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		<title>WarSeer - GW Rules Development Forum</title>
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		<description>Read the rules. Off topic posts ruthlessly removed.</description>
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			<title>WarSeer - GW Rules Development Forum</title>
			<link>http://www.warseer.com/forums/</link>
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		<item>
			<title>Warlord Abilities - How would they work?</title>
			<link>http://www.warseer.com/forums/showthread.php?374818-Warlord-Abilities-How-would-they-work&amp;goto=newpost</link>
			<pubDate>Sat, 15 Jun 2013 20:44:14 GMT</pubDate>
			<description><![CDATA[I really like the warlord traits from 40k but I don't think it would work by just slapping them on fantasy. Here is an idea to get the discussion started on how they could be implemented and what some examples could look like. 
 
 
*You generate 4 -highest wizard level worth of warlord traits per...]]></description>
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<div><font color="#FF8C00"><font color="#FF8C00">I really like the warlord traits from 40k but I don't think it would work by just slapping them on fantasy. Here is an idea to get the discussion started on how they could be implemented and what some examples could look like.<br />
<br />
<br />
<b>You generate 4 -highest wizard level worth of warlord traits per game. If you take a level 4 caster you get no warlord traits. Vampire lords could still generate up to 3 traits if you keep them at level 1. A tyrant with a level 2 support caddy would get 2 and on his own generate 4.</b><br />
<br />
There could be multiple warlord tables like magic Lores that allow your general to specialise in certain combat areas. Roll x dice and generate your traits same way as casters doubles you get to pick. Traits are one use only unless otherwise stated and can be used anytime during the game by passing a ld test. If test is failed there is no effect and you lose that trait.<br />
<br />
Example unit gets hit by purple sun your combat lord has a special ability that allows a single unit in 12&quot; to pass a characteristic test once per game. Take a leadership test and pass and the unit is saved.</font><br />
<br />
This would be very cool and add some nice dynamics to the game without creating hero hammer and destroying casters. This type of addition would also mean combat lords would all be useful regardless of there own combat killyness. You don't have to be a blender lord to bring something to the table.<br />
<br />
<b>Warlords tables</b><br />
<br />
Each warlord table has six abilities and you can only choose one table to roll on. The most you can ever have is 4 points and they range in 'power level' but always require a passed leadership test (there may be some that don't but they would clearly state this). you cannot have a ability twice so doubles would work the same as generating spells.<br />
<br />
Guerrilla tactics:<br />
All about making units hard to hit and effective in small units. Could support an ambush and msu type combat army.<br />
<br />
<i>Example: before deployment begins you may choose a single unit that gains the ambush special rule. If the unit already has this rule it comes in on the board edge of your choosing when it arrives (does not require a ld test).</i><br />
<br />
Martial discipline:<br />
Reforms and movement bonuses that can help you get out of tricky situations if your army positioning is in trouble.<br />
<br />
<i>Example: a single unit within 12&quot; my immediately swift reform once per game. This can be used as a charge reaction.</i><br />
<br />
Combat prowess:<br />
Make your units hit harder and perform better in combat<br />
<br />
Exampl<i>e: unit your lord is attached to gains +1S strength for the rest of the game. If The Lord leaves this unit the bonus is automatically lost and can't be bestowed on another unit.</i><br />
<br />
Stoic defenders:<br />
Make your units better in defence passing characteristics test, magic resistance and toughness etc<br />
<br />
<i>Example: unit within 12&quot; may automatically passes a single characteristics test on e per game</i><br />
<br />
Grand leader:<br />
Selfish traits that buff your lord only<br />
<br />
<i>Example: lord gains +1 attack and hkb until the end of the next combat phase one use only</i></font></div>


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			<category domain="http://www.warseer.com/forums/forumdisplay.php?17-GW-Rules-Development-Forum">GW Rules Development Forum</category>
			<dc:creator>Doommasters</dc:creator>
			<guid isPermaLink="true">http://www.warseer.com/forums/showthread.php?374818-Warlord-Abilities-How-would-they-work</guid>
		</item>
		<item>
			<title>Fixing Howling Banshees</title>
			<link>http://www.warseer.com/forums/showthread.php?374728-Fixing-Howling-Banshees&amp;goto=newpost</link>
			<pubDate>Fri, 14 Jun 2013 09:07:45 GMT</pubDate>
			<description><![CDATA[Hey guys. I've been thinking about how to make Howling Banshees worth it in the new Eldar Codex, they seem to have actually gotten weaker this edition. I have a few ideas, and may add more if I think of something else. Anyway here it is: 
 
