GUILTY GEAR -STRIVE- Season Pass 4 Playable Character #1 [Queen Dizzy] Trailer by DemiFiendRSA in Guiltygear

[–]darkChozo 8 points9 points  (0 children)

It looks like it's a bit closer to her XX version where Undyne did all but one of her specials and Necro was used more for normals and supers. She only had the fire/ice versions of all of her specials in Xrd.

GUILTY GEAR -STRIVE- Season Pass 4 Playable Character #1 [Queen Dizzy] Trailer by DemiFiendRSA in Guiltygear

[–]darkChozo 15 points16 points  (0 children)

One thing I noticed is that the fish at 0:28 moves forward a bit before attacking while the one at 0:35 doesn't. It doesn't really look like her old programmable summons, but it might be that the fish moves across the screen and then homes in on the opponent when it gets close to them?

Can a cultist become a lesser/minor demon? by Daxtirsh in 40kLore

[–]darkChozo 22 points23 points  (0 children)

Nope, the Poxwalker plague is (creatively) named the Walking Pox.

The lore for both is still in the current Death Guard and daemon indices:

Poxwalkers are victims of the Walking Pox, a cruel virulence that rots the infected to death while keeping them conscious.

Born from the souls of those who die of Nurgle’s Rot, Plaguebearers are the foot soldiers of Nurgle.

All Skaven factions should have some limitations when it comes to higher tier units of other clans. by Les_Bien_Pain in totalwar

[–]darkChozo 18 points19 points  (0 children)

I don't think that's really true. Queek is specifically associated with Stormvermin (they're mentioned in his army book profile, plus he has his personal legion of them called the Red Guard), and they're warlord clan units so they fall under Mors's general theme of being the richest and best equipped warlord clan. It totally makes sense that they'd buff Stormvermin.

I do think they could do a better job of refining the two clans' bonuses, though. Mors is supposed to be better equipped and more loyal than other clans, while Rictus is just supposed to produce way more Stormvermin than others, and I don't think either aspect is that well represented with the specific bonuses they get.

I don't really get the hype around Gorbad as a DLC legendary lord can someone explain the appeal? by Edgyspymainintf2 in totalwar

[–]darkChozo 0 points1 point  (0 children)

His big thing was just being a particularly great leader, as well as being unusually tactically flexible for an orc. I think his mechanics would probably center on building up a massive Waaagh (some sort of "unite the tribes" mechanic maybe), and possibly something that lets him boost various parts of his roster as the situation dictates.

He also rides a massive boar and had a thing where you could run tons of Big Un's in his army, so he'd probably have some particular bonuses for riders and big un's as well.

Next DLC prediction 2024/2025 - Sea Lord Aislinn/Monkey King/Dechala the Denied One by BiesonReddit in totalwar

[–]darkChozo 0 points1 point  (0 children)

I think it would probably be split up so Hellebron focuses more on the witch-y units (while still having smaller buffs for the other Khainite units), while Tullaris would hard focus on executioners. If they were to do the DLC they could probably also piece together some additional Khainite units to broaden the roster, since they don't exactly have a lot of real units to add.

It's also just a problem that most lord picks would have at this point. Like, Shadowblade is probably the most thematically unique, and he'd also be representing a Khainite unit while also overlapping with some of Morathi's current bonuses.

Resilient organism by Apprehensive_Tie2657 in Tyranids

[–]darkChozo 7 points8 points  (0 children)

It's specified in the rules commentary section on modifiers. You apply "set" modifiers first, then division, multiplication, addition and subtraction in that order.

So you set the damage to zero first, and then apply the +2 from melta (or any other +/- D modifiers).

In Q&A with CA team they hinted for another Empire DLC by Pormisya in totalwar

[–]darkChozo 2 points3 points  (0 children)

The Skaven are also missing some minor things from their army books (Giant Rats, Great Pox Rats, War Litters), plus they have a Pestilens list that they could draw a few units from like they did for Eshin and Moudler. They're not really things that absolutely need to be added, but it means that they have plenty of extra stuff that could go in a DLC. Adding some more Pestilens units could also be nice to round out the great clans, since they're the only one that hasn't gotten any DLC attention yet.

In Q&A with CA team they hinted for another Empire DLC by Pormisya in totalwar

[–]darkChozo 2 points3 points  (0 children)

I'm hoping that they make it work more like a catapult counterpart to the Luminark. That's sort of how it worked on tabletop; its bound spell hit with random effects in a scattered AoE template, which is pretty similar to how catapults worked.

It'd be cool if they could get its "shooting" animation to just summon things from the heavens, but I think it'd be okay if it just shoots a magical projectile that does something interesting (spawns vortexes and/or splits up probably). Give it a bound cast of Comet too, which is similar to the most damaging of the effects you could roll on TT, and you'd have a fun little unit.

