New OOTS products from CafePress
New OOTS t-shirts, ornaments, mugs, bags, and more
Page 3 of 4 FirstFirst 1234 LastLast
Results 61 to 90 of 117
  1. - Top - End - #61
    Titan in the Playground
     
    Blackhawk748's Avatar

    Join Date
    Oct 2012
    Location
    Tharggy, on Tellene
    Gender
    Male

    Default Re: "Gee-Dubs just doesn't care" - Warhammer 40,000 codex rewrites

    Quote Originally Posted by Zman View Post
    Haha, yep. Glad I'm remembered, though I hope it is fondly and not infamously! I kind of wished GW didn't rapidly increase the frequency the were outputing garbage so I could have kept up, but at the pace they were going I lost interest in anything 40k and got rid of everything but my gorgeous Farsight Army.
    Ya, there was a lot of......questionable things. Sad to hear about that though.

    And yes it was fondly as i was doing a bunch of re writes of things on Dakka Dakka and someone pointed me at your version. Its not to my taste but it is well designed.
    Quote Originally Posted by Guigarci View Post
    "Mr. Aochev, tear down this wall!" Ro'n Ad-Ri'Gan, Bard
    Tiefling Sorcerer by Linkele
    Spoiler: Homebrew stuff
    Show
    My Spell, My Weapon, Im a God

    My Post Apocalyptic Alternate Timeline setting: Amerhikan Wasteland


    My Historical Stuff channel

  2. - Top - End - #62
    Firbolg in the Playground
    Join Date
    Apr 2012
    Gender
    Male

    Default Re: "Gee-Dubs just doesn't care" - Warhammer 40,000 codex rewrites

    Quote Originally Posted by Blackhawk748 View Post
    Ya, there was a lot of......questionable things. Sad to hear about that though.

    And yes it was fondly as i was doing a bunch of re writes of things on Dakka Dakka and someone pointed me at your version. Its not to my taste but it is well designed.
    Thank you, I put quite a bit of effort into it and wanted to use a light hand i.e. point rebalancing for the vast majority of tweaks. I wish you the best of luck with your endeavors.

  3. - Top - End - #63
    Dwarf in the Playground
    Join Date
    Nov 2014
    Location
    Winter
    Gender
    Male

    Default Re: "Gee-Dubs just doesn't care" - Warhammer 40,000 codex rewrites

    Quote Originally Posted by Tome View Post

    Still... hmm, maybe some sort of buff. I suppose I could up Leadership, particularly on champions. A universal special rule boosting their ld tests for certain things is another option.

    Yeah, that sounds decent. Up the cost of the marines by 1 point (13 points for basic CSM, thematic) and give them a special rule that lets them do the old 'roll three dice, discard the highest' thing for morale and Fear tests?
    How about a rule that they ignore morale checks, pinning test etc. if within 12 from a independenr character? Sort of them being more afraid of their own then the enemy.

    Call it "might makes right" or something.

  4. - Top - End - #64
    Barbarian in the Playground
     
    NecromancerGirl

    Join Date
    Oct 2013
    Gender
    Male

    Default Re: "Gee-Dubs just doesn't care" - Warhammer 40,000 codex rewrites

    Now that Buffing CSM is well underway, Lets Nerf Space Wolves (An Overpowered Tournament Winning Army) to the ground. Cause Wolves are dumb, and we should make the people who play them feel bad for using such Cheese.

    Step 1: Remove ALL mentions of Thunderwolves. Marines who ride wolves? That's dumb. (This includes Logan's Sleigh, cause that thing is stupid)
    Step 2: Increase ALL Model's Point Cost by 5. 10 points for Characters. 20 Points for Vehicles. This stacks. So Bjorn is now +35 points. A Unit of 5 is now +25 points.
    Step 3: Reduce Stat boosts from Wargear, and Remove Frost Weapons. Call it Primitive Tools, cause these Savages should have bad Wargear. So a Power Sword now has -1 Str and AP4, a Power Axe is Str:User and AP3, and Power Armour is now a 4+ save. All melee weapons get Unwieldy because Wolves just flail their weapons in the direction of the enemy, cause they are wild animals.
    Step 4: Rune Priests can only cast Daemonology(Malefic), cause they are Heretics. (Feel free to drop this and find some other way to get these guys to scream Heretic if Malific is too powerful)
    Step 5: Drop Iron Priests. Wolves are too dumb to know how machines work.
    Step 6: Reduce ALL model's Ballistic Skill. Wolves only know how to punch things in the face, they shouldn't be able to shoot well.
    Step 7: Make a rule that you can only ever use formations/models from the base codex. Cause Wolves are too dumb to be organised, and Wolfen are shot on sight like the dirty mongrel mutants they are.
    Step 8: Drop them from the list of Imperial Armies, cause they are basically Renegades.

    Space Wolves are Dumb and Horrible, and this will hopefully make them Horrible. Feel free to find more ways to Nerf them if what I have here leaves them too powerful.

  5. - Top - End - #65
    Titan in the Playground
     
    Blackhawk748's Avatar

    Join Date
    Oct 2012
    Location
    Tharggy, on Tellene
    Gender
    Male

    Default Re: "Gee-Dubs just doesn't care" - Warhammer 40,000 codex rewrites

    Quote Originally Posted by Saambell View Post
    Angry Space Wolves stuff
    Spoiler: Reaction
    Show


    Honestly i almost want to put all the Space Marines into a Mega Codex and just give all the Big Chapters their own section, as all of them have a tone of overlap. This also stops the kind of crap that the Blood Angels are dealing with.
    Last edited by Blackhawk748; 2016-04-26 at 12:55 PM.
    Quote Originally Posted by Guigarci View Post
    "Mr. Aochev, tear down this wall!" Ro'n Ad-Ri'Gan, Bard
    Tiefling Sorcerer by Linkele
    Spoiler: Homebrew stuff
    Show
    My Spell, My Weapon, Im a God

    My Post Apocalyptic Alternate Timeline setting: Amerhikan Wasteland


    My Historical Stuff channel

  6. - Top - End - #66
    Colossus in the Playground
     
    JNAProductions's Avatar

    Join Date
    Jul 2014
    Location
    Avatar By Astral Seal!

    Default Re: "Gee-Dubs just doesn't care" - Warhammer 40,000 codex rewrites

    Quote Originally Posted by Saambell View Post
    Angry Wolf Shenanigans
    You're not serious, right? Especially since Space Wolves aren't even near the top tier.
    I have a LOT of Homebrew!

    Spoiler: Former Avatars
    Show
    Spoiler: Avatar (Not In Use) By Linkele
    Show

    Spoiler: Individual Avatar Pics
    Show

  7. - Top - End - #67
    Titan in the Playground
     
    Lizardfolk

    Join Date
    Oct 2010
    Gender
    Male

    Default Re: "Gee-Dubs just doesn't care" - Warhammer 40,000 codex rewrites

    Quote Originally Posted by Saambell View Post
    Now that Buffing CSM is well underway, Lets Nerf Space Wolves (An Overpowered Tournament Winning Army) to the ground. Cause Wolves are dumb, and we should make the people who play them feel bad for using such Cheese.

    Step 1: Remove ALL mentions of Thunderwolves. Marines who ride wolves? That's dumb. (This includes Logan's Sleigh, cause that thing is stupid)
    Step 2: Increase ALL Model's Point Cost by 5. 10 points for Characters. 20 Points for Vehicles. This stacks. So Bjorn is now +35 points. A Unit of 5 is now +25 points.
    Step 3: Reduce Stat boosts from Wargear, and Remove Frost Weapons. Call it Primitive Tools, cause these Savages should have bad Wargear. So a Power Sword now has -1 Str and AP4, a Power Axe is Str:User and AP3, and Power Armour is now a 4+ save. All melee weapons get Unwieldy because Wolves just flail their weapons in the direction of the enemy, cause they are wild animals.
    Step 4: Rune Priests can only cast Daemonology(Malefic), cause they are Heretics. (Feel free to drop this and find some other way to get these guys to scream Heretic if Malific is too powerful)
    Step 5: Drop Iron Priests. Wolves are too dumb to know how machines work.
    Step 6: Reduce ALL model's Ballistic Skill. Wolves only know how to punch things in the face, they shouldn't be able to shoot well.
    Step 7: Make a rule that you can only ever use formations/models from the base codex. Cause Wolves are too dumb to be organised, and Wolfen are shot on sight like the dirty mongrel mutants they are.
    Step 8: Drop them from the list of Imperial Armies, cause they are basically Renegades.

    Space Wolves are Dumb and Horrible, and this will hopefully make them Horrible. Feel free to find more ways to Nerf them if what I have here leaves them too powerful.

    This is terrible. Not liking an aescetic is no reason to gut it and ruin in for the people who do like it. I don't like Space Marines very much, doesn't mean I want to make all of their bolters gets hot.


    I failed me sense motive check. Sorry.
    Last edited by Tvtyrant; 2016-04-26 at 05:23 PM.
    Quote Originally Posted by The Glyphstone View Post
    Vibranium: If it was on the periodic table, its chemical symbol would be "Bs".

  8. - Top - End - #68
    Titan in the Playground
     
    LeSwordfish's Avatar

    Join Date
    Jul 2011
    Location
    Oxford, UK
    Gender
    Male

    Default Re: "Gee-Dubs just doesn't care" - Warhammer 40,000 codex rewrites

    I'm pretty sure its a joke guys.
    - Avatar by LCP -

  9. - Top - End - #69
    Barbarian in the Playground
     
    NecromancerGirl

    Join Date
    Oct 2013
    Gender
    Male

    Default Re: "Gee-Dubs just doesn't care" - Warhammer 40,000 codex rewrites

    It was a joke.