Addendum to "Acrobatic" rule: 
Unit may always assault,...]]></description>
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<div>Hey guys. I've been thinking about how to make Howling Banshees worth it in the new Eldar Codex, they seem to have actually gotten weaker this edition. I have a few ideas, and may add more if I think of something else. Anyway here it is:<br />
<br />
Addendum to &quot;Acrobatic&quot; rule:<br />
Unit may always assault, even if it has Run or Disembarked from a vehicle.<br />
<br />
Addendum to &quot;Banshee Mask&quot;:<br />
Units charged by models with Banshee Masks may not Overwatch.<br />
<br />
Howling Banshees have Plasma grenades as standard equipment.<br />
<br />
This should improve them dramatically. They're still very fragile, but to compensate they're very fast and can charge into cover without worries. I've also been thinking that they should maybe have a better weapon, if anything for fluff purposes, since they seem to be the only one out of all the aspects without an unique weapon (masks don't count). Maybe make the Banshee sword an AP2 close combat weapon? <br />
<br />
All comments welcome.</div>


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			<category domain="http://www.warseer.com/forums/forumdisplay.php?17-GW-Rules-Development-Forum">GW Rules Development Forum</category>
			<dc:creator>John Wayne II</dc:creator>
			<guid isPermaLink="true">http://www.warseer.com/forums/showthread.php?374728-Fixing-Howling-Banshees</guid>
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			<title>Drastanta, Phoenix Lord of the Shining Spears</title>
			<link>http://www.warseer.com/forums/showthread.php?374273-Drastanta-Phoenix-Lord-of-the-Shining-Spears&amp;goto=newpost</link>
			<pubDate>Sat, 08 Jun 2013 16:54:43 GMT</pubDate>
			<description>We now have enough information from GW in the Codex Iyanden to reconstruct the Shining Spear Phoenix Lord.  Drastanta wielded the Celestial Lance and obviously should be on a jetbike. 
 
Therefore: 
 
Drastanta, Tempest of Starlight 
 
Standard Phoenix Lord stats 
WS7 BS7 S4 T4 W3 I7 A4 LD10 
2+...</description>
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<div>We now have enough information from GW in the Codex Iyanden to reconstruct the Shining Spear Phoenix Lord.  Drastanta wielded the Celestial Lance and obviously should be on a jetbike.<br />
<br />
Therefore:<br />
<br />
Drastanta, Tempest of Starlight<br />
<br />
Standard Phoenix Lord stats<br />
WS7 BS7 S4 T4 W3 I7 A4 LD10<br />
2+ armor save<br />
Warger: Celestial Lance, Eldar Jetbike<br />
Exarch Powers: Monster Hunter (since the Celestial Lance has special rules after killing a character or MC, Monster Hunter seemed appropriate), Hit &amp; Run<br />
<br />
Warlord:  Fate's Messenger (since no other Phoenix Lord has used it)<br />
<br />
<br />
Interestingly, it seems the Exarch's Star Lance is stronger than the Celestial Lance, which seems to give up Strength for that special rule on exploding dead characters.  To prevent the oddity of the Phoenix Lord being weaker, maybe Furious Charge should be added.  Fuegan has FNP and Baharroth has Sun's Brilliance so it would match pattern of 2 Exarch powers + something slightly extra.</div>


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			<category domain="http://www.warseer.com/forums/forumdisplay.php?17-GW-Rules-Development-Forum">GW Rules Development Forum</category>
			<dc:creator>Palvinore</dc:creator>
			<guid isPermaLink="true">http://www.warseer.com/forums/showthread.php?374273-Drastanta-Phoenix-Lord-of-the-Shining-Spears</guid>
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			<title>Warp Hunter (Updated for Eldar 6th)</title>
			<link>http://www.warseer.com/forums/showthread.php?373796-Warp-Hunter-(Updated-for-Eldar-6th)&amp;goto=newpost</link>
			<pubDate>Sun, 02 Jun 2013 18:37:26 GMT</pubDate>
			<description><![CDATA[This isn't really much, but the FW rules now are jarring next to the new codex. The Warp Hunter is my favourite unit from it, and this is a relatively easy conversion and also a way of downpowering the Warp Rift which some people complain about. 
 
