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#recodex – @weatherman667 on Tumblr
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Weathervein

@weatherman667 / weatherman667.tumblr.com

Genetic Reincarnation of Drago Musevni.
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Re-rewriting the Astartes Codex (chapter supplements). Rogue Trader gave me the bug. It doesn't help that I got to game-stopping design idiocy-induced bug.

Anyways, was actually thinking about the Furioso Dreadnought, and wondered why it had it's own special-purpose ranged weapon. The whole point of Furioso Dreadnoughts is to put an armoured box of fuck-you two feet from the enemy's face. And the answer is because the Codex limits Dreadnoughts simple fist weapons, which is part of the same bullshit that GW pulled with the whole Codex. I mean, here are these super-powerful, super-rare, ultra-space-knights, who have the Emperor-given authority to tell the High Lords of Terra to go fuck themselves, and then take the biggest badass, and...

completely limit his weapon's layout.

Like, we venerate you brother, for all you have given to the chapter, but Guilliman says you're not allowed to use swords anymore.

One of the things I fixed was offering Dreadnoughts a much larger variety of melee weapons, that have a more disparate range of effects.

This means that a model can carry two melee weapons without losing much in the terms of fuck you combat power.

But, there's no reason to shitcan the unique gun. So, the answer was just to give it to regular Blood Angels Dreadnoughts, like Inferno Pistols and Hand Flamers are added to their Pistol lists.

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In Malleus Requiem: Upon Departing the 40K Fandom

The biggest thing I did was ReCodex, rewriting the Astartes and Sororitas Codex.

For the Astartes Codex, it was unreadable.

  • The insistence of grouping units by battlefield role rather than unit type made the whole thing insane and frustrating. This is because the Codex insisted on strict battlefield roles, and strict adherence to Ultramarine doctrine. This is despite the fact that Ultramarines' main strength is tactical flexibility, which is the exact opposite of rigid doctrines. In ReCodex, similar unit types are grouped together, e.g. Infantry.
  • Despite the fact the Astartes are the most elite units in the galaxy, (other than the various super-Astartes), they had extremely limited swap-out rules. I instead surmised why the rules were in place, and rewrote them to allow a lot more unit swap-outs. Added the Progressive (prog) weapon type, that any model with a chainsword can swap-out for.
  • GW apparently has the most distant understanding of military organization and tactics, and still rights a book that in-universe has the weight of The Bible that demands they follow their idiotic rules. Instead, ReCodex, has the Chapter broken into 6 companies. Each companies is fully combat effective on their own. Each company has it's own head quarters, support units, scouts, reserves, and motor pool, that is not including in it's unit strength. The 1,000 maximum strength is their battle infantry/bikes. Tanks count as tanks, and support units don't count towards unit strength.
  • The Codex separated Unit Tables from Weapons Tables, from Weapons Lists, from Point Lists. If you want to make a unit for your army, you have to flip through literally hundreds of pages to do so. Instead, in ReCodex, these are all consolidated to a single table. There is a separate weapons table, but that was largely created as a reference, to keep statistics consistent.
  • GW introduced the Armour of Contempt feature, which was exactly what 9th edition needed, but it contradicted other rules, and so was removed with prejudice with the Ark of Omens dataslate, (the made SoB completely points non-competitive with Astartes). Armour of Contempt was a brilliant way to make Astartes/Sororitas/Custodes more powerful, without making them more powerful, and now is properly integrated into the various facets of the Astartes/Sororitas Codicies.
  • The inclusion of the daemonic Primaris into the Codex doubled it's size, making something barely useful as a reference, into something useless for reference. I was working on various Custom Astartes chapters, and had to use my own ReCodex, rather than the original. Because mine was actually useful. I tried using the 9e PDF, I tried using Wahapedia, (before Ark of Omens destroyed it).
  • Right after 9th was produced, they dropped 10th. 9th simplified 8th rules for the sake of replayability. While I love the idea of doing 20 morale rolls for a single unit, and the possibility of a cascade failure, it is rather silly from a playability standpoint. 10th simplified rules for the sake of making the game simpler for new gamers to play. The reason people play 40K on the tabletop is that it's COMPLEX.
  • GW has always been fuzzy on exactly how big a boltgun is. Astartes in power armour use the .998" Godwyn pattern. Astartes outside power armour, (scouts), use the .714" Lunamaria pattern. Scouts are also too precious to lose. Combined, this allows the Scouts to be much cheaper for an army, while creating a ridiculous penalty if they get wiped out. Scouts can ex-filtrate to avoid this, however. Also, more Scout squadrons, for snipers and lascannons, along with rules to implement the fluff that Scouts will often build Tarantula Turrets.
  • The insistence of One Steve Limit for basic unit types is insane, and is beyond the purview of ReCodex. Things like Chaplains, all the way to the most mundane things of Doctrines and Tactics. i.e. in order for the Astartes to have the exclusive use of the word Tactics, the Sisters of Battle instead use Minoris Convictions, many of which focus on increased skill with a certain type of firearm.

