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OgreBattle
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Post by OgreBattle »

FrankTrollman wrote:then you should surrender to the Orks as a pink skin
Wonder if there's any 40k fiction where an ork meets a Black human.
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Post by Chamomile »

maglag wrote: -The emprah's secret project was simply hacking into the already existing Eldar webway so that human ships could travel through it.
This is technically true in that the Emperor was building new routes into the existing Webway for humans to use, but is also a trivial nitpick. The Emperor was building Webway routes for humans to use, full stop.
-What pissed off the emprah was that Magnus was willing to use chaos sorcery at all! Magnus risked it to send a direct warning about the big betrayal brewing. because regular, "safer" ways to send messages through the 40K galaxy take their sweet time and often carry errors. But getting a warning that there was a big betrayal underway was completely secondary to the emprah, magnus using sorcery of any kind was a no-no.
The events as I described them and as depicted in TTS are taken directly from the Horus Heresy novels. Look it up, it's on both wikis. Froth at the mouth about how much you hate the Emperor in some other thread, you deluded anti-fan.
-The Golden Toilet is the corpse emprah's life-sustaining device and a giant light-beacon that allows the imperium's ships to travel relatively safely.
Yes, it is that. It is also holding back an army of daemons. This is again on both wikis.
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Post by maglag »

Koumei wrote: Chaos Land Raider

It's a Land Raider, but Chaos! Can take a Dozer, is cheaper, doesn't have the Machine Spirit. Whatever. Can't take variants like the Crusader.

Chaos Vindicator

It's a Vindicator - but Chaos!

Chaos Predator

It's a Predator - but Chaos!

And we're done!
Awww, you didn't mention the kayos-only tank upgrades besides the possession :(
-Destroyer blades (aka Spiky Bitz) allows tank shock to deal d6 S5/AP- hits, double if the other dude tries a Death or Gory.
-Dirge Caster you even stole for your wyches codex, denies overwatch.
-Havoc launcher is a fairy cheap area weapon for clearing light infantry, the 6-barrel gun that actually shows in your first pick.
-Kayos tanks can also take combi-whatever, so that kayos rhino may have a melta or flamer shot. Once per game yes but again cheap.
-Warpflame gargoyles make all the tank's guns have the soulblaze special. And nobody cared probably. Man, they were really trying to push this new rule.

You seem to also have skipped the unique daemon weapons:
-Axe of Blind Fury is probably the best, lots of attacks, AP2 and extra Str in return for -1 BS/WS. Hasn't aged well however since nowadays every army has some kind of super AP 2/1 close combat relic weapon, but when the chaos codex came out that was pretty rare. A chaos lord with this axe can actually charge a 5 strong squad of assault terminators and have a solid choice of coming on top!
-Burning Brand is an AP3 long range flamer, a bit expensive at 30 points but pretty good at cleansing other power armor dudes. Also belonged to Kharn once before he had a brainfart and decided to swap it for a plasma pistol.
-Murder sword was somewhat interesting: basically a power sword that is super effective against one model in the enemy army chosen at the start of the game, but well that's self-explanatory why it sucks.
-Scrolls of Magnus allowed anyone to be a psyker but both random and non-negligible chance of killing the dude carrying them.
-Black mace is the fleshane super deluxe option for daemon princes, who improve its AP4 to AP2, then forces victims to make T tests or die right away while also forcing area T tests in close combat to kill even more stuff.
-Dimensional key allows you to create an area that enemies treat as difficult+dangerous terrain while your own derp striking stuff doesn't scatter.

Daemons next?
Last edited by maglag on Tue Dec 29, 2015 3:55 pm, edited 7 times in total.
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Post by name_here »

Some aliens and old history.
The War In Heaven
In the long-lost beforetimes there were these guys called the Old Ones who were awesome. There were also these guys called the C'tan, who eat souls. They bribed a short-lived humanoid race called the Necrontyr with immortality and embarked on a war to conquer the galaxy. The Old Ones fought back; the C'tan were vulnerable to warp energies and big on psychological warfare, so the Old Ones made various superweapons that manipulated the Warp, created the Eldar to have psychic footsoldiers, and created the Orks to have masses of troops who were immune to psychological warfare. The details of the outcome are shrouded in legend, but basically the C'tan managed to kill the Old Ones but were forced into hibernation by something or other depending on which ancient race you ask.
The Fucking Eldar
Eldar are dicks. Why is the Imperium so xenophobic? Because the first aliens they met were the Orks and the Eldar. They used to have a vast and glorious star empire, but then they went all in on orgies, drugs, thrill-killing, and suchlike to the point that they created a Chaos God, Slaanesh, that thinks their souls are delicious. The biggest, nastiest permanent warp storm is centered on their old empire, and their fall is what broke the Warp and destroyed the old human government. Their habit of attacking under a flag of truce when the Imperium decides to negotiate with them has not helped human-Eldar relations one bit and is a contributing factor in fucking up their attempt to avert the Horus Heresy.

They have warp engines, but their preferred method of FTL is the Webway, which is basically a tunnel network through the Warp built by the Old Ones. They can't build more of it and when they close segments to keep out intruders they usually can't reopen them.

They're divided into two factions now, the Craftworld Eldar and the Dark Eldar. The Craftworld Eldar attempt to keep their souls from being eaten by storing them in phylacteries and engaging in rigorous self-discipline. The Dark Eldar operate on the theory that they can bribe Slaanesh into not eating them by handing over enough other souls.

The Craftworld Eldar rotate through a bunch of different jobs over their lifetimes. They spend some time on the Path Of The Warrior as Aspect Warriors, and become Exarchs if they like it too much to quit. Lots of them have a degree of psychic potential and spend time on the Path Of The Seer as Warlocks, and if they're good at it they might become Farseers and predict the future very poorly. Their predictions are generally accurate but sufficiently obscured that they rarely properly interpret them. They enjoy telling Imperial leaders they're blind fools who will destroy everything rather than more helpful things like "TYRANIDS ARE COMING!" or "NECRONS!" or "The Chaos forces are trying to obtain an artifact at these coordinates. Kick their asses". When the Craftworld Eldar actually stop to explain things, or the thing they're afraid of makes its presence known, they tend to wind up teaming up with the Imperials.

The Dark Eldar are a corrupt hedonistic aristocracy of slavers.

There's also a bunch of colony worlds, generally low tech. Some of them have been terraformed but not colonized, and the Eldar shoot anyone who tries to colonize them but doesn't make a point of actually telling people to keep their hands off.

The Harlequins are some crazy third faction that cooperates with both, serves the only Eldar god still alive and at large, and keep the Webway clear and guard repositories of forbidden knowledge.

Da Orks

The Orks are a carefully designed race of super-soldiers of unparalleled effectiveness. No, really. See, originally the Orks were led by Brainboyz, who were supremely intelligent and may or may not have been the Old Ones themselves. Then they all died. Now Orks are dumb, strong, fearless when numbers are on their side (which is all the time), and can turn a pile of random scrap into a functioning gun or teleporter. While famously unstable, to the point that the AdMech believes it only works at all because of low-level Orkish psychic influence (which may or may not be true) the Ork Mekboyz can actually seriously challenge the Tau or even the Necrons for the title of most technologically advanced species. Crap like a teleporter that can transport tens of thousands of Orks into an enemy city over a period of minutes, esoteric but extremely deadly weaponry, psionic boosters, and more. Or they may ride boars wielding lances. It's something of a crapshoot. The boars may be cyborg boars. They often average roughly Imperial tech but with stuff that breaks down a lot.

Orks are fungal and reproduce by spores, which makes them pretty much impossible to completely cleanse from a planet. It's also responsible for there being a fucking lot of them. They love fighting, the bigger the fight the better, and seem not to really get that other species don't agree. Members of other species can get treated much like Orks. This is usually an incredibly shit deal, because other species tend to be smaller and weaker on an individual basis. But it does beat being captured by the Dark Eldar.

The Ork governing principle can be summarized as "Iz da biggest, so Iz da boss!". Orks of similar size often fight for dominance. This is good, because the last time an Ork made a serious bid at uniting all the Orks, the Emperor personally led three full legions into battle against him and it was a near-run thing. Standard anti-Ork policy is to kill their leader and then mop up while his lieutenants fight over which of them is in charge.