*Warp Hunter - 125 points* 
 
BS: 4; AV: 12, 12,...]]></description>
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<div>This isn't really much, but the FW rules now are jarring next to the new codex. The Warp Hunter is my favourite unit from it, and this is a relatively easy conversion and also a way of downpowering the Warp Rift which some people complain about.<br />
<br />
<b>Warp Hunter - 125 points</b><br />
<br />
BS: 4; AV: 12, 12, 10 (F, S, R); HP: 3<br />
<br />
<b>Wargear:</b><br />
Heavy D-Cannon<br />
Twin-linked Shuriken Catapults<br />
<br />
<b>Options:</b> <br />
Exchange twin-linked Shuriken Catapults for a single Shuriken Cannon - 10 points<br />
May take any of the items from the Eldar Vehicle Equipment for points cost in Codex <br />
<br />
<b>Heavy D-Cannon</b><br />
Normal fire mode and Warp Rift respectively:<br />
<br />
'Focussed' Range: 24&quot;; Strength: 10, AP: 2; Heavy 1; Large Blast, Barrage, Distort<br />
Dispersed Range: Template; Strength: 4, AP: 2, Heavy 1; Torrent, Distort</div>


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			<category domain="http://www.warseer.com/forums/forumdisplay.php?17-GW-Rules-Development-Forum">GW Rules Development Forum</category>
			<dc:creator>Poseidal</dc:creator>
			<guid isPermaLink="true">http://www.warseer.com/forums/showthread.php?373796-Warp-Hunter-(Updated-for-Eldar-6th)</guid>
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			<title>Warhammer CE: the definitive rule set for WFB veterans</title>
			<link>http://www.warseer.com/forums/showthread.php?373349-Warhammer-CE-the-definitive-rule-set-for-WFB-veterans&amp;goto=newpost</link>
			<pubDate>Mon, 27 May 2013 18:56:59 GMT</pubDate>
			<description>*What is it?* 
WFB CE is a ‘living’ (continuously supported) rule set for WFB based on 6/7th ed. WFB with the goal to provide a balanced and tactically challenging play environment. 
 
*The Vision* 
The vision of the Warhammer CE project is to create a tight rule set that allows for tactical,...</description>
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<div><b>What is it?</b><br />
WFB CE is a ‘living’ (continuously supported) rule set for WFB based on 6/7th ed. WFB with the goal to provide a balanced and tactically challenging play environment.<br />
<br />
<b>The Vision</b><br />
The vision of the Warhammer CE project is to create a tight rule set that allows for tactical, challenging, competitive play of WFB. This will include a revision of all the army lists, which are the core of most problems that are game breaking and cause the most grievance.<br />
To reflect the feel of Warhammer battles on the tabletop, armies that are built around a core of infantry with support from other units will be the most effective army builds point for point. In this way restrictions for army lists shouldn’t be necessary for the most part and would give players more freedom in list building if they are willing to take the hit in competitiveness.<br />
In the end, games should be won by the tactics used on the tabletop, not by the list brought to the game. <br />
<b><br />
Why is it needed?</b><br />
The policy of marketing driven game design employed by GW does not provide a balanced and tactically challenging play environment. (also see Introduction&amp;GoldenRules.pdf)<br />
<br />
<b>What’s in for me as a player?</b><br />
- Game balance driven by math/analytics/metrics and play testing / player feedback, not by the need to shift product<br />
- Game play based on the core mechanic of Combat Resolution thereby making reasonably large blocks of infantry, that provide an economical way of CR, an integral part of the game<br />
- Point costs that reflect the ‘true’ battlefield value which provides better balance and, coupled with more options and control in creating army lists, results in more variety and individualisation<br />
- More affordable and enjoyable armies<br />
--- Balanced and varied armies are the most powerful while themed armies are completely legal<br />
--- Optimum unit sizes are reasonable (e.g. 20-30 for Infantry, 6-7 for Cavalry)<br />
- Everything is free! All you need is your 7th ed WFB rule book. Buy some ‘old’ army books for the fluff and spend the money saved on more miniatures!<br />
<br />
<b>Where do I start?</b><br />
If you like to read more about ideas behind the project and where it is coming from, have a look at ‘Introduction&amp;GoldenRules.pdf’ and ‘Reasoning.pdf’.<br />
If you like to dive straight into the game, start with the ‘WFB CE House Rules’ and an army list of your choice. <br />
The available army lists are still WIP, which means that some entries may be missing. However all lists are viable and games should already be very balanced. <br />
More army lists will be provided in future updates.<br />
<br />
<b>How can I contribute?</b><br />
Feedback is always welcome. Me and my play group can only play so many games, so the more games are played and the more feedback we get, the better this rule set will become which will benefit all players in the end. That’s the idea of a living rule set after all!<br />
<br />
<b>Questions? </b><br />
Feel free to ask! <br />
I will try to reply and update this project as timely as possible.<br />
<br />
Have fun!<br />
<br />
Edit:<br />
All in one package (includes extended core rules with maps):<br />
<a href="https://dl.dropboxusercontent.com/u/20830377/WFB%20CE%20Pack%20v1.0.zip" target="_blank">https://dl.dropboxusercontent.com/u/...ack%20v1.0.zip</a></div>


