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==5th Edition== *'''Musical Wounds:''' 5th edition wound allocation stated that you had to distribute wounds as evenly as possible between all models in a unit before it rolled for saves. In theory this meant that if you did a lot of wounds at once, you could force your opponent to risk losing Sergeants or hidden Special Weapons. In practice, Musical Wounds combined with multi-wound units led to a phenomenon where players would give each model a unique loadout, so that you effectively had to deal the model's unit worth of unsaved wounds before said unit removed any casualties. The two most notable example units that abused this mechanic were Nob Bikers and Grey Knight Paladins, though Thunderwolves and even Dark Eldar Grotesques could join in the fun. *'''You won't need Eyes When You're Raging:''' 5th Edition introduced True Line of Sight, with the stipulation that infantry models had to measure Line of Sight "from the eyes." Tyrant Guard had a special rule that they would suffer from Rage if the Hive Tyrant they were protecting died. Unfortunately, Rage as written stated you had to move towards the closest "visible" enemy unit, which RAW was impossible for Tyrant Guard since they don't actually have eyes. *'''Crouching Wraithlord, Leaping Ork Boy''': Since True Line of Sight also did not come with any real restrictions against "modelling for advantage," players initially sought to exploit this by heavily modding or basing figures. Comedically, Canis Wolfborn gained an extra attack for each model in base-to-base with him, and the rules stated "if you're thinking of modelling Canis on a really large base to take advantage of this, don't." This wasn't a formal restriction against basing however. In the meantime, legs were snipped to give upright poses and models raised high overhead to give the best lines of fire. The Eldar Wraithlord became one of the most notable offenders, being popularly modded into a crouching or "prone" position to lower its height and make it easier to acquire 50% cover (It did deliver some pretty boss looking conversions, though, so it wasn't all bad). **A related point of contention was the fact that when units chose to Go to Ground, the rules stated to turn the models on their sides, [[rage|leading to concerns about paint chipping]], [[skub|whether flipping models was really part of True Line of Sight]], [[derp|and a general tendency to ignore that rule outright]]. *'''Bring (everything else but) It Down:''' The 5th edition Imperial Guard Codex introduced the ability to issue Orders to Guard squads, with Officers and Senior Officers offering abilities such as '''Get Back In The Fight''' or '''Fire On My Target'''. The 5th ed version of '''Bring It Down''' gave an infantry unit's weapons Twin-Linked ability when resolving their attacks against an enemy vehicle or Monstrous Creature, and although this was neat for providing some additional reliability, an unintended side effect was how Twin-Linked worked with blast and template weapons. Since template weapons did not roll to hit or scatter, twin-linking them granted them the ability to reroll wounds and so [[that guy|more enterprising players]] would look for any enemy infantry squad near a Monstrous Creature (such as a Tervigon) or Vehicle (such as any Transport), and [[derp|fire their flamers at the big target to 'clip' the smaller target, thus getting to reroll to wound in the process]]. [[Wat|A similar trick could be done with Frag Missiles or even Demo Charges, to reroll scatters to miss where you wanted them to go]]. 6th ed replaced this Order with granting Tank&Monster Hunters, meaning only attacks that actually hit an enemy Monstrous Creature or Vehicle would benefit from this Order. *'''Lictor Febreze Trail:''' Lictors in 5th Edition simply did not work as written. They had a special rule called Pheromone Trail, which granted +1 to Reserve Rolls provided they started the turn on the board. [[Derp|Unfortunately, Lictors in 5th edition always had to start the game in Reserves and thus could not benefit themselves or their allies on the turn you started rolling Reserves]]. [[Fail|This was in contrast to the previous edition, where Pheromone Trail worked even if the Lictors were not on the board]]. *'''Bugs Bunny Trygons:''' 5th ed also introduced Trygons to standard 40k games. A Trygon could pop up in the middle of the map, and leave a Marker for Tyranid Infantry to emerge through in subsequent turns. [[Fail|The problem was there was no ability to "hold back" Reserves, so if a Trygon and a unit of Warriors both arrived from Reserves on turn 2, the Warriors had to arrive from the table edge]]. *'''Selective Warp Field:''' This one was a formatting goof, but when Codex Tyranids came out, the rules for Warp Fields stated that "A Zoanthrope with a Warp Field has a 3+ Invulnerable Save." The Doom of Malan'tai had a Warp Field but was not explicitly stated to be a Zoanthrope (this is one area where Keywords would have helped). Thus, until GW actually FAQ'd it, people could argue that the Doom didn't actually get an Invulnerable Save (and INAT ruled as such until the GW FAQ overturned it). *'''Co-Axial Splinter Pistols:''' The 5th Edition Dark Eldar Codex introduced Splinter Racks as an optional upgrade for Raiders. "Models with splinter rifles or splinter pistols that fire while embarked upon the vehicle may reroll their to-hit rolls...", [[derp|but the rule did not specify that the models had to fire Splinter Weapons]]. [[Wat|Thus, keeping a Splinter Pistol sidearm let an Archon reroll to hit with a Blaster, or a Haemonculus 360Β° no-scope with a Hexrifle]]. [[Derp]].
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