History Warhammer40000 / W40kTropesQToZ

15th May '18 6:17:06 AM WillBGood
Is there an issue? Send a Message


** In previous editions the Fearless rule was a double edged sword. While it made characters and units immune to breaking and fleeing due to failed morale tests, they could take extra damage in melee. Since they were too brave to run from a losing fight, not matter how wise that might be.

to:

** In previous editions the Fearless rule was a double edged sword. While it made characters and units immune to breaking and fleeing due to failed morale tests, they could take extra damage in melee. Since melee since they were too brave to run from a losing fight, not fight no matter how wise that might be.
30th Apr '18 12:58:03 PM MinisterOfSinister
Is there an issue? Send a Message


*** Tau also have next to no presence in [[HyperspaceIsAScaryPlace the Warp]], which has a few consequences. First is that this makes it dificult-to-impossible for them to interact with it and their technology hasn't matured enough to do it for them. Though they are aware of the Warp, it makes them largely ignorant about its nature and how to better utilize it. In this 'verse, this means that they have only a crude, painfully slow FTL, but the tradeoff is that it's much safer. A secondary effect of this, combined with how young their entire race is and their short lifespans, they have not made much headway into the galaxy at large.\\
\\

to:

*** Tau also have next to no presence in [[HyperspaceIsAScaryPlace the Warp]], which has a few consequences. First is that this makes it dificult-to-impossible for them to interact with it and their technology hasn't matured enough to do it for them. Though they are aware of the Warp, it makes them largely ignorant about its nature and how to better utilize it. In this 'verse, this means that they have only a crude, painfully slow FTL, but the tradeoff is that it's much safer. A secondary effect of this, combined with how young their entire race is and their short lifespans, they have not made much headway into the galaxy at large.\\
\\
\\\



** There's the Void Missile in Apocalypse, which kills you by opening a NegativeSpaceWedgie at the blast zone. The rules for it forbade special rules like Eternal Warrior or Cover Saves from saving you, as you, the ground under your feet, and anything within the immediate vicinity is either A) being ''erased from existence'', or B) not being killed, [[ExactWords technically]], but still being teleported off the battlefield. Only a magical force field (invulnerable save) is allowed against it, because their very nature counteracts the Void Missile. Similarly, no matter how great your fortitude or determination is, being stomped on my a HumongousMecha will still destroy your bones and your internal organs (in-game, stomp attacks made by Titans ignored the Eternal Warrior rule and Armor Saves). [[note]]Ironically, fluff describes that Terminator armor can withstand being stepped on by a Titan. It will be completely submerged under ground however with no means to rescue himself.[[/note]]

to:

** There's the Void Missile in Apocalypse, which kills you by opening a NegativeSpaceWedgie at the blast zone. The rules for it forbade special rules like Eternal Warrior or Cover Saves from saving you, as you, the ground under your feet, and anything within the immediate vicinity is either A) being ''erased from existence'', or B) not being killed, [[ExactWords technically]], but still being teleported off the battlefield. Only a magical force field (invulnerable save) is allowed against it, because their very nature counteracts the Void Missile. Similarly, no matter how great your fortitude or determination is, being stomped on my a HumongousMecha will still destroy your bones and your internal organs (in-game, stomp organs, so in-game Stomp attacks made by Titans ignored the Eternal Warrior rule and Armor Saves). [[note]]Ironically, fluff describes that Saves.
*** Although
Terminator armor can withstand being stepped on by a Titan. It Titan, the hapless Marine inside will still be completely submerged under ground however in a bulky-ass suit of armor he can barely move around in as it is with no means to rescue himself.[[/note]]himself, so he can't help you.



** The Feel No Pain rule cannot ignore wounds caused by attacks with Instant Death. While theres a myriad of reasons justifying the rule, from superhuman durability, HealingFactor, and a plain old medic being nearby. The main reasoning is that it wouldn't matter if you couldn't feel a wound like that.

to:

** The Feel No Pain rule cannot ignore wounds caused by attacks with Instant Death. While theres there's a myriad of reasons justifying the rule, from rule including superhuman durability, HealingFactor, and a plain old medic being nearby. The main reasoning is that nearby, if a weapon could kill you in one hit, it wouldn't matter if you couldn't feel a wound like that.
22nd Apr '18 11:43:44 AM SebastianGray
Is there an issue? Send a Message

Added DiffLines:

%%When adding examples for rules and other information specific to a limited number of editions rather than the game/setting as a whole, please note which edition is being referred to.
%%
8th Apr '18 8:09:37 PM nombretomado
Is there an issue? Send a Message


** The general tone of the setting has shifted quite a bit over the years. In the original ''Rogue Trader'' rulebook, the Imperium had a ragtag, ScavengerWorld feel (still present but not to the same degree). In fact, the whole thing had kind of a ''MadMax'' [-[[RecycledInSpace IN SPACE]]-] feel to it. The copious amounts of black humor and irony that marked ''Rogue Trader'' have also been downplayed over time.

to:

** The general tone of the setting has shifted quite a bit over the years. In the original ''Rogue Trader'' rulebook, the Imperium had a ragtag, ScavengerWorld feel (still present but not to the same degree). In fact, the whole thing had kind of a ''MadMax'' ''Film/MadMax'' [-[[RecycledInSpace IN SPACE]]-] feel to it. The copious amounts of black humor and irony that marked ''Rogue Trader'' have also been downplayed over time.
7th Apr '18 11:38:28 AM Morgenthaler
Is there an issue? Send a Message

Added DiffLines:

* RetiredBadass: More than can be counted. Commissar Sebastian Yarrick, any Space Marine Dreadnought, and Literature/CiaphasCain, '''HERO OF THE IMPERIUM!''' among them. Of course, in this setting, everyone badass enough to survive that long is expected to return to arms soon. After all, "Only in death does duty end". And sometimes not even then. There's a reason one of the lines dreadnoughts say in the games is "Even in death I still serve".
18th Mar '18 2:43:10 PM SebastianGray
Is there an issue? Send a Message


* SeahorseSteeds: The Slaanesh demonic steeds.
18th Mar '18 1:25:53 PM Irthe1981
Is there an issue? Send a Message

Added DiffLines:

* SeahorseSteeds: The Slaanesh demonic steeds.
24th Feb '18 5:22:53 PM bulmabriefs144
Is there an issue? Send a Message

Added DiffLines:

* SuppressedHistory: there are entire millennia of history called "The Dark Age of Technology", where some of mankind's greatest technological advances were created, like the Warp Drive, and subsequently lost. This is so significant in sight of current events, as the technology to create such ancient relics like [[GiantMecha Titans]], Teleportatiums (Entire complexes that allow entire groups to teleport), and so on have been all but forgotten, making the items themselves practically priceless.
10th Feb '18 4:34:11 PM DrVonOppendown
Is there an issue? Send a Message


** Plasma guns are powerful weapons that are able to fry even Space Marine Terminators. The problem is, they also tend to fry their operators rather a lot...
** Avoiding this is an explicit goal of the Tau Earth Caste, which the Fire Caste deeply appreciates, as they're perfectly willing to accept a slight decrease in overall power if it means their weapons won't kill their operators. When Rail Rifles were first introduced and actually ''did'' come with an operational risk, it shocked many players and many Tau alike. The version present in the Codex is, appropriately, less punchy but no longer has a chance of burning out the poor Pathfinder's nervous system with each shot.

to:

** Plasma guns are powerful weapons that are able to fry even Space Marine Terminators. The problem is, they also tend to fry their operators rather a lot...
lot... [[note]]They're nowhere near as dangerous as this description implies, ''Gets Hot!'' only occurs if you roll a 1 while trying to hit your target. It's not great, but operating an Imperial plasma weapon isn't as much of a death sentence as the fandom would have you believe. And as of 8th edition, this is further mitigated by only having lethal backfires if fired in Overcharge Mode, otherwise, they're completely safe to use.[[/note]]
** Avoiding this is an explicit goal of the Tau Earth Caste, which the Fire Caste deeply appreciates, as they're perfectly willing to accept a slight decrease in overall power if it means their weapons won't kill their operators. When Rail Rifles were first introduced and actually ''did'' come with an operational risk, it shocked many players and many Tau alike. The version present in the Codex is, appropriately, less punchy but no longer has a chance of burning out the poor Pathfinder's nervous system with each shot. Behold the saga of the Rail Rifle's journey from maligned newcomer to beloved mainstay [[https://1d4chan.org/wiki/Gauss#Rail_Rifle here]], though caution is advised, 1d4chan is notoriously [=NSFW=].
** While the initial teething problems of the Rail Rifle might have been sorted out, the T'au have an all new chance to dice with death thanks to the Nova Reactor aboard their Riptide Battlesuits. Upon activating it, there's a chance the reactor will overload, hosing the pilot and anyone around the suit with a hideously powerful dose of radiation.
6th Feb '18 8:56:22 AM Morgenthaler
Is there an issue? Send a Message

Added DiffLines:

* SupernaturalElite: The original leaders of the Empire of Man, i.e. the GodEmperor and the Primarchs, his clone-sons. Although none of them are close to his level of power (and intentionally so), almost all of them have some Psyker-abilities. This proved to be a VERY bad idea in hindsight, since Psykers are more vulnerable to TheDarkSide. The elite split in two camps with one half defecting to the demonic Chaos Gods.
This list shows the last 10 events of 415. Show all.
http://tvtropes.org/pmwiki/article_history.php?article=Warhammer40000.W40kTropesQToZ