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			<category domain="http://www.warseer.com/forums/forumdisplay.php?17-GW-Rules-Development-Forum">GW Rules Development Forum</category>
			<dc:creator>Seelenhaendler</dc:creator>
			<guid isPermaLink="true">http://www.warseer.com/forums/showthread.php?373349-Warhammer-CE-the-definitive-rule-set-for-WFB-veterans</guid>
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			<title>Huge Monstrous Creatures</title>
			<link>http://www.warseer.com/forums/showthread.php?373265-Huge-Monstrous-Creatures&amp;goto=newpost</link>
			<pubDate>Sun, 26 May 2013 18:46:19 GMT</pubDate>
			<description><![CDATA[I think it would be interesting to differentiate the new generation of ginormous creatures from the bog standard monstrous creatures. The idea of a Wraithknight being locked in combat is a bit weird, and why shouldn't it be possible to destroy its big guns, or blow it up altogether? 
 
Here are...]]></description>
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<div>I think it would be interesting to differentiate the new generation of ginormous creatures from the bog standard monstrous creatures. The idea of a Wraithknight being locked in combat is a bit weird, and why shouldn't it be possible to destroy its big guns, or blow it up altogether?<br />
<br />
Here are some ideas that I'm thinking of trying in my next games:<br />
<br />
1. Hit &amp; Run Plus<br />
Huge monstrous creatures cannot be locked in combat.<br />
<br />
2. Fearless<br />
Gets round silly ideas like such massive beasties going to ground or getting pinned, and means that they won't be run down falling back from combat.<br />
<br />
3. Stride<br />
Huge monstrous creatures treat obstacles (including enemy units) up to three inches wide and three inches high as passable terrain but can't end their moves on top of them.<br />
<br />
4. Damage table<br />
The vehicle damage table is fun. If a huge monstrous creature rolls a 1 for its armour save (or its armour save is ignored) it rolls on the following table (modified by +1 for AP2 weapons and +2 for AP1 weapons):<br />
<br />
1-3: No additional effect<br />
4: Shaken<br />
5: Stunned<br />
6: Weapon destroyed<br />
7+: Explodes<br />
<br />
Might be fun? Let me know what you think.</div>


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			<category domain="http://www.warseer.com/forums/forumdisplay.php?17-GW-Rules-Development-Forum">GW Rules Development Forum</category>
			<dc:creator>my_name_is_tudor</dc:creator>
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			<title><![CDATA[New version of In the Emperor's Name]]></title>
			<link>http://www.warseer.com/forums/showthread.php?373237-New-version-of-In-the-Emperor-s-Name&amp;goto=newpost</link>
			<pubDate>Sun, 26 May 2013 09:31:03 GMT</pubDate>
			<description><![CDATA[The Forge of War Development Group have released a new version of In the Emperor's Name, a game of skirmish battles set in the Warhammer 40,000 universe. 
 
The first and second editions proved very popular when published, with several thousand downloads. In fact, due to its popularity, the...]]></description>
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<div>The Forge of War Development Group have released a new version of <i>In the Emperor's Name</i>, a game of skirmish battles set in the Warhammer 40,000 universe.<br />
<br />
The first and second editions proved very popular when published, with several thousand downloads. In fact, due to its popularity, the original author was asked to create a commercial version called <a href="http://www.ospreypublishing.com/store/In-Her-Majesty%E2%80%99s-Name_9781780962894" target="_blank"><i>In her Majesty's Name</i></a>.<br />
<br />
The new version edition builds on the Second Edition with enhancements to almost every part of the core rules. It updates and revises some of the core game mechanics such as the points calculation formula, and introduces a new Equipment system.<br />
<br />
The new edition can be downloaded from <a href="http://iten-game.org/downloads" target="_blank">http://iten-game.org/downloads</a>.<br />
<br />
Jodrell (<i>ItEN</i> 3rd edition editor)<br />
<br />
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			<dc:creator>jodrell</dc:creator>
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			<title>Fixing High Elf Army book</title>
			<link>http://www.warseer.com/forums/showthread.php?373204-Fixing-High-Elf-Army-book&amp;goto=newpost</link>
			<pubDate>Sat, 25 May 2013 18:24:16 GMT</pubDate>
			<description><![CDATA[The new high elf army book is pretty terribly designed in my opinion, to the point that I refuse to play with it. 
 