    I noticed significant overlap of those who have complained about Space Wolves in the other threads, and those here. I was seeing if I could get anyone to agree that Space Wolves need to be nerfed.

    My largest collection of Models is Imperial Guard, and they are in the lower end of the Tier Listing. My second is actually Space Wolves, so I was seeing if I could get 2 useless piles of plastic in my room. When I look at those tournament lists I see Cheesegear post, and I see SW in some of the higher ends, I just know someone out there is demanding them to be nerfed. Even when its only 1-3 models in the entire codex being used, and most of the 'dex is ignored as the Knock Off Marines that they are.

    Wolf Lords: Captain with no access to Eternal Warrior, and no orbital bombardment.
    Grey Hunters: Tactical Marines with no access to heavy weapons
    Blood Claws: Ork Mob that maxes out at 15 models though with 3+ armour save, which is mostly worthless.
    Wolf Scouts: Is an elite choice, and cant take Landspeeder Storms.
    Vehicles are just a copy of the 6th Edition Marines codex.
    Thunder Wolves: are busted, and probably need a boost in point slightly. But in the end, they are basically 2 Bike Veterans each, with poor shooting options.

    The only thing making them really powerful is the Company of the Great Wolf formation that lets them skip Tax Units and jump right to Iron Priests with Thunderwolf mounts and Cyberwolves that let them join Death Stars made from Other Armies Units.

  10. - Top - End - #70
    Titan in the Playground
     
    Blackhawk748's Avatar

    Join Date
    Oct 2012
    Location
    Tharggy, on Tellene
    Gender
    Male

    Default Re: "Gee-Dubs just doesn't care" - Warhammer 40,000 codex rewrites

    My biggest complaint with Space Wolves was the Wulfen, and mostly because their Special Melee weapons are way to good for the price and are just better for no real reason. If they were priced accordingly i wouldnt be complaining.
    Quote Originally Posted by Guigarci View Post
    "Mr. Aochev, tear down this wall!" Ro'n Ad-Ri'Gan, Bard
    Tiefling Sorcerer by Linkele
    Spoiler: Homebrew stuff
    Show
    My Spell, My Weapon, Im a God

    My Post Apocalyptic Alternate Timeline setting: Amerhikan Wasteland


    My Historical Stuff channel

  11. - Top - End - #71
    Colossus in the Playground
     
    JNAProductions's Avatar

    Join Date
    Jul 2014
    Location
    Avatar By Astral Seal!

    Default Re: "Gee-Dubs just doesn't care" - Warhammer 40,000 codex rewrites

    So in working on my own Thousand Sons mini-Dex based on the Grey Knights. Will post my progress when I get home.
    I have a LOT of Homebrew!

    Spoiler: Former Avatars
    Show
    Spoiler: Avatar (Not In Use) By Linkele
    Show

    Spoiler: Individual Avatar Pics
    Show

  12. - Top - End - #72
    Colossus in the Playground
     
    JNAProductions's Avatar

    Join Date
    Jul 2014
    Location
    Avatar By Astral Seal!

    Default Re: "Gee-Dubs just doesn't care" - Warhammer 40,000 codex rewrites

    Spoiler: Special Rules
    Show
    Summoner-This model cannot generate or cast powers from Sanctic Daemonology, but only perils on a double 6 when casting Malefic Daemonolgy.

    Champion of Chaos-As per the CSM Codex, but you are not required to challenge.


    Spoiler: Thousand Sons Tzeentch Powers
    Show
    Spoiler: Primaris-Tzeentch's Firestorm-Warp Charge 1
    Show
    Witchfire
    24" Range, Sd6+2, AP-, Assault 1, Blast, Inferno

    Inferno-For each model removed as a casualty as a result of this power, the remainder of the unit immediately takes a further d3 S3 AP- hits. If these extra hits cause a casualty, they cause a further one S2 AP- hit. The S2 hits do not generate any extra damage.


    Spoiler: 1-Boon of Mutation-Warp Charge 1
    Show
    Blessing

    Boon of Mutation targets a single friendly character within 2". First, the character immediately takes a S3 AP- hit. If they survive, they must roll on the Chaos Boon table, re-rolling Dark Apotheosis.


    Spoiler: 2-Doombolt-Warp Charge 1
    Show
    Beam

    18" Range, S8, AP1, Assault 1, Detonate

    Detonate-If Doombolt causes a vehicle to Explode, roll 2d6 for the explosion distance.


    Spoiler: 3-Breath of Chaos-Warp Charge 2
    Show
    Witchfire

    Template Range, S1, AP 2, Assault 2, Corrosion, Poisoned (4+)

    Corrosion-Do not roll for armour penetration against vehicles touched by this template. Instead, they suffer a glancing hit on a 4+.


    Spoiler: 4-Bolt of Change-Warp Charge 2
    Show
    Beam

    24" Range, Sd6+4, AP 2, Assault 1


    Spoiler: 5-Infernal Gateway-Warp Charge 2
    Show
    Witchfire

    18" Range, Sd6+4, AP 1, Assault 1, Large Blast


    Spoiler: Tzeentch's Strength-Warp Charge 1
    Show
    Blessing

    This blessing targets the Pysker. All units with the Mark of Tzeentch within 12" of someone with this blessing increase their invulnerable save by 1, to a maximum of 2+.


    Spoiler: Wargear
    Show
    Spoiler: Melee-Replace a Bolt Pistol or Close Combat Weapon
    Show
    Chainaxe-3 pts
    Soulfire Claw-10 pts
    Tzeentchian Power Weapon-10 pts
    Soulhacker-15 pts

    Spoiler: Soulfire Claw
    Show
    S User, AP3, Melee, Shred, Specialist Weapon, Force


    Spoiler: Tzeetchian Power Weapon
    Show
    As normal power weapons, but with Force.


    Spoiler: Soulhacker
    Show
    S X2, AP2, Melee, Specialist Weapon, Unwieldy, Force


    Spoiler: Ranged-Replace One Weapon
    Show
    Combi-Bolter-2 pts
    Combi-Flamer, -Melta, or -Plasma-5 pts
    Plasma Pistol-10 pts
    Plasma Gun-15 pts
    Flamer-5 pts
    Soulbow-10 pts

    Spoiler: Soulbow
    Show
    24" Range, S4, AP5, Assault 3, Force


    Spoiler: Terminator Ranged Weapons-Replace Combi-Bolter
    Show
    Combi-Flamer, -Melta, or -Plasma-5 pts
    Tzeentchian Power Weapon-12 pts
    Soulfire Claw-12 pts
    Soulhacker-17 pts
    Chainfist-22 pts
    Soulbow-15 pts


    Spoiler: Terminator Melee Weapons-Replace Power Weapon
    Show
    Soulfire Claw-2 pts
    Soulhacker-5 pts
    Chainfist-10 pts


    Spoiler: Special Issue Wargear
    Show
    Melta Bombs-5 pts
    Jump Pack-15 pts
    Chaos Bike-20 pts
    Sigil of Corruption-25 pts


    Spoiler: Chaos Rewards
    Show
    Ichor Blood-2 pts
    Gift of Mutation-8 pts
    Aura of Dark Glory-15 pts
    Combat Familiar-10 pts
    Spell Familiar-25 pts
    Disc of Tzeentch- 30 pts


    Spoiler: Lord/High Lord of Tzeentch-120 Pts
    Show
    WS BS S T W I A Ld Sv
    Lord 6 5 4 4 3 5 3 10 3+
    High Lord 6 5 4 4 3 5 3 10 3+

    Wargear
    Power Armour
    Boltgun
    Close Combat Weapon
    Frag Grenades
    Krak Grenades
    Bolt Pistol
    Inferno Bolts

    Special Rules
    Fearless
    Independent Character
    Psyker (Masery Level 1-Lord) (Mastery Level 2-High Lord)
    Champion of Chaos
    Summoner
    Hatred (Space Marines)
    Mark of Tzeentch

    Psyker
    May generate powers from Tzeentch, Biomancy, Malefic Daemonology, Divination, Pyromancy, Telekinesis, and Telepathy.

    Options
    May take items from the Melee, Ranged, Chaos Rewards, Special Issue Wargear, and/or Chaos Artifacts tables.
    May take Terminator Armour-30 pts
    May upgrade to High Lord-30 pts


    Spoiler: Sorcerer-80 pts
    Show
    WS BS S T W I A Ld Sv
    Sorcerer 5 4 4 4 2 4 2 10 3+

    Wargear
    Power Armour
    Force Stave
    Frag Grenades
    Krak Grenades
    Boltgun
    Bolt Pistol
    Inferno Bolts

    Special Rules
    Fearless
    Independent Character
    Pysker (Mastery Level 2)
    Champion of Chaos
    Mark of Tzeentch
    Summoner
    Hatred (Space Marines)

    Psyker
    May generate powers from Tzeentch, Biomancy, Malefic Daemonology, Divination, Pyromancy, Telekinesis, and Telepathy.

    Options
    May upgrade to Mastery Level 3-25 pts
    May take from the Melee, Ranged, Chaos Rewards, Special Issue Wargear, and Chaos Artifacts tables
    May take Terminator Armour-30 pts


    Spoiler: Warpsmith-90 pts
    Show
    WS BS S T W I A Ld Sv
    Warpsmith 4 4 4 4 1 4 1 9 2+

    Wargear
    Fleshmetal
    Boltgun
    Force Axe
    Frag Grenades
    Krak Grenades
    Mechatendrils

    Special Rules
    Fearless
    Independent Character
    Pysker (Mastery Level 1)
    Champion of Chaos
    Mark of Tzeentch
    Hatred (Space Marines)
    Summoner
    Shatter Defenses
    Master of Machines
    Second In Command (DOes not take an HQ slot if taken with another HQ choice)

    Psyker
    May generate powers from Tzeentch, Biomancy, Malefic Daemonology, Divination, Pyromancy, Telekinesis, and Telepathy.

