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				<title>Push It To The Limit - Special Rules &amp; Experience</title>
				<description><![CDATA[ Hey folks,<br /> <br /> I read something pretty stupid-funny earlier; someone had hoped that someone else was asking the question of whether Warp Spiders could teleport into a tank. This was, of course, a hilarious idea. After all, in theory, it COULD happen in the <span class="glossaryitem" onmouseover='gp(3);'>40k</span>-verse! It's just that it'd be insanely dangerous to do so (too easy to teleport into something else and die). But that got me thinking about how much "safer" <span class="glossaryitem" onmouseover='gp(3);'>40k</span> has become over the years, and that maybe the reason it's "safer" is the idea that training and technology have improved things that were once too dangerous to attempt into things that are now far safer.<br /> <br /> And it gave me an idea of how to more accurately represent gaining experience in <span class="glossaryitem" onmouseover='gp(3);'>40k</span>.<br /> <br /> What if units could be purchased more bare-bones, with access to all the really special stuff, but needed to be "upgraded" in order to safely handle that special stuff? In a campaign, you could use these experience levels for units that survive game after game or accomplish amazing tasks, or perhaps make formations based on granting extra experience to all units within.<br /> <br /> Let's take a unit that's gotten a lot "safer" and/or "better" over the years; Warp Spiders. It used to be that they were effectively just Jump Infantry, then they received a special move to teleport that counted as Dangerous Terrain, now they get an even better version of that and can teleport away in response to being targeted.<br /> <br /> So; how about this special rule instead:<br /> <br /> <u>Warp Jump Generator:</u><br /> <i>Warp Spiders come equipped with a dangerous powerful item called a Warp Jump Generator, allowing them to "blink" across the battlefield, quickly jumping from one point to another. It does this by allowing the Warp Spider to very briefly enter the Warp. But, it is very risky, and no Aspect Warrior can be sure that once they enter the Warp, if they will ever be able to leave it again.</i><br /> <br /> During their Movement Phase a unit of Warp Spiders may attempt a "blink" move instead of moving normally. To do this, pick a direction and roll <span class="glossaryitem" onmouseover='gp(2);'>3d6</span>. Each model is then placed that many inches in the chosen direction from their current location, and must make a Dangerous Terrain test, with no saves of any kind allowed should they fail this test. They may also use this move once per turn in response to being targeted by a shooting attack. Perform this move after being targeted, but before any weapons as chosen to be fired.<br /> <br /> <b>Experience:</b><br /> <i>Level 1 (Recruits)</i> - Use the Warp Jump Generator normally.<br /> <i>Level 2 (Experienced)</i> - The Warp Spiders are proficient in avoiding the demons of the Warp, and may make armour saves if they fail their Dangerous Terrain tests as normal.<br /> <i>Level 3 (Veterans)</i> - The Warp Spiders learn the secret paths in the Warp to more accurately teleport. Measure the distance and direction from any Warp Spider or Exarch in the unit. You may move that model anywhere along the distance in the chosen direction, rolling its Dangerous Terrain test upon arrival. If it survives, all other models in the unit may be placed anywhere within 2" of that model and do not need to pass Dangerous Terrain tests for their Warp Jump Generators, otherwise they are slain.<br /> <i>Level 4 (Legendary)</i> - The Exarch has travelled the paths through the Warp so many times, traversing it stirs no fear in them. So long as the Exarch is alive, the unit no longer needs to roll Dangerous Terrain tests when using their Warp Jump Generator.<br /> <br /> (Exarchs can only be purchased for units that are Experienced or better.)<br /> <br /> <br /> What you think?]]></description>
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				<pubDate><![CDATA[Thu, 4 Aug 2016 20:15:13]]> GMT</pubDate>
				<author><![CDATA[ Yarium]]></author>
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				<title>Push It To The Limit - Special Rules &amp; Experience</title>
				<description><![CDATA[ Where would you implement the Experience rules?]]></description>
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				<pubDate><![CDATA[Thu, 4 Aug 2016 20:26:12]]> GMT</pubDate>
				<author><![CDATA[ Selym]]></author>
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				<title>Push It To The Limit - Special Rules &amp; Experience</title>