To get started to make the book a bit more viable, I'd begin with the following changes: 
 
Martial Prowess - May fight in one extra rank as normal, the second rank gets FULL ATTACKS...]]></description>
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<div>The new high elf army book is pretty terribly designed in my opinion, to the point that I refuse to play with it.<br />
<br />
To get started to make the book a bit more viable, I'd begin with the following changes:<br />
<br />
Martial Prowess - May fight in one extra rank as normal, the second rank gets FULL ATTACKS instead of just one. This should help fixing Swordmasters and Dragon Princes.<br />
<br />
Spearmen - May equip heavy armor for 1pts per model<br />
Sea Guard - May equip either shields or or swap spears for halberds for 1pts per model<br />
<br />
Swordmasters - Cost increased to 14 pts, do not suffer from always strike last from great weapon - thus rerolling to hit if initiative is greater<br />
Shadow Warriors - Get secondary hand weapon<br />
Lothern Skycutter - Eagle Eye Bolt Thrower does not suffer to hit penalty when moving<br />
Lion Chariot - Toughness 5<br />
<br />
Keeper of the Flame, Guardian, Bladelord, Shadowwalker, Drakemaster, High Sister may take magic ITEMS worth up to 25 points.<br />
<br />
Anointed of Asuryan, - 4 Attacks, 10 Leadership, Blessings of Asuryan increases ward save by 1 and grants 6+ ward save to any unit that doesn't have one previously, may be mounted on elven steed for 20 pts +7 for barding<br />
Loremaster of Hoeth - WS7, 4 Attacks<br />
Lothern Sea Helm - 3 Attacks, Windrider increases regular save to 3+ too, has special trident that always gives +2S on first round of combat (mounted or not).<br />
Handmaiden - 3 Attacks<br />
Lords and Heroes - While mounted in Chariot, can join any chariot unit<br />
Mages/Archmages/Teclis - May choose to add or remove 1 from the result rolled on the miscast table<br />
Dragon Mage - 335 points<br />
<br />
Cloak of Beards - Cloak causes Fear, Terror + Hate vs Dwarves and nothing else<br />
World Dragon Banner - Gives Magic Resistance 4 and Stubborn<br />
<br />
A seperate book added with at least 20 magic items made available for each race:<br />
Vambraces of Defense, Golden Helm, Battle Banner, Banner of Elyrion and all the other nice magic items reintroduced for High Elves<br />
Magic 2-Handed weapons, halberds, etc added<br />
<br />
I think this should go a long way to fix all the problems that currently plague the HE army book.</div>


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			<dc:creator>Shakkara</dc:creator>
			<guid isPermaLink="true">http://www.warseer.com/forums/showthread.php?373204-Fixing-High-Elf-Army-book</guid>
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			<title>8th ed Dwarf magic items</title>
			<link>http://www.warseer.com/forums/showthread.php?372654-8th-ed-Dwarf-magic-items&amp;goto=newpost</link>
			<pubDate>Sat, 18 May 2013 13:16:38 GMT</pubDate>
			<description><![CDATA[My idea for how to reduce the list of Dwarf magic items down dramatically whilst still keeping a lot of character.  The idea being that they also have access to common magic items in the rule book. 
 
The aim is to reduce it to no more than 20 upgrades in total. 
 