    Options
    May take from the Ranged, Chaos Rewards (but cannot take a Disc of Tzeentch), and Chaos Artifacts tables
    May replace Mechatendrils with dual Tzeentchian Flamers-20 pts

    Spoiler: Dual Tzeetchian Flamers
    Show
    Template Range, S5, AP4, Assault 2, Force


    Here's what I've got my Thousand Sons min-dex so far. Based off of Grey Knights, for heavy Psykery.
    Last edited by JNAProductions; 2016-04-27 at 12:44 PM.
    I have a LOT of Homebrew!

    Spoiler: Former Avatars
    Show
    Spoiler: Avatar (Not In Use) By Linkele
    Show

    Spoiler: Individual Avatar Pics
    Show

  13. - Top - End - #73
    Troll in the Playground
     
    Tome's Avatar

    Join Date
    Jun 2009
    Location
    Somewhere lost in dream.
    Gender
    Male2Female

    Default Re: "Gee-Dubs just doesn't care" - Warhammer 40,000 codex rewrites

    Sorry for the absence, a bit busy with college work right now.

    Quote Originally Posted by The Patterner View Post
    •Aspiring Sorcerer: Any character that is not already a Psyker may take this upgrade. The model gains the Psyker (Mastery Level 1) special rule ...20 points per model
    I'd say that all characters have to be psykers, fits with the whole "all is dust" fluff.


    •Brotherhood of Sorcerers: Any unit of Chosen or Chaos Terminators may take this rule. The entire unit gains the Brotherhood of Sorcerers (Mastery Level 1) special rule …35 points per unit
    Maby make it so that chosen and terminators have to take the brotherhood of psyker rule and make their powers pre-determined, like Grey knights?
    Making it mandatory would, yes, be more fluffy. However one of the big problems with TSons is that the aspiring sorcerers are big, expensive upgrades that you might not want.

    So I intentionally made it optional for unit champions/chosen/termies. That way you can just pay the 1 point per model to be a Rubric Marine if having a psyker in the unit wouldn't be useful. You can just assume that the unit in under the care of one of the other sorcerers.

    Do note that ICs can't be Rubrics and thus have to upgrade to psykers, meaning that there will always be at least one sorcerer around. It's only non-IC characters that get a choice.
    Quote Originally Posted by The Patterner View Post
    Rubric Marine: Any non-Psyker, non-Independant Character model may take this upgrade. The model gains the Slow and Purposeful special rule and a 5+ Invulnerable save. A Thousand Sons Psyker may, at the start of your turn, take a Leadership test to temporarily remove the Slow and Purposeful rule for one turn from any Rubric Marines in their unit or a Rubric Marine transport Vehicle that they are embarked upon ...1 point per model
    This is the one I'd like to change the most. Maby something like this:
    All havocs and Chaos space marine units must take this upgrade.
    Gain aura of dark glory
    Slow and purposefull
    Fearless
    -1 to WS, BS and I.[/

    If a psyker with MoT is part of the unit, replace Slow and purposeful with relentles.


    Maby that's to much? I like the basis for Thousand sons, so I'd like to keep some of that.
    You'll note that they're already getting SnP and the 5++ that the Aura gives from what I gave them. While I could nerf their stats to make it a free upgrade... that hasn't ever been part of their profile. 3rd, 4th and 6th edition codices all have TSons with full marine statlines.

    The only other difference is Fearless, and that's intentional. I'm trying to avoid just handing out Fearless as an army-wide thing, particularly on ObSec units. It's both a very powerful rule and makes so many otherwise interesting builds and rules absolutely pointless. There is a formation I'm thinking of including that would give it back to them in exchange for the loss of ObSec.

    Quote Originally Posted by JNAProductions View Post
    Summoner-This model cannot generate or cast powers from Sanctic Daemonology, but only perils on a double 6 when casting Malefic Daemonolgy.
    No. Bad homebrewer. *smacks on nose with newspaper*

    The Thousand Sons are sorcerers, not specialist diabolists. Chaos Sorcerer does not automatically equal master daemonologist, and even master daemonologists are still taking incredible risks each time they summon up a daemon. Proliferating summoning powers is also bad for balance, and the fluff doesn't call for TSons to have specialised expertise in it. Maybe some ability to resist perils in general would help if you want them to be able to play with it a little more?

    The specialist daemonologists would be the Word Bearers, and even they don't get to skip out on the risks.

    If you want to give the TSons a bias towards a particular discipline, the fluff options are either give them a minor perk for Tzeentch Powers or let each unit have an affinity towards one of the five cults (aka the five core book disciplines) they had pre-heresy.

    Quote Originally Posted by JNAProductions View Post
    Primaris-Tzeentch's Firestorm-Warp Charge 1
    Witchfire
    24" Range, Sd6+2, AP-, Assault 1, Blast, Inferno

    Inferno-For each model removed as a casualty as a result of this power, the remainder of the unit immediately takes a further d3 S3 AP- hits. If these extra hits cause a casualty, they cause a further one S2 AP- hit. The S2 hits do not generate any extra damage.
    A single small blast with no AP nor the ability to reliably harm AV? One one will want this. Worse it's the Primaris, which can somewhat make or break a discipline.

    Beyond that, Witchfires are just bad due to all the additional chances to fail that they have. It's fluffy for Tzeentch to have a few, but only a few.

    Quote Originally Posted by JNAProductions View Post
    Boon of Mutation-Warp Charge 1
    Blessing

    Boon of Mutation targets a single friendly character within 2". First, the character immediately takes a S3 AP- hit. If they survive, they must roll on the Chaos Boon table, re-rolling Dark Apotheosis.
    Eh, decent enough.

    [QUOTE=JNAProductions;20716468]Doombolt-Warp Charge 1
    Beam

    18" Range, S8, AP1, Assault 1, Detonate

    Detonate-If Doombolt causes a vehicle to Explode, roll 2d6 for the explosion distance.[/SPOILER]
    There's a reason I switched the name of this power back to Bolt of Change. Doombolt has, in all sources other than the 6e codex, been described as more of a multi-shot power than a single anti-tank calibre blast.

    Quote Originally Posted by JNAProductions View Post
    Breath of Chaos-Warp Charge 2
    Witchfire

    Template Range, S1, AP 2, Assault 2, Corrosion, Poisoned (4+)

    Corrosion-Do not roll for armour penetration against vehicles touched by this template. Instead, they suffer a glancing hit on a 4+.
    Witchfires suuuuuuuuuuck. Especially when they're WC2. An AP2 flamer is not worth the cost, there's a reason I rewrote this power.

    Quote Originally Posted by JNAProductions View Post
    Bolt of Change-Warp Charge 2
    Beam

    24" Range, Sd6+4, AP 2, Assault 1
    Multiply redundant power with the previous Doombolt Bolt of Change. It is, however, notably worse due to being way too costly in Warp Charges and having a variable strength that adds yet another point of failure to it. Normal witchfires are already chancy as all get out due to requiring five different rolls, any one of which can negate the power if failed. It does not need a sixth.

    Besides, you already have a Bolt of Change. You don't need two.

    Quote Originally Posted by JNAProductions View Post
    Infernal Gateway-Warp Charge 2
    Witchfire

    18" Range, Sd6+4, AP 1, Assault 1, Large Blast
    Yeah, basically what I did. Do note however that WC 2 is one warp charge too many. Remember I mentioned witchfires have a lot against them? A witchfire should not take more than 1 warp charge unless it has something really special, like Strength D.

    Quote Originally Posted by JNAProductions View Post
    Tzeentch's Strength-Warp Charge 1
    Blessing

    This blessing targets the Pysker. All units with the Mark of Tzeentch within 12" of someone with this blessing increase their invulnerable save by 1, to a maximum of 2+.
    No. Just no. The existing powers are bad enough. Do not, under any circumstance, introduce yet another way to get a stupid 2++ into the game. They are anti-fun.

    If you really must introduce a way to buff invulnerable saves, it should include the line "no combination of rules, wargear, psychic powers or other effects that includes this one can ever improve an Invulnerable save to better than 3+". Because otherwise you're shooting at a stupid unkillable deathstar and that's no fun for anyone, particularly once someone lays hands on a reroll saves effect.

    Quote Originally Posted by JNAProductions View Post
    Spoiler: Lord/High Lord of Tzeentch-120 Pts
    Show
    WS BS S T W I A Ld Sv
    Lord 6 5 4 4 3 5 3 10 3+
    High Lord 6 5 4 4 3 5 3 10 3+

    Wargear
    Power Armour
    Boltgun
    Close Combat Weapon
    Frag Grenades
    Krak Grenades
    Bolt Pistol
    Inferno Bolts

    Special Rules
    Fearless
    Independent Character
    Psyker (Masery Level 1-Lord) (Mastery Level 2-High Lord)
    Champion of Chaos
    Summoner
    Hatred (Space Marines)
    Mark of Tzeentch

    Psyker
    May generate powers from Tzeentch, Biomancy, Malefic Daemonology, Divination, Pyromancy, Telekinesis, and Telepathy.