They've got warp engines like everyone else, but one of their favorite things to do is board a Space Hulk, which is a giant cluster of rock and ships that bounces in and out of the Warp, and hang out on it until it comes out in another inhabited system they can invade. Space Hulks tend to be infested by monsters and frequently get overrun by daemons when in the warp. Orks consider both of these facts positives.

Necrons
In the old fluff, the Necrons were basically robot zombies with supertech, ruled over by the C'tan. In the new fluff they are basically robot zombies with supertech and fragments of dead C'tan, ruled over by crazy robot liches. They used to have the only non-warp FTL and a long-term goal of shutting away the warp entirely. Now it's been retconned into webway access and a long-term goal of being crazy robot liches.
Last edited by name_here on Tue Dec 29, 2015 5:06 pm, edited 2 times in total.
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Post by Koumei »

Please, I don't describe the vehicle wargear or relics for anyone unless it's a specific thing that makes me laugh.

So, DAEMONS

Special Rules are as follows:

Daemons of Khorne: Daemon, Furious Charge, Hatred (Daemons of Slaanesh). If they're a Chariot, their Hammer of Wrath attacks are Strength 7.
Daemons of Nurgle: Daemon, Hatred (Daemons of Tzeench), Shrouded, Slow and Purposeful, and they all basically have defensive grenades.
Daemons of Slaanesh: Daemon, Fleet, Hatred (Daemons of Khorne), Rending (this applies to all of their attacks, even if they fire emplaced weapons). Run/Flat Out is +3", Cavalry Run is +6".
Daemons of Tzeench: Daemon, Hatred (Daemons of Nurgle), +3 Ld to manifest psychic powers (wow isn't THAT useful in this edition!), re-roll saving throw results of 1.

Daemonic Instability: they all get to ignore the normal Morale stuff for losing combat. Instead, they take a Ld test. On Snake Eyes, they regain all lost Wounds/models from that round of combat. It never happened. On Box Cars, the whole unit is wiped out. For the other 17/18 possibilities, you apply modifiers as normal and compare against Leadership as normal. But if they fail, then for each point by which they fail, they suffer an extra no-saves Wound.

Also, at the start of every one of your fucking Shooting Phases, you roll on a RANDOM TABLE and drink three times. It's 2d6.
2: all units with Daemonic Instability, friend or foe, take a Daemonic Instability test (treated as though they lost by zero casualties - straight Ld test).
3: A randomly selected Daemonic Instability Character, friend or foe, suffers Daemonic Instability on 3d6 (straight Ld without modifiers).*
4: All Daemons suffer -1 to their Invulnerable Saves until the next Warp Storm roll.
5: Every Nurgley unit and every enemy unit roll 1d6, and on a 6 they take a scattering Large Blast (S 4 AP 5 No Cover, Barrage)
6: Every Tzeenchey unit and every enemy unit roll 1d6, and on a 6 they take 1d6 S 4 AP 3 Poison 4+ hits that Ignore Cover and hit vehicles on the Side Armour.
7: Nothing happens
8: Every Khorney unit and every enemy unit roll 1d6, and on a 6 they take 1d6 S 6 AP - Rending hits that Ignore Cover. Vehicles are hit on their Side Armour.
9: Every Slaaneshi unit and every enemy unit roll 1d6, and on a 6 they take a scattering Small Blast (S 8 AP 3 Barrage).
10: All Daemons gain +1 to Invulnerable Saves until their next Warp Storm roll.
11: Randomly select a non-vehicle enemy psyker that isn't a Daemon. It has to pass a Ld test on 3d6, or it is removed as an automatic casualty and replaced with a friendly Daemon Herald of your choice. Friendly to you, that is. Can't charge on this turn.*
12: Summon 2d6+3 friendly Bloodletters/Pink Horrors/Daemonettes/Plaguebearers instantly. Deep Strike them onto the table.

*If there are no applicable units, treat it as 7: nothing happens.

And here are the Warlord Traits: Instant Death in melee, Hatred (Everyone) for him + unit, all enemies are -1 Ld for Fear tests, bubble of Daemonic Instability re-rolls, optional Warp Storm re-rolling, Warlord is a Warp Beacon for Derp Striking allies.

Some of these are great, especially everything that mitigates the fucking shitawful cockspurts of random tables. There will be actual units later.
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Post by Koumei »

Also the psykic disciplines are slightly different. I don't care enough to tell you. But also, whatever it says here, they also get (improved) access to Daemonology (Malefic).

Rewards are the Wargear for Daemons. You choose Lesser, Greater, or Exalted, then roll on a RANDOM TABLE (drink everything).
Lesser is "deal hits to people who Wound you in close combat", "To Hit rolls of 6 are double strength in close combat", "S 5 AP 5 Armourbane Template breath", Adamantium Will, "18 inch S 8 AP 4 Assault 1 Soul Blaze attack", and +1 Reserves.
After rolling you can instead just take an AP 2 Specialist Master-Crafted sword, or if aligned correctly:
-K: Axe of Khorne (AP 2, Instant Death on a 6 to Wound)
-T: Staff of Change (Specialist Power Maul that makes people explode, HURTING THE WIELDER)
-N: Plague Flail (S +1 Specialist, Wounds force Toughness tests vs more AP 2 Wounds)
-S: Witstealer Sword (AP 5 Rending, Specialist, Wounds force Initiative tests against extra AP 2 Wounds).

Greater is "+1 W and Regen", Feel No Pain 4+ (hax!), re-roll all failed Invulnerable Saves, "18 inch S 8 AP 1 Assault 1 Lance" attack, Fleshbane + Armourbane on melee attacks, 3+ Armour. After rolling you can swap for a Greater Etherblade (like above but +1 S) or, depending on alignment:
-K: Blade of Blood (AP 2 Specialist, Unwieldy, Rampage)
-T: Mutating Warpblade (Specialist Power Sword that transforms slain Characters/Monsters into Chaos Spawn)
-N: Balwsword (Poisoned 4+, Instant Death, Specialist, always Glances on a 6)
-S: Lash of Despair (12" S user AP - Assault 2d6)

Exalted is "Roll again on this table (re-roll 1) and also roll on Lesser rewards, take both", "Summon daemons when you kill enough people", "Gain wounds when you kill people, even above your starting value", Rage + Rampage, "First time slain, get 1 Wound back and go into Derp Strike Reserves", "24 inch S 2d6 AP 4 Assault 1 Blast, 11 or 12 rolled is S 10 Large Blast". Or you can instead take an Artefact.

Also some can take Daemonic Loci.
-K: Lesser Locus of Abjuration: Adamantium Will
-T: Lesser Locus of Transmogrification: its unit spawns 1d3 Blue Horror tokens per Pink Horror slain, not 1
-N: Lesser Locus of Virulence: its unit gains Poison 2+ on To Hit rolls of 6
-S: Lesser Locus of Grace: unit gains Move Through Cover
-K: Greater Locus of Fury: unit gains Rage
-T: Greater Locus of Change: each turn roll 1d6. That is the unit's Strength for that turn
-N: Greater Locus of Fecundity: unit gains FnP
-S: Greater Locus of Swiftness: unit gains +5 Initiative, so is most likely just I 10.
-K: Exalted Locus of Wrath: unit gains Hatred (every man and his dog)
-T: Exalted Locus of Conjuration: unit's Psychic Powers hit at +1 S
-N: Exalted Locus of Contagion: unit's To Hit rolls of 6 cause extra Poison hits
-S: Exalted Locus of Beguilement: unit re-rolls close combat misses, and enemies can't refuse your challenges, and for multiple Characters, you choose who accepts it

Okay, so let's look at HQ. This will take ages because there are like 400 of the assholes.

Skarbrand
Image
Artistically unappealing

Greater Daemon of Khorne, complete with 3+ Armour Save. Can't fly though. Rage Embodied (12" bubble of Rage and Hatred, to everyone, both sides), Bell-end of Endless Fury (S 5 AP - Template), and Slaughter and Carnage (pair of AP 2 melee weapons. One is Armourbane, the other is Fleshbane). He turns DPs of Khorne into Heavy choices.

Kairos Fateweaver
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Greater Daemon of Tzeench with Wings. Staff of Tomorrow (re-roll a single d6 per turn), Oracle of Eternity (4++), The Two Heads of Fate (he is two Level 4 Psykers. One knows all Change and one Pyromancy and one Divination. The other knows all Change and one Telepathy and one Biomancy. Each turn only one head is active - so only one generates Warp Points and you use only one Powers Known list per turn). He turns DPs of Tzeench into Heavy choices.

