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				<title>Revised Guard Fandex &quot;The Spartans&quot;  UPDATED -&gt; (v2.25)</title>
				<description><![CDATA[ This is basically a faxndex i wrote in the hopes to make a <span class="glossaryitem" onmouseover='gp(69);'>IG</span> dex more suited to 7th ed, with my own flavor thrown in.<br /> <br /> Let me know what you think. Any respectful input is welcome.<br /> <br /> <br /> <br /> <b> <font color='red'> NEW VERSION IS LOCATED Bellow (v2.25)</b> </font><br /> <br /> <font color='orange'>Change Log:</font><br /> <div style="margin-top:5px; margin-bottom:10px;">
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<br /> V2.05<br /> Base version<br /> <br /> V2.10<br /> Fix mistakes, 2 new units,<br /> <br /> V2.15<br /> 1 new unit, Canges to veteran and warlord Traits, price modifications to some units, changed stats on some units.<br /> <br /> V2.20<br /> Overhaul of the orders page (more organized), Fixed some wording, simplified a few rules, Nerfed some of the warlord traits<br /> <br /> v2.25<br /> Created a rule for some tanks called "Internal Spall Liners", Simplifying "teamed man guns" rule, added "Recoil Absorption Equipment" rule, removed unneeded rules (no longer have model with rule), modification to "crack shot" rule, Modified "ground stomp" rule,<br /> Price adjustments on multiple units.<br /> 
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</div><br /> <br /> <font color='green'>People who provided feedback that made the fandex better:</font><br /> <div style="margin-top:5px; margin-bottom:10px;">
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<br /> raverrn<br /> 
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</div><br /> <br /> <span class="glossaryitem" onmouseover='gp(442);'>PS</span>: I do not claim to own any of the art. All credit goes to who Drew it. (cuz god knows all i can draw is a stick man!  <img src="/s/i/a/baf5f2e54c6b17d5c5d39aecadfa1272.gif" border="0"> )]]></description>
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				<pubDate><![CDATA[Wed, 14 Oct 2015 23:46:55]]> GMT</pubDate>
				<author><![CDATA[ Orvis25]]></author>
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				<title>Re:Revised Guard Fandex &quot;The Spartans&quot; (v2.05)</title>
				<description><![CDATA[ see first post.<br /> <br /> (moved to change log)]]></description>
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				<pubDate><![CDATA[Wed, 21 Oct 2015 01:52:24]]> GMT</pubDate>
				<author><![CDATA[ Orvis25]]></author>
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				<title>Revised Guard Fandex &quot;The Spartans&quot;  UPDATED -&gt; (v2.10)</title>
				<description><![CDATA[ See first post.<br /> <br /> (moved to change log)]]></description>
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				<pubDate><![CDATA[Mon, 26 Oct 2015 16:21:08]]> GMT</pubDate>
				<author><![CDATA[ Orvis25]]></author>
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				<title>Re:Revised Guard Fandex &quot;The Spartans&quot;  UPDATED -&gt; (v2.10)</title>
				<description><![CDATA[ See first post.<br /> <br /> (moved to change log)]]></description>
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				<pubDate><![CDATA[Sun, 15 Nov 2015 01:47:46]]> GMT</pubDate>
				<author><![CDATA[ Orvis25]]></author>
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				<title>Revised Guard Fandex &quot;The Spartans&quot;  UPDATED -&gt; (v2.15)</title>
				<description><![CDATA[ Warlord traits still brutally broken. I mean...<br /> <blockquote class="uncited"><div>The Warlord Gains +1 T, +1 S, Feel No Pain, and a power fist, or power weapon for free.<br /> In addition, him and his unit gain +1 <span class="glossaryitem" onmouseover='gp(149);'>WS</span>.<br /> *If unit was already equipped with Medi-pack upgrade, <span class="glossaryitem" onmouseover='gp(265);'>FNP</span> is +4 instead*<br /> </div></blockquote><br /> ...really?<br /> <br /> <blockquote class="uncited"><div>Team Manned Gun: A weapon is so massive, it needs multiple men to operate. Because each man is usually at a different point on the weapon<br /> (loader, spotter, gunner, radio, ect) it is extremely unlikely one projectile will hit multiple men at once.<br /> Any unit with this rule counts as one model, but has two (or more) men manning the equipment. Because of this, any shooting/melee attack with<br /> 2x the strength of the model’s toughness does not count as instant death, but if a template is covering 75% or more of the base, and has 2x the<br /> strength of models toughness, it counts as instant death.