    Options
    May take items from the Melee, Ranged, Chaos Rewards, Special Issue Wargear, and/or Chaos Artifacts tables.
    May take Terminator Armour-30 pts
    May upgrade to High Lord-30 pts
    There's no such thing as a 'High Lord'. No self respecting Chaos Lord would go by the same title as those useless tossers, the High Lords of Terra. And the only difference appears to be a Mastery Level? Just buying an extra mastery level is an upgrade you can have on it's own, no need for a new profile.

    Especially in the case of Thousand Sons, who shouldn't even have Chaos Lords - their leaders are Sorcerers. The less capable psychics who might none the less be potent warriors? They got turned into Rubrics.

    If you wanted to represent that you could make some sort of 'Rubric Champion', a Rubric Marine who was formerly an exceptional warrior. Make them a non-compulsory HQ choice (so you have to take another HQ) that can't be your warlord to represent that Rubrics have no initiative of their own.

    Also! It should not be Hatred (Space Marines). The Thousand Sons hate Space Wolves in particular (something about burning down their house?). If you want to express the more generalised hatred all CSM have, Hatred (Imperium of Man) works far better and has the nice side benefit of countering the most powerful special rule in the game.

    Quote Originally Posted by JNAProductions View Post
    Spoiler: Dual Tzeetchian Flamers
    Show
    Template Range, S5, AP4, Assault 2, Force
    Erk! 2 shot, instant death heavy flamer? That's absurd, especially for 20 points. Seriously, do not just stick Force on every weapon to represent it being psyker-y. (I see that three shot Force boltgun. )

    The effect for Tzeentch-y warpflame is to make the weapon AP3. (I favour adding AP3 over AP2 where possible for other reasons too, as it gives Terminators a leg up over the standard marines - the dearth of AP3 and plenitude of AP2 is a bit of lazy design that makes 2+ saves less of an upgrade over 3+.)
    Last edited by Tome; 2016-04-27 at 04:03 PM.
    Friend Code: 4656 - 7046 - 4968
    Gamertag: Taejix
    Skype: Taejix
    Tumblr: http://taejix.tumblr.com/

  14. - Top - End - #74
    Colossus in the Playground
     
    JNAProductions's Avatar

    Join Date
    Jul 2014
    Location
    Avatar By Astral Seal!

    Default Re: "Gee-Dubs just doesn't care" - Warhammer 40,000 codex rewrites

    Glad I didn't get too much further in before posting. I'll get rid of the Summoner special rule on all models.

    For psychic powers, I mostly just used existing powers (obviously). Armed with the knowledge that they suck, I'll do my best to make new ones. (As a side note, how good is Flickering Fire as a Primaris?)

    Good idea for making a Rubric Champion-I'm just working off the Grey Knights and CSM Codex. I'll model the Rubric Champion off of the Brotherhood Champion. And good call on the Space Wolves Hatred-I was just giving them the Veterans of the Long War benefit.

    And got it on the AP 3 Tzeetch Fireyness. I'll get rid of force on everything and just make the melee weapons mostly normal. (Though as a note-the Soulbow is based off the Psilencer, with half the shots but a (crappy) AP value.)
    I have a LOT of Homebrew!

    Spoiler: Former Avatars
    Show
    Spoiler: Avatar (Not In Use) By Linkele
    Show

    Spoiler: Individual Avatar Pics
    Show

  15. - Top - End - #75
    Troll in the Playground
     
    Tome's Avatar

    Join Date
    Jun 2009
    Location
    Somewhere lost in dream.
    Gender
    Male2Female

    Default Re: "Gee-Dubs just doesn't care" - Warhammer 40,000 codex rewrites

    Quote Originally Posted by JNAProductions View Post
    For psychic powers, I mostly just used existing powers (obviously). Armed with the knowledge that they suck, I'll do my best to make new ones. (As a side note, how good is Flickering Fire as a Primaris?)

    And got it on the AP 3 Tzeetch Fireyness. I'll get rid of force on everything and just make the melee weapons mostly normal. (Though as a note-the Soulbow is based off the Psilencer, with half the shots but a (crappy) AP value.)
    Flickering Fire is decent. It's a pretty bad AP, but it has plenty of shots to make up for it.

    Really though, I'd recommend just shifting Bolt of Change into the primaris slot. It's one of the most recognisable Tzeentch powers in 40k and it lets the Thousand Sons have a reliable anti-vehicle option.

    Psilencers make a bit of sense for GKs. Daemons, the things they specialise in fighting, are almost universally multi-wound models with no armour save. A low AP gun with Instant Death is a pretty sensible heavy weapon for them. Thousand Sons would probably want something more... them. An AP3 flamer (should be expensive, ignores cover combined with AP3 or lower is very effective), for handling loyalists and better expressing Tzeentch's thinly disguised pyromania, perhaps?
    Friend Code: 4656 - 7046 - 4968
    Gamertag: Taejix
    Skype: Taejix
    Tumblr: http://taejix.tumblr.com/

  16. - Top - End - #76
    Colossus in the Playground
     
    JNAProductions's Avatar

    Join Date
    Jul 2014
    Location
    Avatar By Astral Seal!

    Default Re: "Gee-Dubs just doesn't care" - Warhammer 40,000 codex rewrites

    Quote Originally Posted by Tome View Post
    Flickering Fire is decent. It's a pretty bad AP, but it has plenty of shots to make up for it.

    Really though, I'd recommend just shifting Bolt of Change into the primaris slot. It's one of the most recognisable Tzeentch powers in 40k and it lets the Thousand Sons have a reliable anti-vehicle option.

    Psilencers make a bit of sense for GKs. Daemons, the things they specialise in fighting, are almost universally multi-wound models with no armour save. A low AP gun with Instant Death is a pretty sensible heavy weapon for them. Thousand Sons would probably want something more... them. An AP3 flamer (should be expensive, ignores cover combined with AP3 or lower is very effective), for handling loyalists and better expressing Tzeentch's thinly disguised pyromania, perhaps?
    Will do. I've got several hours with nothing to do tonight, so I'll get more work done.
    I have a LOT of Homebrew!

    Spoiler: Former Avatars
    Show
    Spoiler: Avatar (Not In Use) By Linkele
    Show

    Spoiler: Individual Avatar Pics
    Show

  17. - Top - End - #77
    Troll in the Playground
     
    Tome's Avatar

    Join Date
    Jun 2009
    Location
    Somewhere lost in dream.
    Gender
    Male2Female

    Default Re: "Gee-Dubs just doesn't care" - Warhammer 40,000 codex rewrites

    One thing the TSons probably do want in their armoury is a force khopesh. Not sure on its exact stats, but it's probably a force sword with an added special rule.
    Friend Code: 4656 - 7046 - 4968
    Gamertag: Taejix
    Skype: Taejix
    Tumblr: http://taejix.tumblr.com/

  18. - Top - End - #78
    Titan in the Playground
     
    LeSwordfish's Avatar

    Join Date
    Jul 2011
    Location
    Oxford, UK
    Gender
    Male

    Default Re: "Gee-Dubs just doesn't care" - Warhammer 40,000 codex rewrites

    Okay, so, I wrote up some Acolyte profiles.

    All acolytes have the standard "human" profile (3's across the board) but with LD8. As basic, they have access to Carapace Armor. The general idea is that they can either be parcelled out across the entire army to hand out general buffs - or joined together with the Inquisitor to form a single super-unit. A standard Inquisitorial Detachment would likely consist of a single Inquisitor and 0-10 Acolytes.

    Spoiler
    Show
    Thy Master's Hand
    Inquisitorial Acolytes benefit from a unique special rule each. This rule has two levels: One applies when joined to any unit, while one only applies only to inquisitors joined by the Acolyte. Some of these rules refer specifically to an "acolyte cell" - this is a unit comprising entirely of choices from Codex: Inquisition, including at least one Inquisitor, and allied independent characters.

    So you can't give super-units the super-powers just by including an acolyte and a cheap inquisitor.


    Kill Points
    Inquisitorial acolytes do not count as individual units for the purposes of kill points. A kill point is not awarded for killing a single Acolyte - nor is killing one sufficient to count as "wiping out a unit" for the purposes of a Maelstrom objective. For the perspective of objectives, all acolytes from a single detachment are part of a single unit.

    Crusader 25pts
    Wargear: Power Weapon, Storm Shield
    Sworn Protectors: Any Look Out, Sir! roll made to assign a wound to a Crusader automatically passes, and Crusaders automatically pass Heroic Intervention rolls. When in base contact with an Inquisitor, the Inquisitor gains a 3++ invulnerable save.

    Crusaders are super-bodyguards, but need to be kept in base contact to be useful.

    Mystic
    Empyrean Sense: At the end of the enemy movement phase after an enemy unit has entered from Reserve within 24" of the Mystic, roll a D6. If that roll is a 5+, the Mystic and their unit immediately gains the Interceptor special rule and may utilise it as normal. The mystic's unit must roll again next turn in order to use this ability again. If the Mystic is in an Acolyte Cell, treat them as automatically passing this roll.

    Interceptor is too powerful an ability to hand out to just anybody at will, so it can be a bit difficult to get (perhaps a leadership test instead?).

    Chirugeon
    Healing Vials: The Chirugeon's unit gets the Feel No Pain special rule. If this unit is an Acolyte Cell, they get the Feel No Pain (4+) special rule instead.

    Warrior Acolyte
    Profile: WS 4, BS 4, Init 4, A 2
    Wargear: The warrior acolyte may take options from the Warrior Wargear list. Combi- and special weapons, carapace and power armor, plus power weapons and powerfists.
    Damnit, not like that!: The warrior acolyte may opt not to shoot or strike blows in close combat in any phase. If they do this, one other model in their unit gains +1 Ballistic Skill or Weapon Skill for the duration of the phase. If this model is an Inquisitor, they get +2 Ballistic Skill or Weapon Skill instead. Multiple Warriors may not provide this bonus to the same squad in the same phase.