Ku'Gath Plaguefather
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Even worse than Skarbrand

Greater Daemon of Nurgle with Level 1 Mastery (Plague Discipline only). Nurgling Infestation (restores lost Wounds to nearby Nurgling swarms), Slime Trail, Necrotic Missiles (24" S - AP 3 Heavy 1, Large Blast, Poison 4+). Turns DPs of Nurgle into Heavy choices.

Slaanesh doesn't get a special named Greater Daemon.

Bloodthirster
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Flying Monster, Daemon of Khorne, 3+ Armour, Lash of Khorne (12" S 6 AP 2 Assault 1), Axe of Khorne. Can take rewards. Big blob of combat stats. Turns DPs of Khorne into Heavy choices.

Lord of Change
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Flying Monster, Daemon of Tzeench, weaker statline all over, Level 2 Psyker (Divination and Change), can be upgraded to level 3 and take a bunch of rewards. Turns DPs of Tzeench into Heavy choices.

Great Unclean One
Image
Reminds me of our unofficial cabinet member, Gine Rinehart

Big T 7 W 6 blob. Daemon of Nurgle, Poison 4+ on its attacks, Level 1 Psyker (Biomancy and Plague), can go all the way up to Level 3, can take rewards. Turns DPs of Nurgle into Heavy choices.

Keeper of Secrets
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Big Daemon of Slaanesh. Preferred Enemy (Eldar + Dark Eldar), Level 1 Psyker (Telepathy and Excess), can go up to level 3 and take rewards. Turns DPs of Slaanesh into Heavy choices.

Daemon Prince
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Much customisation, but STARTS at 145 points. Except it has to take a Mark, so technically it's a minimum of 155 points. Monstrous Creature, can take Flight and a 3+ Armour Save, can take rewards, and if it isn't Khornate, it can be a psyker of up to level 3.

Heralds: a single HQ slot can be used to take four Heralds. If they're of the same kind, they can form a single unit together. Otherwise they split apart. This includes Skulltaker (K), The Changeling (T), Epidemius (N) and Karanak (K).

So a Herald of Khorne...
Image
...is a fighty Infantry Daemon of Khorne, with a Power Sword. Can take rewards, a Locus of Khorne, and a Juggernaut steed or a Blood Throne Chariot.

Skulltaker
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Special Herald of Khorne. 3+ Armour, bigger stats, Eternal Warrior, The Slayer Sword (Soul Blaze power sword with Instant Death on a 6 to Wound), Skulls for the Skull Throne! (has to issue/accept Challenges), can take a Juggernaut.

Karanak
Image

A Beast with a Brass Collar of Bloody Vengeance (bubble of Perils on any double) and the Greater Locus of Fury. Daemon of Khorne, Hatred (your mum), Prey of the Blood God (nominate one enemy Character, Karanak re-rolls failed Hit/Wound rolls against it), Scout.

I think we should all take a piss break.
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Post by Koumei »

Herald of Tzeench
Image

Low stats, cheap, Daemon of Tzeench, Level 1 Psyker (Divination/Change). Can go up to Level 3 and take a Locus or Rewards. Can also take either a Burning Chariot or a Disc of Tzeench.

The Changeling
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A special Herald of Tzeench. Formless Horror (Ditto used Transform! Mirrormatch enemy models), only Level 1, has a Lesser Locus of Transmogrification. Only has access to Change.

The Blue Scribes
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A special Jetbike character, two Blue Horrors. Daemon of Tzeench, with Spell Syphon (can generate extra Warp Charge for your side if nearby enemy psykers cast) and Scrolls of Sorcery (they're not Psykers, but each turn you pick a BRB discipline and they randomly generate and automatically cast one power from that discipline).

Herald of Nurgle
Image

Yay for Toughness 5! It's a decent ball of stats for the price, has a Plaguesword (Poison 4+, Touch of Rust), Daemon of Nurgle. Isn't a Psyker, but can buy Mastery up to Level 2 (Biomancy/Plague), can take Rewards and a Locus, and can take a Palanquin of Nurgle.

Epidemius
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Herald on a Palanquin of Nurgle, with a Lesser Locus of Virulence. Tally of Pestilence (tally all casualties caused by anything of Nurgle, even those negated by Feel no Pain. At the start of each turn, check a table and all Nurgley Daemons close to Epidemius gain a benefit: +1 Strength, +1 Toughness, Poison 2+, FnP 4+).

Herald of Slaanesh
Image

Daemon of Slaanesh, pretty high stats in general, use it as a Fast Sweeper Pokemon like Weavile. Psyker Level 0-2 (Telepathy/Excess), can take Rewards and a Locus, and a Steed, Chariot or Exalted Chariot of Slaanesh.

The Masque
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Complete with fucking stupid neck-ruffles thing that went out of fashion around the time Spain stopped ruling the world

A special Herald of Slaanesh, but NOT AN INDEPENDENT CHARACTER. This is a single character that can't join a unit and wanders around getting shot to pieces. Has Hit & Run, Unnatural Reflexes (re-roll failed Invulnerable Saves, so it works out to being slightly better than a 4++ without re-rolls) and The Eternal Dance (special Shooting attack with 12" range: Caging is -5 WS (minimum 1), and reduce all movement to 1d3", Death is "each model takes a S 1 AP 2 Ignores Cover hit", Dreaming is -5 BS (minimum 1) and no Overwatching).
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Post by Stahlseele »

Where's Doomrider?
Welcome, to IronHell.
Shrapnel wrote:
TFwiki wrote:Soon is the name of the region in the time-domain (familiar to all marketing departments, and to the moderators and staff of Fun Publications) which sees release of all BotCon news, club exclusives, and other fan desirables. Soon is when then will become now.

Peculiar properties of spacetime ensure that the perception of the magnitude of Soon is fluid and dependent, not on an individual's time-reference, but on spatial and cultural location. A marketer generally perceives Soon as a finite, known, yet unspeakable time-interval; to a fan, the interval appears greater, and may in fact approach the infinite, becoming Never. Once the interval has passed, however, a certain time-lensing effect seems to occur, and the time-interval becomes vanishingly small. We therefore see the strange result that the same fragment of spacetime may be observed, in quick succession, as Soon, Never, and All Too Quickly.
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Post by Koumei »

He hasn't existed since, what, 3Ed? Or maybe 2Ed even? It hardly matters though, here are all of the noteworthy things about him

1. He's a Chaos Lord on a Bike
2. Marvel are calling about some Ghost Rider infringement case
3. He does COCAINE

So there's nothing stopping you from just fielding a Chaos Lord with a Mark of Slaanesh, a Bike, and the wargear of your choice (by which I mean the long distance Flamer and a Lightning Claw). You now have Doom Rider, and without taking up an extra page and being overcosted and saddled with wargear and rules you don't even want.
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Post by Stahlseele »

For those who have not heard of the Awesome that is Doomrider
https://1d4chan.org/wiki/Doomrider
Kinda NSFWish though, so be carefull.
Welcome, to IronHell.
Shrapnel wrote:
TFwiki wrote:Soon is the name of the region in the time-domain (familiar to all marketing departments, and to the moderators and staff of Fun Publications) which sees release of all BotCon news, club exclusives, and other fan desirables. Soon is when then will become now.