</div></blockquote><br /> This sounds like a huge pain in the ass and a wonderful thing to get into arguments about.<br /> <br /> <blockquote class="uncited"><div>Auto Targeting: Thank the Emperor that we live in the year 40,000! We have advanced targeting systems that can track even the most evasive<br /> units that the heretics can field!<br /> Ignores cover saves from flyers, skimmers, and other fast moving units.</div></blockquote><br /> The term you're looking for is 'Jink Saves'.<br /> <br /> <blockquote class="uncited"><div>If a weapon has this rule, and scores a successful hit against a vehicle, Monstrous Creature, it causes a wound or <span class="glossaryitem" onmouseover='gp(661);'>HP</span> (glance) on a 4+ (No<br /> Armour/Cover Saves). Against all other units, treat as its listed profile</div></blockquote><br /> Poison 4+, Haywire.<br /> <br /> <blockquote class="uncited"><div>Camo Gear: +1 cover save, even in the open</div></blockquote><br /> Stealth<br /> <br /> <blockquote class="uncited"><div>Camo Netting: +1 cover save, even in the open</div></blockquote><br /> Stealth<br /> <br /> What does <span class="glossaryitem" onmouseover='gp(468);'>EW</span> do to vehicles?<br /> <br /> Servitors should replace their Servoarm with a Heavy weapon, not in addition to.<br /> <br /> +1 <span class="glossaryitem" onmouseover='gp(14);'>BS</span> on special and heavy weapon teams is worth more than 1pt/model.<br /> <br /> Conscripts are worth more than 2pts/model]]></description>
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				<pubDate><![CDATA[Mon, 16 Nov 2015 14:49:23]]> GMT</pubDate>
				<author><![CDATA[ raverrn]]></author>
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				<title>Revised Guard Fandex &quot;The Spartans&quot;  UPDATED -&gt; (v2.15)</title>
				<description><![CDATA[ <blockquote><div><a href="/dakkaforum/posts/preList/667116/8261438.page"><b>raverrn wrote:</b></a><br/><br /> Warlord traits still brutally broken. I mean... <br /> <blockquote class="uncited"><div>The Warlord Gains +1 T, +1 S, Feel No Pain, and a power fist, or power weapon for free.<br /> In addition, him and his unit gain +1 <span class="glossaryitem" onmouseover='gp(149);'>WS</span>.<br /> *If unit was already equipped with Medi-pack upgrade, <span class="glossaryitem" onmouseover='gp(265);'>FNP</span> is +4 instead*<br /> <br /> ...really?<br /> </div></blockquote></div></blockquote><br /> <br /> I have revided my warloard traits in my .20 book already (will be up at end of week), got some feedback outside dakka dakka, they are Nerf'd a bit.<br /> <br /> <blockquote class="uncited"><div>Team Manned Gun: A weapon is so massive, it needs multiple men to operate. Because each man is usually at a different point on the weapon<br /> (loader, spotter, gunner, radio, ect) it is extremely unlikely one projectile will hit multiple men at once.<br /> Any unit with this rule counts as one model, but has two (or more) men manning the equipment. Because of this, any shooting/melee attack with<br /> 2x the strength of the model’s toughness does not count as instant death, but if a template is covering 75% or more of the base, and has 2x the<br /> strength of models toughness, it counts as instant death.<br /> This sounds like a huge pain in the ass and a wonderful thing to get into arguments about.<br /> </div></blockquote><br /> <br /> Possibly, but no worse than some other "official" rules that exist. <br /> <br /> <blockquote class="uncited"><div>Auto Targeting: Thank the Emperor that we live in the year 40,000! We have advanced targeting systems that can track even the most evasive<br /> units that the heretics can field!<br /> Ignores cover saves from flyers, skimmers, and other fast moving units.<br /> The term you're looking for is 'Jink Saves'.<br /> </div></blockquote><br /> <br /> Yes, edited, thanks.<br /> <br /> <blockquote class="uncited"><div>If a weapon has this rule, and scores a successful hit against a vehicle, Monstrous Creature, it causes a wound or <span class="glossaryitem" onmouseover='gp(661);'>HP</span> (glance) on a 4+ (No<br /> Armour/Cover Saves). Against all other units, treat as its listed profile<br /> Poison 4+, Haywire.<br /> </div></blockquote><br /> <br /> Better wording than I had, thanks, changed<br /> <br /> <blockquote class="uncited"><div><br /> Camo Gear: +1 cover save, even in the open<br /> Stealth<br /> </div></blockquote><br /> <br /> Leaving as is, I like the explination over jsut staying stealth<br /> <br /> <blockquote class="uncited"><div><br /> Camo Netting: +1 cover save, even in the open<br /> Stealth<br /> </div></blockquote><br /> <br /> Same as above<br /> <br /> <blockquote class="uncited"><div><br /> What does <span class="glossaryitem" onmouseover='gp(468);'>EW</span> do to vehicles?