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* In the ''Tv/BuffyTheVampireSlayer'' roleplaying game, they mention that chainsaws are realistically very impractical weapon, but because so many movies show them off to great effect, they have it deal a lot of damage, but they take penalties to hit and they can hit the wielder if you botch.

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* In the ''Tv/BuffyTheVampireSlayer'' ''Series/BuffyTheVampireSlayer'' roleplaying game, they mention that chainsaws are realistically very impractical weapon, but because so many movies show them off to great effect, they have it deal a lot of damage, but they take penalties to hit and they can hit the wielder if you botch.
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* In the ''Buffy'' roleplaying game, they mention that chainsaws are realistically very impractical weapon, but because so many movies show them off to great effect, they have it deal a lot of damage, but they take penalties to hit and they can hit the wielder if you botch.

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* In the ''Buffy'' ''Tv/BuffyTheVampireSlayer'' roleplaying game, they mention that chainsaws are realistically very impractical weapon, but because so many movies show them off to great effect, they have it deal a lot of damage, but they take penalties to hit and they can hit the wielder if you botch.
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** Speaking of Apocalypse, both of the {{Lethal Joke Character}}s. The Warlord Titan is three times the size of a Warhound Titan, which is already gigantic even in miniature scale. There is also rules for a Imperator Titan, which no-one deploys due to just how bloody ''huge'' it is. To say it's easier to {{cosplay}} as one and just stand on the table instead of making a model is NOT an understatement of how big it would be. In fact, it may actually be smaller than making a true-to-scale model. You would need specially-reinforced tables just to use those things.

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** Speaking of Apocalypse, both of the {{Lethal Joke Character}}s. The Warlord Titan is three times the size of a Warhound Titan, which is already gigantic even in miniature scale. There is are also rules for a Imperator Titan, which no-one deploys due to just how bloody ''huge'' it is. To say it's easier to {{cosplay}} as one and just stand on the table instead of making a model is NOT an understatement of how big it would be. In fact, it may actually be smaller than making a true-to-scale model. You would need specially-reinforced tables just to use those things.
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** In 5e, some subclasses and races, especially those not in the Player's Handbook, can be seen as this. There's also combining races that use one stat for special racial abilities, with a class that uses another stat, such as making a Yuan-Ti Pureblood Cleric, as Yuan-Ti use Charisma for their special abilities, while Clerics use Wisdom for their spells. Still, with the right stat arangement, and a bit of practice, a smart player can come up with a pretty cool character.
*** Fortunately, Tasha's Cauldron of Everything provided a generic racial template that allows a player to place the stat bonuses in whichever stats they want, as long as the DM approves the use of this variant rule. This allows for a lot more interesting racial and class combinations that don't end up being subpar mechanically.

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** In 5e, some subclasses and races, especially those not in the Player's Handbook, can be seen as this. There's also combining races that use one stat for special racial abilities, with a class that uses another stat, such as making a Yuan-Ti Pureblood Cleric, as Yuan-Ti use Charisma for their special abilities, while Clerics use Wisdom for their spells. Still, with the right stat arangement, arrangement, and a bit of practice, a smart player can come up with a pretty cool character.
*** Fortunately, Tasha's Cauldron of Everything provided a generic racial template rule variant that allows a player to place the stat bonuses in whichever stats they want, as long as the DM approves the use of this variant rule. This allows for a lot more interesting racial and class combinations that don't end up being subpar mechanically. It also allows for changes to any skill, weapon, armor, and tool proficiencies -- skill swapped for another skill, armor could be swapped for a weapon or tool skill, with martial weapons being swapped for another martial or simple weapon, simple weapons swapped for another simple weapon or tool, and finally tools for other tools or simple weapons -- which could also be used to get rid of any redundancies, such as a Mountain Dwarf Fighter, which has proficiencies with light armor, medium armor, hand axes, light hammers, war hammers, and battle axes, things a fighter gets automatically. Such redundant weapon and armor proficiencies could be swapped for more tools, like water and land vehicles, other tools that dwarves could get, or instruments.
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*** Heck, even the ''regular'' flail's existence is disputed by a number of historians. Chain-based weaponry like this would be incredibly hard to manage without risking hitting yourself, and is nearly useless for blocking opposing strikes. It might be reasonable to state that the weapons existed, but were fairly novelty items.


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*** Fortunately, Tasha's Cauldron of Everything provided a generic racial template that allows a player to place the stat bonuses in whichever stats they want, as long as the DM approves the use of this variant rule. This allows for a lot more interesting racial and class combinations that don't end up being subpar mechanically.
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* In the FASA iteration of of the ''Franchise/StarTrek'' [=RPG=], the background material justified the reasons that Klingons and Romulans favoured disruptor weaponry over the Federations phaser weapons was that while phasers were more powerful and versatile, disruptors were simpler and cheaper to build and ship borne variants didn't require the hi-tech and dangerous if breached cooling systems that ship mounted phasers did.

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** The Baneblade superheavy tank in ''TabletopGame/{{Warhammer 40000}}'' looks absolutely sweet and its stats on paper are overwhelmingly awesome. After all, it's ready to unleash [[VideoGame/DawnOfWar ELEVEN BARRELS OF HELL!]] However, the sheer ridiculous points cost means that the opponent can field a much larger force, with all the dedicated anti-tank weaponry needed to make the Baneblade into eleven mountains of scrap metal.
** Some people actually pointed out that due to the rules for coming in from reserves, a Baneblade technically can't be put in reserve, despite it being an option (and the only way to ensure it doesn't get scrapped in Spearhead). This is because the literal wording of Reserves means that the unit has to move from off the board onto the board using its normal movement allowance. A Baneblade moves 6 inches a turn, it's almost a foot in length!
** Then came 5th edition which not only made it cheaper (from 650 to 500 which is cheap in 3,000+ point games it's made for), but also harder to kill. It still has its limits -- sinking 500 points into a unit which couldn't capture objectives at the time, is relatively slow, and is vulnerable to rear armour hits like all tanks -- but it's at least usable. Not to mention there's nothing better than [[OhCrap the look on a Guard player's face if you do succeed in wrecking their precious baby.]]
** A lot of special characters fall into this, especially the ones that are pure beatsticks. They are extremely powerful, but also extremely expensive and, if not immune to instant death, die to a single tank round. That's why you don't see the likes of Typhus or Marneus Calgar very often. The most used special characters either buff your other units (like Vulcan, Ghazghkull or Fatereaver) or are {{Game Breaker}}s (like Eldrad).

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** The Baneblade superheavy tank in ''TabletopGame/{{Warhammer 40000}}'' looks absolutely sweet and its stats on paper are overwhelmingly awesome. After all, it's ready to unleash [[VideoGame/DawnOfWar ELEVEN BARRELS OF HELL!]] However, the sheer ridiculous points cost means that the opponent can field a much larger force, with all the dedicated anti-tank weaponry needed to make the Baneblade into eleven mountains of scrap metal.
**
metal. Some people actually pointed out that due to the rules for coming in from reserves, a Baneblade technically can't be put in reserve, despite it being an option (and the only way to ensure it doesn't get scrapped in Spearhead). This is because the literal wording of Reserves means that the unit has to move from off the board onto the board using its normal movement allowance. A Baneblade moves 6 inches a turn, it's almost a foot in length!
**
length! [[ThrowTheDogABone Then came 5th edition which which]] not only made it cheaper (from 650 to 500 which is cheap in 3,000+ point games it's made for), but also harder to kill. It still has its limits -- sinking 500 points into a unit which couldn't capture objectives at the time, is relatively slow, and is vulnerable to rear armour hits like all tanks -- but it's at least usable. Not to mention there's nothing better than [[OhCrap the look on a Guard player's face if you do succeed in wrecking their precious baby.]]
** A lot of special characters fall into this, especially the ones that are pure beatsticks. They are extremely powerful, but also extremely expensive and, if not immune to instant death, die to a single tank round. That's why you don't see the likes of Typhus or Marneus Calgar very often. The most used special characters either buff your other units (like Vulcan, Ghazghkull or Fatereaver) or are {{Game Breaker}}s (like Eldrad).
]]


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** The Shadowsword is an anti-Titan variant of the aforementioned Baneblade. It's main gun is the horrendously powerful [[WaveMotionGun Volcano Cannon]], a laser weapon from the Dark Age of Technology that literally reduces HumongousMecha and heavy fortifications to steaming piles of molten slag (provided the shields are downed first). Lesser Titans like Reavers and Warhounds go down in one shot, shields or no. However it's still slow, it cannot fire on the move or rotate the gun (no turret mount here) and it doesn't have many of the guns the generalist Baneblade has for picking off lesser targets. If the gun hits anything lesser than a Titan it will be utterly destroyed, but it just isn't worth the cost then.
** A lot of special characters fall into this, especially the ones that are pure beatsticks. They are extremely powerful, but also extremely expensive and, if not immune to instant death, die to a single tank round. That's why you don't see the likes of Typhus or Marneus Calgar very often. The most used special characters either buff your other units (like Vulcan, Ghazghkull or Fatereaver) or are {{Game Breaker}}s (like Eldrad).
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** In ''TabletopGame/ChangelingTheLost'', this is basically the definition of Goblin Contracts. They offer much more power than standard contracts, but they make you pay in more than Glamour (the 'mana' of the game). So, you can make someone like you, but you'll lose your beauty. You can open any lock... but one of ''your'' locks will pop open at an inconvenient time later. You can trick someone into thinking an item is valuable... but when the contract is up, they'll know what you did. You can completely heal a target... but must spend a permanent point of Willpower to do so. You can call a hunting party of [[TheFairFolk True Fae]] to your location... that's it. The catch is, ''you just called a hunting party of True Fae to your location''.



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** A lot of special characters fall into this, especially the ones that are pure beatsticks. They are extremely powerful, but also extremely expensive and, if not immune to instant death, die to a single tank round. That's why you don't see the likes of Typhus or Marneus Calgar very often. The most used special characters either buff your other units (like Vulcan, Ghazghkull or Fatereaver) or are {{GameBreaker}}s (like Eldrad).

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** A lot of special characters fall into this, especially the ones that are pure beatsticks. They are extremely powerful, but also extremely expensive and, if not immune to instant death, die to a single tank round. That's why you don't see the likes of Typhus or Marneus Calgar very often. The most used special characters either buff your other units (like Vulcan, Ghazghkull or Fatereaver) or are {{GameBreaker}}s {{Game Breaker}}s (like Eldrad).



** You could say 40k was BUILT on this trope. The basic heavy weapon for the Imperium is a hand held semi-automatic armor piercing grenade launcher, chainsaw swords abound, the Orks function purely on ClapYourHandsIfYouBelieve and duct tape, the Eldar have slightly better protection than a cardboard box while retaining maximum style points, and the space ships get around by travelling through hell. It's all awesome, but none of it's remotely practical.
*** Eldar tanks are actually as durable as their Imperial equivalents. Eldar lack heavy tanks like Leman Russes or Land Raiders, but compared to Chimaera-and Rhino-chassis tanks (which, like the Eldar tanks, are based on a transport chassis), Eldar tanks are actually more heavily armoured, faster, and have additional defences in the form of power- or holofields. They're still impractical, though, due to their extremely high cost (a Wave Serpent costs nearly four times as much as a Chimera, while having similar firepower and being only slightly more durable).

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** You could say 40k was BUILT on this trope. The basic heavy weapon for the Imperium is a hand held semi-automatic armor piercing grenade launcher, chainsaw swords abound, the Orks function purely on ClapYourHandsIfYouBelieve and duct tape, the Eldar have slightly better protection than a cardboard box while retaining maximum style points, and the space ships get around by travelling through hell. It's all awesome, but none of it's remotely practical.
***
Eldar tanks are actually as durable as their Imperial equivalents. Eldar lack heavy tanks like Leman Russes or Land Raiders, but compared to Chimaera-and Rhino-chassis tanks (which, like the Eldar tanks, are based on a transport chassis), Eldar tanks are actually more heavily armoured, faster, and have additional defences in the form of power- or holofields. They're still impractical, though, due to their extremely high cost (a Wave Serpent costs nearly four times as much as a Chimera, while having similar firepower and being only slightly more durable).



** Speaking of Apocalypse, both of the [[LethalJokeCharacter Lethal Joke Characters]]. The Warlord Titan is three times the size of a Warhound Titan, which is already gigantic even in miniature scale. There is also rules for a Imperator Titan, which no-one deploys due to just how bloody ''huge'' it is. To say it's easier to {{cosplay}} as one and just stand on the table instead of making a model is NOT an understatement of how big it would be. In fact, it may actually be smaller than making a true-to-scale model. You would need specially-reinforced tables just to use those things.

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** Speaking of Apocalypse, both of the [[LethalJokeCharacter Lethal {{Lethal Joke Characters]].Character}}s. The Warlord Titan is three times the size of a Warhound Titan, which is already gigantic even in miniature scale. There is also rules for a Imperator Titan, which no-one deploys due to just how bloody ''huge'' it is. To say it's easier to {{cosplay}} as one and just stand on the table instead of making a model is NOT an understatement of how big it would be. In fact, it may actually be smaller than making a true-to-scale model. You would need specially-reinforced tables just to use those things.
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** In 5e, some subclasses and races, especially those not in the Player's Handbook, can be seen as this. There's also combining races that use one stat for special racial abilities, with a class that uses another stat, such as making a Yuan-Ti Pureblood Cleric, as Yuan-Ti use Charisma for their special abilities, while Clerics use Wisdom for their spells. Still, with the right stat arangement, and a bit of practice, a smart player can come up with apretty cool character.

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** In 5e, some subclasses and races, especially those not in the Player's Handbook, can be seen as this. There's also combining races that use one stat for special racial abilities, with a class that uses another stat, such as making a Yuan-Ti Pureblood Cleric, as Yuan-Ti use Charisma for their special abilities, while Clerics use Wisdom for their spells. Still, with the right stat arangement, and a bit of practice, a smart player can come up with apretty a pretty cool character.
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** In 5e, some subclasses and races, especially those not in the Player's Handbook, can be seen as this. There's also combining races that use one stat for special racial abilities, with a class that uses another stat, such as making a Yuan-Ti Pureblood Cleric, as Yuan-Ti use Charisma for their special abilities, while Clerics use Wisdom for their spells. Still, with the right stat arangement, and a bit of practice, a smart player can come up with apretty cool character.
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* ''TabletopGame/Warhammer40K'' lives, breathes and shits this trope. All the time.

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* ''TabletopGame/Warhammer40K'' ''TabletopGame/Warhammer40000'' lives, breathes and shits this trope. All the time.
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** 3.0 psionics had "psychic combat", where you were expected to battle other psionic opponents using a set of offensive and defensive powers that affected each other differently. (They also had very little effect on non-psionics, for balancing reasons.) Since each of these powers only lasted a turn, you would burn through your power pool very quickly. Obviously, it was far quicker, cheaper and easier to just fight with your regular powers, and the whole system was removed in 3.5.
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*** the one exception to this is if someone is playing a Pixie. Their low strength maximum makes melee impractical. Luckily, the Monofilament whip doesn't spec off strength, allowing them to max out their agility and do crippling damage to their opponent in the first round.

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** Another 3.5 one is the Necrocarnate, a prestige class for the soul-manipulating Incarnate which boasts the ability to [[YourSoulIsMine consume the souls of the recently dead]]. This converts their life force into bonus essentia, the fuel for the Incarnate's signature abilities, and it lacks a real upper limit--in theory, you could just slaughter a bunch of 1st-level commoners, enjoying a functionally limitless supply of essentia that you can pour into all your abilities and max them out. But there are two caveats: Necrocarnate doesn't advance your usual essentia progression, and the bonus essentia leaves after twenty-four hours. So a 7th-level Incarnate/13th-level Necrocarnate who hasn't found a recently dead body since yesterday will find their pool of essentia depleted to about a quarter of what a 20th-level Incarnate has. This means you have to be killing things ''constantly'' to keep your powers up, since [[ThisIsYourBrainOnEvil even a one-day break is going to render you nearly useless until you can kill a few things again]]. Even the book points out that it's almost impossible to play a Necrocarnate in a traditional campaign, and the class is better suited for villains (where the amount of essentia one has is ultimately going to come down to DM fiat).



** ''Fireball'' is probably the most well-known spell in D&D, and it's not useless by any stretch of the definition. Fireball deals ludicrous damage for the level it's on, even if the target succeeds their save. That said, it's an AreaOfEffect spell, with a pretty large radius, so unless you and your party are on the same wavelength, you are likely to hit them as well, unless you got the Evocation wizard's Sculpt Spell feature. The spell also deals Fire damage, and only Fire damage, so if you're facing one of the 40 monsters in the base 5e manual with fire immunity, it's useless, and subpar if facing one of the 37 with resistance. You're probably better of taking ''Melf's Minute Meteors'', which also deals Fire damage, but can do a maximum of 12d6 damage, spread over 3-6 rounds, and feature several, smaller areas of effect, affording far better precission.

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** ''Fireball'' is probably the most well-known spell in D&D, and it's not useless by any stretch of the definition. Fireball deals ludicrous damage for the level it's on, even if the target succeeds their save. That said, it's an AreaOfEffect spell, with a pretty large radius, so unless you and your party are on the same wavelength, you are likely to hit them as well, unless you got the Evocation wizard's Sculpt Spell feature. The spell also deals Fire damage, and only Fire damage, so if you're facing one of the 40 monsters in the base 5e manual with fire immunity, it's useless, and subpar if facing one of the 37 with resistance. You're probably better of taking ''Melf's Minute Meteors'', which also deals Fire damage, but can do a maximum of 12d6 damage, spread over 3-6 rounds, and feature several, smaller areas of effect, affording far better precission.precision.
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** Sometimes happens in-universe as well- Commissar Literature/CiaphasCain is depicted with a bolt pistol on book covers (in the style as Imperial propaganda posters), but he himself uses a laspistol: It's lighter, has more shots, can be recharged (given how often he spends cut off from enemy lines with nothing but a gun, chainsword, and Jurgen, running out of ammo is the last thing he wants), and while it doesn't make as much noise when executing cowards, he does his best to avoid executing soldiers (not to mention he doesn't want to make himself an even bigger target).

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** Sometimes happens in-universe as well- Commissar Literature/CiaphasCain is usually depicted with a bolt pistol on book covers (in the style as Imperial propaganda posters), but he himself uses a laspistol: It's lighter, laspistol. He discusses the flaws of a bolt pistol when he runs into one of his colleagues wielding one; the laspistol is much lighter than a bolt pistol, has more shots, shots per clip (the laspistol clips are lighter and smaller too), can be recharged through various means (given how often he spends cut off from enemy lines with nothing but a gun, chainsword, and Jurgen, running out of ammo is the last thing he wants), and while it doesn't make as much dramatic noise when executing cowards, he does his best to avoid executing soldiers in the first place (not to mention he doesn't want to make himself an even bigger target).

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*** Worth noting that in-universe, the Tau are the only exception to ''Warhammer 40000'''s love of this trope. Everything the Tau use is built with functionality in mind. No trophy racks and battle honours on their sleek, futuristic vehicles - if it serves no purpose, it comes off. The Tau are the only faction in the game who don't often use [[HumongousMecha Titans]], preferring heavy strike aircraft like the aforementioned Manta, much like modern armies in RealLife. However the Tau are not above using [[SuspiciouslySpecificDenial large robots that definitely aren't based on Titans]] such as the Ta'unar Supremacy Armour, which while being loaded out with enough guns to make even the [[OurOrksAreDifferent Orks]] jealous, it does suffer from the same issue as other massive units in game, mainly being extremely expensive both in RealLife and in game.

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*** Worth noting that in-universe, the Tau are the only exception to ''Warhammer 40000'''s love of this trope. Everything the Tau use is built with functionality in mind. No trophy racks and battle honours on their sleek, futuristic vehicles - if it serves no purpose, it comes off. The Tau are the only faction in the game who don't often use [[HumongousMecha Titans]], preferring heavy strike aircraft like the aforementioned Manta, much like modern armies in RealLife. However They're also the only ones to use mass-produced plasma weapons, which are less destructive than the Imperial versions but don't explode.
*** However,
the Tau are not above using [[SuspiciouslySpecificDenial large robots that definitely aren't based on Titans]] such as the Ta'unar Supremacy Armour, which while being loaded out with enough guns to make even the [[OurOrksAreDifferent Orks]] jealous, it does suffer from the same issue as other massive units in game, mainly being extremely expensive both in RealLife and in game.



** This trope is so enforced in 40k that the reason they don't use more BoringButPractical methods seems to be that they'll inevitably find ''some'' way to make it impractical. The article "Rocks Are Not Free!" explains that the Imperium relies on expensive high-tech missiles and battleships to depopulate worlds rather than just taking a few asteroids and dropping them from orbit, because the Imperium insists on running that manuever through so many layers of red tape that that the missiles are actually the cheaper option.

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** Sometimes happens in-universe as well- Commissar Literature/CiaphasCain is depicted with a bolt pistol on book covers (in the style as Imperial propaganda posters), but he himself uses a laspistol: It's lighter, has more shots, can be recharged (given how often he spends cut off from enemy lines with nothing but a gun, chainsword, and Jurgen, running out of ammo is the last thing he wants), and while it doesn't make as much noise when executing cowards, he does his best to avoid executing soldiers (not to mention he doesn't want to make himself an even bigger target).
** This trope is so enforced in 40k that the reason they don't use more BoringButPractical methods seems to be that they'll inevitably find ''some'' way to make it impractical. The article "Rocks Are Not Free!" explains that the Imperium relies on expensive high-tech missiles and battleships to depopulate worlds rather than just taking a few asteroids and dropping them from orbit, because the Imperium insists on running that manuever maneuver through so many layers of red tape that that the missiles are actually the cheaper option.
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--->'''Tex Talks [=BattleTech=]:''' Consider this: For the price of a ''[[LightningBruiser Thor]]''... For the price of a ''single Thor'', at 21 million, 320 thousand, 834 C-bills... You could buy eleven ''[[LethalJokeCharacter Urbanmechs]]''. Or, seven ''[[TankGoodness Rommels]]''. Or, three ''[[MightyGlacier Awesomes]]'', plus spare parts. Or, two ''[[TheDreaded Atlases]]'', plus spare parts. Or, thirty [[SuperSoldier Elementals]], and [[ProudWarriorRaceGuy all their honour]]. Or, in 3052 C-bill conversion rates, you could buy enough burgers from Federated Fast Food to become ''king of Meat Mountain''... Until the birds showed up. [[NoodleIncident Birds always ruin Meat Mountain]]... Where was I? Clan shit is expensive, keep that in mind.

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--->'''Tex Talks [=BattleTech=]:''' Consider this: For the price of a ''[[LightningBruiser Thor]]''... For the price of a ''single Thor'', at 21 million, 320 thousand, 834 C-bills... You could buy eleven ''[[LethalJokeCharacter Urbanmechs]]''. Or, seven ''[[TankGoodness Rommels]]''. Or, three ''[[MightyGlacier Awesomes]]'', plus spare parts. Or, two ''[[TheDreaded Atlases]]'', plus spare parts. Or, thirty [[SuperSoldier Elementals]], and [[ProudWarriorRaceGuy all their honour]]. Or, in 3052 C-bill conversion rates, you could buy enough burgers from Federated Fast Food to become ''king of Meat Mountain''... [[NoodleIncident Until the birds showed up. [[NoodleIncident Birds always ruin Meat Mountain]]... [[SidetrackedByTheAnalogy Where was I? I]]? Clan shit is expensive, keep that this in mind.
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** [=ClanTech=] in general proved to be this in the lore. The Clans' mechs and equipment are individually superior to anything the Inner Sphere can make, but they're only feasible to make for the Clans because of their non-profit-based economy, their enormous jump-start in technology, and low but dense population compared to the Inner Sphere. The Inner Sphere on its side simply cannot ''afford'' to make such high-quality 'mechs for everyone in their massively larger militaries when their own, individually inferior 'mechs are cheaper and quicker to make for their manufacturers.
--->'''Tex Talks [=BattleTech=]:''' Consider this: For the price of a ''[[LightningBruiser Thor]]''... For the price of a ''single Thor'', at 21 million, 320 thousand, 834 C-bills... You could buy eleven ''[[LethalJokeCharacter Urbanmechs]]''. Or, seven ''[[TankGoodness Rommels]]''. Or, three ''[[MightyGlacier Awesomes]]'', plus spare parts. Or, two ''[[TheDreaded Atlases]]'', plus spare parts. Or, thirty [[SuperSoldier Elementals]], and [[ProudWarriorRaceGuy all their honour]]. Or, in 3052 C-bill conversion rates, you could buy enough burgers from Federated Fast Food to become ''king of Meat Mountain''... Until the birds showed up. [[NoodleIncident Birds always ruin Meat Mountain]]... Where was I? Clan shit is expensive, keep that in mind.
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** Abaddon himself is considered this on the tabletop. Costing as much as a Land Raider, Abaddon has enough special rules and weapons to literally murder anything he comes across (even tarpits and superheavy vehicles wouldn't slow him down for long). However, he has the crippling drawback of having no movement modifiers at all; this means even the most basic trooper can simply outrun him if he doesn't have a transport to cart him around. And because of his Terminator Armor, the only transport that will fit him is the aforementioned Land Raider (and no, his faction only gets the vanilla kind unless you dip into Forge World), which is yet another example of this trope. And unlike his other fellow Chaos Champions (Typhus, Huron, even Ahriman) he usually lacks the ability to buff anyone else; even Ahriman can at least cast spells to buff people around him. This results in Abaddon usually ''just barely'' killing enough enemies to make him worth his points, while models like Huron or Typhus can often change the entire flow of the game by merely ''existing''.

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** Abaddon himself is was considered this on the tabletop.up until 8th Edition. Costing as much as a Land Raider, Abaddon has enough special rules and weapons to literally murder anything he comes across (even tarpits and superheavy vehicles wouldn't slow him down for long). However, he has the crippling drawback of having no movement modifiers at all; this means even the most basic trooper can simply outrun him if he doesn't have a transport to cart him around. And because of his Terminator Armor, the only transport that will fit him is the aforementioned Land Raider (and no, his faction only gets the vanilla kind unless you dip into Forge World), which is yet another example of this trope. And unlike his other fellow Chaos Champions (Typhus, Huron, even Ahriman) he usually lacks the ability to buff anyone else; even Ahriman can at least cast spells to buff people around him. This results in Abaddon usually ''just barely'' killing enough enemies to make him worth his points, while models like Huron or Typhus can often change the entire flow of the game by merely ''existing''. 8th Edition, though, changed Abaddon's rules to give him a number of powerful support buffs (such as a 12" aura to make his underlings immune to morale and allowing nearby soldiers to reroll their attacks) while sacrificing none of his close combat ability.
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** Whips can be used for very flashy combat maneuvers like tripping over, disarming and strangling, but over such short distances it's easier to just draw your sword or shoot your enemy from afar. They are close to useless against armoured enemies, most of animals and monsters.

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** Whips can be used for very flashy combat maneuvers like tripping over, disarming and strangling, but over such short distances it's easier to just draw your sword or shoot your enemy from afar. They are close to useless against armoured enemies, most of animals and monsters. Lamias (whips with metal spikes all along their length) are saved from this by doing damage like a two-handed weapon, and the handle works as a mace, so they avoid the problem with close-quarter fights.



** [[SubvertedTrope Subverted]] in the case of mini-crossbows and lamias (whips with metal spikes all over their length). The former deal relatively little damage and have a very short range, but they can be hidden in wide sleeves and shoot two bolts in a single round - [[NoRangeLikePointBlankRange right in the face]], thus dealing absurd damage if used properly. The latter has the range limitations of other whips, but deals damage like a two-handed weapon. And unlike other whips, it overcomes the problem with close-quarter fights, since the handle is a mace.

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** [[SubvertedTrope Subverted]] in the case of mini-crossbows and lamias (whips with metal spikes all over their length). The former Mini-crossbows are saved by a niche use. They deal relatively little damage and have a very short range, but they can be hidden in wide sleeves and shoot two bolts in a single round - [[NoRangeLikePointBlankRange right in the face]], thus dealing absurd damage if used properly. The latter has the range limitations of other whips, but deals damage like a two-handed weapon. And unlike other whips, it overcomes the problem with close-quarter fights, since the handle is a mace.properly.

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Adding more past-tense language to some of these 40K entries, as the game has been out for a while and Examples Are Not Recent. Spelling and grammar cleanup, along with adding to some examples as I found them.


** Abaddon himself is considered this on the tabletop. Costing as much as a Land Raider, Abaddon has enough special rules and weapons to literally murder anything he comes across (even tarpits and superheavy vehicles wouldn't slow him down for long). However, he has the crippling drawback of having no movement modifiers at all; this means even the most basic trooper can simply outrun him if he doesn't have a transport. And because of his Terminator Armor, the only transport that will fit him is the aforementioned Land Raider (and no, his faction only gets the vanilla kind unless you dip into Forge World), which is yet another example of this trope. And unlike his other fellow Chaos Champions (Typhus, Huron, even Ahriman) he usually lacks the ability to buff anyone else; even Ahriman can at least cast spells to buff people around him. This results in Abaddon usually ''just barely'' killing enough enemies to make him worth his points, while models like Huron or Typhus can often change the entire flow of the game by merely ''existing''.
** Assault Centurions have some of the beefiest armour in the Space Marine list, cool-looking siege drills, and [[MightyGlacier a movement speed roughly akin to molasses]]. This is a ''melee unit'' that can barely outrun the ''scenery''. You could always put them in a Land Raider, which has the minor problem of being akin to walking into battle with a "SHOOT ME" sign.
** Penitent Engines and Dread Knights look like this, both of them are walkers bristling with devastating close-range weaponry - with pilots ''intentionally'' left fully exposed to enemy fire. Background material claims that it not to be the case. Dreadknight has a forcefield that protects the pilot while Penitent Engine has its pilot consciousness downloaded inside the machine and not affected by pilot's body being blown off.
*** Plus the Dread Knight's pilot is wearing Terminator Armour, the heaviest in the Imperium, and the entire point of the Penitent Engine is to get its pilot gloriously killed to atone for their sins.
** A lot of relics fall into this territory. Most common is the "evolving weapon" type, where the weapon gains additional attributes as you rack up kills. The problem is, unless it allows you to kill mooks and you wipe an entire squad from the get-go, these bonuses often accrue so slowly that you'd maybe see their effects on the last turn of the game, when it's too far gone to put it to good tactical use. Similarly, a lot of other relics apply some awesome effect to a generic weapon, but the effect is either overkill (such as the Norn Crown) or completely useless (such as instant death on a To Wound roll of a 6). If a relic manage to avert all of this, sometimes good'ol points costs ruins them as anything viable. Those that manage to completely avert this unfortunately become [[GameBreaker Game Breakers]].
** Imperium Plasma Pistols. Strength 7 [=AP 2=] will kill or wound most anything in the game, but the plasma pistol suffers from a variety of drawbacks that are usually mitigated in its bigger cousins (the rifle-sized plasma gun and the heavy plasma cannon). The plasma pistol costs the same amount of points as the others (15 points, enough to add one Space Marine or three Guardsmen to a squad), yet is limited to one shot a turn compared to two shots or a small blast like the plasma gun and cannon respectively, it's 12" range requires that the wielder gets close to the enemy, and it has a 1 in 6 chance of not only missing but blowing up in the wielder's face and removing the pistol as a threat. When fighting against cheap horde armies like Orks or Tyranids, a plasma pistol will struggle to make its points back, and when targeting tanks or Monstrous Creatures it might only take off one or two wounds/hull points before the wielder dies.
** This trope is so enforced in 40k that the reason they don't use more BoringButPractical methods seems to be that they'll inevitably find ''some'' way to make it impractical. The article "Rocks Are Not Free!" explains that the Imperium relies on expensive high-tech missiles and battleships to depopulate worlds rather than just taking a few asteroids and dropping them from orbit, because the Imperium insists on running it through so many layers of red tape that that the missiles are actually the cheaper option.

to:

** Abaddon himself is considered this on the tabletop. Costing as much as a Land Raider, Abaddon has enough special rules and weapons to literally murder anything he comes across (even tarpits and superheavy vehicles wouldn't slow him down for long). However, he has the crippling drawback of having no movement modifiers at all; this means even the most basic trooper can simply outrun him if he doesn't have a transport.transport to cart him around. And because of his Terminator Armor, the only transport that will fit him is the aforementioned Land Raider (and no, his faction only gets the vanilla kind unless you dip into Forge World), which is yet another example of this trope. And unlike his other fellow Chaos Champions (Typhus, Huron, even Ahriman) he usually lacks the ability to buff anyone else; even Ahriman can at least cast spells to buff people around him. This results in Abaddon usually ''just barely'' killing enough enemies to make him worth his points, while models like Huron or Typhus can often change the entire flow of the game by merely ''existing''.
** Assault Centurions have some of the beefiest armour in the Space Marine list, cool-looking siege drills, and [[MightyGlacier a movement speed roughly akin to molasses]].[[MightyGlacier molasses going uphill in January]]. This is a ''melee unit'' that can barely outrun the ''scenery''. You could always put them in a Land Raider, which has the minor problem of being akin to walking into battle with a "SHOOT ME" ME I'M RIGHT HERE" sign.
** Penitent Engines and Dread Knights look like this, both of them are walkers bristling with devastating close-range weaponry - with pilots ''intentionally'' left fully exposed to enemy fire. Background material claims that it not to be the case. The Dreadknight has a forcefield that protects the pilot while Penitent Engine Engines has its pilot pilot's consciousness downloaded inside the machine and machine, so they're not affected by the pilot's body being blown off.
***
to pieces. Plus the Dread Knight's pilot is wearing Terminator Armour, the heaviest available in the Imperium, and the entire point of the Penitent Engine is to get its pilot gloriously killed to atone for their past sins.
** A lot of relics fall into this territory. Most common is the "evolving weapon" type, where the weapon gains additional attributes as you rack up kills. The problem is, unless it allows you to kill mooks and you manage to wipe an entire squad from the get-go, these bonuses often accrue so slowly that you'd maybe see their effects on the last turn of the game, when it's too far gone to put it to good tactical use. Similarly, a lot of other relics apply some awesome effect to a generic weapon, but the effect is either overkill (such as the Norn Crown) or completely useless (such as causing instant death on a To Wound roll of a 6). If a relic manage to avert all of this, sometimes good'ol their good ol' points costs ruins them as anything viable. Those that manage to completely avert this unfortunately become [[GameBreaker Game Breakers]].
** Imperium Plasma Pistols. Strength 7 [=AP 2=] will kill or wound most anything in the game, but the plasma pistol suffers from a variety of drawbacks that are usually mitigated in its bigger cousins (the rifle-sized plasma gun and the heavy plasma cannon). The plasma pistol costs the same amount of points as the others other (15 points, enough to add one Space Marine or three Guardsmen to a squad), yet is limited to one shot a turn compared to two shots or a small blast like the plasma gun and cannon respectively, it's but the pistol's 12" range requires that the wielder gets close to the enemy, and it has a 1 in 6 chance of not only missing but blowing up in the wielder's face and removing the pistol as a threat. threat entirely (possibly also killing the wielder). When fighting against cheap horde armies like Orks or Tyranids, a plasma pistol is impractical overkill and will struggle to make its points back, and when targeting tanks or Monstrous Creatures it might only take off one or two wounds/hull points before the wielder dies.
dies. It's mainly meant to threaten elite units or heroes, but the whole "blowing off your own arm" issue makes it struggle to shine.
** This trope is so enforced in 40k that the reason they don't use more BoringButPractical methods seems to be that they'll inevitably find ''some'' way to make it impractical. The article "Rocks Are Not Free!" explains that the Imperium relies on expensive high-tech missiles and battleships to depopulate worlds rather than just taking a few asteroids and dropping them from orbit, because the Imperium insists on running it that manuever through so many layers of red tape that that the missiles are actually the cheaper option.
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Fixing the old "it's vs. its" issues that apparently some tropers had trouble with. "It's" is a contraction of "it is", and is not a possessive pronoun. You use "its" when talking about an object's qualities.


** the [=XV104=] Riptide Battlesuit is amazingly awesome. It's stock loadout, is the GatlingGood Heavy Burst Cannon, which fires 8 shots a turn to wreck infantry squads, paired with a secondary weapon choice of either Twin-Linked Smart Missile Systems, Plasma Rifles, or Fusion Blasters. Thanks to the Riptide's dark matter powered Nova Reactor, it has the option each turn to be Nova-charged to spit out 12 shots, and gain the Rending rule. So that's the Awesome part, The Impractical? Well, aside from needing to make a 3+ activation check to use the Nova-Reactor, with a failure meaning you get no benefit out of the Nova Reactor, and suffer an automatic wound with no saves allowed on the Riptide, a Nova-Charged Heavy Burst Cannon also gains the "Gets Hot!" rule, which means on a [[CriticalFailure roll of 1]] you receive a wound. That means, you've got [[ThirteenIsUnlucky 13]] chances to wound your particularly points expensive Elite Battlesuit during it's own turn. For a few extra points, that it barely even matters, you can upgrade the Heavy Burst Cannon to an Ion Accelerator, which has incredibly massive range, allowing you to safely tuck your Riptide away and out of reach of most other units, hit's much harder, and for much safer risk of just 1 chance at over heating, can be overcharged normally like all Ion weaponry of the Tau, to switch from 3 shots, to a Large Blast with more power. The only time you will ever need to consider turning on the Nova Charge reactor for the Ion Accelerator, is if your intended target also involves using the words "Armor Value 14", or simply take the previously mentioned Fusion Blasters secondary weapons which has the Melta rule, and can be nova-charged to fire more rapidly with no risk of getting hot.
*** Worth noting that in-universe, the Tau are the only exception to ''Warhammer 40000'''s love of this trope. Everything the Tau use is built with functionality in mind. No trophy racks and battle honours on their sleek, futuristic vehicles - if it serves no purpose, it comes off. The Tau are the only faction in the game who don't often use [[HumongousMecha Titans]], preferring heavy strike aircraft like the aforementioned Manta, much like modern armies in RealLife. However the Tau are not above using [[SuspiciouslySpecificDenial large robots that definitely aren't titans]] such as the Ta'unar Supremacy Armour, which while being loaded out with enough guns to make even the [[OurOrksAreDifferent Orks]] jealous it does suffer from the same issue as other massive units in game, mainly being extremely expensive both in RealLife and in game.
** On paper the Fire Prism looks pretty awesome. It is tougher than a Land Raider when fully upgraded, can fling S9 laser bolts around, and can combine fire with other Fire Prisms to make even bigger superlaser-of-death shots. Then again, in smaller games a single 90pt War Walker can hit tanks harder than 2 115-pt Fire Prisms combining their shots, a Dark Reaper squadron can kill heavy infantry nearly as effectively, and a Falcon can blow more things up for the same Heavy Support slot while remaining just as tough. Thank Khaine for Carnifexes, because if there were no Monstrous Creatures the Fire Prism wouldn't exist.
*** In the 6th edition Eldar codex, this is no longer the case, as the Fire Prism has become much more practical. It's gun has 3 firing modes, a S5 [=AP3=] Large Blast, perfect for blasting apart large units of everything from Marines on down, a S7 [=AP2=] Blast, perfect for Terminators and the like and an S9 [=AP1=] Lance, perfect for killing tanks. The clincher? All 3 of these have a 60 inch range and can be fired after moving 12 inches, meaning that in a board of any size, it's very difficult to return fire on one. Awesome Yet Game Breaking might be a better term.
** In a similar vein, the Land Raider itself is this. On paper the thing looks damn impressive, having enough firepower to destroy any other tank in the game, or take on a full squad of elite troopers, while its armor laughs off swarmers and anything not dedicated to killing it. Its point cost, while high, is still affordable in most standard games. The problem is, the primary perk of a land raider is to ''survive'', which does little for something that cannot 1.) do that much damage and 2.) capture points. For the same cost as a land raider, you could have afforded two tanks with twice the amount of weapons, and are viewed as less of a target.
*** The [[KillItWithFire Redeemer]] and [[MoreDakka Crusader]] versions, however, are a different story.
** Many a vanilla unit is prone to find itself in this role. Consider assault terminators. A Codex Marines army can spend 400 points just fluffing out a ten man squad. Sure, they'll hit like a ton of bricks if they catch anything in melee, but because of their high value and slow movement, they aren't going to catch many things in melee at all, and certainly not enough to make back their points. The Marine player will likely find that unit has a hard time getting in close with anything that matters, meaning the enemy can avoid it if they want, feed it a low-value unit if they must, and pick apart the rest of the Space Marine army with their force. A ''smaller'' terminator force would be far more dangerous because it will be supported by other units who can keep the enemies from having a whole table to maneuver on. There's nothing sadder than finding a new Space Marine player put his two hundred point HQ into his 400 point assault terminator squad and all they did was take down a squad of RedShirt Imperial Guardsmen.
** Terminator armor itself was considered this in-universe at one time. During the Great Crusade there were plans to replace all power armor with terminator armor. However the suits proved too slow and easy to outmaneuver, leading to the plan being scrapped.
** In the fluff, [[NamesToRunAwayFromReallyFast Abaddon the Despoiler's]] unimaginatively-named flagship ''Planet Killer''. Sure, it has the most powerful weapon pretty much in the known universe (the [[SarcasmMode imaginatively-named Armageddon Gun]]), and sure, it bristles with lance batteries and torpedo tubes, and sure, it has a crew of millions of slaves and thousands of [[SpaceMarine psychotic ten thousand year old badass warlords]], but the one time its captain tried to take it into action without escorts, a small squadron of cruisers sat out of range, flipped the bird at it, and blew it to pieces with long-range torpedoes. Undeterred by this, he built another one.
** Similarly, Imperial Ironclads. Ancient warships from before the development of DeflectorShields, they protect their occupants with ''tonnes'' of armor. Because they are built in the times before or during the Dark Age of Technology, they often have ''apocalyptically'' powerful armament, but their lack of shields makes them GlassCannon units at best. The Imperium usually recognizes this and converts them into either planetary assault ships (fit some rudimentary deflectors, fill it with guardsmen and bombardment weapons) because they can actually land on planets due to their freakishly strong construction, turning them into BoringYetPractical. Other uses include stripping out the weapons, replacing them with ''more'' bolstering, [[RammingAlwaysWorks adding shields at the front, massive engines at the back and using them to ram things]], or replacing everything with a {{BFG}} and using it to kill planets. Some of the very youngest ironclads[[note]]Or those the Imperium can viably fit proper shields to.[[/note]] are, however, much more useful -- they keep their Dark Age of Technology-level weapons, but their plate armor ''is'' good enough to stop "modern" weapons, and glows [[IncendiaryExponent red hot with each hit, making them look]] ''[[IncendiaryExponent awesome]]'' as they advance into battle.

to:

** the The [=XV104=] Riptide Battlesuit is amazingly awesome. It's Its stock loadout, loadout is the GatlingGood Heavy Burst Cannon, which fires 8 shots a turn to wreck infantry squads, paired with a secondary weapon choice of either Twin-Linked Smart Missile Systems, Plasma Rifles, or Fusion Blasters. Thanks to the Riptide's dark matter powered matter-powered Nova Reactor, it has the option each turn to be Nova-charged Nova-charge its weapons in order to spit out 12 shots, shots and gain the Rending rule. So that's the Awesome part, The what's the Impractical? Well, aside from needing to make a 3+ activation check to use the Nova-Reactor, with a failure meaning you get no benefit out of the Nova Reactor, and suffer an automatic wound with no saves allowed on the Riptide, a Nova-Charged Heavy Burst Cannon also gains the "Gets Hot!" rule, which means on a [[CriticalFailure roll of 1]] you receive a another wound. That means, means you've got [[ThirteenIsUnlucky 13]] chances to wound your particularly points expensive points-expensive Elite Battlesuit during it's its own turn. For a few extra points, points (so few that it barely even matters, matters at this point) you can avert this flaw and upgrade the Heavy Burst Cannon to an Ion Accelerator, which Accelerator. This has incredibly massive range, allowing you to safely tuck your Riptide away and out of reach of most other units, hit's hits much harder, and for much safer risk of just 1 chance at over heating, can be overcharged normally like all Ion weaponry of the Tau, to and can switch from 3 shots, to a single shot Large Blast with more power. The only time you will ever need to consider turning on the Nova Charge reactor for the Ion Accelerator, is if your intended target also involves using the words "Armor Value 14", 14" in its stats, or simply take the previously mentioned Fusion Blasters Blaster secondary weapons which has the Melta rule, and can be nova-charged to fire more rapidly with no risk of getting hot.
*** Worth noting that in-universe, the Tau are the only exception to ''Warhammer 40000'''s love of this trope. Everything the Tau use is built with functionality in mind. No trophy racks and battle honours on their sleek, futuristic vehicles - if it serves no purpose, it comes off. The Tau are the only faction in the game who don't often use [[HumongousMecha Titans]], preferring heavy strike aircraft like the aforementioned Manta, much like modern armies in RealLife. However the Tau are not above using [[SuspiciouslySpecificDenial large robots that definitely aren't titans]] based on Titans]] such as the Ta'unar Supremacy Armour, which while being loaded out with enough guns to make even the [[OurOrksAreDifferent Orks]] jealous jealous, it does suffer from the same issue as other massive units in game, mainly being extremely expensive both in RealLife and in game.
** On paper paper, the Eldar's Fire Prism looks pretty awesome. It is tougher than a Land Raider when fully upgraded, can fling S9 Strength 9 laser bolts around, and can combine fire with other Fire Prisms to make even bigger superlaser-of-death shots. Then again, in smaller games a single 90pt War Walker can hit tanks harder than 2 two 115-pt Fire Prisms combining their shots, a Dark Reaper squadron can kill heavy infantry nearly as effectively, and a Falcon can blow more things up for the same Heavy Support slot while remaining just as tough. Thank Khaine for Carnifexes, because if there were no Monstrous Creatures in the game, the Fire Prism wouldn't exist.
*** In the 6th edition Eldar codex, this is no longer the case, as the Fire Prism has become became much more practical. It's Its gun has 3 firing modes, a S5 [=AP3=] Large Blast, perfect for blasting apart large units of everything from Marines on down, a S7 [=AP2=] Blast, perfect for Terminators and the like and an S9 [=AP1=] Lance, perfect for killing tanks. The clincher? All 3 of these have a 60 inch range and can be fired after moving 12 inches, meaning that in a board of any size, it's very difficult to return fire on one. Awesome Yet Game Breaking might be a better term.
term for this edition's Fire Prism.
** In a similar vein, the Land Raider itself is this. On paper the thing looks damn impressive, having enough firepower to destroy any other tank in the game, or take on a full squad of elite troopers, while its armor laughs off swarmers and anything not dedicated to killing it.giant tanks. Its point cost, while high, is still affordable in most standard games. The main problem is, is that the primary perk focus of a land raider Land Raider is to ''survive'', which does little for something that cannot 1.) do that much damage and 2.) capture points. For the same cost as a land raider, Land Raider, you could have afforded two tanks with twice the amount of weapons, and are viewed as less of a high-profile target.
%% *** The [[KillItWithFire Redeemer]] and [[MoreDakka Crusader]] versions, however, are a different story.
** Many a vanilla unit is prone to find itself in this role. Consider assault terminators.Assault Terminators. A Codex Marines army can spend 400 points just fluffing out a ten man squad. Sure, they'll hit like a ton of bricks if they catch anything in melee, but because of their high value and very slow movement, they aren't going to catch many things in melee at all, and certainly not enough to make back their points. points cost. The Marine player will likely find that unit has a hard time getting in close with anything that matters, meaning the enemy can avoid it if they want, feed it a low-value unit if they must, must to delay the squad, and pick apart the rest of the Space Marine army with their force. A ''smaller'' terminator Terminator force would be far more dangerous because it will be supported by other units who can keep the enemies from having a whole table to maneuver on. There's nothing sadder than finding watching a new Space Marine player who put his two hundred point HQ into his 400 point assault terminator Assault Terminator squad thinking it'll win the game, and all they that squad did was take down a squad of RedShirt Imperial Guardsmen.
** Terminator armor itself was considered this in-universe at one time. During the Great Crusade Crusade, there were plans to replace all power armor with terminator armor. However However, the suits proved too slow and easy to outmaneuver, leading to the plan being scrapped.
** In the fluff, [[NamesToRunAwayFromReallyFast Abaddon the Despoiler's]] unimaginatively-named flagship ''Planet Killer''. Sure, it has the most powerful weapon pretty much in the known universe (the [[SarcasmMode imaginatively-named Armageddon Gun]]), and sure, Gun]]). Sure, it bristles with lance batteries and torpedo tubes, and sure, it has a crew of millions of slaves and thousands of [[SpaceMarine psychotic ten thousand year old badass warlords]], warlords]]... but the one time its captain tried to take it into action without escorts, a small squadron of cruisers sat out of range, metaphorically flipped the bird at it, the spiky scary ship, and ''[[CurbStompBattle blew it to pieces pieces]]'' with standard long-range torpedoes. Undeterred by this, he built another one.
** Similarly, Imperial Ironclads. Ancient human warships from before the development of DeflectorShields, they protect their occupants with ''tonnes'' of armor. Because they are built in the times before or during the Dark Age of Technology, they often have ''apocalyptically'' powerful armament, armaments, but their lack of shields makes them GlassCannon units at best. best in the present day of the setting. The Imperium usually recognizes this and converts them into either planetary assault ships (fit some rudimentary deflectors, fill it with guardsmen expendable Guardsmen and bombardment weapons) because they can actually land on planets without shattering due to their freakishly strong construction, turning them into BoringYetPractical. Other uses include stripping out the weapons, replacing them with ''more'' bolstering, [[RammingAlwaysWorks adding shields at the front, massive engines at the back and using them to ram things]], things]] in a particularly Orky move, or replacing everything with a {{BFG}} and using it to kill planets. Some of the very youngest ironclads[[note]]Or those the Imperium can viably fit proper shields to.[[/note]] are, however, much more useful -- they keep their Dark Age of Technology-level weapons, but their plate armor ''is'' good enough to stop "modern" weapons, and glows [[IncendiaryExponent red hot with each hit, making them look]] ''[[IncendiaryExponent awesome]]'' as they advance into battle.

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None


** Then came 5th edition which not only made it cheaper (from 650 to 500 which is cheap in 3,000+ point games it's made for), but also harder to kill. It still has its limits -- sinking 500 points into a unit which couldn't capture objectives at the time, is relatively slow, and is vulnerable to rear armour hits like all tanks -- but it's at least usable. Not to mention there's nothing better than [[OhCrap the look on a Guard player's face if you do succeed in wrecking his precious baby.]]

to:

** Then came 5th edition which not only made it cheaper (from 650 to 500 which is cheap in 3,000+ point games it's made for), but also harder to kill. It still has its limits -- sinking 500 points into a unit which couldn't capture objectives at the time, is relatively slow, and is vulnerable to rear armour hits like all tanks -- but it's at least usable. Not to mention there's nothing better than [[OhCrap the look on a Guard player's face if you do succeed in wrecking his their precious baby.]]



** The Baneblade (and its brother Super Heavies, the Mjollnir and Excalibur tanks) didn't fare much better in the larger scale game ''Space Marine''. True, their 1+ save meant they could only be taken out by reasonably powerful weapons, and they packed Titan class weapons... but for the price of one of them, you could buy one or two units of regulars tanks, which could 1) bring more guns to the party, 2) move much, much faster and 3) not die in a single lucky hit. For that matter, the Ork Super Gargants were also all but useless - being extra hardy is nice. Having only short range and contact weapons on a slower-than-tectonics bullet magnet ? Not so much.

to:

** The Baneblade (and its brother Super Heavies, the Mjollnir and Excalibur tanks) didn't fare much better in the larger scale game ''Space Marine''. True, their 1+ save meant they could only be taken out by reasonably powerful weapons, and they packed Titan class weapons... but for the price of one of them, you could buy one or two units of regulars regular tanks, which could 1) bring more guns to the party, 2) move much, much faster and 3) not die in a single lucky hit. For that matter, the Ork Super Gargants were also all but useless - being extra hardy is nice. Having only short range and contact weapons on a slower-than-tectonics slower-than-tectonic-plates bullet magnet ? magnet? Not so much.



** The Grey Knights is this trope embodied. Not only is the average Grey Knight Trooper more expensive than its loyalist OR Chaos Counterpart (in both in-game point cost and real-life money costs), it still dies by the same weapons that can kill the aforementioned cheaper counterparts. The Awesome part? Even the basic trooper is armed with an appropriately named Nemesis Force Weapon and Stormbolter, which turns each and every Grey Knight into a LightningBruiser / GlassCannon that can tear apart a tank in close combat....if you ever got it that close to a tank. It's even lampshaded in their codex, which mentions that it would be very hard to play a pure Grey Knight army (although possible).
*** This is made even more glaring as most of their stuff is now overpriced and out of date by current marines who, while still being much cheaper than a Grey Knight, has much more equipment to compensate for any of their earlier lackings. Chaos Space Marines also got an update so that they can be upgraded to be harder to kill.
*** This is just not the case anymore. The 2011 Grey Knight codex moves the army into GameBreaker and TierInducedScrappy status. 55 point two wound terminators with force weapons that have 4+ invulnerable saves? That claim objectives?
** ''And'' [[MadeOfIron FNP]]. Never forget [[WhyWontYouDie FNP]].
*** Feel No Pain on the paladins (the aforementioned 2 wound terminators) is itself an example of this trope. Terminators are already very well protected from low strength and AP weapons, paladins more so as they have two wounds and can abuse the wound allocation rules. Therefore, most fire directed at them will either be [=AP2=] or S8 (or both), negating [=FNP=]. Considering how much a paladin apothecary costs, it's hardly practical to get them [=FNP=] instead of just buying more paladins.
** The Deathstrike Missile. It's ungodly powerful (being one of the most powerful weapons you can field in an non-apocalypse game), indestructible, and has a huge blast radius. The impractical part? Due to being a blast weapon, it's inaccurate to the point of suicide (unless you fire it across the table, it's fully capable of flying backwards and obliterating your own troops). Doesn't help that it's being crewed by normal guardsmen, who are not known for their accuracy. You also only get one shot per game. It also can't fire first turn (leaving it open to being shot off the table; It's not that well armored) and is only really useful against less mobile, more concentrated armies (playing Dark Eldar? You'll probably hit 1 unit with it).
** Speaking of Apocalypse, both of the [[LethalJokeCharacter Lethal Joke Characters]]. The Warlord Titan is three times the size of a Warhound Titan, which is already gigantic even in miniature scale. There is also rules for a Imperator Titan. To say it's easier to {{cosplay}} as one and just stand on the table instead of making a model is NOT an understatement of how big it would be. In fact, it may actually be smaller than making a true-to-scale model. You would need reinforced tables just to use those things.

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** The Grey Knights is used to embody this trope embodied. trope. Not only is was the average Grey Knight Trooper more expensive than its loyalist OR Chaos Counterpart (in both in-game point cost and real-life money costs), it still dies died by the same weapons that can kill the aforementioned cheaper counterparts. The Awesome part? Even the basic trooper in a Grey Knight army is armed equipped with an appropriately named Nemesis Force Weapon and Stormbolter, which turns each and every Grey Knight into a LightningBruiser / GlassCannon that can tear apart a tank in close combat....if you ever got it that close to a tank. It's even lampshaded in their debut codex, which mentions that it would be very hard to play a pure Grey Knight army (although possible).
*** This is was made even more glaring at some points in time, as most of their stuff is now was overpriced and out of date by current marines their then-current Marine counterparts who, while still being much cheaper than a Grey Knight, has had much more equipment to compensate for any of their earlier lackings. weaknesses. Chaos Space Marines also got an update so that they can be upgraded to be harder to kill.
*** This is just not
kill. The Grey Knights eventually moved from this trope, as the case anymore. The 2011 Grey Knight codex moves moved the army into GameBreaker and TierInducedScrappy status. 55 point Terminators with two wound terminators wounds each, armed with force weapons weapons, that have 4+ invulnerable saves? saves on top of their 2+ armor save? That can claim objectives?
**
objectives? ''And'' had [[MadeOfIron FNP]].Feel No Pain]]. Never forget [[WhyWontYouDie FNP]].
*** Feel No Pain on the paladins Paladins (the aforementioned 2 wound terminators) Terminators) is itself an example of this trope. trope, purely because everyone became aware of it. Terminators are already very well protected from low strength and AP weapons, paladins Paladins more so as they have two wounds and can abuse the wound allocation rules. rules to spread damage around their unit. Therefore, most fire directed at them from other players will either be [=AP2=] or S8 (or both), negating [=FNP=]. [=FNP=] entirely. Considering how much a paladin apothecary Paladin Apothecary costs, it's hardly practical to get them [=FNP=] instead of just buying more paladins.
Paladins.
** The Deathstrike Missile. It's ungodly powerful (being one of the most powerful weapons you can field in an non-apocalypse non-Apocalypse game), indestructible, and has a huge blast radius. The impractical part? Due to being a blast weapon, it's inaccurate to the point of HoistByHisOwnPetard-tier suicide (unless you fire it across the table, it's fully capable of randomly flying backwards and obliterating your own troops). Doesn't help that it's being crewed by normal guardsmen, Guardsmen, who are not known for their accuracy. You also only get one shot per game. It also can't fire first turn (leaving it open to being shot off the table; It's not that well armored) and is only really useful against less mobile, more concentrated armies (playing against Dark Eldar? You'll probably hit 1 unit with it).
it, ''if'' you're lucky).
** Speaking of Apocalypse, both of the [[LethalJokeCharacter Lethal Joke Characters]]. The Warlord Titan is three times the size of a Warhound Titan, which is already gigantic even in miniature scale. There is also rules for a Imperator Titan.Titan, which no-one deploys due to just how bloody ''huge'' it is. To say it's easier to {{cosplay}} as one and just stand on the table instead of making a model is NOT an understatement of how big it would be. In fact, it may actually be smaller than making a true-to-scale model. You would need reinforced specially-reinforced tables just to use those things.



** Also for Tau, and from Forge World, the [=XV9=] Hazard battlesuit. Tougher than almost every other battlesuit option out there, armed with a variety of Anti-infantry weaponry. The catch? Well for starters, it's a Forgeworld Model which means money costs are high. Second, most of it's weapons only reach out to 18", and leave quite a bit to be desired in the Armor Piercing department for most of them. The Phased Ion gun is quite bluntly, a ShoddyKnockoffProduct of the Space Marines Assault Cannon, with the only difference being, you can equip two of them per suit, and for anti armor, it's Fusion Cascade is a Melta weapon, but has lower power in exchange for a D3 shots per turn, making it's armor busting potential questionable. And the final nail in the coffin, for a lot cheaper costs (money and points wise), you can use Stealth Suits, which are incredibly effective in cover, and have up to 6 in one squad (3 more than any other Battlesuit squad), Crisis suits, which are BoringButPractical and can be kitted out much more reliable (and further shooting) weapons, or take Broadsides with High-Yield Missile Pods, and Smart Missile Systems (aka, "[[MacrossMissileMassacre Missilesides]]"), which have higher strength than most of the options on the hazard, shoot much further, and will always put out 8 shots a turn, with re-rolls to misses, thanks to being twinlinked. and the Smart Missiles ignore cover, and don't require line of sight either. All of which are from the standard Tau Empire Codex.

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** Also for Tau, and from Forge World, the [=XV9=] Hazard battlesuit. Tougher than almost every other battlesuit option out there, armed with a variety of Anti-infantry weaponry. The catch? Well for starters, it's a Forgeworld Model which means money costs are high. Second, most of it's its weapons only reach out to 18", and leave quite a bit to be desired in the Armor Piercing department for most of them. The Phased Ion gun is is, quite bluntly, a ShoddyKnockoffProduct of the Space Marines Marine Assault Cannon, with the only difference being, being you can equip two of them per suit, and for suit. For anti armor, it's its Fusion Cascade is a Melta weapon, but has lower power in exchange for a D3 shots per turn, making it's its armor busting potential questionable. And the final nail in the coffin, coffin is that for a lot cheaper costs (money and points wise), you can use other Tau units to do everything the [=XV9=] Hazard can but better. Stealth Suits, which are incredibly effective in cover, and have up to 6 in one squad (3 more than any other Battlesuit squad), squad). Crisis suits, which are BoringButPractical and can be kitted out with much more reliable (and further shooting) weapons, or ranged) weapons. Finally, you could take Broadsides with High-Yield Missile Pods, and Smart Missile Systems (aka, "[[MacrossMissileMassacre Missilesides]]"), which have higher strength than most of the options on the hazard, Hazard, shoot much further, and will always put out 8 shots a turn, with re-rolls to misses, thanks to being twinlinked. and Additionally, the Smart Missiles ignore cover, and don't require line of sight either. All of which are from the standard Tau Empire Codex.
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** ''Fireball'' is probably the most well-known spell in D&D, and it's not useless by any stretch of the definition. Fireball deals ludicrous damage for the level it's on, even if the target succeeds their save. That said, it's an AreaOfEffect spell, with a pretty large radius, so unless you and you're party are on the same wavelength, you are likely to hit them as well, unless you got the Evocation wizard's Sculpt Spell feature. The spell also deals Fire damage, and only Fire damage, which is the second most common immunity in the monster manual and third most common resistance. You're probably better of taking ''Melf's Minute Meteors'', which deals far less damage in a single round (maximum 4d6 damage on a failed save per round, over three rounds, but offers a much higher degree of precision, since it affects several smaller areas.

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** ''Fireball'' is probably the most well-known spell in D&D, and it's not useless by any stretch of the definition. Fireball deals ludicrous damage for the level it's on, even if the target succeeds their save. That said, it's an AreaOfEffect spell, with a pretty large radius, so unless you and you're your party are on the same wavelength, you are likely to hit them as well, unless you got the Evocation wizard's Sculpt Spell feature. The spell also deals Fire damage, and only Fire damage, which is so if you're facing one of the second most common immunity 40 monsters in the monster base 5e manual with fire immunity, it's useless, and third most common subpar if facing one of the 37 with resistance. You're probably better of taking ''Melf's Minute Meteors'', which also deals far less damage in Fire damage, but can do a single round (maximum 4d6 damage on a failed save per round, maximum of 12d6 damage, spread over three 3-6 rounds, but offers a much higher degree of precision, since it affects several and feature several, smaller areas.areas of effect, affording far better precission.
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** ''Fireball'' is probably the most well-known spell in D&D, and it's not useless by any stretch of the definition. Fireball deals ludicrous damage for the level it's on, even if the target succeeds their save. That said, it's an AreaOfEffect spell, with a pretty large radius, so unless you and you're party are on the same wavelength, you are likely to hit them as well, unless you got the Evocation wizard's Sculpt Spell feature. The spell also deals Fire damage, and only Fire damage, which is the second most common immunity in the monster manual and third most common resistance. You're probably better of taking ''Melf's Minute Meteors'', which deals far less damage in a single round (maximum 4d6 damage on a failed save per round, over three rounds, but offers a much higher degree of precision, since it affects several smaller areas.

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** In fact, the boards have a general term for this: practical optimization, and theoretical optimization. Practical optimization is about creating characters that are certainly good at their jobs, but don't outright break the game or require too much work to manage or put together and should therefore pass muster under most [=DMs=] and be fun to use. Theoretical optimization is about creating the most powerful character theoretically possible under the rules as written, regardless of lore conflicts, EarlyGameHell, balance issues, or wording mishaps. Sure, these characters are powerful, but they would be essentially unusable in actual play because your DM is unlikely to let you [[DiscOneNuke ascend to godhood at Level 1]] or obtain unlimited wishes, and even if they did, the campaign would either end right there or result in the DM pulling out something [[LensmanArmsRace even more ridiculous]] [[RocksFallEveryoneDies to kill you.]]

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** In fact, the boards have a general term for this: practical optimization, and theoretical optimization. Practical optimization is about creating characters that are certainly good at their jobs, but don't outright break the game or require too much work to manage or put together and should therefore pass muster under most [=DMs=] and be fun to use. Theoretical optimization is about creating the most powerful character theoretically possible under the rules as written, regardless of lore conflicts, EarlyGameHell, balance issues, or wording mishaps. Sure, these characters are powerful, but they would be essentially unusable in actual play because your DM is unlikely to let you [[DiscOneNuke ascend to godhood at Level 1]] or obtain unlimited wishes, and even if they did, the campaign would either end right there or result in the DM pulling out something [[LensmanArmsRace even more ridiculous]] [[RocksFallEveryoneDies to kill you.]]]] To use an example, a barbarian who plays a common race with a strength bonus to do more damage is practical optimization. A barbarian who stacks [[HeinzHybrid fifteen contradictory templates onto their race]] to get a strength bonus in the hundreds while using ExactWords and LoopholeAbuse to have almost no level adjustment is theoretical optimization.
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*** Worth noting that in-universe, the Tau are the only exception to ''Warhammer 40000'''s love of this trope. Everything the Tau use is built with functionality in mind. No trophy racks and battle honours on their sleek, futuristic vehicles - if it serves no purpose, it comes off. The Tau are the only faction in the game who don't use [[HumongousMecha Titans]], preferring heavy strike aircraft like the aforementioned Manta, much like modern armies in RealLife.

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*** Worth noting that in-universe, the Tau are the only exception to ''Warhammer 40000'''s love of this trope. Everything the Tau use is built with functionality in mind. No trophy racks and battle honours on their sleek, futuristic vehicles - if it serves no purpose, it comes off. The Tau are the only faction in the game who don't often use [[HumongousMecha Titans]], preferring heavy strike aircraft like the aforementioned Manta, much like modern armies in RealLife.RealLife. However the Tau are not above using [[SuspiciouslySpecificDenial large robots that definitely aren't titans]] such as the Ta'unar Supremacy Armour, which while being loaded out with enough guns to make even the [[OurOrksAreDifferent Orks]] jealous it does suffer from the same issue as other massive units in game, mainly being extremely expensive both in RealLife and in game.
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*** Plus the Dread Knight's pilot is wearing Terminator Armour, the heaviest in the Imperium, and the entire point of the Penitent Engine is to get its pilot gloriously killed to atone for their sins.
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** 'True Strike' in Fifth edition is a cantrip that allows casters (Bards, Warlocks, Sorcerers, and Wizards) to make an attack on a creature with advantage (which means you roll two dice and take the higher number). Problem is, preparing true strike takes an action itself (so it takes up most of a combat turn) and requires concentration. If your enemy is killed by another player, moves out of range, or your concentration is broken (such as by the enemy you planned on true striking just hitting you), the strike fails and you only can make a regular attack roll. True Strike also works for only one attack. Instead of using True Strike, and rolling twice to see if you hit once, the player should just hit the enemy twice over two turns for double the potential damage output.

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