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Rules Development Here's the board for all you people with house rules etc you want to share or get opinions on

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Old June 16th, 2007, 16:28   #1131 (permalink)
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Is it just me or did you just combine bits and pieces from 40k and Fantasy battle and then chuck in a thing or two of your own?


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Old July 7th, 2007, 02:01   #1132 (permalink)
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Combine bits from fantasy and 40K? Not really. Obviously there would be some stuff from fantasy (undead are more of a fantasy thing then a sci-fi thing, after all), and since its based in the 40K universe it would have to have stuff from 40K, but we hardly grabbed a bunch of things from both and tossed them together. If we did, it wouldn't have taken several hundred pages and over a year to make this thing.

So I would say its definately just you.
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Old February 14th, 2008, 05:14   #1133 (permalink)
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Just my 2 cents: While it may not be horribly unbalanced, it does seem strange fluff-wuse the archeo-weapons carried by regular troops can outdo a the Callidus temple assassin's c'tan phase blade (getting a 6 for 2 results, the phase blade and a second trait, plus it can be Mastercrafted, while the C'tan blade cannot). But again, not a big deal. The wargear also seems a little "over the top", especially considering how limited the armories are currently getting. But again, after all that work, it would seem wasteful not to include all the ideas

I can't help but notice the feral horde list seems a bit lacking in variety. While I understand the army can only consist of models without the "By Your Will..." special rule, having no necromancer to control it, but it has relatively few units. I noticed Wights aren't in the list even though they could concievably be. Beyond that I don't know what I'd really add to it.

I have to admit at first glance the abundance of powerful special rules (decapitation and some others), that seemed relatively common, made me hesitate about this, but really the codex seems well balanced point-wise for the ability. Good job to everyone that worked on it
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Old February 14th, 2008, 19:22   #1134 (permalink)
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Some of the rules are a bit over the top, but we also made this before the new kind of codexes came out. They weren't over-simplifying everything at that point. Thanks for the thing about balance. It wasn't easy pointing everything out (and we really need to redo one of the Herald's things... its vastly overpowered, though I think I'm the only one who worked on this left here...).

As for the feral horde... IIRC it can take allies from the main list, though I'm not quite sure. It was pretty much intended as a list of what the necrophage can put together under its own power. Wights are fairly powerful undead, so a necrophage wouldn't be able to create them.

Lurker was responsible for the archeo-weapons. I think the idea behind them were they were ancient items that the cultists found- pretty much like how the C'Tan phase weapons are ancient weapons found by the Imperium and given to Callidus assassins- pretty much items from the dark ages and stuff.

Anyways, thanks for you 0.02cents (I think it was worth a bit more than that, though...). All decent input is very appreciated.
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Old July 11th, 2008, 21:05   #1135 (permalink)
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I am currently composing a few new army lists that are designed to be used with normal 40k, and with my own more realistic version which I have dubed "New 40k". Among these is an army of possessed chaos cultists, and I have found your list to be an inspiration for me, thank you for all the hard work.
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Old July 12th, 2008, 02:50   #1136 (permalink)
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No problem. If you enjoyed reading it, then it was worth the effort we made to write it.

Hmmm.... I really should try to get this updated for 5th....
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