Peculiar properties of spacetime ensure that the perception of the magnitude of Soon is fluid and dependent, not on an individual's time-reference, but on spatial and cultural location. A marketer generally perceives Soon as a finite, known, yet unspeakable time-interval; to a fan, the interval appears greater, and may in fact approach the infinite, becoming Never. Once the interval has passed, however, a certain time-lensing effect seems to occur, and the time-interval becomes vanishingly small. We therefore see the strange result that the same fragment of spacetime may be observed, in quick succession, as Soon, Never, and All Too Quickly.
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Post by Koumei »

So here's what the Faith chart would look like, the way I see it:
Turn Number + modifiers, check at the beginning of each Game Turn.
Modifiers:
Martyrdom: +1 if any models have been removed from the unit as casualties
Inspiration: +1 if the unit has an Imagifer or is within 12" of a Faith-Inspiring model or unit
Leadership: +1 if the unit has a Veteran Superior, or is joined by a Heroine, or is a Heroine
Mistrust: -1 if the unit is within 24" of an allied unit who is not a Brother in Arms
Heresy: -1 if the army has any allied Psykers that have not been removed as casualties

(range: -1 to +9)
NumberEffect
Less than 3Nothing
3-4Preferred Enemy, automatic regrouping at start of turn (still consumes actions)
4-5Everyone is Relentless and Moves Through Cover
6All Shooting is Twin-Linked
7??? Something something survival
8+All Shooting is Rending

So to start with they range between "no change" and "a bit more effective in general".
After that, they start getting good at moving up close and shooting, right where you want them to be.
Then (minimum turn 3) there's a window of accurate shooting where they start stacking casualties onto the enemy.
Then something something survival. Either everyone gets an Invulnerable, or Feel no Pain, or Hit & Run. In the late game stages, now they've already taken casualties, you want them to weather the storm a bit and be able to keep doing their thing.
When you're in the closing stages of the game? Fuck it, time to just finish things off with your remaining models.
Discuss

DAEMON TROOPS

Bloodletters: see the Khornedex
Image
Image

10-20, one can be upgraded to get a bonus attack, and can then take Rewards. One can take an Instrument, one can take an Icon which can in turn be upgraded to a Banner of Blood (1/game charge 1d6+6"). Power Swords everywhere. Daemons of Khorne.

Pink Horrors
Image
Pink Horrors is a euphemism for my nipples!

10-20, Brotherhood of Sorcerers (Change only), Daemons of Tzeentch. Magic Made Manifest (a unit of 11-15 generate +1 Warp Charge, 16-20 generate +2 Warp Charges), Blue Horrors (when slain by close combat attacks, place a counter next to the unit. At the end of Initiative 1, the enemy suffers 1 S 2 AP - hit for each counter, then the counters are gone). One can be upgradeed and then take Rewards. One can have an Instrument, one can have an Icon that can be upgraded to a Blasted Standard (1/game any unit you shoot suffers an extra 2d6 S 4 AP - hits).

Plaguebearers
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10-20 Daemons of Nurgle with Plagueswords. Blah blah upgrades blah, Plague Banner (1/game unit's weapons are all Poison 2+ for one round).

Daemonettes of Slaanesh
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Now without exposed bums or nipples, think of the children!

10-20 Daemons of Slaanesh, blah blah upgrades blah, Rapturous Standard (1/game all enemies in close combat suffer -1d3 WS for the rest of the turn (minimum 1).

Nurglings
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3-9 swarms of Daemons of Nurgle with the Swarm and Infiltrate rules. 4 Wounds each.

Dedicated Transport Back When That Was a Category:
Blood Throne of Khorne
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It carries one Herald, that's it. 12/12/10 with 3 Hull Points, Open-Topped Chariot, Daemon of Khorne. Yes it can Derp Strike. Regains Hull Points when its Hammer of Wrath hits smash people up, and if the Herald has a Locus, the benefits extend out to Khorney Daemons in a bubble.
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Post by Koumei »

ELITES:
Bloodcrushers of Khorne
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Cavalry with S 5 T 4 W 3 A 3 (4 for the boss). 3-9, boss is optional and can take upgrades. All have Power Weapons and are Daemons of Khorne. Like literally everything else they can Derp Strike, so imagine a bunch of rhinoceroses in full plate just crashing out of the sky. I think that's a Final Fantasy summon.

Flamers of Tzeench
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3-9 Jump Infantry Daemons of Tzeench with Flames of Tzeentch (Template S 4 AP 4 Assault 1). 2 Wounds each, one can upgrade to a boss for BS 5 and take the usual blah blah. Their flames (and close combat attacks) have a really stupid and annoying rule where any unit that took unsaved Wounds must take a T test. If they pass they gain FnP 6+ (or boost existing FnP by 1. Fun fact, FnP is not a Save, and there wasn't anything at the time that said you couldn't have a 1+ FnP that you automatically passed. Chances of it happening were in the region of zero, mind you), and if they fail they take another 1d3 Wounds (AP 1 No Cover).

Beasts of Nurgle
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1-9 big blobs of poo. Beasts, Daemons of Nurgle. Regenerating, Slime Trail (defensive grenades), Poison 4+, and they have the Attention Seeker rule: if an enemy unit charges a nearby unit, they get to launch a charge of their own into the enemies. That's pretty cool actually. 1d6+1 Attacks each, oh fucking joy. Also, they're not just expensive (then again T 5 W 4), they cost an annoying amount, 52 points per model, so you're encouraged to take 5 for the round number to avoid juggling tiny chips of points around.

Fiends of Slaanesh
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3-9 Manticores on acid. Beasts, Daemons of Slaanesh, Disruptive Song (enemy psykers within 12" take -1 Ld for Psykic tests, useless), Soporific Musk (enemies are -5 Initiative). At 3 S 4 Rending attacks each, that's not awful. And they're kind of pricey, but 3 W each and still cheaper than Terminators, so... I can see the point?

Elite is such a small section. I wish HQ were like that.
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Post by maglag »

For the sister's Faith table "survival", I would suggest an Inv save, a la 4th edition Tzenceth mark, aka 5+ inv or boost already existing Inv by 1. Feel no Pain is kinda everywhere. Or for something more original, all of your sister's armors improve by one step?

Everything Twin-linked at count 6 may be a bit too much however I believe. You could easily start gaining it by turn 3 and it's a massive boost. I would suggest something morale-based instead, like able to re-roll leadership checks, or something else, so your stuff doesn't run away. And/or put hit-and-run here so your stuff doesn't get locked into close combat since you're probably start gonna get assaulted.

Then twin-linked comes online at 8+, which may still be 1/3+ of the game since you can get it starting from turn 5, and last for turns 6 and 7.


As for daemons, Bloodcrushers and Fiends kinda suck since they'll be one-shot by rockets/melta and other S8+ weapons. The beasts at least need S10 weapon to be insta-gibbed, which are more rare.
Last edited by maglag on Wed Dec 30, 2015 5:19 pm, edited 2 times in total.
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Post by Koumei »

Faith: I'm sold, that sounds about right.
maglag wrote: As for daemons, Bloodcrushers and Fiends kinda suck since they'll be one-shot by rockets/melta and other S8+ weapons. The beasts at least need S10 weapon to be insta-gibbed, which are more rare.
Yeah. Beasts survive a lot and have that cute thing where you slingshot them into other assaults and they piss the enemy off that way. Fiends move as Beast type and are thus good at running up and shredding tanks. The problem is everyone knows they're going to do that, it's still at least 1 turn of not being in the assault but being close to the enemy, and some people have S 8 weapons. (By which I mean every army)

Blood Crushers are probably supposed to smash heaps and heaps of infantry and rampage around that way. But you can just use your Bloodletters for that. I mean they won't move as fast, but each time you eat a Krak Missile you lose only 1 Wound and suffer a relatively small point loss. I can't honestly recommend Blood Crushers.

If Flamers of Tzeentch just had Torrent Heavy Flamers, or non-Torrent Flamestorm Cannons, with no mention of the stupid extra-wounds-or-bonus-FnP rule, I'd be okay with them. I mean, Jump Pack Flamers are grand.
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Post by Koumei »

Okay, FAST ATTACK.

Fleshlightshounds of Khorne
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Bad dog! Play dead! BLAM! Good dog!

They cost the same amount as Space Marines, and it's 5-20 Beasts, Daemons of Khorne, with Adamantium Will, WS 5 S 4 T 4 W 2 I 4 A 2. They can Scout, too. This Khorne unit does not wander up at AP 3. No upgrades.

Screamers of Tzeentch
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There was a brief window where these were the bread and butter of armies, 3-9 Jetbikes, Daemons of Tzeentch, and 2 W each. IIRC it was because they could Jink for a 2+ Cover Save with re-rolls, or something. Anyway they have Lamprey's Bite (can swap all attacks for 1 S 5 AP 2 Armourbane attack each) and Slashing Attack (like the Reavers used to have when they were good. Turbo Boost over an enemy and automatically deal 1d3 S 4 hits (Side Armour for vehicles)).

