br /> I shall update pdf with fixes when i can and re-upload it i guess.<br /> </div></blockquote>]]></description>
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				<pubDate><![CDATA[Sat, 16 Jun 2012 14:05:14]]> GMT</pubDate>
				<author><![CDATA[ DrakDarkstar]]></author>
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