    Warriors make others in their squad better, which makes sense to me. They're especially good for Challenges. They can be fairly cheap at base since their bonus doesn't stack, making them the bread and butter of a squad. The last caveat is to avoid stuffing squads of, say, devastators with warriors and handing out +1 BS all round.

    Scoundrel
    Profile: May replace close-combat weapon with an additional pistol.
    Know This Place Like The Back Of My Hand: The Scoundrel's unit has the Acute Senses special rule. If this unit is an Acolyte Cell, they gain the Infiltrate special rule.

    Not entirely happy with this one, but really want a "Scoundrel" acolyte.


    TODO
    Psyker
    Death Cultist
    Tech-Priest
    Untouchable
    Joakero(?)
    Banisher (Puritan Only)
    Daemonhost (Radical Only)
    Something Puritan and Witch Hunters (Sororitas? Mystic? Penitent?)
    Unsanctioned Psyker (Radical Only) (Psyker that has more powerful powers but more perils.)
    Something Puritan and Ordo Xenos (...?)
    Something Radical and Ordo Xenos (Joakero? I also like the idea of a Xenotech Smuggler, though that could be combined with the Scoundrel)

    This gives a total of about 13-15 acolytes: This sounds like a lot. Could maybe use some trimming.
    - Avatar by LCP -

  19. - Top - End - #79
    Troll in the Playground
     
    Tome's Avatar

    Join Date
    Jun 2009
    Location
    Somewhere lost in dream.
    Gender
    Male2Female

    Default Re: "Gee-Dubs just doesn't care" - Warhammer 40,000 codex rewrites

    You could raid DH1 for a few ideas if you wanted.

    I remember the... Pyroclast, I think it was, was always one of my favourite alternate careers. I suppose on the tabletop it would be an acolyte with an Incinerator and... preferred enemy (daemons)? Adamantium Will?
    Friend Code: 4656 - 7046 - 4968
    Gamertag: Taejix
    Skype: Taejix
    Tumblr: http://taejix.tumblr.com/

  20. - Top - End - #80
    Titan in the Playground
     
    Lizardfolk

    Join Date
    Oct 2010
    Gender
    Male

    Default Re: "Gee-Dubs just doesn't care" - Warhammer 40,000 codex rewrites

    If this gets big enough I would like Genestealer Cults to be a faction the way Dread Mobs are. The current rules are amazing, but you are limited to a single formation of them and you can't take actual groups of genestealers.
    Quote Originally Posted by The Glyphstone View Post
    Vibranium: If it was on the periodic table, its chemical symbol would be "Bs".

  21. - Top - End - #81
    Titan in the Playground
     
    Blackhawk748's Avatar

    Join Date
    Oct 2012
    Location
    Tharggy, on Tellene
    Gender
    Male

    Default Re: "Gee-Dubs just doesn't care" - Warhammer 40,000 codex rewrites

    Quote Originally Posted by Tvtyrant View Post
    If this gets big enough I would like Genestealer Cults to be a faction the way Dread Mobs are. The current rules are amazing, but you are limited to a single formation of them and you can't take actual groups of genestealers.
    Its really easy to fix, you just drop all that fixed numbers crap and turn them into normal units. Though the Princelings should probably be capped at like 10 or something.
    Quote Originally Posted by Guigarci View Post
    "Mr. Aochev, tear down this wall!" Ro'n Ad-Ri'Gan, Bard
    Tiefling Sorcerer by Linkele
    Spoiler: Homebrew stuff
    Show
    My Spell, My Weapon, Im a God

    My Post Apocalyptic Alternate Timeline setting: Amerhikan Wasteland


    My Historical Stuff channel

  22. - Top - End - #82
    Titan in the Playground
     
    Lizardfolk

    Join Date
    Oct 2010
    Gender
    Male

    Default Re: "Gee-Dubs just doesn't care" - Warhammer 40,000 codex rewrites

    Quote Originally Posted by Blackhawk748 View Post
    Its really easy to fix, you just drop all that fixed numbers crap and turn them into normal units. Though the Princelings should probably be capped at like 10 or something.
    I might need to get my group to let me do this anyway, after Orks they have the coolest models IMO.
    Quote Originally Posted by The Glyphstone View Post
    Vibranium: If it was on the periodic table, its chemical symbol would be "Bs".

  23. - Top - End - #83
    Colossus in the Playground
     
    JNAProductions's Avatar

    Join Date
    Jul 2014
    Location
    Avatar By Astral Seal!

    Default Re: "Gee-Dubs just doesn't care" - Warhammer 40,000 codex rewrites

    I have a LOT of Homebrew!

    Spoiler: Former Avatars
    Show
    Spoiler: Avatar (Not In Use) By Linkele
    Show

    Spoiler: Individual Avatar Pics
    Show

  24. - Top - End - #84
    Titan in the Playground
     
    Lizardfolk

    Join Date
    Oct 2010
    Gender
    Male

    Default Re: "Gee-Dubs just doesn't care" - Warhammer 40,000 codex rewrites

    Quote Originally Posted by JNAProductions View Post
    I left some comments. I like how it is shaping up, looks good.
    Quote Originally Posted by The Glyphstone View Post
    Vibranium: If it was on the periodic table, its chemical symbol would be "Bs".

  25. - Top - End - #85
    Banned
     
    Jormengand's Avatar

    Join Date
    Oct 2012
    Location
    In the Playground, duh.

    Default Re: "Gee-Dubs just doesn't care" - Warhammer 40,000 codex rewrites

    Quote Originally Posted by Tome View Post
    One thing the TSons probably do want in their armoury is a force khopesh. Not sure on its exact stats, but it's probably a force sword with an added special rule.
    Maybe some variant on Killing Blow from WHFB?

  26. - Top - End - #86
    Troll in the Playground
     
    Tome's Avatar

    Join Date
    Jun 2009
    Location
    Somewhere lost in dream.
    Gender
    Male2Female

    Default Re: "Gee-Dubs just doesn't care" - Warhammer 40,000 codex rewrites

    Quote Originally Posted by Jormengand View Post
    Maybe some variant on Killing Blow from WHFB?
    That would be kind of redundant on a force weapon... then again, might be a nice minor perk for those times when you can't get force off.
    Friend Code: 4656 - 7046 - 4968
    Gamertag: Taejix
    Skype: Taejix
    Tumblr: http://taejix.tumblr.com/

  27. - Top - End - #87
    Banned
     
    Jormengand's Avatar

    Join Date
    Oct 2012
    Location
    In the Playground, duh.

    Default Re: "Gee-Dubs just doesn't care" - Warhammer 40,000 codex rewrites

    Quote Originally Posted by Tome View Post
    That would be kind of redundant on a force weapon... then again, might be a nice minor perk for those times when you can't get force off.
    Yeah, that's what I'm thinking. Because of the way powers now work, you usually want to spend dice on things that aren't force. Therefore, the killing blow weapon.

    Or maybe something like AP2 on a 6-to-wound so you can decapitate the odd terminator.

  28. - Top - End - #88
    Titan in the Playground
     
    LeSwordfish's Avatar

    Join Date
    Jul 2011
    Location
    Oxford, UK
    Gender
    Male

    Default Re: "Gee-Dubs just doesn't care" - Warhammer 40,000 codex rewrites

    What if a Khopesh could be used as a Force Axe or Sword, chosen before the model attacks each turn?
    - Avatar by LCP -

  29. - Top - End - #89
    Colossus in the Playground
     
    JNAProductions's Avatar

    Join Date
    Jul 2014
    Location
    Avatar By Astral Seal!

    Default Re: "Gee-Dubs just doesn't care" - Warhammer 40,000 codex rewrites

    Looking over the comments you left, TVT.

    Followed your suggestion on Bolt of Change.

    Did not on A Changing World-flyers don't really do terrain, so it wouldn't do anything.

    Thanks for finding the typo.

    Combi-Bolters for TSons, not Storm Bolters. Storm Bolters were a new invention.

    Modified Weak Sorcerery to be a 5+ rather than a 6+, but they're a really cheap warp charge. Have to come with some drawback.

    Just flat out removed S&P on the Possessed. They're more than dust-they've got daemons in them.

    Edit: Thanks for the comments!
    Last edited by JNAProductions; 2016-04-28 at 03:43 PM.
    I have a LOT of Homebrew!

    Spoiler: Former Avatars
    Show
    Spoiler: Avatar (Not In Use) By Linkele
    Show

    Spoiler: Individual Avatar Pics
    Show

  30. - Top - End - #90
    Titan in the Playground
     
    Blackhawk748's Avatar

    Join Date
    Oct 2012
    Location
    Tharggy, on Tellene
    Gender
    Male

    Default Re: "Gee-Dubs just doesn't care" - Warhammer 40,000 codex rewrites

    Heres my current changes to the Ork dex, im sure a bunch of wording needs to get changed or clarified.

