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		<title><![CDATA[Latest posts for the thread "Chaos Artefact Codex Suppliment"]]></title>
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				<title>Chaos Artefact Codex Suppliment</title>
				<description><![CDATA[ Hey Guys,<br /> <br /> I have been working on this for a while now, this is my second finished draft. <br /> <br /> I think everyone would agree with me when I say it would be awesome if we could create our own weapons in warhammer <span class="glossaryitem" onmouseover='gp(3);'>40k</span>, as a chaos player I feel the potential for customised Daemon Weapons is a massive missed opportunity, as a result I have created a Custom Chaos Artifact Suppliment that allows players to create their own Daemon Weapons for their Chaos Warlords to really spice things up. To make things fair gameplay wise I have made it quite expensive points wise to make really <span class="glossaryitem" onmouseover='gp(280);'>OP</span> weapons but at the same time made sure if someone really wants to create the mass murdering monster of a lord it is possible. i have linked to the image and also uploaded the PDF if anyone would like it for their own use. ENJOY!<br /> <br /> If you feel like commenting i am looking for Feedback in the following areas:<br /> 1. Would you allow these rules in a friendly game?<br /> 2. What weapon would you use these rules to create for your warlord?<br /> 3. How could these rules be improved on without creating too much gameplay imbalance?<br /> 4. Do you agree with me that games workshop should release a supplement like this to allow players to get extra personal with their armies?<br /> 5. any other general feedback you have about these rules.....<br /> <br /> ]]></description>
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				<pubDate><![CDATA[Tue, 11 Jun 2013 08:05:34]]> GMT</pubDate>
				<author><![CDATA[ Juggalo17]]></author>
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				<title>Chaos Artefact Codex Suppliment</title>
				<description><![CDATA[ I like the idea of what you have done here as it allows players to have fun making up their own weapons.<br /> <br /> Some of the points costs I feel are a little off though. For example paying 150% for an ap1 weapon. If you were to keep the basic stats of the weapon and just make it ap1 as the only upgrade it would only cost 15 points (10pts x 150%) which is too cheap.<br /> <br /> Similarly 100% is too cheap for +<span class="glossaryitem" onmouseover='gp(24);'>D6</span> attacks. Sure, you might not think so when you roll a 1, but when those 6's come up your opponent surely will. <br /> <br /> Going by the above example, if I added ap1 and + <span class="glossaryitem" onmouseover='gp(24);'>D6</span> attacks to the basic weapon, it would only come out at 50pts. That is amazing for a weapon that can cleave apart terminators like butter.<br /> <br /> I would suggest adding more downsides in and not reducing the cost to compensate for them.<br /> <br /> For example, as well as unwieldy, you could make it all the weapons be daemon weapons with all the risks that entails or make the user take a psychic test before he attacks with it.<br /> <br /> Also how about adding Blind, but it also affects the user and his unit?<br /> <br /> Maybe limit the player to choosing 2 options from strength, <span class="glossaryitem" onmouseover='gp(6);'>ap</span> & attacks so there would be no strength 10, ap1 weapons with +<span class="glossaryitem" onmouseover='gp(24);'>d6</span> attacks (although that would be mega expensive).<br /> <br /> Finally, I would suggest that one downside must be chosen from the special rules list to partially compensate for the upsides.<br /> <br /> <br /> <span style="font-size: 9px; line-height: normal;">Automatically Appended Next Post:</span><br /> However, kudos on a good idea! I can see these rules being a lot of fun to play with and experiment with different options, like the vehicle design rules used to be.<br /> <br /> Especially for use in larger games or apocalypse.]]></description>
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				<pubDate><![CDATA[Tue, 11 Jun 2013 10:09:04]]> GMT</pubDate>
				<author><![CDATA[ rohansoldier]]></author>
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				<title>Chaos Artefact Codex Suppliment</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/1047015b50ceeb12b4a619dc5a5f2b30.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/532887/5724597.page"><b>rohansoldier wrote:</b></a><br/>I like the idea of what you have done here as it allows players to have fun making up their own weapons.<br /> <br /> Some of the points costs I feel are a little off though. For example paying 150% for an ap1 weapon. If you were to keep the basic stats of the weapon and just make it ap1 as the only upgrade it would only cost 15 points (10pts x 150%) which is too cheap.