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Rules wish list


Gumo9

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I know that the subject of our codex is often hotly discussed but personally I love it. Even so, last night I was glancing through and thought that I would love it even more if a rule or two could be changed or added.

 

So, my question to members of this community is.... if you could add or change just one rule in the codex, what would it be? Let's not have anything silly, just something that would have been on your codex Christmas list before the finished version was finalised.

 

A couple of examples I thought of were: being able to assault straight out of a drop pod for assault marines, or assault marines getting the hit and run special rule as standard.

 

What would you change?

 

G

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libarian having a power akin to the lightening power the wolves have as it would be fluffy for my storm angels :) Dunno, maby seth should ive counter attack or some such to show the more you realy dont want to be in cc with these guys... i liked old dante more, corb could do with an inv save and be an hq. captains should have the red thirst rule and more options. Maby what ever squad he is attached to gets to reroll its redthirst roll and both benifit... make captains useable...

techmarines need something and alot of it, should have relentless at least...

This goes for all SM, but Captains with Rites of Battle... stupid that they don't have it anymore. Also more tactical abilities purchaseable like the Hive Tyrant has. It's freaking stupid that Guard commanders act more like veteran officers than a 400-year-old, born-to-lead, 8 feet tall killing machine.

 

Death Masks tests taken with a negative Ld modifier.

 

Heroic Intervention compatible with Dante leading the VV squad.

 

Turn Glaive Encarmines into Relic Blades, or give Sang Guard access to some sort of invul save, and larger squads.

 

Let Furioso Librarians take upgrades. At the very least Extra Armour.

All excellent suggestions gentleman and I agree with them all.

 

But what rules would make our blood angels more like the true sons of Sanguinius?

 

G

 

 

When we deep strike we land 2" apart if we wish.

 

-5 points from Jump Packs

 

Infernius Pistol has 2d6 base damage. YEA I SAID IT!

 

Hand Flamer goes back to the grill area where it belongs.

 

Dante' just isn't special enough to me. Nor is his weapon set.

 

Sang Guard aren't special enough to me either, a 5+ inv would be nice, or Deathmasks come stock.

I'd have made Tactical Squads get a way to be more assaulty without loosing their shootyness. Something above adding a Sang Priest to them I mean.

 

Maybe something as simple as giving Tacticals Relentless like the DC has. Charging forward Bolters blazing really is a BA thing.

I'd have made Tactical Squads get a way to be more assaulty without loosing their shootyness. Something above adding a Sang Priest to them I mean.

 

Maybe something as simple as giving Tacticals Relentless like the DC has. Charging forward Bolters blazing really is a BA thing.

 

Or make them Grey OMGPWN Hunters. :lol: ala Bolter+BoltPistol+CCW as a standard loadout.

All excellent suggestions gentleman and I agree with them all.

 

But what rules would make our blood angels more like the true sons of Sanguinius?

 

G

 

 

1 It is absurd Dante doesn't have eternal warrior. He is 1000 years old. Not fluffy, just stupid really.

 

2 Making a chaplain be able to control the DC I think is also more historically appropriate.

 

3 Having a priest give FC but also rage on a 1 would be interesting.

 

4 Getting FC on a leadership check, rather than a 1, akin to SW counter attack would be nice.

 

5 Get rid of deepstriking landraiders.

 

6 Giving tacticals uber grit. Assaulting with tacticals is more historically appropriate and many players have dropped them from their lists.

 

7 I don't think our vindi or preds should be fast, a few vehicles, sure. But doesn't make sense to me why only we would have almost every vehicle fast.

Sure, its a waste of time, but I´ve got some time to spend:

 

1 - Artificer Armour and Relic Blades and Digital Weapons for our Captains, I mean, the Blood Angels are supposed to be an entire chapter of artificers, yet our most sophisticated and oldest veterans jump around with simple powerweapons and "lousy" powerarmour suits. Blah.

 

 

2 - Eternal Warrior and Fearless for Dante, the letter also for Mephiston. Many others have pointed it out, so I won´t go into the "why".

 

3 - Better Deathmasks for same points, e.g. a negative modifier(-2 I´d find appropriate).

 

4 - I agree that Tactical Marines from every chapter should be equipped with Bolter, Chainsword and Bolt Pistol.

 

5 - The loss of Rites of Battle from both C:SM and C:BA hurts, as I thought it a very fluffy and not too overpowered rule.

 

 

Snorri

* Dante Needs Eternal Warrior

 

* Relic Blades

 

* Artificer Armour for Captains as a min, really it should be purchasable for Librarians and Chaplains as well.

 

* Red thirst on a 1 is almost pointless. (I have failed the red thirst test over 27 times in a row now)

 

* I'd like to see a base chapter Master like in vanilla marines (some people make Successor chapters you know).

 

* Definetly a way to control the Death company as well as 10 point jump packs for them.

 

Although I have alot of things I would like to change in BA codex, don't get me wrong I still love it and would not dream of using any other! To be honnest I think we did pretty well.