    Spoiler: Army Wide Rules
    Show

    'Ere We Go: Add this line. "A unit gains +1 Initiative in addition to the +1 Strength from Furious Charge "

    Mob Rule: Change Mob Rule to "The units Leadership is equal to the number of Wounds in the unit or their original Leadership value, whichever is higher (max 10). If this number is more than 10 they gain Zealot)


    Spoiler: Wargear
    Show

    Change the Power Klaw price to 15 points

    Add this Weapon to the Melee Weapons List- Shokk Hammer-15 points, Str +2 AP Special, Two Handed, Melee, Shokk

    Shokk: this weapon is AP 4 or it reduces the opponents Armor Save to 4+.
    Example: When attacking a Black Templar Crusader Squad, your Shokk Hammer Nob scores 3 wounds. The first is against a Neophyte, whose Carapace armor is ignored, and so he is removed as a casualty. The other two are against an Initiate in Power Armor, so his Armor Save is reduced to a 4+ and he saves as per normal.

    Git Finda- change Git Finda to "Grants the Model Ignores Cover"

    Change the Kustom Force Field's range to 12" and when embarked upon a vehicle it is reduced to 6" from the vehicle's sides.

    Cybork Body: change it to " grants a 5+ invuln save"

    Add this Item to Orky Know Wots
    Rokkit Pack-3 points

    Bosspole- Change it to "Upon failing a Leadership check you may make the unit take one wound and count as having passed. No saves are allowed against this wound and the Wound may not be taken by the wielder of the Bosspole"


    Spoiler: HQ
    Show

    Change the Painboy to Painboss.
    The Painboss may take 'eavy armor for 4 points
    The Painboss may take Mega Nob Armor for 40 points
    The Painboss may replace his 'urtly Syringe with a Sergikal Saw for 5 points
    The Painboss may take items from Ranged Weapons, Melee Weapons, Runts and Squigs, Orky Know Whats, and/or Gifts of Gork and Mork

    Sergikal Saw S: User AP 3 Melee

    Add Painboy cost 30 points
    WS 4 BS 2 S 3 T 4 W 1 I 2 A 2 Ld 7 Sv 6+
    Wargear
    Doks Tools
    'Urty Syringe

    Special Rules
    'Ere We Go
    Furious Charge
    Mob Rule

    Doks: For each HQ choice in a detachment (not including other Doks) you may select a single Dok. These selections do not use up Force Organization slots. Before the Battle immediately after determining Warlord traits, any Dok not already a part of a unit must, if possible, be assigned to a unit with the Infantry or Artilery type. A Dok cannot leave his unit and is treated as part of it for the duration of the battle for rules purposes.

    Weirdboy change name to Warphead and increase his cost to 60 points
    Change his Psyker Mastery level to 2
    Add Biomancy, Pyromancy and Telekinesis to the list of school that a Warphead may generate his powers from.
    Add the Rule: "I Feel da Waaagh overtakin me!!"
    I Feel da Waaagh overtakin me!!: The Weirdboy gains a 4+ Invuln save when he is within 12" of 10 or more models with the 'Ere We Go special rule.
    Add: The Warphead may take items from Ranged Weapons, Melee Weapons, Runts and Squigs, Orky Know Whats, and/or Gifts of Gork and Mork

    Add Weirdboy cost 45 points
    WS 4 BS 2 S 3 T 4 W 1 I 2 A 2 Ld 7 Sv 6+
    Wargear
    Weirdboy Staff

    Special Rules
    'Ere We Go
    Furious Charge
    Mob Rule
    Psyker Mastery Level 1
    Waaaagh! Energy
    I feel da Waaaagh Overtakin Me!!

    Psyker: A Weirdboy generates powers from Biomancy, Daemonology, Pyromancy, Powers of the Waaagh, and Telekinesis.

    Mad Boyz: For each HQ choice in a detachment (not including other Weirdboyz) you may select a single Weirdboy. These selections do not use up Force Organization slots. Before the Battle immediately after determining Warlord traits, any Weirdboy not already a part of a unit must, if possible, be assigned to a unit with the Infantry or Artilery type. A Weirdboy cannot leave his unit and is treated as part of it for the duration of the battle for rules purposes.

    Add this Wargear Option to the Big Mek
    May Substitute his Slugga for a Telly Porta Pack for 30 points

    A Big Mek with Mega Nob Armor may take one of the following, Add Tellyporta Pak 30 points

    Tellyporta Pak- Grants the model and any attached unit the Deep Strike Rule.

    Mek
    Add
    "May replace his Slugga with a Kustom Force Field for 50 points
    May replace his Slugga with a Burna for 5 points"


    Spoiler: Troops
    Show

    Ork Boyz: replace the cost of Shootas with "free" and Increase the Boss Nobs Ld to 8. Do this for all further Boss Nob entries.


    Spoiler: Fast Attack
    Show
    Stormboyz: add this option "May take 'eavy Armor for 4 points per model"

    Trukk: Change the Ramshackle rule to 5+


    Spoiler: Elites
    Show
    Burna Boyz: add 'eavy armor to their Wargear

    Tabkbustas add may take 'eavy Armor for 4 pts/model

    Nobz: reduce the cost of Nobz to 15 points per model, and increase their Ld to 8.


    Spoiler: Heavy Support
    Show

    Deff Dredd: add the Rule Ramshackle Beast and Mad Git
    Add May take up to 2 additional Deff Dredds for 80 points per model
    Add Mega Rockets-15/ppm
    Change the Attacks characteristic to 5

    Killa Kans: add the Rule Ramshackle Beast
    remove Cowardly Grots
    Change the Attacks characteristic to 3
    Add Mega Rockets-15/ppm

    Ramshackle Beast: this unit has a 5+ Invuln save
    Mad Git: Deff Dredds ignore Crew Shaken or Stun results on a roll of 4+

    Mega Rockets:The unit gains the Jump unit type as described in Warhammer 40k: The Rules. A unit made up of exclusively of units equipped with Mega Rockets can choose to use them to run 2d6" in the shooting phase instead of the normal 1d6", even if the unit used them in the Movement Phase. If it does so, every model in the unit must make a Dangerous Terrain test. Furthermore, if a unit equipped with Mega Rockets uses its Mega Rockets to charge causes d3 Hammer of Wrath hits instead of 1. If the unit already caused D3 Hammer of Wrath hits, such as a Deff Dredd in the Dread Mob Formation, it causes D3+2 Hammer of Wrath hits instead.

    Gorkanaught
    Add the Assault Vehicle type
    Change the Attacks characteristic to 6
    Add the rule Invincible Behemoth

    Morkanaught
    Add the Assault Vehicle type
    Change the Attacks characteristic to 6
    Add the rule Invincible Behemoth

    Flash Gitz: add 'eavy Armor to their Wargear

    Battlewagons: Add" Battlewagons that do not have the 'ard Case upgrade may transport Deff Dredds, using 10 transport spaces each, or Killa Kans, using 6 transport spaces each"


    Heres the MFD that goes with this:

    Spoiler: Da Big Waaagh!!
    Show

    Da Big Waaaagh!!

    Restrictions
    This Detachment must include at least 1 Core choice. For each Core choice you must include between 1 and 10 Auxiliary choices, in any combination, and up to one Command choice. Only the Formations listed here may be included in this Detachment.

    Note: No Formation in this detachment has Da Boss is Watchin or Da Biggest and Da Best. Also you can use Relics from both Waaagh! Ghazghkull and Codex Orks in any combination, as well as having more than one Relic per model.

    Special: When building an army using this detachment choose either the Eternal Waaagh! or Da Right Boyz Fer Da Job. This will be your Command Benefit, if you choose Eternal Waaagh! your Warlord must have the Waaagh! special rule, and if you chose Da Right Boyz Fer Da Job your Warlord must be a Big Mek, Painboss or a Warphead.

    Command Benefits
    Da Boss:If this Detachment is chosen as your primary Detachment, your Warlord may re-roll his Warlord trait.

    Eternal Waaagh!: If this Detachment contains your Warlord and he has the Waaagh! special rule he can call a Waaagh! each and every turn, including the first.

    Im Da Boss Now!: If your Warlord with the Waaagh special rule dies, nominate one Character in your army. They become Da Boss and gain the Waaagh special rule and can declare a Waaagh each and every turn. If Da Boss dies you do not gain another.

    Da Right Boyz Fer Da Job: If your Warlord does not have the Waaagh! Special Rule he may select 0-3 of the appropriate Oddboy. Warpheads bring Weirdboyz, Big Meks get Meks, and Painbosses get Painboyz. These choices do not take up Auxiliary choices.

    Krump'em Lads!: All units in this detachment gain the Hammer of Wrath special rule and resolve Hammer of Wrath attacks at +1 Strength. Furthermore, if a unit already had the Hammer of Wrath rule they cause D3 Hammer of Wrath hits instead of 1.

    Command:
    Council of the Waaagh!
    Mogrok's Bossboyz
    Da Leftenants

    Da Leftenants
    0-2 Big Meks
    0-2 Painbosses
    0-2 Warpheads
    For every Big Mek, Painboss, or Warphead chosen you may purchase a single Mek, Painboy, or Weirdboy respectively.

    Core
    Green Tide

    Da Warband
    1 Warboss
    3-8 Boyz Mobz
    0-4 Gretchin
    1-3 Nobz or Meganobz (in any combination)
    0-2 Deff Dredds
    0-2 Gorkanaughts or Morkanaughts (in any combination)

    Howling Horde:Units in this formation gain the Hammer of Wrath Special Rule. If they already have it they resolve Hammer of Wrath hits at +1 Strength. (This stacks with the Krump'em Ladz though units from this Formation will not cause D3 Hammer of Wrath hits)

    Warbiker Mob
    1 Warboss on a Bike
    0-1 Big Mek on Bike
    0-1 Painboss on Bike
    2-6 Warbikers
    1-3 Nob Bikers

    Run'em Down: Units from this Formation's Hammer of Wrath hits have Shred.
    Dakka Dakka Dakka!!!: When Turbo Boosting the unit may fire at BS 2 instead of 1.