<br /> </div></blockquote><br /> <br /> I don't follow, explain.<br /> <br /> <blockquote class="uncited"><div><br /> Servitors should replace their Servoarm with a Heavy weapon, not in addition to.<br /> </div></blockquote><br /> <br /> There are no servitors in my fandex,<br /> but the unit you are referring to.... <br /> Fixed, thanks!<br /> <br /> <blockquote class="uncited"><div><br /> +1 <span class="glossaryitem" onmouseover='gp(14);'>BS</span> on special and heavy weapon teams is worth more than 1pt/model.<br /> </div></blockquote><br /> <br /> well <span class="glossaryitem" onmouseover='gp(638);'>HWT</span> are 2pt / model. idk why you said 1.<br /> I chose 1 pt a "man" due to keeping the veteran cost the same across all infantry. (taken from regular vet squad being 10 pts higher than guard squad, so 1 pt / model for literally no stat or equipment change other than +1 <span class="glossaryitem" onmouseover='gp(14);'>bs</span>)<br /> <br /> <blockquote class="uncited"><div><br /> Conscripts are worth more than 2pts/model<br /> </div></blockquote><br /> <br /> No conscripts in my fandex...<br /> But the unit you are referring to is also weaker than a conscript if you looked at stat, that is why they are cheaper.<br /> <br /> <br /> Thanks for input <img src="/s/i/a/c944477abc92c1c101da485e07ff06d8.gif" border="0"> ]]></description>
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				<pubDate><![CDATA[Tue, 17 Nov 2015 02:17:20]]> GMT</pubDate>
				<author><![CDATA[ Orvis25]]></author>
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				<title>Revised Guard Fandex &quot;The Spartans&quot;  UPDATED -&gt; (v2.15)</title>
				<description><![CDATA[ <br /> <blockquote class="uncited"><div>Team Manned Gun...<br /> <br /> Possibly, but no worse than some other "official" rules that exist. <br /> </div></blockquote><br /> "Better than <i>some</i> <span class="glossaryitem" onmouseover='gp(50);'>GW</span> rules is not a high bar. You shouldn't be adding complexity for complexity's sake, ESPECIALLY when it's legitimately hard to tell if a circle is occluding another by over or under an odd number like 75%<br /> <br /> <blockquote class="uncited"><div><br /> Camo Gear, Camo Netting<br /> </div></blockquote><br /> What justification do you have for introducing a new rule? Does it perform differently in any way other than ignoring enemy powers that interact with Stealth? Do you think Camo netting should be immune to the wiles of an Eldar warlock (who removes stealth/shrouded)?<br /> <br /> <blockquote class="uncited"><div><br /> What does <span class="glossaryitem" onmouseover='gp(468);'>EW</span> do to vehicles?<br /> </div></blockquote><br /> Your tank Special Character has Eternal Warrior and is a vehicle. What does this do?<br /> <br /> <blockquote class="uncited"><div><br /> +1 <span class="glossaryitem" onmouseover='gp(14);'>BS</span> on special and heavy weapon teams is worth more than 1pt/model.<br /> </div></blockquote><br /> You're ignoring the fact that the <span class="glossaryitem" onmouseover='gp(682);'>AM</span> 'dex can't take veteran heavy or special squads. They have to pay the full 10 points to upgrade (effectively) three special or one heavy weapon. +1 <span class="glossaryitem" onmouseover='gp(14);'>BS</span> on a Special weapon is worth more than 1 point. +1 <span class="glossaryitem" onmouseover='gp(14);'>BS</span> on a Heavy weapon is worth more than 2 points.<br /> <br /> <blockquote class="uncited"><div><br /> But the unit you are referring to is also weaker than a conscript if you looked at stat, that is why they are cheaper.<br /> </div></blockquote><br /> I saw. Simply existing in a Codex with powerful buffs (Priests, Psykers) makes them worth more than two points a model.<br /> ]]></description>
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				<pubDate><![CDATA[Tue, 17 Nov 2015 02:40:47]]> GMT</pubDate>
				<author><![CDATA[ raverrn]]></author>
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				<title>Revised Guard Fandex &quot;The Spartans&quot;  UPDATED -&gt; (v2.15)</title>