Change the land raider as follows:

 

Each sponson instead of being a twin-linked weapon would be two weapons that fire at the same target. The POTMS would allow the LR to fire one complete sponson set of weapons at a target while moving up to 6in would allow you to fire an additional set of sponson weapons as per normal. This would in effective make the LR have a horrifying amount of firepower that would make it both more powerful and accurate in my book. Yes points raise and such. Just a thought I've had.

 

Agreed on Captains having Rites and being useful.

 

Agreed on relentless and Ld check for FC on tacticals.

Looking at all these responses, wouldn't it be great if GW provided an official template or formula that would work out the points cost for implementing these suggestions. This way, we could create our own chapter master or modify that landraider - all would be reflected in the points cost and be fair in terms of game play.

 

Not going to happen I know, but I can still dream !

 

G

Looking at all these responses, wouldn't it be great if GW provided an official template or formula that would work out the points cost for implementing these suggestions. This way, we could create our own chapter master or modify that landraider - all would be reflected in the points cost and be fair in terms of game play.

 

Not going to happen I know, but I can still dream !

 

G

 

What I would like would be GW finding ways to fix their Codices, so if one is very old they can go on and on upgrading it.

 

Ran

Sure, its a waste of time, but I´ve got some time to spend:

 

1 - Artificer Armour and Relic Blades and Digital Weapons for our Captains, I mean, the Blood Angels are supposed to be an entire chapter of artificers, yet our most sophisticated and oldest veterans jump around with simple powerweapons and "lousy" powerarmour suits. Blah.

 

The more I think about it, the more I figure there's got to be some reason reason they deny BA Captains basic vanilla SM codex wargear. Space Wolves not only get Artificer Armor and Relic Blade equivalents - albeit the latter are one-handed! - but they can also toss Eternal Warrior on as a 35-point upgrade. Meanwhile, BA Captains can't even use Artificer Armor? There's either a deliberate reason for it, or it's massively bad codex writing.

I have a few ideas, these aren't things that are "necessary" but changes I think make sense without being too unbalanced.

 

1. Dante should have eternal warrior or be T6.

 

2. Sanguinary Priests should be a unit upgrade. Add one to X unit for X points they are no longer an IC and they only benefit the squad they are attached to.

 

3. Tactical of all SM chapters should have Bolter, Bolt Pistol and Chainsword standard.

 

4. Death Masks should be either made cheaper, I's say somewhere around 10-15 points.

 

5. Sang Guard should be WS5, I5. I'm fine with no invuln save but they should have a bit better combat stats.

 

6. Death Company JP's should not be 15 points each, 10 sounds a little more appropriate but still somewhat high.

 

7. VV should come with JP standard (add 5 points to the cost of each VV to offset the stock JP), and should get the vehicle discount like ASM if you remove them.

HQ:

 

Dante - Toughness 6, Eternal Warrior, fearless

 

Captain Tycho - Death Company Version is an UPGRADE to Death Company(and it uses a HQ slot). JP upgrade option.

 

Lemartes - Maintain as UPGRADE to Death Company (uses an HQ slot). Remove JP option.

 

Honour Guard - up to 10 Man. Fix Blood Champion/Sanguinary so that they have options.

 

Generic Chapter Master -- Chapter Tactics upgrades for Generic Master - some ideas...

  • Red Thirst becomes - Red Rage (gain FC, Rage, FNP, Fearless) - Chapter Embraces the Death Company
  • Red Thirst becomes - Red Revenge (gain FC, Prefered Enemy, CA) - Chapter Has a blood revenge against an Enemy
  • Red Thirst becomes - Red Flash (gain FC, Hit and Run, Skilled Rider) Bikes as Troops / AS as FA- Chapter prefers bikes to JP's
  • Red Thirst becomes - Red Death (gain FC, Fleet, Move thru Cover, Stealth, Acute Senses) - Night Bringers of death

 

Elites:

 

Sang Guard - up to 10 man

 

Furioso Librarian - Standard Dread Upgrades added

 

Troops:

Tacticals, Death Company, Assault with no JP, Sternguard, Vanguard no JP's get Standard: BP, BG, CS

Tactical - option of second Special Weapon instead of a heavy.

 

Wargear:

 

Glaive Encarmine - Strength +1

 

Transports:

 

All Vehicles that Deepstrike, use Inertial Guidance Systems.

 

Can Assault from an Assault Vehicle that Deepstrikes.

The Option to give Seth a Jumppack

 

The Option to remove the Jumppack from Lemartes

 

While I want the Chaplain to control the Deathcompany, I wouldn't want it to be simply Rage doesn't effect a unit that has a Chappy. So something like a Leadership test to control them for that movement phase with some kind of modifier depending on the size of the squad i.e. -1 to Ld to control them for every 3 DC after the first 3, 6DC= -1, 9DC = -2 etc. Exclude Lemartes from this since he has the Black Rage so he is not able to control the DC like a sane Chappy could.

With this rule I would accept the cost of the DC jumppack as a calculated risk

 

 

-edit - spelling-

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