*_NOTE:  These are not 'runes' as...]]></description>
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<div>My idea for how to reduce the list of Dwarf magic items down dramatically whilst still keeping a lot of character.  The idea being that they also have access to common magic items in the rule book.<br />
<br />
The aim is to reduce it to no more than 20 upgrades in total.<br />
<br />
<b><u>NOTE:  These are not 'runes' as they currently are, they are regular magic items.  Ignore the names pretty much, I'll change a few to not confuse people.</u></b><br />
<br />
<br />
<b><u>Magic Weapons</u></b><br />
<br />
Dwarf special rule:  Any magic Hand Weapon can be upgraded to a magic Great Weapon for +20 pts.  It will retain all the rules associated with it, but will gain +2 Strength and the Strike Last special rule.  This cost does NOT come out of the points allowance for Magic items.<br />
<br />
<font color="#FF0000">ITEM 1</font><br />
<b>Blade of Skalf Blackhammer</b>  75pt<br />
Wound on 2+<br />
Flaming Attacks<br />
<br />
<font color="#FF0000">ITEM 2</font><br />
<b>Blade of Smiting</b>  65 pts<br />
D6 wounds<br />
<br />
<font color="#FF0000">ITEM 3</font><br />
<b>Blade of Might</b>  50 pts<br />
Double strength against T5+<br />
+1 to hit<br />
<br />
<font color="#FF0000">ITEM 4</font><br />
<b>Blade of Fury</b>  45pts<br />
+1 Attack<br />
+1 Strength<br />
<br />
<font color="#FF0000">ITEM 5</font><br />
<b>Blade of Breaking</b>  45pts<br />
Master Rune of Breaking<br />
<br />
<font color="#FF0000">ITEM 6</font><br />
<b>Grudge Blade</b>  30 pts<br />
Re-roll misses in combat against nominated character, monster OR unit<br />
+1 Weapon skill<br />
<br />
<br />
<br />
<br />
<b><u>Magic Armour</u></b><br />
<br />
NOTE:  In my rules Gromril for characters confers a greater level of protection:<br />
4+ for non characters<br />
3+ for Hero and Lord<br />
<br />
The +5 pts cost is added on to the base cost of character (i.e. nothing to do with magic items allowance).<br />
<br />
<font color="#FF0000">ITEM 7</font><br />
<b>Armour of Fortitude</b> (see Rune of Fortitude, 45 pts)<br />
<br />
<font color="#FF0000">ITEM 8</font><br />
<b>Armour of Adamant</b> (see Rune of Adamant, 40 pts)<br />
<br />
<font color="#FF0000">ITEM 9</font><br />
<b>Armour of Stone</b> (see rules for Rune of Gromril, 15pts, see above)<br />
<br />
<font color="#FF0000">ITEM 10</font><br />
<b>Armour of Preservation</b> (see Rune of Preservation, 15 pts)</div>


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			<dc:creator>Grimstonefire</dc:creator>
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			<title>Necron Super Heavy Flyer</title>
			<link>http://www.warseer.com/forums/showthread.php?372617-Necron-Super-Heavy-Flyer&amp;goto=newpost</link>
			<pubDate>Fri, 17 May 2013 21:35:11 GMT</pubDate>
			<description>I am attempting to make a Superheavy Necron Flyer that is roughly the equivelent to an IG Marauder Destroyer, Ork Blasta Bomba, Tau Tigershark AX1-0, or an Eldar Vampire Hunter. I am trying to not make this over-the-top good, and to make it as fluffy as possible.  With that in mind I would rather...</description>
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<div>I am attempting to make a Superheavy Necron Flyer that is roughly the equivelent to an IG Marauder Destroyer, Ork Blasta Bomba, Tau Tigershark AX1-0, or an Eldar Vampire Hunter. I am trying to not make this over-the-top good, and to make it as fluffy as possible.  With that in mind I would rather focuss on resiliance than firepower.<br />
<br />
   I am limited by the size of the model I am using. <a href="http://www.ebay.com/itm/181135649572?ssPageName=STRK:MEWNX:IT&amp;_trksid=p3984.m1497.l2649" target="_blank">http://www.ebay.com/itm/181135649572...84.m1497.l2649</a>    Despite what it states on the packaging it is actually 11 inches wide and 10 inches long.<br />
<br />
Therefore I am thinking of limiting this to 2 Structure Points. Sticking with other necron Flyers I will say armor 11-11-11. Although since I am stressing resiliance I would also want to include Quantum Sheilding.<br />
<br />
As for weapons, I am thinking of two Doomsday cannons and two Heavy Gauss Cannons (possibly one twin linked heavy gauss cannon instead).<br />
<br />
  Comparing this to the other superheavy flyers it would initially be harder to damage, but after loosing the Quantum Shielding it would actually be easier to damage than the Marauder Destroyer. It has noticably fewer weapons than the other Flyers, and no D-strength weapons. The Quantum Shielding would does count for a lot though.<br />
<br />
   Would 500 points sound about right?</div>


