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==6th Edition== *'''Bruhtherhood of Psykers:''' Introduced as a then unique rule for Grey Knights in 5th Edition, Brotherhood of Psykers which would go on to became a special rule for 6th and 7th edition. Brotherhood of Psykers stated that a unit with at least one model possessing that rule was considered a Psyker Unit. [[Derp|Naturally, this rule did not account for the possibility that an Independent Character Psyker might actually join that unit]]. Despite numerous FAQs stating that the 'same power could not be cast from the same unit', [[fail|there were no FAQs on how to handle the powers of multiple casters with different mastery levels, or whether Blessings that targeted 'the Psyker' affected an Independent Character alongside the rest of the unit]]. [[Rage|This issue carried over into 7th ed, where became especially egregious with the Psykana Division Formation which let Sanctioned Psykers know the same powers of the Formation's Primaris Psyker]], [[Skub|leading to all sorts of Skub over Biomancy buffs]]. *'''Blinded by the Flashlights:''' 6th edition made Flyers and Flying Monstrous creatures into distinct types. This made units like the Nightscythe and Flyrant considerably more powerful than they were in 5th edition, but the rules were such that when a Flying Monstrous Creature was *hit* by an enemy attack, it had to roll a 3+ on a single d6, or crash to the ground taking a Strength 10 hit ignoring armor save. [[Derp|Thus, it was possible for Flyrants, Daemon Princes, etc, to continually 'splat' to the ground as Conscripts or Orks pelted them with attacks which otherwise would stand little chance of doing damage.]] **7th ed changed the rule so that Grounding Tests occurred on an unsaved wound, meaning the attack had to actually damage the Flying Monstrous Creature first... *'''Grumblegrumble Stupid Chariot:''' The 6th edition Burning Chariot of Tzeentch was introduced as a Skimmer Chariot, fast and fragile and meant to act akin to a Daemon Land Speeder of a sort. Unfortunately, the actual ranged weapons were on the Exalted Flamer atop the whole Chariot, which was not Relentless. Thus, the Chariot had to move or shoot, which was a death sentence for such a fragile ride (7th made them Relentless but the daemons still had to put up with entire edition of this bullshit). * '''Macross Missile Dronestrike:''' The 6th Edition Tau Codex introduced Missile Drones as a new drone that "any" character could take. In contrast to the normal Gun Drone, it had a Missile Pod, [[cheese|leading to frantic scrambles to convert armies of missile drones aplenty]]. Games Workshop released a FAQ less than a week later, stating that only Broadside Shas'vres could take Missile Pods; [[derp|why they were in the "common" Wargear list is anyone's guess, especially since the Shielded Missile Drone was written directly for the Riptide unit entry, while the Grav-Inhibitor, Recon, and Pulse Accelerator Drones were explicitly on the Pathfinder unit entry]]. This was also fixed in 8th, so that Missile Drones were an option in the Broadside unit entry. *'''Dude, Where's My Bomb?:''' The 6th ed Sunshark Bomber had a Pulse Bomb Generator: Whenever the Sunshark successfully makes a Bombing Run, you could roll a D6, and on a 2+, you got a bomb back. [[Derp|Unfortunately, the Sunshark as written didn't actually start with a Pulse Bomb]].[[Fail|This issue remained unfixed in the 7th edition reprint]] until being FAQed. *'''Interceptor Drones Don't:''' Adding further insult to injury, the Sunshark Bomber came with two Interceptor Drones, that had Skyfire and the Interceptor rule. However, the way Intercept was worded, [[derp|it only worked if the weapon itself had Intercept; there was no wording for the model itself having Intercept.]] [[wat|The Early Warning Override was specifically worded that "all weapons on a model with an Early Warning Override have the Intercept special rule" to avoid this]], [[fail| so any Crisis Suit could be upgraded to intercept, but an Interceptor Drone RAW could not Intercept.]] [[RAGE|This was un-FAQed throughout both 6th and 7th]]. *'''Shred this Worthless Supplement:''' The Farsight Enclaves Supplement has the Warlord Trait '''Through Surety, Destruction.''' Once per game, the Warlord's unit gains Shred for a single Shooting Phase. Sounds good right? Who doesn't like rerolling to wound? Unfortunately, as worded, [[Fail|Shred only works in close combat unless applied specifically to the weapon, meaning this Warlord Trait as written does nothing whatsoever]]. [[Rage|GW did not patch this rule when they updated the Farsight rules for 7th]]. *'''Thermonuclear Pyrovores:''' The Pyrovore in 5th-7th was memetically known as a super-useless unit, but the 6th edition Tyranid Codex was known for a hilariously misworded Volatile rule: Whenever a Pyrovore died to Instant Death, ''"Every unit suffers a S3 hit for each model (excluding other Pyrovores) within d6 inches of the Pyrovore."'' Read that rule, and comprehend what "every unit" [[exterminatus|means]]. *'''Lookout, Wez Ork Snipers!''': 6th edition introduced "Character" as a subtype for models; Characters could accept and issue Challenges to other Characters, and benefit from "Look Out Sir," which let other models take wounds on their behalf; furthermore, Characters in 6th ed had the Precision Shot rule, meaning that on 6s to hit, the attacker could allocate hits instead of the defender. When the 6th ed FAQs first rolled out, Ork Nobs were indexed to be Characters. However, the index didn't distinguish between Nobs leading Boys or units of Nobs; not only could Nobz play Musical Wound Games where they could pawn off wounds to each other on a 4+, but that a unit of Nob Bikerz (each Biker fires 3 shots, hitting on 5s and rerolling misses, and choosing the model affected on a 6) [[wat|was generally better at sniping out troublesome targets than many dedicated snipers]]. GW did eventually FAQ their FAQ to state that only ''one'' Nob in each unit of Nobz/Meganobz got the Character distinction, while 7th ed made Precision Shot a USR that Characters did not innately receive. *'''Legion of the Dammit:''' Codex Legion of the Damned was touted as a standalone supplement that was meant to let players field them as a standalone force. The rules required the Legion of the Damned to start with their entire army in Reserves. Unfortunately in 6th, [[derp|you automatically lost if you didn't actually have any units on the table]]. GW would later apologize in an FAQ for the standalone touting and confirmed the rules were intended for Legion of the Damned to support another army rather than act on their own. *'''Asses of Fire:''' Heldrakes' Baleflamer during its inception counted as being turret-mounted, allowing the Hellturkey to Vector Strike and then hose the same unit with hellfire from its, errm... eye of terror. It was quickly errata'd, but, while not exactly game-breaking, it still lead to horrifying implications, given the damn things were everywhere back then. *'''Yarrick Senioritis:''' The 6th ed Imperial Guard codex introduced a rule called '''Chain of Command''' which stated that a Commissar could not be Warlord if the army's primary detachment included a model with the '''Senior Officer Rule'''; said rule allowed a model to issue up to two Orders per turn. Commissar Yarrick had Draconian Disciplinarian as his Warlord Trait, [[wat|but since he had both the Senior Officer and Chain of Command rules]], [[derp|he could not actually be your army's Warlord]]. This was FAQ'd in 7th so that Yarrick could be Warlord if he was the only model in the entire army that had Senior Officer.
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