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Caleidah

Eloquent Lunatic

PostPosted: Thu Oct 22, 2009 9:51 pm


B00M_H34DSH07
i agree with Lt. on that, it's highly doubtful that it will make the codex.
even if it did it's even less likely they'll make a model for it. talking about variants i was talking to this kid the other day, and he's making a new chapter the Plasma Knights. it's based on plasma weaponry if ya didn't figure that out. anyway he's made some awesome yet fair rules.

Post 'em up here, if he doesn't mind. We always like looking at new homebrew stuff that people have made.
PostPosted: Fri Oct 23, 2009 8:06 pm


i'll ask
he so pariniod though
i know one of them:gene seed mutaion
it allows them to take a feel no pain save from all plasma weapon wounds-even gets hot fails.

B00M_H34DSH07


B00M_H34DSH07

PostPosted: Fri Oct 23, 2009 8:13 pm


by the way.
any one no an easy, quick way to earn some gold.
i'm kinda new at this
PostPosted: Fri Oct 23, 2009 9:09 pm


B00M_H34DSH07
i'll ask
he so pariniod though
i know one of them:gene seed mutaion
it allows them to take a feel no pain save from all plasma weapon wounds-even gets hot fails.

That's broken as all get out and I wouldn't play against it unless his Marines were made much more expensive for it.

Caleidah

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Van Evok

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PostPosted: Sat Oct 24, 2009 12:51 am


surprisingly enough my army without single plasma weapon would be unaffected... I hate gets hot weapons with a reason, once my opponent unloaded full strength rapid fire of 10 sternguard into my tactical, kiling 2 mine tacs and frying 5 of his own prized elites...

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PostPosted: Sat Oct 24, 2009 2:41 am


Van, just...I don't even know what to say anymore.


BH, here are the biggest problems that I see with your friend's rules:

1) Gene Seed is pretty strictly regulated by Inquisition and Mechanicus. Only a few big mutants are allowed to keep their gene seed as is, because of how useful it is. For their gene seed to mutate this perfectly without the Inquisition or Mechanicus catching it and culling said mutant gene seed from the stock would be astounding.

2) This plasma immunity just...breaks all convention. It would mean that they would have to have FNP against ALL AP2 weaponry, because that's really the only special thing that Imperial Plasma weapons have. Against Tau plasma, they'd already get their Feel No Pain save. You two should both read up on that rule again. It's pretty damn overpowered as it is. I know. I use it on every model that I can. The limits that are on it are there for a reason. Having a whole force of Marines with enhanced FNP costing ANY LESS than 28pts/model would be ludicrous.

Caleidah

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Asmondai
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PostPosted: Sat Oct 24, 2009 9:01 am


Wouldn´t geneseed flaws usually be something less dramatic then that?

Most likely a malfunction in other implants or small changes in their overall genes and hormones, like different skin and eye color,
or in space wolfs cases, overgrowing of body hair and the fangs and in case
of blood angels, changes in their psychology, ie, state of blood thirst madness.
PostPosted: Sat Oct 24, 2009 12:57 pm


Asmondai
Wouldn´t geneseed flaws usually be something less dramatic then that?

Most likely a malfunction in other implants or small changes in their overall genes and hormones, like different skin and eye color,
or in space wolfs cases, overgrowing of body hair and the fangs and in case
of blood angels, changes in their psychology, ie, state of blood thirst madness.

The worst that I know of is the Fire Angels chapter. Their gene seed ended up creating such heat in their bodies that they would burst into flame, and yet not be burned up.

Similarly, the Black Dragons grow huge bone spikes from their arms that they usually sheath in adamantium and turn into reinforced assault weapons.

Caleidah

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Hoxtalicious

Greedy Partner

PostPosted: Sat Oct 24, 2009 2:31 pm


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PostPosted: Sun Oct 25, 2009 1:10 am


It's not as impressive as the Ork megaforce. They should have thrown in a commander boxed set or a box of Devastators.

Lady Blodwynn

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Hoxtalicious

Greedy Partner

PostPosted: Sun Oct 25, 2009 2:11 am


It is rather bland, but it is a great starting point or expansion for a Marine army. Not as great as the previous incarnation though, that one had a command squad and commander boxed set.

edit.

Boxed set = €151,00

Tactical squad = €30,00 / €60,00 for two
Sniper scout squad = €22,50
Rhino = €25,00
Predator = €35,00
Dreadnought = €35,00
Assault Marines = €25,00

Contents total: €202,50

Savings: €51,50
PostPosted: Sun Oct 25, 2009 12:03 pm


The idea of plasma immunity, while intriguiging, does seem a bit OP

and i'm just getting in to 40k with the Space Marines, anyone got any suggestions for a complete noob? xD

-xAngel of Redemptionx-


Jason Kharo

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PostPosted: Sun Oct 25, 2009 12:41 pm


Get one of the starter sets, great pieces of kit.
Or get a solid troops base of two Tactical Squads and a commander, then build up with terminators maybe, or some heavy support, then fast attack.
PostPosted: Sun Oct 25, 2009 3:18 pm


A commander (chaplain), 3 tactical squad and 2 devastator (or 1 tank and 1 Dev),
and maybe add a bike squad might be a ideal core-army for 1st timers. 3nodding
Quick counting should be close to 1500ps, which is somewhat a good start.
That´s pretty close to how I 1st started with my DA army. <.<
Then it just grew. whee


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http://www.games-workshop.com/gws/catalog/productDetail.jsp?catId=&prodId=prod340014a

Asmondai
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PostPosted: Sun Oct 25, 2009 3:52 pm


Asmondai
A commander (chaplain), 3 tactical squad and 2 devastator (or 1 tank and 1 Dev),
and maybe add a bike squad might be a ideal core-army for 1st timers. 3nodding
Quick counting should be close to 1500ps, which is somewhat a good start.
That´s pretty close to how I 1st started with my DA army. <.<
Then it just grew. whee


Must.....Have.....It!!! gonk heart
http://www.games-workshop.com/gws/catalog/productDetail.jsp?catId=&prodId=prod340014a

Nice man, and i've already got a chaplain. But what i think i'm going to be doing is sinking my cash into Terminators (i want a Deathknell strike force)
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