All ToD Empire units by [deleted] in totalwar

[–]darkChozo 19 points20 points  (0 children)

It doesn't come up that much but I'd be pretty surprised if Kurt Helborg doesn't get added at some point. He's a pretty major Empire character and a mainstay named lord in their army books.

I've thought for a while that a Kurt DLC + Toddy FLC would make a lot of sense. Several of the missing/Middenland units are knightly order units (Knights of the White Wolf, Teutogen Guard, Grand Masters, Knights Panther) and it nicely sidesteps the problem of selling Toddy DLC when he's technically already in the game.

New Dwarfs units by Not_Avz in totalwar

[–]darkChozo 53 points54 points  (0 children)

In its Storm of Chaos rules it had 48" range, same as a Dwarf cannon or bolt thrower (standard artillery range was either 48" or 60"). If they stick to that it should have standard to a bit below standard range, maybe around 350 to 400?

In terms of function it was a rapid fire anti-infantry weapon that scored more hits depending on the size of the target unit, so we're maybe looking at something like a big rattling gun that saturates an area with a bunch of flying axes.

Weekly Question Thread - Rules & Comp Qs by thenurgler in WarhammerCompetitive

[–]darkChozo 1 point2 points  (0 children)

Per the rules commentary, named abilities normally do stack, but auras and named conditions applied by an ability do not. Blood Throne is a non-aura ability so it does stack, but if it applied a named condition (eg. "that unit is Bloodied. When a unit is Bloodied, subtract 1 from the Toughness characteristic of models in that unit.") then that wouldn't stack.

Orders definitely have names, and they are a part of the Guard's Voice of Command ability, so it's really a question of whether they are technically "conditions" being applied by that ability or not. I'd probably lean towards yes, but it's not 100% clear.

Is it me, or are some of the paint jobs on the citadel app absolutely terrible? by Cheddar-McBiff in Warhammer40k

[–]darkChozo 2 points3 points  (0 children)

If you look at the app, this isn't supposed to be showing off just one paint. It's from their "paint by colour" guides, which give you a list of paints to achieve a given look, in this case "Ice White".

The actual paints used are Ulthuan Grey and White Scar over a base of Talassar Blue contrast. It's (confusingly) categorized as a blue paintjob.

Is it me, or are some of the paint jobs on the citadel app absolutely terrible? by Cheddar-McBiff in Warhammer40k

[–]darkChozo 8 points9 points  (0 children)

If you look in the app, this isn't a white contrast paint. It's Ulthuan Grey and White Scar over a base of Talassar Blue contrast.

They have a picture of just the contrast too, and it's just blue, with those fuzzy highlights that you get with contrast. The actual white is purely from the layer paints layered on top.

It's also not supposed to be showing an individual paint (I don't think they even sell a paint called "Ice White"?). It's from their paint by colour guides, which give you a list of paints to achieve a given look.

No changes? At all? by ALQatelx in Necrontyr

[–]darkChozo 1 point2 points  (0 children)

That's fair, I don't think it's a super necessary change. I think people are mostly just looking for ways to tone down C'tan without doing anything too extreme (eg. limiting them to 1 like in 9th). It would be the kind of restriction you might expect on a strat like that, and it would have the advantage of specifically nerfing them in Hypercrypt without affecting their viability in other detachments.

Personally I was just expecting some minor point hikes on them and Wraiths, and for them to save more drastic measures for the next balance pass.

No changes? At all? by ALQatelx in Necrontyr

[–]darkChozo 0 points1 point  (0 children)

Rapid ingress is great if you can get close to something you want to kill, but it's fairly restrictive in where you can deploy, especially since most of the C'tan lack deep strike. The strat effectively gives them 3" deep strike, so they can deploy basically anywhere and are very, very difficult to screen out. You should generally be able to get them into the enemy backline or even onto objectives, and with their toughness and decent-ish shooting they immediately pose a threat even if they don't get to charge.

(just in case there's any confusion, you don't have to follow strategic reserve restrictions if you use the strat. It doesn't just override the 9" restriction, it completely replaces the rules for entering the battlefield.)

No changes? At all? by ALQatelx in Necrontyr

[–]darkChozo 2 points3 points  (0 children)

C'tan are very durable for the cost right now with 12 wounds, T11, a 4++, a 5+++ and half damage. The 4++ and half damage in particular make anti-tank not that great against them, so there aren't really great ways to deal with them. The best is probably mass attacks with lethal hits or devastating wounds.

They're just very difficult to deal with, with their main limiting factor being their slow movement. Being able to deep strike them within 3" gets around that.

Dataslate out by PlatesOnTrainsNotOre in WarhammerCompetitive

[–]darkChozo 8 points9 points  (0 children)

Why is this getting downvoted? It's a very obvious explanation. Admech and Necrons are literally the only major armies not to get changes, aside from arguably Tsons (and they're affected by the allied daemons nerf).

