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		<title><![CDATA[Latest posts for the thread "Codex: Rak'Gol"]]></title>
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				<title>Codex: Rak'Gol</title>
				<description><![CDATA[ Hey all, I've been working on this project of mine in my off time from work and games, and thought you might be able to help me streamline this out.<br /> <br /> I've been in the development of a homebrew codex for warhammer: 40,000 for the Rak'Gol, a rather untouched piratical and salvaging race known for their brutality, merciless slaying, and cyberetic augmentation. That, and that their technology is somehow worse than the orks.<br /> <br /> Look them up on 1d4chan if youve got the time, while there's nothing much there, it does give you a general idea of where to go for these lizard-insect things!<br /> <br /> Anyways, give this a good reading, and let me know what you think, what you would change, add, or remove.<br /> <br /> Points are somewhat in place, but all units need unit sizes and points, some special characters, and maybe one or two more interesting rules.<br /> <br /> Anything is up for this, so please have at it, and let me know what you think so I can improve it.]]></description>
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				<pubDate><![CDATA[Tue, 1 Dec 2015 20:52:19]]> GMT</pubDate>
				<author><![CDATA[ Mr ghoti]]></author>
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				<title>Codex: Rak'Gol</title>
				<description><![CDATA[ Unnatural biology rules need to be cleaned up. They're very clunky as-is.<br /> <br /> Why do all of their weapons start with the species' name?<br /> <br /> Blades are too good to be free.<br /> <br /> Cybernetics need to note how often they can be used (1/turn, etc.)<br /> <br /> Salvage is probably gamebreaking.<br /> <br /> Reknit has no range.<br /> <br /> Overload is broke. 3-5 melta templates?<br /> <br /> Rad-poisoning has no rules.<br /> <br /> And I'll skip what ...3/10 overall. I know you miss the 3rd Tyranids book, but this codex has too many abuses, too many option and almost no character. It feels like a cheap grab at putting T8 <span class="glossaryitem" onmouseover='gp(468);'>EW</span> <span class="glossaryitem" onmouseover='gp(93);'>MCs</span> into assault transports and little else.<br /> <br /> Units in <span class="glossaryitem" onmouseover='gp(3);'>40k</span> need to have some kind of definition first and a neat idea or effect second. You've got neither. All these are are meaningless stat blocks that can take any and everything under the sun. It's like gruel. Sure it may fulfill you needs, but it lacks flavor.<br /> <br /> I think you need to take this back to basics. Pick up a few codices and give them a read - the Adeptus Codes is real nice for this, each unit is well defined and pretty neat - look at the differences and think about why they're there.]]></description>
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				<pubDate><![CDATA[Tue, 1 Dec 2015 23:11:04]]> GMT</pubDate>
				<author><![CDATA[ raverrn]]></author>
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				<title>Codex: Rak'Gol</title>
				<description><![CDATA[ Chill, man, I respect your input.<br /> <br /> A lot of what you've already said has been picked up by my local group already and is being altered tonight.<br /> <br /> This is exactly why I've dropped it here, I need it to be ripped apart and balanced. There's hardly anything <span class="glossaryitem" onmouseover='gp(50);'>GW</span> has defined of these guys, so we're stuck with making our own.]]></description>
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				<pubDate><![CDATA[Wed, 2 Dec 2015 01:30:54]]> GMT</pubDate>
				<author><![CDATA[ Mr ghoti]]></author>
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				<title>Codex: Rak'Gol</title>
				<description><![CDATA[ Alright, updated a lot of information, suggestions, points, and unit sizes. Still needs points for cybernetic upgrades, alongside special characters, and maybe one more fluffy rule.<br /> <br /> Still open for criticism and suggestions.]]></description>
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				<pubDate><![CDATA[Thu, 3 Dec 2015 09:14:22]]> GMT</pubDate>
				<author><![CDATA[ Mr ghoti]]></author>
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				<title>Re:Codex: Rak'Gol</title>
				<description><![CDATA[ I'll have a read through it in a bit.<br /> <br /> Love the idea of Rak'Gol, though. Shame they'll never be a real army.<br /> <br /> Any ideas for models? Maybe koralon spiderguys?<br /> <br /> EDIT: Just flicking through, it might be an idea to try and do a Kill Team version of it considering the Cybernetics complexity and tracking. Smaller number of models to track.]]></description>
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				<pubDate><![CDATA[Thu, 3 Dec 2015 11:51:58]]> GMT</pubDate>
				<author><![CDATA[ nullBolt]]></author>
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				<title>Re:Codex: Rak'Gol</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/289c1b4ef9047b73d524ef5f456f81cc.png" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/672023/8296281.page"><b>nullBolt wrote:</b></a><br/>I'll have a read through it in a bit.<br /> <br /> Love the idea of Rak'Gol, though. Shame they'll never be a real army.<br /> <br /> Any ideas for models? Maybe koralon spiderguys?<br /> <br /> EDIT: Just flicking through, it might be an idea to try and do a Kill Team version of it considering the Cybernetics complexity and tracking. Smaller number of models to track.</div></blockquote><br /> <br /> Thought about that as well, solutions are to just leave it as it is, or to make units buy the same upgrades.<br /> <br /> Tyranids all have to purchase the same biomorph upgrades (flesh hooks, adrenal glands, etc.), but Tau suits dont.<br /> <br /> Tau suits are really the comparing factor here. You could have different subbort systems on each and every suit, with different weapon loadouts, and they are all priced similar to what I have here. But they don't have trouble keeping track of all of their different upgrades.<br /> <br /> Plus this army will be more of an elite-style I think, as each individual model is priced daily high, not even including their upgrades.]]></description>
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				<pubDate><![CDATA[Thu, 3 Dec 2015 17:48:14]]> GMT</pubDate>
				<author><![CDATA[ Mr ghoti]]></author>
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				<title>Re:Codex: Rak'Gol</title>
				<description><![CDATA[ <blockquote><div><a href="/dakkaforum/posts/preList/672023/8296948.page"><b>Mr ghoti wrote:</b></a><br/>Thought about that as well, solutions are to just leave it as it is, or to make units buy the same upgrades.<br /> <br /> Tyranids all have to purchase the same biomorph upgrades (flesh hooks, adrenal glands, etc.), but Tau suits dont.<br /> <br /> Tau suits are really the comparing factor here. You could have different subbort systems on each and every suit, with different weapon loadouts, and they are all priced similar to what I have here. But they don't have trouble keeping track of all of their different upgrades.<br /> <br /> Plus this army will be more of an elite-style I think, as each individual model is priced daily high, not even including their upgrades.</div></blockquote><br /> <br /> I think the problem is that Tau are very heavily suited and booted. You can only really have a certain amount of Tau battlesuits.<br /> <br /> With the Rak'gol, you also don't really know what their vehicles etc look like. You also don't see huge Rak'gol forces, just small scale ones.<br /> <br /> Honestly, I'd go for Kill Team and then see from there. I just like the idea of playing Rak'gol in Kill Team.]]></description>
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				<pubDate><![CDATA[Sun, 6 Dec 2015 07:35:29]]> GMT</pubDate>
				<author><![CDATA[ nullBolt]]></author>
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