				<description><![CDATA[ <blockquote><div><a href="/dakkaforum/posts/preList/667116/8262930.page"><b>raverrn wrote:</b></a><br/> </div></blockquote><br /> <blockquote class="uncited"><div>Team Manned Gun...<br /> <br /> Possibly, but no worse than some other "official" rules that exist. <br /> "Better than <i>some</i> <span class="glossaryitem" onmouseover='gp(50);'>GW</span> rules is not a high bar. You shouldn't be adding complexity for complexity's sake, ESPECIALLY when it's legitimately hard to tell if a circle is occluding another by over or under an odd number like 75%<br /> </div></blockquote><br /> <br /> I will say that it may be a little confusing, i will consider simplifying. <br /> <br /> <blockquote class="uncited"><div><br /> Camo Gear, Camo Netting<br /> What justification do you have for introducing a new rule? Does it perform differently in any way other than ignoring enemy powers that interact with Stealth? Do you think Camo netting should be immune to the wiles of an Eldar warlock (who removes stealth/shrouded)?<br /> </div></blockquote><br /> <br /> New rule? The info for them are straight out of the regular dex, I didn't change a thing (maybe i should?). That's why i am not changing it, because it does not grant stealth, it grants +1 cover.<br /> <br /> <blockquote class="uncited"><div><br /> What does <span class="glossaryitem" onmouseover='gp(468);'>EW</span> do to vehicles?<br /> <br /> Your tank Special Character has Eternal Warrior and is a vehicle. What does this do?<br /> </div></blockquote><br /> <br /> Oh ah, i see. <br /> I have already considered reworking or removing this one, but the main idea was to prevent his vehicle form dieing from a "explode" status. <br /> <br /> <blockquote class="uncited"><div><br /> +1 <span class="glossaryitem" onmouseover='gp(14);'>BS</span> on special and heavy weapon teams is worth more than 1pt/model.<br /> You're ignoring the fact that the <span class="glossaryitem" onmouseover='gp(682);'>AM</span> 'dex can't take veteran heavy or special squads. They have to pay the full 10 points to upgrade (effectively) three special or one heavy weapon. +1 <span class="glossaryitem" onmouseover='gp(14);'>BS</span> on a Special weapon is worth more than 1 point. +1 <span class="glossaryitem" onmouseover='gp(14);'>BS</span> on a Heavy weapon is worth more than 2 points.<br /> </div></blockquote><br /> <br /> Well one, this is not an regular <span class="glossaryitem" onmouseover='gp(682);'>AM</span> dex, it has / looses units and rules that regular <span class="glossaryitem" onmouseover='gp(682);'>AM</span> do not get. and I do not do not follow what you are saying. The stat and equipment of a veteran is the same as a normal guardsmen with the exception of +1bs. That puts the cost of a veteran at +1pt of a normal guard stat line. That is why a <span class="glossaryitem" onmouseover='gp(638);'>HWT</span>, who has same stat line (minus sargent <span class="glossaryitem" onmouseover='gp(82);'>LD</span>) at +2pt's / model, and a <span class="glossaryitem" onmouseover='gp(695);'>SWS</span> is +1 pts / model.<br /> <br /> One thing i have changed (in v.20) is making it so that only the veteran platoon may use both the VHWT, and VSWT. That help makes it more even because of the # restrictions on them compared to a regular platoon<br /> <br /> <blockquote class="uncited"><div><br /> But the unit you are referring to is also weaker than a conscript if you looked at stat, that is why they are cheaper.<br /> I saw. Simply existing in a Codex with powerful buffs (Priests, Psykers) makes them worth more than two points a model.<br /> </div></blockquote><br /> <br /> I disagree, then there are alot of units I (and other people) could start listing from other dex's that need a price increase because of a buff unit begin put in them. From native dex, or allies.<br /> ]]></description>
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				<pubDate><![CDATA[Tue, 17 Nov 2015 03:51:12]]> GMT</pubDate>
				<author><![CDATA[ Orvis25]]></author>
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				<title>Revised Guard Fandex &quot;The Spartans&quot;  UPDATED -&gt; (v2.15)</title>
				<description><![CDATA[ <blockquote><div><a href="/dakkaforum/posts/preList/667116/8262991.page"><b>Orvis25 wrote:</b></a><br/><br /> What does <span class="glossaryitem" onmouseover='gp(468);'>EW</span> do to vehicles?<br /> <br /> Your tank Special Character has Eternal Warrior and is a vehicle. What does this do?<br /> I have already considered reworking or removing this one, but the main idea was to prevent his vehicle form dieing from a "explode" status.<br /> </div></blockquote><br /> You'll have to write that explicitly, Eternal Warrior as written does nothing to models without wounds.<br /> <br /> <blockquote class="uncited"><div><br /> I disagree, then there are a lot of units I (and other people) could start listing from other dex's that need a price increase because of a buff unit begin put in them. From native dex, or allies.<br /> </div></blockquote><br /> "Other units are overpowered" isn't justification to make yours so. Otherwise I'd ask why your guardsmen don't have D-strength Flamers. ]]></description>