The result is a book that is much clearer and simpler to use. Company organization is designed to be a lot more fluid for the different chapters to create specialized companies. Almost all units have much greater weapon swap-out rules that can dramatically increase the versatility of the various units.

For Sororitas:

  • The Sisters of Battle will often go an entire edition without a Codex. Or, as with the case of the Ark of Omens, were ridiculously nerfed compared to Astartes.
  • The Sisters of Battle are near and dear to me, because while the Astartes are allowed to have 10,000 year grudges, and unique wargears, the Adepta Sororitas have one-note, cannot do anything on their own recognizance, and their homeworlds are literally on Terra and the world that is the centre of the Ecclesiarchy. So, despite having fantastically more numbers than the Astartes in the galaxy, are kept out of most things as if they were pets.
  • They fight like discount Astartes, despite being between Astartes and Imperial Guard in abilities.
  • The Sororitas really have no unique wargear, and no unique abilities other than their shield of faith/miracle dice. Sure, the wargear they have LOOKS cool, that's the extent of the differences. This adds the new Hayyot (living creatures from Ezekial), along with Seraphim Heliserpents, (the attack helicopters not found elsewhere in the setting).
  • 6+ Invulnerability save is meaningless with Powered Armour and Armour of Contempt. It instead was dropped to 5+, and with special upgrades, can reach 3+, or even 2+ for Characters.

They were given unique units. The units they already have a lot more swap-out rules, akin to the Astartes Codex. Additional, Sororitas wargear is mass produced, and giving a 1-wound model a new weapon is completely different from giving it to a 2-would model. Most infantry reduce the +5/+10/+15 point for weapon swap-outs to +1/+2/+3. They are also given heavy weapons teams, because it makes no sense for a Sororitas to wield a weapon that is heavy for an Astartes in power armoury. They are given the same boltgun used by Astartes Scouts, (different trigger groups and grips. And then they are allowed to form Infantry Squares, (which I would eventually give to the Imperial Guard as well). This allows the SoB to be the most resilient force, even more than the Astartes, despite all of their benefits.

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I've Done It

I rewrote the Sororitas Codex!

Preamble The Adepta Sororitas are near and dear to my heart. They are utterly infamous for having an entire edition pass without a codex. In theory, they are fantastic, and they do add wonderful pomp and flare to the models, but on the OTT they are nothing more than discount Space Marines with Miracle Dice making up the difference. They have no unique wargear, their organization is boring, they aren't allowed to have millennia-old grudges or even supplement Codicies. In the fluff, they are slaves of the Church, when in reality they are Adepts. Adepts are separate but equal organs of the Imperium. Deathwatch: Tyranid Invasion heavily implies it was Guilliman that created the title of Adept, and it would make perfect sense for him to do so. The Sisters of Battle are militant orders, like the Adeptus Astartes. Historically, they would build fortresses, own land, and wages wars on their own. The big difference from Adeptus Astartes is that Astartes are so OP that no one wants to allow any unit to get over 1,000 men.
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reblogged

Messores Mortimer | Barrow Wights

Data

High Gothic: Messores Mortimer

Low Gothic: Barrow Rights

Unit: Death Guard

Founding: 1st

Known Descendants: Barrow Kings, Bag Men, Dead Men, Death Raiders, Doom Scythes, Dusk Scythes, Hanged Men, Unbroken Scythes, Underkings

Collective Name: The Unbroken

Chapter Master: Artorias the Nightfighter

Homeworld: Scara Braen

Fortress Monastery: The Deep Barrows

Colours: Olive Drag / Blue cammouflage

Left Shoulder: Scythe. Par Bend, with the blade towards the sinister.

Fess Point Skull, the left half is faded into mists.

Novitae do not have the scythe blade.

Death's Head replace the Skull with a fading Tottenkopf (Weremacht Panzer)

Right Shoulder: Reclusium / Librarium division. Novitae leave it plain, while all other units have to pick a side.

Librarius division has the book. Brothers-Templar have the book and the skull. Brothers-Metero have the book and skull, with a comet surrounding the skull. The comet tail direction is entirely up to the Brother-Meteor.

Reclusium has a saltire. Doom Speakers have a skull and crossbones, as a saltire.

Chest: Abdomen, upper left quadrant, they have their Tricetra, (see: Utility Items)

Speciality: Assymectric Warfare

Strength: Codex-Apparent

Battlecry: "Dead Men Tell No Tales"

Codex: Non-Codex

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reblogged

Rewrite of the Astartes Codex is finally (basically) done.

More options.  Less arbitrary limits.

Wrote the Supplement for Blood Angels.  Added extra weapons and units for Iron Hands, Salamanders, and White Scars.

Got so excited about finishing this, that I maybe should talk about What and Why.