    Auxiliary
    Dakkajet Skwadron
    Ghazghkull's Bullyboyz
    Da Vulcha Skwad
    Badrukk's Flash Gitz
    Blitz Brigade
    Red Skull Kommandos
    Gorkanaught Krushin Krew
    Air Armada
    Blitza Bomba Skwadron
    Burna Bomba Skwadron

    Mekboyz Big Stuff
    Add Looted Wagon to the options

    Runtz
    1-4 Gretchin
    0-3 Killa Kans
    Restrictions: Must have one Gretchin unit per Killa Kan unit

    Grot Effigy: Gretchin within 6" of a Killa Kan unit from this Formation gain Fearless
    Get it Back Up!: When a Killa Kan is Wrecked and there is a unit of Gretchin within 6" of the model at the beginning of the controlling player's turn, roll a D6 adding +1 per 10 Gretchin beyond the first within 6". On a 6+ the Killa Kan is restored to full Hull Points and may act normally. Note: A Killa Kan that suffers an Explodes result cannot benefit from Get It Back Up! as there isn't enough parts left to get it back in the fight.

    Dredd Mob
    1 Big Mek
    1-2 Gorkanaughts or Morkanaughts (in any Combination)
    1-4 Deff Dredds
    2-4 Killa Kans

    Wall of Steel Errata: Add "If this unit would already cause D3 Hammer of Wrath hits, they instead cause D3+2 Hammer of Wrath hits"

    Speshulists
    1-3 units of Stormboyz, Lootas, Tankbustas, Kommandos, Burna Boyz, or Flash Gitz. (Note you must choose only one unit type when choosing this Formation)

    Speed Freaks:
    1-4 Warbikes or Deffkoptas (in any combination)
    0-3 Warbuggies
    0-3 Boyz Mobz which must take a dedicated transport and must have one Warbiker mob per Boyz Mob

    Hitem in Da Side!!: Warbuggies and Deffkoptas in this Formation gain the Acute Senses Special rule. Warbikers gain the Scout special Rule
    Follow Dem!: If the Boyz Mob from this formation is placed in Reserve do not make Reserve rolls for it. Instead it choose a Mob of Warbikers for each Trukk. When the Warbikers come in from Reserves so do the Trukks and they must deploy within 6" of the Warbikers.

    Warphead Coven
    3 Warpheads*
    Restrictions: Warpheads in a Warphead Coven lose their Independent Character rule and are fielded as a single unit.
    *May substitute a Warphead for Old Zogwart

    I can See Da Future!: Warpheads in the Warphead Coven add Divination to the list of Disciplines they may generate powers from.
    Double Double, Toil And Trouble: The Warphead Coven generates on additional Power from the Divination discipline, this power is shared amongst all Warpheads in the Formation. Note: This extra Power does not prevent the individual Warpheads from gaining Psychic Focus.
    Enemies Burn and Their Blood Bubble!: Warpheads from the Warphead Coven harness Warp Charges on a 3+ when they are manifesting powers from the Powers of the Waaagh Discipline.



    Ill be happy to explain my thinking if you're curious. Also heres some straight up homebrew for the Orks:


    Spoiler: Wargear
    Show

    Weapons

    Melee Weapons
    Shokk Hammer-15 points, Str +2 AP Special, Two Handed, Melee, Shokk

    Shokk: this weapon is AP 4 or it reduces the opponents Armor Save to 4+.
    Example: When attacking a Black Templar Crusader Squad, your Shokk Hammer Nob scores 3 wounds. The first is against a Neophyte, whose Carapace armor is ignored, and so he is removed as a casualty. The other two are against an Initiate in Power Armor, so his Armor Save is reduced to a 4+ and he saves as per normal.

    Ranged Weapons

    Pulsa Weapons

    Pulsa Blasta 24" S 8 AP 2, Assault 1, Lance
    Pulsa Kannon 36" S 8 AP 2, Heavy 1, Lance

    Tankbustas may swap their Rokkit Launchas for Pulsa Blastas for 10 ppm

    Mek Guns may upgrade their Kannons to Pulsa Kannons for 23 ppm


    Painboss
    May Substitute his 'Urty Syringe for a Sergikal Saw for 5 points

    Sergikal Saw: S: User AP 3 Melee

    Big Mek
    May Substitute his Slugga for a Telly Porta Pack for 30 points

    A Big Mek with Mega Nob Armor may take one of the following, Add Tellyporta Pak 30 points

    Tellyporta Pak- Grants the model and any attached unit the Deep Strike Rule.

    Flash Gitz
    Mega Flash Armor: Model gains a 2+ Armor save a 5+ Invulnerable save and the Slow and Purposeful and Bulky special rules for 20/ppm

    Deff Dredds and Killa Kans
    Mega Rocket: 15/ppm

    Mega Rockets
    :The unit gains the Jump unit type as described in Warhammer 40k: The Rules. A unit made up of exclusively of units equipped with Mega Rockets can choose to use them to run 2d6" in the shooting phase instead of the normal 1d6", even if the unit used them in the Movement Phase. If it does so, every model in the unit must make a Dangerous Terrain test. Furthermore, if a unit equipped with Mega Rockets uses its Mega Rockets to charge causes d3 Hammer of Wrath hits instead of 1. If the unit already caused D3 Hammer of Wrath hits, such as a Deff Dredd in the Dread Mob Formation, it causes D3+2 Hammer of Wrath hits instead.



    Spoiler: Characters
    Show

    Grimmor Skragga 225 pts
    WS 5 BS 2 S 6 T 5 W 4 I 5 A 5 Ld 9 Sv 4+

    Wargear:
    Shoota/Rokkit Kombi Weapon
    ‘eavy armor
    Grot Wingman
    Stikkbombz
    Gulsnik Blade

    Special Rules:
    Independent Character
    Furious Charge
    Mob Rule
    'Ere We Go
    Waaaagh!
    Grot Waaaaagh!
    Da Cybork
    Footsloggin’


    Da Cybork: Grimmor has had a fair amount of his body replaced with metal, as he has a tendency to be where Artillery is landing, this grants him a 4+ Invulnerable save and It Will Not Die

    Grot Waaaaagh!: All Grots in an army with Grimmor gain Zealot when they have more than 15 models in a unit and replace their Grot Blasta’s with Autoguns with the following profile:
    Autogun range:12” Strength:3 AP:- Assault 2

    Grot Wingman: Grimmor’s Grot Wingman Mag grants him an extra attack (the extra attack is already included in his profile) and makes all of Grimmors shooting attacks Twin-Linked

    Gulsnik Blade: Gulsnik Blade: Gullsnik Blade Strength: +1 AP:4 Red Weapon, Dead Killy.
    Red Weapon:This weapon gives its wielder +1 Initiative.
    Dead Killy: This weapon reduces an armor value that is better than 4+ to 4+. Note that is does not then allow Grimmor to ignore it
    Note that the stat bonuses are already included in Grimmor's profile

    Footsloggin: Grimmor detests riding in a vehicle, says its Un-Orky. Grimmor cannot ride in a transport unless a mission specifies otherwise.



    Goron the Iron Ork 190 pts
    WS 5 BS 2 S 5 T 5 W 4 I 4 A 4 Ld 9 Sv +3

    Wargear
    Hell-Beast
    Shoota
    Wrath of Mork
    Iron Hide

    Special Rules
    Furious Charge
    Mob Rule
    Waaaagh!
    'Ere We Go
    Scout
    Move Through Cover
    Da Black Rider
    Lord of the Wastes

    Hell-Beast: The Hell-Beast changes Gorons type to Cavalry and adds +1 Wound (this is already in his profile)

    Wrath of Mork: Wrath of Mork is a Power Sword.

    Iron Hide: Goron is more metal than Ork, his Save is Invulnerable

    Da Black Rider: Wild Riders are treated as a troops choice.

    Lord of the Wastes: Goron and his unit may assault the same turn they come in from Outflank.



    Captain Snazzdak 150 pts

    WS 5 BS 3 S 4 T 5 W 3 I 4 A 3 Ld 9 Sv 2+

    Wargear
    Da Blitzbanga
    MegaFlash Armor
    Stikkbombz
    Da True Gitfinda

    Special Rules
    Independent Character
    Furious Charge
    'Ere We Go
    Me Rum!!!


    Da Blitzbanga is a Snazzgun with the following profile: Range 24" Str 6 AP 1d6-1 Assault 3

    MegaFlash Armor: MegaFlash armor is a lot like MegaNob armor, except it doesnt have a Power Klaw built into it. A unit in MegaFlash armor gains a 2+ Armor save, a 5+ Invuln Save, and the Bulky and Slow and Purposeful rules.

    Me Rum!!!: Snazzdak is convinced someone stole his Rum. At the beginning of the game, select one of you opponents units, Snazzdak and his unit gain Preferred Enemy when attacking that unit, also if they destroy that unit Snazzdak's controlling player gets 1 VP.


    Bad Dok Gorkul 180 pts (Unique)
    WS 5 BS 2 S 4 T 4 W 3 I 3 A 4 Ld 9 Sv 4+

    Wargear
    Dok’s Tools
    Urty Syringe
    Two Skorchas (counts as Twinlinked)
    ‘ard boy armor

    Special Rules
    Independent Character
    Furious Charge
    Mob Rule
    Ere We go
    Waaaagh!
    Fightin Juice
    Da Big Bad Dok
    Get back in Dere!!

    Da Big Bad Dok: Any unit in an army with Gorkul may purchase cybork body at +5 points/model.