				<description><![CDATA[ I think this would be a cool idea for a campaign scenario.  In a normal game, I think it might be too much minutia to implement this mechanic across a dozen different units. <br /> <br /> I'm not a fan of restricting exarchs (or other sergeants) to squads that are already experienced though. Each squad of aspect warriors presumably has an exarch out there somewhere that taught them to use their gear in the the first place, even if he isn't in that particular battle. Exarchs don't refuse to accompany their students until they've reached a certain experience level or what have you. <br /> <br /> Similarly, bringing a wolf guard along with a blood claw squad lets you tell cool stories about veterans guiding neophytes. <br /> <br /> I'm also not necessarily a fan of these particular rules for warp spiders. In a 6 man squad, you're statistically likely to lose an eldar to the warp every time you jump.  In a 10 man squad, you're closer to losing two guys to the warp every time you jump.  I know spiders are kind of considered dare devils, but  the spider aspect would have had trouble getting off the ground if you were haemorhagging space elves that fast. Plus, losing ~20 points every time you jump (~40 points if we're talking about a 10 man squad) isn't much fun. <br /> <br /> I realize spiders are a bit much right now, but I feel it's very unfluffy to turn a spider pack into suicide suit. The current chance of losing a spider to the warp is enough to make a given spider feel kind of nervous, but you could interpret that 1/36 chance as being the result of a jump made hastily in the middle of combat.  It's more of a fluff thing than a balancing factor. Losing a guy every jump is... more of an ork thing. <br /> <br /> ]]></description>
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				<pubDate><![CDATA[Thu, 4 Aug 2016 21:03:45]]> GMT</pubDate>
				<author><![CDATA[ Wyldhunt]]></author>
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				<title>Push It To The Limit - Special Rules &amp; Experience</title>
				<description><![CDATA[ Yeah, in a campaign it would probably work best, but I'd also like it if some units were worse than they currently were, with options to help them get better. 1 in 6 might sound harsh right now, but that's why I'm sure most people would want to run "Experienced" crew instead.<br /> <br /> Selym, if this was run outside a campaign, right now I could only imagine points costs as being the major factor.<br /> <br /> Not sure what other units could do this. For Chaos, I'm guessing units that, as they become more Veteran, gain more favour and less punishment from their god's attention.]]></description>
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				<pubDate><![CDATA[Fri, 5 Aug 2016 01:34:20]]> GMT</pubDate>
				<author><![CDATA[ Yarium]]></author>
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				<title>Push It To The Limit - Special Rules &amp; Experience</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/9f3fee7451a55980b02c88f220043719.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/698498/8817606.page"><b>Yarium wrote:</b></a><br/>Yeah, in a campaign it would probably work best, but I'd also like it if some units were worse than they currently were, with options to help them get better. 1 in 6 might sound harsh right now, but that's why I'm sure most people would want to run "Experienced" crew instead.<br /> <br /> Selym, if this was run outside a campaign, right now I could only imagine points costs as being the major factor.<br /> <br /> Not sure what other units could do this. For Chaos, I'm guessing units that, as they become more Veteran, gain more favour and less punishment from their god's attention.</div></blockquote><br /> <br /> <br /> It's probably worth mentioning that something along these lines kind of sort of already exists in most books.  Immortals are sort of kind of better necron warriors. Trueborn and blood brides are better kabalites and wyches.  Sternguard are basically better bolter marines.  Vanguard vets are basically better assault marines. That sort of thing. <br /> <br /> I would also note that, if you're working this into a campaign without rewriting all codexes involved from the ground up, it's probably best to only include the "veteran" versions and not the nerfed, toned down version.  If the toned down version of a unit is too weak to be usable, people will feel like they're paying extra points for no reason.  If the toned down unit is usable and cheaper than normal, there's a chance people will start spamming them harder and take advantage of the reduced price.  Unless you're doing a campaign where "being new at this" is a theme, in which case, go nuts.]]></description>
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				<pubDate><![CDATA[Fri, 5 Aug 2016 01:49:27]]> GMT</pubDate>
				<author><![CDATA[ Wyldhunt]]></author>
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