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			<dc:creator>cuda1179</dc:creator>
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			<title>Arcane Daemonic Gifts</title>
			<link>http://www.warseer.com/forums/showthread.php?372233-Arcane-Daemonic-Gifts&amp;goto=newpost</link>
			<pubDate>Mon, 13 May 2013 13:30:00 GMT</pubDate>
			<description><![CDATA[I like the new daemon book, but it does have its issues. Aside from the under-priced kannon, the overpriced bloodletters and the warpflame rule, my biggest gripe is that there's nothing in there that helps wizards do their thing better. This seems particularly odd for tzeentch daemons. So short of...]]></description>
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<div>I like the new daemon book, but it does have its issues. Aside from the under-priced kannon, the overpriced bloodletters and the warpflame rule, my biggest gripe is that there's nothing in there that helps wizards do their thing better. This seems particularly odd for tzeentch daemons. So short of extensive rewrites to the book I propose a new gift table.<br />
<br />
<u><b>Arcane Gifts</b></u><br />
25pts each, can only have two per daemon as usual and can only be taken by wizards. Count as arcane items.<br />
<br />
0 - The daemon may choose to swap whichever gift it rolls for an arcane item up to the value of 25pts (yay dispel scrolls!).<br />
<br />
1 - The daemon gains +1 to all casting attempts.<br />
<br />
2 - The daemon gains +1 to all dispel attempts.<br />
<br />
3 - The daemon may exchange its chosen spell lore for spells from one of the 8 lores of magic (roll your gifts before your spells).<br />
<br />
4 - The daemon gains an extra spell, but their wizard level is unaffected.<br />
<br />
5 - The daemon may roll up to 3 dice when channelling, however if all 3 dice come up as a 6 the daemon immediately miscasts.<br />
<br />
6 - One use only. When the daemon suffers a miscast, it may reroll the result on the miscast table but must accept the second result.<br />
<br />
Reasonable? Overpowered?</div>


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			<dc:creator>the_picto</dc:creator>
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			<title>6th Ed Sisters of Battle Book</title>
			<link>http://www.warseer.com/forums/showthread.php?372069-6th-Ed-Sisters-of-Battle-Book&amp;goto=newpost</link>
			<pubDate>Sat, 11 May 2013 03:44:51 GMT</pubDate>
			<description><![CDATA[Hello all. Since Games Workshop has yet to give any real support for Sisters in 6th, I thought I'd take things into my own hands and try my hand at writing an update. Right now it's still in the building stages (a lot of concepts, and I'd be grateful for any help with playtesting and points cost....]]></description>
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<div>Hello all. Since Games Workshop has yet to give any real support for Sisters in 6th, I thought I'd take things into my own hands and try my hand at writing an update. Right now it's still in the building stages (a lot of concepts, and I'd be grateful for any help with playtesting and points cost. This will be an ongoing thread that I'll update whenever I get a chance to work on it. But for right now, I think I'll just start with my concept for army wide special rules (I'll be keeping fluff commentary to a minimum):<br />
<br />
<b>Faith Points:</b><br />
At the beginning of each of your movement phases, after Reserves, roll a D6 for every unit with the Faithful special rule that is alive, on the table and not Falling Back. For each roll of a 4+, you generate 1 Faith Point; the more Faith Points the more Acts of Faith you will be able to attempt. Any Faith Points that are unused at the end of the turn are lost.<br />
<br />
<b>Eternally Faithful:</b><br />
Some Sisters, such as Celestians and Canonesses are so devout that they can perform miracles easily, and their mere presence inspires other Sisters to greater acts of devotion. Units with the Eternally Faithful Special Rule do not need to roll for generating Faith Points at the beginning of the movement phase, they automatically generate Faith Points.<br />
<br />
<b>Acts of Faith:</b><br />
An Act of Faith may be attempted immediately before a Sisters of Battle unit with the Faithful special rule acts in any given phase, IE before they move in the movement phase, before they shoot in the movement phase or before they declare an assault in the assault phase.<br />
To attempt an Act of Faith, select the unit and reduce your Faith Points by 1. Then roll a D6 and add the following:<br />
+1 if the unit is led by at least one of the following: Sister Superior, Retributor Superior, Dominion Superior, Seraphim Superior, Executor Superior, Celestian Superior, or Mistress of Repentance.<br />
+1 if the unit has been joined by at least one of the following: Canoness, Ecclesiarchial Confessor, Prioress, Saint Celestine, Uriah Jacobus, Arch-Confessor Kyrinov, Head Prioress Lazarea Verat or Canoness Superior Magdalenia.<br />
+1 if the unit has taken at least one casualty.<br />
<br />
Note that all modifiers are cumulative.<br />
<br />
If the result is less than 5 then the Act has failed and nothing happens. If the result is 5 or more, then the Act has succeeded. The unit immediately gains a bonus and/or special rules until the end of the Phase. The nature of that special rule depends on the unit that is using that Act of Faith, as detailed later.<br />
<br />
<b>Independent Characters and Acts of Faith:</b><br />
<br />
Independent Characters benefit any Act of Faith used by the unit they have joined. Similarly, units may benefit from any Act of Faith used by an Independent Character that has joined their unit. If both an Independent Character and a unit have an Act of Faith that takes place in the same phase, you must attempt each Act separately before the unit acts.<br />
<br />
<b>Shield of Faith:</b><br />
Models with the Shield of Faith special rule have a 6+ Invulnerable save. In addition, they may reroll any failed Deny the Witch roll.<br />
<br />
More to follow.</div>