    Fightin Juice: All units in the army with Furious Charge gain +1 Initiative on the turn they charge,

    Get back in Dere!!: Instead of firing his weapon in the shooting phase Gorkul may choose to have his unit test Toughness, if they succeed the unit gains back D3 wounds which will add that many wounds to the unit which will return that many models, to bring back a new model all wounds must be restored on the previous one, so no bringing back 3 nobs with a single wound each. If the test is failed however, the unit suffers D3 wounds with no saves allowed and the Feel No Pain generated by Gorkull may not be used until that players next turn. This ability does not work on Independent Characters.

    Big Mek Ironteef 170pts (Unique)
    WS 4 BS 2 S 4 T 5 W 3 I 3 A 3 Ld 9 Sv 4+

    Wargear
    Mek’s Tools
    Burna Squig
    Zzzappa Stick
    ‘eavy armor
    Cybork body

    Special Rules
    Independant Character
    Furious Charge
    Waaagh!
    Mob Rule
    Bomma Grots

    Burna Squig: The Burna Squig functions as a Burna


    Zzzappa Stick: The Zzzappa Stick functions as a Kustom Force Field. Big Mek Ironteef may forfeit the cover save generated by the Zzzappa Stick to instead make a shooting attack with it with a range of 24”, the Force Field reactivates at the beginning of the players next turn. When Ironteef makes an attack with the Zzzappa the player rolls 2d6 and consults the chart.

    Double 1’s The shot fails and the Zzzappa Stick doesn’t function next turn.

    3-6 Str D3+1 Ap- Assault 1

    7-9 Str 2D3 Ap D3+3 Assault 2

    10-11 Str 2D6 Ap D3+2 Assault 1 Small Blast

    Double 6’s Str 2D6 Ap D6 Assault 3 Small Blast

    If a result higher than 10 is rolled on the Strength another shot is fired

    Bomma Grots: Grots replace It's a Grots Life with Mob Rule, and Grot Attack Mobs may buy stikkbombz for +3 points per model, also for each 10 grots over 10, they may have another grot throw a grenade in the shooting phase, if double ones are rolled on the scatter, the template is placed over the grot that threw it and the attack is resolved normally. EX a squad of 20 grots may have two grots throw a grenade in the shooting phase, but if the squad drops below 20 they may only throw one


    Spoiler: Units
    Show


    Wildriders are to the Snakebites what Warbikers are to everyone else, they are scouts and vanguard units. Mounted atop the most hostile creatures the Snakebites can wranlge, known universally as Hell-Beasts Wildriders charge in to the enemy lines firing their Shootas and holding on for dear life. Often times the rider is shot off the beast, this doesnt stop the foul tempered creature from ripping apart whoever it was charging.

    Wildriders (Cavalry) 75 points

    5 Wildriders

    Wildriders WS 4 BS 2 S3 T4 W2 I2 A2 L7 Sv 4+
    Wildrider Boss Nob WS 4 BS 2 S4 T4 W3 I3 A3 L7 Sv 4+

    Special Rules
    Furious Charge
    'ere We Go
    Mob Rule
    Scout
    Move Through Cover

    Wargear
    'eavy Armor
    Slugga
    Choppa
    Stikkbombs
    Hell-Beast (+1 Wound)

    Options:
    May include up to 10 additional Wildriders at 15 points/model
    All models in the Unit may have Thuddbombs for +1 point/model
    All models in the Unit may exchange their Sluggas and Choppas for a Shoota for free
    One Wildrider may be upgraded to a Boss Nob for 10 points
    The Boss Nob may take items from the Melee Weapons list
    The Boss Nob may take a Bosspole for 5 points.

    Thuddbombs: See Krak Grenades in the Warhammer 40,000 Main Rulebook.


    Nob Wildriders (cavalry) 75 points

    3 Nob Wildriders

    Wildrider Nob WS 4 BS 2 S4 T4 W3 I3 A3 L7 Sv 4+

    Special Rules
    Furious Charge
    'ere We Go
    Mob Rule
    Move Through Cover

    Wargear
    'eavy Armor
    Slugga
    Choppa
    Stikkbombs
    Hell-Beast (+1 Wound)

    Options:
    May include up to 7 additional Nob Wildriders at 25 points/model
    All models in the Unit may take 'unting Lances for 15 points per model
    All models in the Unit may exchange their Sluggas and Choppas for a Shoota for free
    One model may be upgraded to a Wildrider Painboy for an extra 15 points

    'unting Lance S User AP 4 Melee, Smash'em
    Smash'em: Units equipped with weapons with this special rule cause D3 Hammer of Wrath attacks at S 5 AP -


    Grotissar (replaces Runtherds)

    WS 2 BS 3 S 2 T 3 W 1 I 2 A 2 LD 7 Sv -
    Wargear:
    Slugg-chucka
    Fancy Hat

    Rules:
    I'm Scarier Den Dem!!

    Slug-Chucka Ranged 18" S 3 AP- Assault 2
    Fancy Hat: This item does nothing, other than making the Grotissar stick out.

    I'm Scarier Den Dem!!: When a Gretchin squad containing a Grotissar fails a Morale check, the unit takes a wound with no saves of any kind allowed. They are then treated as having past the test.

    Heavy Support

    Squiggoth (Monstrous Creature)-100 points
    WS 3 BS 2 S 6 T 6 W 4 I 1 A 3 Ld 7 Sv 5+

    1 Squiggoth

    Special Rules
    Pack Beast
    Feel No Pain (5+)

    Wargear
    Howdah Mounted Kannon

    Options

    May include up to 2 more Squiggoths for 100 points each
    May swap the Kannon for a Lobba-Free
    May Swap the Kannon for a Zzzap gun- 5 points

    Pack Beast: A Squiggoth is Fearless as long as a unit with the Orks Faction is within 3"

    Transport Capacity: A Squiggoth can transport up to 10 models. It is treated as an Open Topped vehicle for transport purposes.


    Big Squiggoth (Monstrous Creature) 175
    WS 3 BS 2 S 8 T 7 W 6 I 1 A 3 Ld 7 Sv 4+

    1 Big Squiggoth

    Special Rules
    Pack Beast
    Feel No Pain 5+
    Mad Beast

    Wargear
    Howdah Mounted Kannon
    2 Twin Linked Big Shootas
    Tusks

    Pack Beast: A Big Squiggoth is Fearless as long as a unit with the Orks Faction is within 3"
    Mad Beast: A Big Squiggoth generates D3 Hammer of Wrath hits. Furthermore upon losing its first wound it gains Rampage
    Tusks: A unit equipped with Tusks gains +2 attacks when charging instead of 1

    Options:
    May swap the Kannon for a Lobba-Free
    May Swap the Kannon for a Zzzap gun- 5 points
    May Swap either of the Twin Linked Big Shootas for Twin Linked Rokkit Launchas-Free
    Snakebite Combat Drugs 15 points

    Transport Capacity: A Big Squiggoth can transport up to 20 models. It is treated as an Open Topped vehicle for transport purposes.

    Lords of War

    Gargantuan Squiggoth (Gargantuan Creature)-400 points
    WS 3 BS 2 S 10 T 8 W 8 I 1 A 5 Ld 7 Sv 4+

    Special Rules
    Fearless
    War Beast
    Walking Effigy

    Wargear
    2 Howdah Mounted Kill-Kannons
    4 Pintle Mounted Twin-Linked Shootas (must be fired by transported models)
    Huge Tusks

    War Beast: A Gargantuan Squiggoth causes D3+2 Hammer of Wrath hits. Furthermore upon losing its first wound it gains Rampage
    Walking Effigy: Units with the Ork Faction within 6" of a Gargantuan Squiggoth are Fearless
    Huge Tusks: A unit equipped with Tusks gains +2 attacks when charging instead of 1 and their Hammer of Wrath attacks gain Shred.

    Options
    May swap out either of the Kill-Kannons for Supa Gattlers- 15 points
    May Swap out either of the Kill-Kannons for Deff Cannons- 30 Points
    May Swap out any of the Pintle Mounted Twin-Linked Big Shootas for Pintle Mounted Twin Linked Rokkit Launchas-free
    May Take Grot Gunners for 20 points
    May take Snakebite Combat Drugs for 15 points

    Transport Capacity: A Gargantuan Squiggoth can transport up to 30 models. It is treated as an Open Topped vehicle for transport purposes.

    Grot Gunners: Increase the units BS to 3, furthermore the unit may fire its Pintle Mounted Weapons without passengers.
    Snakebite Combat Drugs: A unit with this upgrade must roll on the following chart after deployment but before the first turn begins.

    D6 Result
    1 A Potent mixture of Stimulants ravages the Squiggoth, but only serves to enrage it. The Squiggoth begins the game having already lost a wound. This result can only be applied once per Squiggoth
    2 The Squiggoth gains Fleet
    3 The Squiggoth may re roll its dice to determine is random number of attacks from Rampage and for its Hammer of Wrath.
    4 Gains Preferred Enemy (Infantry)
    5 The Squiggoth increases its FnP roll to a 4+
    6 Roll Twice on the chart applying both results and rerolling duplicate results and further results of 6
    Last edited by Blackhawk748; 2016-05-13 at 09:14 AM.
    Quote Originally Posted by Guigarci View Post
    "Mr. Aochev, tear down this wall!" Ro'n Ad-Ri'Gan, Bard
    Tiefling Sorcerer by Linkele
    Spoiler: Homebrew stuff
    Show
    My Spell, My Weapon, Im a God

    My Post Apocalyptic Alternate Timeline setting: Amerhikan Wasteland


    My Historical Stuff channel

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •