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==7th Edition== {{Topquote|Those Gue'la loving [[Fire Warrior|Shas'la]] think they can steal my Ta'lissera from me, just because they've got better "gains"? We'll see who's laughing soon enough...|Earth Caste weapons scientist Fio'o Bork'an Ishu'ron, upon designing the Stormsurge.}} *'''Commissar-Approved Heresy:''' 7th Edition introduced Maelific Daemonology, which allowed all sorts of powers including summoning Daemons, warpfire, or being Possessed by a Greater Daemon. The Imperial Guard Primaris Psyker had a special rule called '''It's For Your Own Good''' which meant that if the Psyker was in the same unit as a Commissar and suffered Perils, said [[blam|Commissar would remove the Psyker as a casualty]]...after the power resolved. The problem? Possession removed the Psyker as a casualty as part of its resolution, and so should the Psyker suffer Perils of the Warp when attempting to be Possessed, [[derp|the Psyker would be replaced with a Daemon first]], [[heresy|and then the Commissar would allow the Greater Daemon to live]], [[wat|since they were no longer in the same unit]]. *'''Profit (not Prophet) of the Waaagh:''' 7th Edition also changed the rules for selecting a Warlord from 6th. Where in 6th, your Warlord had to be the HQ model with the highest Leadership (barring special rules that overrode this), 7th edition changed it so that ANY Character could be your Warlord. Aside from leading to comical situations like [[wat|Nork Deddog gaining Creed's Tactical Genius]], this led to a particularly stupid exploit with Codex: Orks and the Waaagh! Ghazghkull Supplement. See, Ghazghkull 's Council of Waaagh stated that Ghazgkull would gain two rolls the Ghazghkull Warlord table in addition to his standard trait, rerolling duplicates. [[derp|This bonus did not actually require Ghazghkull Thraka to be your Warlord, perhaps assuming that he would be due to having the highest Leadership among Orks]]. [[cheese|Thus, you could actually have ANOTHER Ork (perhaps one from the base codex wearing a Finkin' Cap to get two Strategic Rolls) serve as your Warlord, while still benefitting from a Waaagh and buffed up super-Ghaz]]. *'''Missile Lock:''' Missile Lock was a Universal Special Rule introduced in 6th Edition, which stated that 'blast weapons' with that rule only rolled 1d6 for scatter. [[derp|The only weapon with this rule was the Dark Angel Blacksword Missile, which was not a blast weapon]]. [[Rage|7th amended this rule so that non-blast weapons could reroll to-hit with them, but removed the rule from the Blacksword Missile]], [[wat|leading to Missile Lock being a USR that was not used by anything for half of 7th edition]]. [[herp|The 7th edition version of Dark Angels gave Missile Lock back to the Blacksword Missile, making it a USR that was used by one weapon on one unit on one codex]]. *'''Hard to Hit is not Hard to Hit:''' The rules for Flyers and Flying Monstrous Creatures were such that both units had a rule called "Hard to Hit." This meant that unless a unit shooting at them possessed Skyfire, then units 'targeting' them could only be resolved as Snap Shots. However, although both types of units possessed a rule called "Hard to Hit", [[fail|the Flyer version of the rule also said they could not be affected by blasts, templates, or attacks which did not roll to hit]]. The Flying Monstrous Creature version did not have this clause, which could lead to [[skub|lively debates]] [[wat|over whether a Vindicator's shots could 'scatter onto' an airborne Hive Tyrant]]. *'''Nobz In A 'Naut:''' This may have arguably just been insidious GW marketing instead of them failing to understand their own game, but Gorkanauts/Morkanauts were touted as "nearly indestructible" and reliably able to transport Nobz or other elite units into the fray, despite the fact that they were not Superheavy Vehicles. While you could one-shot them with a lucky Melta or Lascannon shot, a more common outcome was for one to be Immobilized by a Grav Cannon rolling a 6. As for serving as an assault transport, GW forgot to give the 'Nauts the Assault Ramp rule, and thus [[Fail|you couldn't actually assault from one]]. To add insult to injury, these vehicles cost ''more'' than a Land Raider while moving slower. *'''Splinter Racks 2.0:''' Someone at GW must have noticed the error with the first iteration of Splinter Racks, so the rule was changed. [[Fail|Unfortunately, the rewrite was an even bigger RAW screwup]]. [[Wat|"Whilst a model is embarked on a vehicle with splinter racks, all splinter weapons have the Twin-linked special rule."]] [[Derp|Though this meant that a model could no longer take a Splinter Pistol to get an extra-accurate Blaster or Haywire Grenades, this rule RAW meant that every Splinter Weapon in the game was twin-linked, so as long as one model was embarked on a vehicle with Splinter Racks]]. *'''Knight Rider Chronus:''' In 7th edition, Ultramarines could purchase Chronus as an upgrade to Tanks. Unlike Longstrike or Pask, Chronus was an Infantry Character, that would turn the tank he was riding into a Character, only to emerge from said Tank like a passenger should it be destroyed. However, RAW, Chronus was a Character and so was the Tank that Chronus was riding in, but neither were the same Character. Thus, you could either make Chronus your Warlord and wait before his tank was destroyed before you could use his Warlord Trait (assuming it required being on-table), or make his Tank your Warlord. Thus, it's more funny to imagine Chronus's tank as KITT from Knight Rider. (As an amusing bonus, he also had a Servo-Arm but not Blessing of the Omnissiah, so he could punch stuff but couldn't fix it). *'''Khornedogs of Slaanesh:''' Daemons in Khorne Daemonkin had Fearless instead of Daemonic Instability. Thus, Battle Brothers from Chaos Space Marines could join Daemon units from Khorne Daemonkin. Although an Independent Character with a Mark could not join a unit with a different Mark, having the Mark of a Chaos God and being a Daemon of a Chaos God were two different things. Thus, Daemonkin meant you could have a Sorcerer of Slaanesh use Flesh Hounds of Khorne as bodyguards. *'''Dastardly DJ Roombas:''' The '''Drone-Net VX1-0''' Formation required you to take at least four units of Drones, and granted them several bonuses: First of all, they got '''Collective Targeting Data''' which granted all Drones (including Drones that were not part of the Formation) +1 Ballistic Skill "In the Shooting Phase" as long as at least two Drones "from this Formation" were on the Battlefield. [[skub|It was never FAQed whether "from this Formation" allowed for the bonus to stack if you took multiple copies of the Formation, nor whether you applied it before or after a Drone Controller]]. Additionally, the Formation had the bonus '''Enhanced Tactical Responses:''' All Drones in the Formation had Jink, Split Fire, Precision Shots, and Interceptor. Similar to the Sunshark's Drones, [[fail|Interceptor as worded would be useless for the Gun Drones RAW]], [[derp|while GW had to FAQ that Gun Drones could not both Jink and Go to Ground]] [[wat|like sneaky DJ Roombas]]. *'''Ordo Xenos or Ordo Xerox?:''' Codex Deathwatch had generally sloppy rules, copypaste formations ("Reroll to-wound vs X"), and odd examples of GW being arbitrarily restrictive in unit loadouts (notably, Deathwatch couldn't take Rifleman Dreads or Strontos Razorbacks). However the most amusing example of this was how the Bane Bolts relic had a profile for being used by a Stalker Boltgun, despite Deathwatch HQs not having the option for a Stalker Boltgun. *'''Siphon Magic, Period:''' Siphon Magic may easily be the worst-written power of 7th edition. ''"Siphon Magic is a'' '''Blessing''' ''that targets the Psyker. For the rest of the phase, each time a friendly model successfully manifests a psychic power within 18" of them, place a dice next to this model. Any dice accrued in this manner can be used by the Psyker as bonus Warp Charge points."'' This power itself was problematic for several reasons: Does "a friendly model" include the Psyker that cast Siphon Magic? Did casting Siphon Magic actually grant the Psyker an immediate bonus die? It was noted that Deny the Witch did not turn a Success into a Failure, but simply cancelled the power's effect, and so Siphon Magic still granted a bonus die. However, the real RAW kerfluffle was the fact that since [[derp|Siphon Magic did not grant bonus Warp Charge, but "dice that could be spent as additional Warp Charge,"]] [[skub|you could argue that it was possible to store dice from Siphon Magic across turns]]. You could even state that this was "intentional," since the Tyranid Neurothrope had a similar ability that let it gain additional Warp Charge that could only be used by its unit. Hilariously though, Siphon Magic was otherwise useless for ML 1 Psykers since if it was the only power that could be cast that turn, then it would mean storing up dice that could not be used. Oops. *'''Zombie-Free Death Guard:''' Typhus let you nominate any Chaos Cultists as Plague Zombies at army creation, giving them Fearless, Feel No Pain, and Slow and Purposeful. They however could not purchase any other options besides increasing their unit size. When Traitor Legions came out, it added rules for different Legion Tactics; notably, Death Guard detachments required all units with the option to purchase the Mark of Nurgle. Due to ambiguous order of operations, it was entirely possible that the Cultists having to purchase the Mark of Nurgle precluded Typhus being able to nominate said Cultists as Zombies. However, Typhus let you nominate any Cultists in your army, and not necessarily the Detachment he was in, so if you took an allied Alpha Legion detachment, you could have Infiltrating ninja-zombies. Let that image sink in. *'''Faceless Commanderp:''' The Alpha Legion Warlord Trait '''Faceless Commander''' let the Warlord 'trade positions' with another Character 'of the same type.' This led to [[skub|fun debates over whether Characters and Independent Characters were the same subtype, as well as what happens when one of the characters is engaged in combat or inside a transport]]. More entertaining would be the question about what happens when two Alpha Legion Demon Princes swap, especially if one of them was airborne. *'''Hydra-faced Cultists:''' Traitor Legions again. The "Lost and Damned" Formation had a special rule that if any unit of Cultists was destroyed, then the Chaos player would get a 'replacement' of that unit which would emerge next turn from Ongoing Reserves. The Alpha Legion's super-detachment had the same rule under a different name. Considering that the Lost and the Damned was the [[fail|only Cultist formation available to Alpha Legion]], this immediately led to [[skub|debates over how the two bonuses interacted with each other]], with some players saying you only got 'one' roll, some players saying you got to reroll, and some players saying you could roll twice and get two units of Cultists. GW eventually FAQ'd this, so Alpha Legion only got 'one' roll, but it was on a 3+. *'''"''Looks like we missed our flight''":''' Courtesy of Codex: Imperial Agents, an Imperial Navy detachment could grant additional Valkyries and an Officer of the Fleet. The only problem? [[Derp|the Valkyrie had the Imperial Navy Faction and thus could not start the game transporting any unit]]. This required a FAQ to say that "Transports from this Faction can transport Astra Militarum, Militarum Tempestus and Inquisition units as if they were all of the same Faction". *'''Soul Pain:''' The Ynnari Psychic Power Unbind Souls targeted an enemy unit, and made a number of Strength 4 attacks equal to the number of models in the target unit. It was supposed to be used to cut large hordes down to size. However, the rulewriter forgot that only models in range and line of sight could be removed as casualties, and Unbind Souls only had 12 inches of range. The result would be a few unlucky Orks or Tyranids being struck down with extreme overkill, to the confusion of the rest of the unit. *'''Revenge is Sweet:''' In what may be the best bit of poetic irony of 7th Edition, the Avatar of Khaine was completely immune to Guilliman, since all of Guilliman's close combat attacks had Soul Blaze. Feels good to be immune after being used as a punching bag in all of Matt Ward's old fluff... *'''Stormsurge Fell and Can't Get Up!:''' When the Stormsurge battlesuit came out, it had a nice little rule that allowed it to fire twice at the expense of not being able to move. The problem? If it was tank shocked by anything (and this was confirmed in the FAQ) it would instantly die if its anchors were deployed, presumably because it would be tipped over and without arms (and thanks to being a super-heavy) it would be impossible to stand back up again. So, surprisingly enough, this is less a case of shitty rules and more one of the rules implementing the consequences of a shitty design ignored elsewhere. *'''Da Boss's Tools:''' Da Fixer Upperz is a Gift of Gork and Mork available to Big Meks and supposedly Meks, unfortunately as written Meks can't take Gifts of Gork and Mork. *'''Silver Tower of REEE:''' When Black Crusade: Traitor's Hate campaign book hit the shelves, it introduced a few toys, that were reskinned from codex supplement Angels of Death. One of them was Geomortis discipline, with a very neat power Worldwrith. What it did is allow you to pick up a piece of terrain and move it around. If units fit on it, they were also moved. But this is only the beginning. As fortifications were also considered a piece of terrain, you could use this discipline on buildings that you deployed yourself, like Imperial Bastion, or Fortress of Redemption. But now we get to the stupid part. All fortifications were allowed to buy upgrades, like guns, barricades or emergency access point. What it did was place a token within 6" of fortification, that allowed you to enter and leave the building no matter if it was surrounded... or half a board away, as no rules stated that it had to remain within 6" to work. This allowed for truly silly tactic of planting one sorcerer on top of the tower to cast Worldwrith and the other sorcerer in your deployment to cast summoning from Malefic Daemonology. Those daemons can then enter the fortification through what I assume was a warp portal access point, and man the guns, or even charge out of it in subsequent turns. The possibilities were endless. BS5 Bloodletters manning the guns? Sure! Squad of Horrors casting even more bullshit from the top? No problem!
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