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			<dc:creator>deathrain-commander</dc:creator>
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			<title><![CDATA[Tweaking Animosity (O&G, 8th)]]></title>
			<link>http://www.warseer.com/forums/showthread.php?371788-Tweaking-Animosity-(O-amp-G-8th)&amp;goto=newpost</link>
			<pubDate>Tue, 07 May 2013 19:18:13 GMT</pubDate>
			<description>Here is my idea about how to make animosity less frustrating for the player, while still allowing some random things to happen. The rule remains the same with the following changes, which help reduce the randomness: 
 
-*Black Orcs*: the Quell Animosity rule is changed, now it makes any unit joined...</description>
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<div>Here is my idea about how to make animosity less frustrating for the player, while still allowing some random things to happen. The rule remains the same with the following changes, which help reduce the randomness:<br />
<br />
-<b>Black Orcs</b>: the <i>Quell Animosity</i> rule is changed, now it makes any unit joined by a Black Orc character inmune to animosity, this means that the unit no longer is subject to the animosity rule as long as the character is inside the unit.<br />
<br />
-<b>The Warboss General</b>: Only a Warboss general benefit from this rule, a Shaman general will not benefit. He is in command of the army, and has a great deal of authority, bullying lesser greeskins around to obey him. All units that are inside the general´s inspiring pressence (generally 12 inches), can reroll their animosity test if they failed it. If after rerolling, the unit fails again, then there is nothing even the general can do. Units outside the general´s inspiring pressence don´t benefit from this reroll. <br />
<br />
-<b>Big Bosses (heroes)</b>: All greenskins heroes benefit from this rule, except shamans. When a greenskin hero joins a unit subject to animosity, and that unit fails the animosity test, the hero allows the unit reroll the result on the animosity table. For example, a night goblin unit rolls a 1 on the table getting the result <i>&quot;Get´Em&quot;</i>. A night goblin boss is with this unit, which allows the player to reroll the result, now getting a 3, thus the result is <i>&quot;Squabble&quot;</i>. The second result stands, this can be both good or bad, and represents how the greeskin hero tries to redirect the fury of the greeskins towards the enemy (result of 6), but this can backfire.<br />
<br />
-<b>Bosses (champions)</b>: The champion of a unit subject to animosity confers the unit he is part of a bonus of +1 when rolling on the animosity table. This means that a greeskin unit that conserves his champion will never score a result of 1, but only 2 at most. This represent how the boss curts down the most aggresive gits and the fight becomes less serious that if there were no authority to impose order.<br />
<br />
These changes allow the O&amp;G player to control how animosity will affect the army a great deal, making it still challenging but something that can be deal with proper planning. The general occupying a central position would be key now, not only for leadership but also for controling animosity, in the same vein, losing the general could be very problematic. Black orcs would be excellent around the flanks, or to make sure that a certain unit will always respond when needed. Big bosses are useful because they allow the player to reroll a very bad result, increasing the chances of getting a good one, specially combined with the +1 provided by champions. The champions are key in getting good results and avoiding the worsts, and may be targeted by the enemy for this reason.</div>


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			<dc:creator>CrystalSphere</dc:creator>
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