Plague Drones of Nurgle
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Now even Papa Nurgle has fast options without going to Forgeworld! 3 W each, Jet Pack Cavalry, Plagueswords, Daemons of Nurgle. 3-9 and one can be upgraded to the boss who can take the usual upgrades. One Instrument, one Icon/Plague Banner. They can also all take Death's Heads (12" S 4 AP - Assault 2 Poison 4+), and either Rot Proboscises (Poison 3+) or Venom Stings (before rolling To Hit, each model sets aside one attack as a special Instant Death attack).

I don't know if the movement plus bulkiness makes them worth it. They are very expensive, but at T 5 it takes shit like Heavy Railguns to ID them. 141 points gets you three of these, with Death Heads and nothing else. That lets you move 12" and fire out to 12" and then you're Cavalry so you can still probably get a successful charge. There are probably uses for these in some armies, but they're not your go-to choice.

Chaos Furries Furies
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We can all agree that these... exist. That's about it. 5-20 cheap-as-fuck Jump Infantry Daemons that can be upgraded to be Daemons of ___. Which is dumb because fluffwise, they were traditionally the sad fate of daemons who weren't aligned. Because atheism is for suckers, donchaknow.

Seekers of Slaanesh
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The old models

5-20 Cavalry, one can be upgraded and you know what upgrades can be taken all over. Outflank, Acute Senses, Daemons of Slaanesh. 3 Attacks base, but only S 3 T 3, boo. I wouldn't really bother, to be honest.

HELLFLAYER of Slaanesh
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Oh I've got a brand-new combine harvester and I'll give you the key~

It's a Chariot (Daemon of Slaanesh) with 11/11/10 and 2, so it's made of cardboard. Has an Exalted Alluress on it, who gets 4 attacks... at S 3. Fleshshredder (1d6 HoW hits for each Hull Point remaining, at S 4 AP - Rending), Soulscent (each unsaved Wound caused by HoW grants a bonus attack to the Alluress).

It looks awesome, but sadly it just won't survive to actually do anything. You're paying 60 points for the opportunity to give your opponent a free Kill Point (in games that use that). You can't even give the Alluress options like Rewards or a Locus. Sure, Rending attacks, but come on.
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Post by Koumei »

HEAVY SUPPORT
Soul Grindr
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Useful for cruising, apparently

Walker Vehicle. 13/13/11 with 4 HP, S 6 A 4 everything else is 3. Doesn't have the Daemon rule, but has Derp Strike and Daemonic Resilience (2+ to ignore Crew Shaken and Stunned, but it doesn't get the nice 5++). Equipped with a Harvester Cannon (48" S 7 AP 4 Heavy 3, can fire it as Skyfire if it wants) and an Iron Claw (which is 100% the same as a Power Fist but gets its own entry. Also, only available to this Walker vehicle, which ignores Unwieldy, so go ahead and drink). Has to have a Mark, and can take either Baleful Torrent (Torrent Template S 6 AP 4), Warp Gaze (2 feet S 10 AP 1 Heavy 1) or Phlegm Bombardment (3 feet S 8 AP 3 Ord 1 Large Blast). It can also take a Specialist MC Power Sword if it wants.

Skull Cannon of Khorne
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It's an Open-Topped Charriot with BS 5. 12/12/10 with 3 HP. Pretty expensive really. Daemon of Khorne, no rider or transport, and yes, it hits hard for HoW and can use that to gobble people up. It has a Skull Cannon. The Skull Cannon has a Skull Cannon. Recursion! 3' S 8 AP 5 Heavy 1 Large Blast, Ignores Cover and negates the target unit's cover against assaults so even daemons (who don't get grenades) can charge at normal Initiative.

Burning Chariot of Tzeentch
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10/10/10 with 3 HP, BS 3, Open-Topped Fast Skimmer Chariot. Daemon of Tzeentch, has an Exalted Flamer on it with 3 Wounds. Exalted Flamer has Warpflame on its CC attacks, Blue Fire of Tzeentch (18" S 9 AP 2 Heavy 1d3, fucking Warpflame) and Pink Fire of Tzeentch (Torrent Template S 5 AP 3 Heavy 1, fucking Warpflame). Chariot has Aura of Change (if you guessed "Fucking Warpflame on its HoW attacks", well done!) It can take Blue Horror Crew (nearby enemies take a Ld penalty), and the Exalted can take a Reward. Also, the Heavy weapons there? They're fired by the Flamer thing, not the vehicle, which means if this FAST SKIMMER chariot actually moves at all? Yeah, Snap Shots for Blue and "No" for Pink. WELL DONE, MONGONAUTS.

Seeker Cavalcade
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1-3 Seeker Chariots and/or Exalted Seeker Chariots of Slaanesh. Either way there's an Exalted Alluress on it. Chariot is 11/11/10 Fast, Open-Topped Chariot, Daemon of Slaanesh, and deals 1d6 S 4 AP - Rending HoW hits per Hull Point. Base one has 2 HP, Exalted costs nearly twice as much but has 4. So if there are no upgrades, you could spend 225 points on a total of 12 HP and then probably get 6-8 of those Hull Points still intact when you hit something. So call it 7, that's 24.5 Rending attacks before the 5 Rending attacks made by each Alluress still there. Worth it? Not really, no, but that's a big number of attacks.

Also you can give the Alluress a Reward, so those whips the models have can actually exist, unlike on the Hellflayer.

And we are DONE.
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Post by Username17 »

It's important to note that the chaos gods hatred wheel is all fucked up. The god of "no wizards allowed" makes daemons that don't hate the daemons of the god of "wizards only please." The god of senseless hedonism makes daemons that don't hate the daemons of the god of peaceful repose.

There's a reason for it, but it's dumb. The Chaos Gods originally came out in two different books, a few years apart. Slaves To Darkness in 1988 and The Lost and the Damned in 1990. Each book had two Chaos gods, and the gods in each standalone book were at war with each other because that way you could have battles out of whatever book you happened to have.

So Khorne and Tzeentch should obviously be the ones fighting each other, because fucking obviously. But they aren't, because of weird publishing hiccups in 1988. Warhammer has had a quarter of a century to clean its act up, but it hasn't.

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Post by Koumei »

If Games Workshop, through whatever trickery, still exists a hundred years from today, that will still be the case. The only likely change is the possibility of Slaanesh being erased (as it was in Fantasy Battle). For obvious THINK OF THE CHILDREN reasons. Mustn't get nipples near our 13 year olBLOOD FOR THE BLOOD GOD! KILL SLAUGHTER MURDER SKULL!

That will be the only change aside from them then replacing it with something else to be the new nemesis of Khorne, for symmetry.

We will never see them fix that Khorne vs Slaanesh, Nurgle vs Tzeentch piece of stupidity, because their feet have been most firmly planted in the ground.
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Post by maglag »

Great work Koumei!
FrankTrollman wrote:It's important to note that the chaos gods hatred wheel is all fucked up. The god of "no wizards allowed" makes daemons that don't hate the daemons of the god of "wizards only please." The god of senseless hedonism makes daemons that don't hate the daemons of the god of peaceful repose.

There's a reason for it, but it's dumb. The Chaos Gods originally came out in two different books, a few years apart. Slaves To Darkness in 1988 and The Lost and the Damned in 1990. Each book had two Chaos gods, and the gods in each standalone book were at war with each other because that way you could have battles out of whatever book you happened to have.

So Khorne and Tzeentch should obviously be the ones fighting each other, because fucking obviously. But they aren't, because of weird publishing hiccups in 1988. Warhammer has had a quarter of a century to clean its act up, but it hasn't.

-Username17
There's another reason for that sadly-there's a subgroup of fanboys that fap pretty hard to the idea that Khorne is actually just tsundere for wizards.

And those fanboys have numbers among those who design 40K side material.

So we got 40K novels where Khorne warbands have wizards using blood magic in their ranks.

In Dawn of War there was a chaos merine sorceror of Khorne.

In Dawn of War II there was a librarian of Khorne.
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Post by Koumei »

Also, I'm afraid I can't review Tyranids, because:
A) I don't have their 6E codex
B) Properly covering it, in context, requires also covering like 12 white dwarf articles and/or web pdf things for all the stuff they released after the Codex like Zoanthrope unit upgrades, Drop Pods, and the new Monsters. As well as the 2-3 campaign books that give them various formations.
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Post by OgreBattle »

4e was the high point for Tyranids, and for chaos It's 3e. A review of those would be nostalgic/sad in comparison to their incarnations ever since
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Post by Koumei »

And now, as promised, it is time... for the codex that shaped a generation... the book of the year...

KOU-DEX: ADEPTA SORORITAS
(Part I: Putting the groundwork in place)

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SPECiAL RULES
Shield of Faith: the Adepta Sororitas undergo countless hours of prayer, meditation and training. On the battlefield, their minds are guarded, and they are protected even beyond what their armour provides - whether by honed reflexes, supernatural means, or just good fortune.
Any model with this rule has a 6+ Invulnerable Save, and grants Adamantium Will to her unit.

Faithful: to the Adepta Sororitas, warfare is not just about the bolter, the chainsword and power armour. It is not simply a physical battle with physical foes, but a spiritual battle against the unbeliever, the heretic, the witch. Even under careful observation by members of the Ordo Hereticus, it is still impossible to tell whether their training and dedication allows them to rise to any challenge, or if they actually do harness miracles. However, it is apparent that they can sometimes achieve what is typically thought to be impossible.

At the start of each Game Turn, make a note of the Faith Rating for each Faithful unit. This is the Turn number, modified as appropriate by the following:
Martyrdom+1 if any models have been removed from the unit as casualties
Inspiration+1 if the unit is within 12" of a Faith-Inspiring model or contains a model or piece of wargear with the Imagifer rule
Guidance+1 if the unit is a Heroine, or is joined by a Heroine, or has a model with the Guidance rule
Mistrust-1 if the unit is within 24" of an allied unit who is not a Battle Brother
Heresy-1 if the army contains any allied Psykers that have not been removed as casualties

Each unit then gains an effect based on their Faith Rating, using the following table:
RatingEffect
Less than 3No effect
3-4The unit automatically regroups at the start of the turn if fleeing. Shooting Attacks re-roll any To Wound rolls of 1.
5-6The unit gains Relentless and Move Through Cover
7The unit gains Hit & Run
8Every model gains a 5+ Invulnerable Save. Models that already have an Invulnerable Save improve it by 1.
9+All Shooting is Twin-Linked

The effects last until the beginning of the next Game Turn, when Faith Ratings are checked again.

Guidance: a model with this rule increases her unit's Faith Rating by 1 through Guidance. Multiple models with this rule do not stack in the same unit, likewise this does not stack with the +1 gained from an attached Heroine.

Imagifer: a model with this rule increases her unit's Faith Rating by 1 through Inspiration. Multiple models with this rule do not stack in the same unit, likewise this does not stack with the +1 gained from Faith-Inspiring effects.

Faith-Inspiring: a model with this rule increases the Faith Rating of all friendly Faithful units within 12" (including themselves) by +1 through Inspiration. Multiple Faith-Inspiring models do not stack with one another on the same unit, likewise this does not stack with the +1 gained from an Imagifer.

WARLORD TRAITS

An Adepta Sororitas Warlord may roll on any of the standard Warlord tables, or on the following one:

1. Holy War
The Warlord's contempt for the enemy has been fanned into a furious rage that spurs them forward.
The Warlord, and friendly units within 6", have the Relentless and Rage rules when outside their own Deployment Zone.

2. Pure of Will
Such is the Warlord's strength of will that enemy sorceries can find no purchase on her soul.
For the purpose of Deny the Witch rolls, the Warlord is treated as a Psyker with Mastery Level 3 and a Psychic Hood. This includes generating three additional dice in the opponent's Psychic Phase, which can only be used to Deny the Witch.

3. Beacon of Faith
The Warlord is a shining beacon of faith, a spiritual leader as much as a military one, who inspires intense devotion in their warriors.
The Warlord becomes Faith-Inspiring.

4. Indomitable Belief
This Warlord's inspirational belief is such that their followers refuse to yield before foes.
The Warlord, and all friendly models within 12" that have the Shield of Faith special rule, improve their Invulnerable Save by 1, typically to 5+.

5. Inspired Tactician
Through a mixture of shrewd thinking, long studies of tactics and history, and quiet contemplation, the Warlord somehow gets flashes of insight that help with planning for the battlefield.
After deployment, but before Infiltration, 1d3 units in the Warlord's army may each gain one of the following rules: Scouts, Crusaders, Stealth, Fleet.

Inspiring Orator
Those who hear the Warlord's stirring words can do anything if they put their minds to it.
Once per battle, the Warlord may, instead of Shooting or Running in the Shooting Phase, perform great oratory feats. All friendly Faithful units within 12" gain the Rending rule for their own Shooting attacks during that Phase.

This is just the beginning. Next it would make sense to cover Wargear so I might do that.
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Post by Username17 »

How are Warlord Tables not just incredibly shitty for the game? You make your army and then you roll a single die to determine whether it's better or worse. And worse, it's anti-role playing, because your commander (the character you presumably think about the most with regards to your army) does different stuff in every game.

It's unfair and it distances people from their armies. I can think of no reason for their inclusion.

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Post by Koumei »

(Part II: Wargear, both lists and descriptions)

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Adepta Sororitas Wargear Lists
Melee Weapons
A Boltgun, Chainsword or Bolt Pistol may be exchanged for a:
  • Chainsword (free)
  • Heavy Chainsword (+10)
  • San Leor Blade (+15)
  • Power Weapon (+15)
  • Neuro Whip (+15)
  • Power Stake (+15)
  • Burning Brazier (+20)
  • Inferno Glaive* (+20)
  • Eviscerator* (+25)
  • Blazing Maul* (+25)
*Canoness or Palatine only

Ranged Weapons
A Boltgun or Bolt Pistol may be exchanged for a:
  • Bolt Pistol (free)
  • Boltgun with Sarissa (+2)
  • Storm Bolter (+2)
  • Grigor Pattern Bolt Pistol (+5)
  • Combi-Weapon (+5)
  • Hand Flamer (+10)
  • Volkite Serpenta (+10)
  • Inferno Pistol* (+15)
  • Plasma Pistol (+15)
*Canoness or Palatine only. Plasma Pistols are only +15 because that's what GW says they have to cost for everyone. Just don't take them.

Special Weapons
A Boltgun may be exchanged for a:
  • Storm Bolter (+2)
  • Flamer (+5)
  • Arcaballista (+5)
  • Volkite Charger (+10)
  • Melta Gun (+10)
  • Gatling Bolter (+10)
Heavy Weapons
A Boltgun may be exchanged for a:
  • Heavy Bolter (+10)
  • Heavy Flamer (+10)
  • Multi Melta (+10)
  • Volkite Culverin (+15)
  • Missile Launcher (+25)
(With Melta Missiles and Incendiary Missiles)

Other Wargear
Any of the following may be taken:
  • Auspex (+5)
  • Melta Bombs (+5)
  • Photon Flares (+5)
  • Purity Seals (+5)
  • Phosphex Grenade (+10)
  • Jump Pack* (+15)
  • Convocation Armour* (+15)
  • Rosarius* (+15)
*Canoness or Palatine only. A model may not have both a Jump Pack and Convocation Armour.

Holy Artefacts
One of the following may be taken by a Palatine or Canoness. Up to one of each item may be taken in an army. Those marked with an asterisk (*) replace one weapon.
  • Crusader Gauntlets (+10)
  • The Holy Trinity* (+15)
  • Mantle of Ophelia (+20)
  • The Blade of Admonition* (+25)
  • Cloak of Saint Aspira (+25)
  • Prayer of Conflagration* (+25)
Vehicle Wargear
A vehicle may take any of the following
  • Dozer Blade (+5)
  • Laud Hailers (+5)
  • Pintle-Mounted:
    • Storm Bolter (+5)
    • Flamer (+5)
    • Melta Gun (+10)
  • Hunter-Killer Missile (+10)
  • Blessed Ammunition* (+10)
  • Holy Promethium (+10)
  • Inferno Shells* (+10)
  • Holy Iconography (+10)
*A vehicle cannot have both Inferno Shells and Blessed Ammunition.
Descriptions and Profiles

Note that I am lazy so currently I have just put very basic rules profiles and no descriptions. You don't even know what units are carrying half this stuff.
Ranged Weapons and Ammunition
Arcaballista: resembling archaic crossbows in appearance, these are actually modified boltguns, designed to launch specially prepared silver stakes at the enemy. They are best used for snuffing out the lives of psykers from a distance.
Range 36” S X AP 4 Heavy 1 Sniper, Psi-Shock

Blessed Ammunition: as rare as bolter rounds are, they still number enough that entire crates of them can be blessed, each round bearing an inscription to the Emperor.
This grants the Chaos Slayer and Ignores Cover rules to any of the following weapons used by the wielder: Bolt Pistol, Boltgun (including Combi-Weapons fired as Bolters), Gatling Bolter, Hurricane Bolter, Storm Bolter, Heavy Bolter, Grigor-Pattern Bolt Pistol, Avenger Bolt Cannon.
*Chaos Slayer: as per Imperial Armour, (X) Slayer wounds all (X) creatures on a 2+. In this case, Chaos creatures - any model with a faction of Chaos Space Marines or Chaos Daemons, or a Mark of Khorne, Nurgle, Slaanesh or Tzeentch, or the Daemon rule.

Boltgun with Sarissa: all boltguns have the potential to have these chemically sharpened blades attached. This allows them to be used as axes and spears if need be.
A Boltgun with a Sarissa is a Boltgun, but can also be used with the following profile in close combat:
Range - S +0 AP - Melee, Two-Handed.
On a turn in which the model charges into close combat or is charged by the enemy, it gains the Shred rule in the Fight Sub-Phase.

Exorcist Launcher: Whether using the classical "organ" design or the more practical cylinder, it is much the same: these long-distance multiple missile launchers were designed exclusively for the Adepta Sororitas, and remain a closely-guarded treasure. Most are only loaded with the standard warheads, but there are some that keep a small supply of secondary ammunition.
Range 48” S 8 AP 1 Heavy 3

Firestorm Missiles: these Exorcist missiles are packed full of promethium pods, designed to explode in the air above targets and then ignite, raining burning fuel upon them.
An Exorcist equipped with these may choose to fire its Exorcist Launcher with the standard profile or the following one:
Range 48" S 5 AP 4 Heavy 1 Large Blast, Barrage, Pinning, Ignores Cover

Skyspear Missiles: these Exorcist missiles have a slightly slower firing speed due to the calibration required in aiming, locking on and firing, however their specially-designed fins are made for tracking ultrasonic jets and tearing aircraft apart.
An Exorcist equipped with these may choose to fire its Exorcist Launcher with the standard profile or the following one:
Range 48", S 8 AP 1 Heavy 2 Skyfire

Tempestbreaker Missiles: the "monster-killer" of Exorcist special ammunition, these high-density rockets are fitted with multi-stage warheads that hurl even massive foes to the ground and leaved them dazed.
An Exorcist equipped with these may choose to fire its Exorcist Launcher with the standard profile or the following one:
Range 48" S 6 AP 3 Heavy 2, Strikedown, Concussive

Gatling Bolter: based on the design of the Hurricane Bolter but toned down to be wielded by infantry (albeit infantry in power armour), these are bulky weapons with multiple barrels, keeping up a solid rate of fire.
Range 24" S 4 AP 5 Salvo 6/3

Grigor-Pattern Bolt Pistol: surprisingly few of these pistols were made due to the slow loading speed - as hand cannons, heavy bolter shells had to be individually hand-loaded. However, for a combatant wearing power armour, the pay-off is typically worth it, felling greater foes so fewer rounds need to be expended.
Range 12" S 5 AP 4 Pistol

Holy Promethium: When slivers of silver are mixed into promethium at the right ratio, when prayers are chanted over the volatile fuel while special oils are mixed in, then it is not just the body that it burns, but the soul as well.
Flamer weapons used by models equipped with this gain the Soul Blaze and Chaos-Slayer special rules.

Inferno Shells: these specially-prepared bolter and heavy bolter rounds replace the usual explosive charge with densely-packed incendiary, reducing most organic material to ashes in seconds.
This grants the Shred rule to any of the following weapons used by the wielder: Bolt Pistol, Boltgun (including Combi-Weapons fired as Bolters), Gatling Bolter, Hurricane Bolter, Storm Bolter, Heavy Bolter, Grigor-Pattern Bolt Pistol, Avenger Bolt Cannon.

Longbow: wielded only by those who cast aside the inventions of remotely "modern" times, or those who have no alternative, these fire ordinary arrows.
Range 18" S 3 AP - Assault 1

Missile Launcher: most forces of the Imperium carry missile launchers, but in the case of the Adepta Sororitas, they only utilise their own special warheads: those that spray burning phosphor across the field, and those that activate a melta charge at the point of impact.
Missile Launchers from this Codex have the following options:
  • Melta Missiles: Range 36” S 8 AP 1 Heavy 1, Armourbane
  • Incendiary Missiles: Range 36” S 4 AP 5 Heavy 1, Blast, Ignores Cover
Phosphex Bomb: these bombs are rarely used, not only due to the danger they pose to the aircraft that carry them, but also because of the damage and destruction they do to the landscape, often rendering areas uninhabitable.
Range - S 5 AP 2 Bomb 1 Large Blast, Barrage, Poisoned 3+, Crawling Fire, Deadly Cargo, Lingering Death, One Use
*Crawling Fire: after the blast marker for a weapon with this rule is placed and scattered, the firer may move the marker up to 2" in any direction so long as this would cover more models than previously.
*Deadly Cargo: if the Flyer carrying unused weapons with this rule suffers a loss of Hull Points but is not destroyed, roll a d6. On the result of a 6, the Flyer suffers an automatic Explodes! result.
*Lingering Death: when a Blast weapon with this rule is used, after the attack is resolved leave the Blast marker (or a similar marker that covers the same area) in play for the rest of the game. The area is now treated as Dangerous Terrain for all models with a Toughness value, and Open-Topped vehicles.

Phosphex Launchers: for some vehicles that are not expected to survive, it is deemed acceptable to fit them with these extremely dangerous weapons that unleash burning phosphex across the field.
Range 6” S 5 AP 3 Assault 1 Large Blast, Single Use, Poison 3+, Crawling Fire, Ignores Cover

Riot Launcher: although the Adepta Sororitas typically use their own weaponry when utilising the Repressors of the Adeptus Arbites, they do on occasion retain these specialist grenade launchers.
Range 24" S - AP 4 Assault 1 Blast, Pinning, Blind

Melee Weapons
Blazing Maul: although it typically lacks the armour-splitting power of a Thunder Hammer, these massive, two-handed weapons are perpetually ablaze, burning with holy promethium and causing explosions of fire with every hit.
Range - S +2 AP 3 Melee, Two-Handed, Concussive, Deflagrate
The wielder also gains the Slam rule, but treats the weapon as Unwieldy when using that rule. This weapon has a built-in Flamer that can be fired normally.

Burning Brazier: used for more than just lightning dark places, these braziers burn with intense heat, setting foes ablaze. Furthermore, they have just enough extra fuel for one intense blast.
Range - S +1 AP 4 Melee
Once per game, it may be fired as a Heavy Flamer

Inferno Glaive: the Adepta Sororitas, bound by tradition, use defensive weapons based in design on those polearms used by the guardians of the Emperor's Throne - but with their own inflammatory touch. They are especially effective when braced to strike a charging enemy.
Normal: Range - S +1 AP 5 Melee, Two-Handed
Countercharge: Range - S +2 AP 3 Melee, Two-Handed
On a turn in which the bearer is charged by an enemy and not already locked in combat, the second profile is used. The weapon also has a built-in Flamer that adds +1 to the number of hits caused by a Wall of Death.

Neuro Whip: these whips have dual purposes: firstly to spur Repentia onwards, the pain driving them into a frenzied state rather than crippling them, and secondly, to maim and kill enemies as the energy field and thin wire cuts through armour and flesh and delivers potentially lethal shocks to the nervous system.
Range - S +0 AP 3 Melee. Always Wounds on 4+
A model equipped with two Neuro-Whips may re-roll To Hit and To Wound rolls of 1 in the Fight Sub-Phase.

Power Stake: made from silver and adamantium and filled with holy promethium, these power weapons are designed specifically to slay witches and daemons.
Range - S +0 AP 3 Melee, Two-Handed, Chaos-Slayer, Psi-Shock

San Leor Blade: it is traditional for every Sister of Battle to own a San Leor Blade, an almost-ornamental and symbolic weapon by which they can remember the original Daughters of the Emperor on San Leor. However, some actually do use them in battle, and in the hands of skilled warriors, they are just as lethal as modern weapons.
Range - S +2 AP 6 Melee, Two-Handed
Any To Wound roll of a 6 causes Instant Death

Other Wargear
Convocation Armour: although not as fully-integrated as Terminator Armour, these massive suits of powered armour can still stop most attacks from causing even light injuries, at the cost of much slower movement.
Convocation Armour grants a 2+ Armour Save and a 6+ Invulnerable Save, as well as the Bulky and Slow But Purposeful special rules.