<br /> <br /> <font color='red'><b>(it is actually +150% not x 150% so in this example 10pts + 150% = 25pts)</b><u></font><br /> <br /> Similarly 100% is too cheap for +<span class="glossaryitem" onmouseover='gp(24);'>D6</span> attacks. Sure, you might not think so when you roll a 1, but when those 6's come up your opponent surely will. <br /> <br /> <font color='red'><b>(i worked the points for +<span class="glossaryitem" onmouseover='gp(24);'>D6</span> attacks to be the same as +4 attacks, even tho on a <span class="glossaryitem" onmouseover='gp(24);'>D6</span> your avarage roll is 3.5 you have the potential to get those extra couple attacks)</b>[u]</font><br /> <br /> Going by the above example, if I added ap1 and + <span class="glossaryitem" onmouseover='gp(24);'>D6</span> attacks to the basic weapon, it would only come out at 50pts. That is amazing for a weapon that can cleave apart terminators like butter.<br /> <br /> <font color='red'><b>(there is already a weapon in the codex that does this for 35pts in the form of the Axe of Blind Fury) </b></u></font><br /> <br /> I would suggest adding more downsides in and not reducing the cost to compensate for them.<br /> <br /> For example, as well as unwieldy, you could make it all the weapons be daemon weapons with all the risks that entails or make the user take a psychic test before he attacks with it.<br /> <br /> Also how about adding Blind, but it also affects the user and his unit?<br /> <br /> Maybe limit the player to choosing 2 options from strength, <span class="glossaryitem" onmouseover='gp(6);'>ap</span> & attacks so there would be no strength 10, ap1 weapons with +<span class="glossaryitem" onmouseover='gp(24);'>d6</span> attacks (although that would be mega expensive).<br /> <br /> Finally, I would suggest that one downside must be chosen from the special rules list to partially compensate for the upsides.<br /> <br /> <br /> <span style="font-size: 9px; line-height: normal;">Automatically Appended Next Post:</span><br /> However, kudos on a good idea! I can see these rules being a lot of fun to play with and experiment with different options, like the vehicle design rules used to be.<br /> <br /> Especially for use in larger games or apocalypse.</div></blockquote><br /> <br /> ]Thankyou for your feedback, i love the idea of adding compulsory downsides something like<br /> you <b>must</b> select one of the following options:<br /> - Unwieldy<br /> - Betrayer (all 1s to hit are on own unit)<br /> - Gets Hot (all 1s to hit are on the warlord himself)<br /> - Psychic activation (requires psychic test to use weapon)<br /> - Fleshtearer (has no effect on vehicles)<br /> - Hefty (confers slow but purposeful and bulky)<br /> <br /> <br /> <br /> ]]></description>
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				<pubDate><![CDATA[Tue, 11 Jun 2013 12:04:51]]> GMT</pubDate>
				<author><![CDATA[ Juggalo17]]></author>
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				<title>Re:Chaos Artefact Codex Suppliment</title>
				<description><![CDATA[ I thought i might make it a bit easier for people to see by putting the pictures on here for easy viewing]]></description>
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				<pubDate><![CDATA[Thu, 13 Jun 2013 09:57:13]]> GMT</pubDate>
				<author><![CDATA[ Juggalo17]]></author>
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				<title>Chaos Artefact Codex Suppliment</title>
				<description><![CDATA[ Its interessting, abit like DIY Vehicles creation rules back in 3rd Ed.<br /> <br /> But for simplicity sakes, i think using <span class="glossaryitem" onmouseover='gp(305);'>GK</span>'s Deamonblades Chart is also good( for the dark gods love i can't understand why we din't get something similar, with all the randomness they allready gave us, would'nt make much of a difference...)]]></description>
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				<pubDate><![CDATA[Mon, 17 Jun 2013 11:10:58]]> GMT</pubDate>
				<author><![CDATA[ Slayer le boucher]]></author>
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				<title>Chaos Artefact Codex Suppliment</title>
				<description><![CDATA[ what about the percentage increase for force weapon as <span class="glossaryitem" onmouseover='gp(269);'>id</span> love to make a tzeench one for one of my sorcerers<br /> <br /> <br /> <span style="font-size: 9px; line-height: normal;">Automatically Appended Next Post:</span><br /> other than that i love it]]></description>
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				<pubDate><![CDATA[Tue, 18 Jun 2013 17:40:20]]> GMT</pubDate>
				<author><![CDATA[ sorcerorofkhorne]]></author>
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				<title>Re:Chaos Artefact Codex Suppliment</title>
				<description><![CDATA[ I like it, but you forgot the rule where the player has to come up with a fluffy name for the weapon  <img src="/s/i/a/c614b4720f1b7225b0523f616ac30b2f.gif" border="0"> ]]></description>
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				<pubDate><![CDATA[Tue, 18 Jun 2013 21:21:29]]> GMT</pubDate>
				<author><![CDATA[ Britneyfan12]]></author>
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				<title>Chaos Artefact Codex Suppliment</title>
				<description><![CDATA[ <span class="glossaryitem" onmouseover='gp(84);'>Lol</span> for sure]]></description>
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				<pubDate><![CDATA[Thu, 20 Jun 2013 09:29:37]]> GMT</pubDate>
				<author><![CDATA[ Juggalo17]]></author>
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