The Astartes Codex is a complete mess.  The Codex is designed based off Cool, rather than actually making anything useable.  The introduction fo the Primaris into the 9th Astartes Codex making it unreadable.  The Codex organizational structure made no sense, and seemed designed for Inquisitors to declare a chapter Excommunicate Traitoris for having a few extra soldiers.  And, in the end, a lot of the decisions were limiting you for no real.

For the structure, I used a more useful structure of each company have 4 platoons.  Each platoons has 3 battle line squads, Tactical, Assault, or Biker, with one squad of Devastators.  Each company has it’s own scouts, reserves, support units, command, and motor pool.

Only the main combatants count towards the company’s strength, BECAUSE THAT’S HOW ACTUAL UNITS WORK.  Companies need their own reserves, because it makes 0 sense to keep your reserves at home while you fighting companies are busy, and Astartes take a long time to replace.  You need to have standing reserves, and they don’t count to your fighting strength, as they are reserves.  By allowing the Battle Line Squads to be Tactical, Assault, and Bike, it allows the platoons to be configured based off the strengths of the chapter.  According to the official layouts, Blood Angels can field more Bikers than White Scars, because Blood Angels had 3 full companies of Assault Marines in reserve, and Bikers officially take the place of the Assault Marines.  And Astartes aren’t Americans, they are heavily trained in every field.  They can’t get to Tactical without proving themselves experts as both Devastators and Assault Marines.  Which means that they can move between the different positions.  It’s not like they are tanks with a main turret that is time consuming to replace.  All it requires is going to the armoury and trading equipment.

With the new system, you have companies of 160, (only counting fighting marines).  With 6 companies, you end up with just shy of 1,000 men.  Each company can act as it’s own army.  Each company has it’s own motor pool, because every chapter has completely different motor pools.  White Scars have a ridiculous amount of bikes.  Iron Hands have a LOT of armour.  Flesh Tearers have almost no armour.  Chapters can set up some platoons as Light Infantry, and others as Mechanized Infantry.

Each of the Astartes, individually, has more weapon choices, allowing for a much greater versatility on the battlefield.  And this goes all the way up to Dreadnoughts.  I mean, seriously, you don’t get to be a Dreadnought without being unspeakably awesome as it is, so they should have more leeway with wargear.  I broke down how the points were broken down, and rebuilt them from scratch.

Avatar
reblogged

Rewrite of the Astartes Codex is finally (basically) done.

More options.  Less arbitrary limits.

Wrote the Supplement for Blood Angels.  Added extra weapons and units for Iron Hands, Salamanders, and White Scars.

Got so excited about finishing this, that I maybe should talk about What and Why.

The Astartes Codex is a complete mess.  The Codex is designed based off Cool, rather than actually making anything useable.  The introduction fo the Primaris into the 9th Astartes Codex making it unreadable.  The Codex organizational structure made no sense, and seemed designed for Inquisitors to declare a chapter Excommunicate Traitoris for having a few extra soldiers.  And, in the end, a lot of the decisions were limiting you for no real.

For the structure, I used a more useful structure of each company have 4 platoons.  Each platoons has 3 battle line squads, Tactical, Assault, or Biker, with one squad of Devastators.  Each company has it’s own scouts, reserves, support units, command, and motor pool.

Only the main combatants count towards the company’s strength, BECAUSE THAT’S HOW ACTUAL UNITS WORK.  Companies need their own reserves, because it makes 0 sense to keep your reserves at home while you fighting companies are busy, and Astartes take a long time to replace.  You need to have standing reserves, and they don’t count to your fighting strength, as they are reserves.  By allowing the Battle Line Squads to be Tactical, Assault, and Bike, it allows the platoons to be configured based off the strengths of the chapter.  According to the official layouts, Blood Angels can field more Bikers than White Scars, because Blood Angels had 3 full companies of Assault Marines in reserve, and Bikers officially take the place of the Assault Marines.  And Astartes aren’t Americans, they are heavily trained in every field.  They can’t get to Tactical without proving themselves experts as both Devastators and Assault Marines.  Which means that they can move between the different positions.  It’s not like they are tanks with a main turret that is time consuming to replace.  All it requires is going to the armoury and trading equipment.

With the new system, you have companies of 160, (only counting fighting marines).  With 6 companies, you end up with just shy of 1,000 men.  Each company can act as it’s own army.  Each company has it’s own motor pool, because every chapter has completely different motor pools.  White Scars have a ridiculous amount of bikes.  Iron Hands have a LOT of armour.  Flesh Tearers have almost no armour.  Chapters can set up some platoons as Light Infantry, and others as Mechanized Infantry.

Each of the Astartes, individually, has more weapon choices, allowing for a much greater versatility on the battlefield.  And this goes all the way up to Dreadnoughts.  I mean, seriously, you don’t get to be a Dreadnought without being unspeakably awesome as it is, so they should have more leeway with wargear.  I broke down how the points were broken down, and rebuilt them from scratch.

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