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				<pubDate><![CDATA[Tue, 17 Nov 2015 04:42:40]]> GMT</pubDate>
				<author><![CDATA[ raverrn]]></author>
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				<title>Revised Guard Fandex &quot;The Spartans&quot;  UPDATED -&gt; (v2.15)</title>
				<description><![CDATA[ <blockquote><div><a href="/dakkaforum/posts/preList/667116/8263055.page"><b>raverrn wrote:</b></a><br/><br /> <blockquote class="uncited"><div><br /> I disagree, then there are a lot of units I (and other people) could start listing from other dex's that need a price increase because of a buff unit begin put in them. From native dex, or allies.</div></blockquote><br /> "Other units are overpowered" isn't justification to make yours so. Otherwise I'd ask why your guardsmen don't have D-strength Flamers. </div></blockquote><br /> </div></blockquote><br /> <br /> I did not say anything about overpowered and buffing weapons, I said price increase, exactly like you said for my  ECM unit.<br /> <br /> I am saying just because a buff unit exits that can buff a unit, does not mean the unit being buffed should have a price increase because it becomes better with a buff unit in it. That's the point of a buff unit. ]]></description>
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				<pubDate><![CDATA[Tue, 17 Nov 2015 05:32:58]]> GMT</pubDate>
				<author><![CDATA[ Orvis25]]></author>
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				<title>Revised Guard Fandex &quot;The Spartans&quot;  UPDATED -&gt; (v2.15)</title>
				<description><![CDATA[ <blockquote><div><a href="/dakkaforum/posts/preList/667116/8263100.page"><b>Orvis25 wrote:</b></a><br/><br /> I am saying just because a buff unit exits that can buff a unit, does not mean the unit being buffed should have a price increase because it becomes better with a buff unit in it. That's the point of a buff unit. </div></blockquote><br /> <br /> Do you think units should be priced in a vacuum, ignoring other special rules and interactions in the very same codex?<br /> <br /> If so: <span class="glossaryitem" onmouseover='gp(84);'>lol</span> okay I'm done have fun.]]></description>
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				<pubDate><![CDATA[Tue, 17 Nov 2015 09:58:57]]> GMT</pubDate>
				<author><![CDATA[ raverrn]]></author>
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				<title>Revised Guard Fandex &quot;The Spartans&quot;  UPDATED -&gt; (v2.15)</title>
				<description><![CDATA[ <blockquote><div><a href="/dakkaforum/posts/preList/667116/8263266.page"><b>raverrn wrote:</b></a><br/><br /> Do you think units should be priced in a vacuum, ignoring other special rules and interactions in the very same codex?<br /> <br /> If so: <span class="glossaryitem" onmouseover='gp(84);'>lol</span> okay I'm done have fun.</div></blockquote><br /> <br /> Not at all, but i still disagree with you on increasing their price even though their stats are worse than conscripts. <br /> <br /> Either way, thanks for the input on everything else. ]]></description>
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				<pubDate><![CDATA[Tue, 17 Nov 2015 16:56:10]]> GMT</pubDate>
				<author><![CDATA[ Orvis25]]></author>
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				<title>Revised Guard Fandex &quot;The Spartans&quot;  UPDATED -&gt; (v2.20)</title>
				<description><![CDATA[ V2.20 is here! <br /> <br /> See first post for download!]]></description>
				<guid isPermaLink="true">http://www.dakkadakka.com/dakkaforum/posts/preList/667116/8267012.page</guid>
				<link>http://www.dakkadakka.com/dakkaforum/posts/preList/667116/8267012.page</link>
				<pubDate><![CDATA[Thu, 19 Nov 2015 02:36:44]]> GMT</pubDate>
				<author><![CDATA[ Orvis25]]></author>
			</item>
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				<title>Revised Guard Fandex &quot;The Spartans&quot;  UPDATED -&gt; (v2.20)</title>
				<description><![CDATA[ V2.25 is here! <br /> <br /> See first post!]]></description>
				<guid isPermaLink="true">http://www.dakkadakka.com/dakkaforum/posts/preList/667116/8269565.page</guid>
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				<pubDate><![CDATA[Fri, 20 Nov 2015 08:25:02]]> GMT</pubDate>
				<author><![CDATA[ Orvis25]]></author>
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