Field Plate: for some, Power Armour is too modern and decadent, a sign of the corruption inherent in the Imperium. For others, they simply lack the means to acquire it. In these cases, simple feudal plate armour is the next best thing - a distant second.
Field Plate provides a 5+ Armour Save.

Medicus Ministorum: contained within these rare scentwood boxes of the Adeptus Ministorum are relics, unguents, salves and oils which can restore people from the brink of death and cure almost any ailment.
A model equipped with a Medicus Ministorum grants their entire unit the Feel No Pain special rule.

Nunciate Staff: the Sisters Dialogus use their voices instead of weaponry, and as such, their equipment amplifies their voices: staves with laud hailers and vox systems built in.
A model equipped with a Nunciate Staff grants +1 to Reserves rolls if she is in play at the start of the turn. Furthermore, if the bearer's unit has an Inspiration bonus to their Faith Raiting, the unit becomes Faith Inspiring to other units.

Phosphex Grenade: certainly not a safe option, some members of the Adepta Sororitas carry grenades packed with deadly Phosphex, causing explosions of flame that scorch the earth and spread rapidly amongst the enemy.
These grenades are not used in close combat, and are only thrown.
Range 6” S 5 AP 3 Assault 1 Blast, Single Use, Poison 3+, Crawling Fire, Ignores Cover

Photon Flares: The "Blind" grenades of the Imperium are found throughout several branches, while being less widespread than the Frag and Krak counterparts. They unleash a burst of photons bright enough to permanently blind opposition.
These are Defensive Grenades that can be thrown in the shooting phase:
Range 6” S – AP – Assault 1 Blast, Blind

Purity Seals: purity seals are found almost everywhere in the Imperium, placed on all kinds of wargear. However, when blessed by the right people, they help ward off Warp activity just that extra little bit.
Each model with Purity Seals adds an extra die to their unit for attempts to Deny the Witch. Multiple models with Purity Seals in the same unit add multiple dice.

Sacred Banner of the Order: each Order only has one banner that tells the full tale of their origins and pays homage to every saint and heroine who belonged to them. But when these banners are brought out to the field, those who view them are filled with courage.
This functions as a Simulacrum Imperialis, however it also grants the Fearless and Furious Charge rules to the bearer's unit.

Shield Robes: there are some cloth garments within the Imperium that, due to their sacred origins and the rituals that surround their maintenance, enhance the protections of the faithful when worn. It is still hard to tell whether it is in their mind and they evade harm and resist things to their full potential, or whether it truly is mystical.
A model with Shield of Faith who wears Shield Robes improves the benefits of their Shield of Faith, increasing the Invulnerable Save to a 4+ and increasing their bonus to Deny the Witch to +2. This cannot be worn on top of other armour.

Simulacrum Imperialis: the Adepta Sororitas carry many banners and standards, often with small relics and bones of saints interred within. This gives hope to those who view them.
The Similacrum Imperialis grants Inspiration to the bearer's unit, granting +1 to their Faith Rating. Additionally, units in 6" can always test to regroup using their normal Leadership value regardless of factors that would normally prevent this.

Vivisector: covering the entire arm, these are special technological marvels of medicine - and of torture. Multiple laser scalpels, bone saws, drills and injectors work together to quickly patch the wounded up and heal the dying, but can just as easily tear through enemy ribcages and fill them with deadly toxins.
The bearer's unit gains Feel no Pain, even against attacks that cause Instant Death, and any models in the unit with more than one Wound gain It Will Not Die. Additionally, this is a Close Combat Weapon that allows the user to exchange all attacks for a single attack with the Fleshbane and Rending special rules.

Vehicle Wargear
Cage of Condemnation: Some Penitent Engines are reinforced with added armour, cages surrounding the penitents. It is less for the protection of the "pilots", and more to protect the engine, and to help channel the pain outwards.
A vehicle equipped with this improves its Front Armour by 1 (maximum 14), gains the Fear rule and Denies the Witch on a 2+.

Holy Iconography: most vehicles and buildings of the Adepta Sororitas are covered in iconography that bring hope to their forces.
A vehicle with this gains the Faith-Inspiring rule.

Jericho-Pattern Laud Hailer: mounted on some Lightning fighter craft, the sounds emitted from these massive engines can rupture eardrums and shatter glass.
An aircraft with this becomes Faith-Inspiring, and its Shooting attacks gain the Pinning special rule. Additionally, enemy units within 12" suffer -1 to their Weapon Skill, Ballistic Skill and Initiative, and -2 to their Leadership.

Laud Hailer: many vehicles have loud sound systems, to demoralise their foes with hymns to the Emperor.
A vehicle equipped with this causes Fear, and when it performs a Tank Shock, the targets must test at -1 Leadership. If taken on a Walker, it causes Fear and enemy models are unable to fire Overwatch at it.

Holy Artefacts
Blade of Admonition: said to be found and wielded by one of the very first martyrs, this blade is as reflective as a mirror, and shows heretics the evil inside them.
This is a melee weapon with the following profile:
Range - S +2 AP 3 Melee, Fear, Character-Slayer
When the wielder accepts a challenge, or issues a challenge which is then accepted, but before blows are struck, the opponent must test Initiative as though hit by a Blind attack.

Cloak of Saint Aspira: it is said that Saint Aspira was able to survive multiple direct hits from enemy lascannons before she finally died. Even so, her cloak shows no sign of the damage it prevented.
The wearer of this may re-roll all failed Saving Throws.

Crusader Gauntlets: most recently worn by Canoness Agatha in the Kauyon crusade, these somehow spur the wearers onward, demanding that enemies be slain.
The bearer of these gains the Crusader and Furious Charge special rules.

Holy Trinity: although they are not the only weapons used by the Adepta Sororitas, many still pay homage to the holy trinity of Bolter, Flamer and Melta. This weapon combines all three in a surprisingly small frame.
This is a Storm Bolter with AP 4. It can also use the following once each per game:
-12" S 8 AP 1 Assault 1, Twin-Linked, Melta
-Template S 4 AP 5 Assault 1, Torrent (a Flamer weapon)

Mantle of Ophelia: when this heavy mantle is worn about the shoulders, the wearer becomes almost impossible to kill, not stopping for any injury.
The bearer of this gains the Eternal Warrior and Feel No Pain special rules.

Prayer of Conflagration: this inferno pistol is of an ancient, ornate design, and although it is primarily of use against vehicles, it can also make living targets explode with a terrifying force.
Range 8" S 9 AP 1 Pistol, Melta, Deflagrate

Frank: I agree on every point there. I included one obviously because that is a requirement with codices and is unfortunately part of the game. But when they were introduced in 6Ed, well, everyone either laughed or complained. And rightly so. There are reasons why it was called d6 Edition. I hate that aspect, and basically anyone running a group campaign does some kind of houserule ("roll once at the start of the campaign", "just fucking choose one at the start of the campaign", "we're not using those fucking things, end of story")
Last edited by Koumei on Thu Jan 07, 2016 4:07 pm, edited 8 times in total.
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Username17
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Post by Username17 »

By the way, you have several times called out Plasma Pistols as being trap options. How come? Back in 3rd to 5th edition, Plasma Pistols did strength 7 AP2 to struck targets and caused a AP - wound to the user on a 1 to-hit. In close combat they counted as a CCW. That's actually pretty good, even if your target is unmodified marines (and obviously against terminators or expensive aspect warriors, it is fantastic).

A marine firing one at other marines (and frankly, what else would you be doing in this game?) dies from his own plasma in 18 shots and has killed 10 other marines in that time. A Guardsman firing at marines will kill himself in 9 shots and only kill 3.75 Marines at that time. But when looked at as simply fire-and-forget weapons like hunter killer missiles, how is that not totally awesome? What can these things cost such that trading better than 1:1 with enemy power armor folks isn't wicked sweet?

Is there some rules change I don't know about?

-Username17
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