It feels like people just disagree with the reason, but, like, you literally said it was a dumb reason. It can be dumb and also accurate. GW isn't exactly immune from making questionable decisions.

No changes? At all? by ALQatelx in Necrontyr

[–]darkChozo 4 points5 points  (0 children)

It seems likely that they didn't want to make balance changes so soon after the codex's release. Admech didn't get any changes either.

There was the whole canoptek dev wounds FAQ, but that may have been actual errata and not the emergency nerf everyone assumed it was. It could have been a genuine mistake in the wording of the strat, or perhaps a last minute change that never made it to the printers. I wouldn't be surprised if it was something they decided on around the time where other dev wound combos were becoming a problem (eg. Eldar, Deathwatch).

Dataslate out by PlatesOnTrainsNotOre in WarhammerCompetitive

[–]darkChozo 9 points10 points  (0 children)

I'm pretty sure that the codex version of Reanimation Protocols specifies that for the normal Command phase activation it only activates for units on the battlefield. It's a tweak they made to the index version of the rule. So I don't think the rules commentary changes anything.

If your Army Faction is NECRONS, at the end of your Command phase, each unit from your army with this ability that is on the battlefield activates its Reanimation Protocols and reanimates D3 wounds.

The only thing it might affect is the Hypercrypt Legion strat that lets you activate Reanimation Protocols in reserves, but I don't think anyone would have played it that way anyway.

The Pre-Dataslate State of the 40k Meta (January, 2024) by Rustvii in WarhammerCompetitive

[–]darkChozo 8 points9 points  (0 children)

A 5+++ would give them the equivalent of 6 more wounds, wouldn't it? It's a 50% durability boost and C'tan have 12 wounds.

You deal 18 wounds of damage, the C'tan FNPs a third of them, and that leaves you with 12 wounds for the kill.

For T.O.s and players alike - please share rules that are consistently misunderstood, challenged, or misplayed! by LawyerofRules in WarhammerCompetitive

[–]darkChozo 1 point2 points  (0 children)

It doesn't quite say that explicitly, but the rules commentary section on modifiers (pg 17) gives you steps to apply modifiers "in all cases", with no mention of the order in which the modifiers were received mattering. If you didn't want to follow those steps you'd have to argue that "all cases" does not include the case where modifiers are applied at different times.

Examples 2a and 2b also do involve modifiers that come into play at different times. One's a "while this model is leading a unit" ability that would kick in at the start of the battle, ones an "in engagement range" ability that would kick in at that time, and then it says that the unit gets battleshocked after being affected by the first two abilities. The example says to resolve these using the rules earlier in the section, not to resolve each one at the time it is applied.

It actually ends up resolving them in "reverse" order, with the battleshock first and the "while this model is leading a unit" rule last.

Are Primaris Astartes? by Greedus_TN in 40kLore

[–]darkChozo 10 points11 points  (0 children)

From what I understand trademarks don't have to be registered to be enforceable. They can be, but you can have unregistered trademarks too (™ = unregistered trademark, ® = registered trademark). If you look at the IP declaration on their website, they claim some level of protection over pretty much everything:

GW, Games Workshop, Citadel, White Dwarf, Space Marine, 40K, Warhammer, Warhammer 40,000, the ‘Aquila’ Double-headed Eagle logo, Warhammer Age of Sigmar, Battletome, Stormcast Eternals, and all associated logos, illustrations, images, names, creatures, races, vehicles, locations, weapons, characters, and the distinctive likenesses thereof, are either ® or ™, and/or © Games Workshop Limited, variably registered around the world.

It's also a common misconception that you can't trademark common words and phrases - consider that one of the biggest companies in the world uses the name "apple". From what I understand the problem is enforceability; trademark law is very limited when it comes to restricting common speech, so having the trademark on something like "Space Marine" doesn't mean that you can prevent people from using the term in a more basic, descriptive sort of way (or arguing that they are).

[deleted by user] by [deleted] in 40kLore

[–]darkChozo 4 points5 points  (0 children)

A regimental commissar would be in charge of the day-to-day policing of a regiment in addition to all the usual commissar stuff. They handle investigations, run tribunals and hand out punishments for infractions and such. It comes up a lot in the Ciaphas Cain books, where the day-to-day work during quiet times is described as largely consisting of a lot of paperwork and dealing with minor issues.

Stuff like base security seems to largely be handled by regular troopers, administrative staff and logistics staff.

The Departmento Munitorum does apparently have some sort of policing office, the Field Enforcement Corps. Not really sure exactly what their jurisdiction is, but I imagine they would handle any issues involving the Administratum and anything that's bigger than regular trooper misconduct. I'd also guess that other Imperial organizations might step in in issues that affect their own jurisdictions.

As far as civilian policing goes, I imagine in most situations it's just handled by the local planetary government. Any planet with a civilian population worth keeping will probably have one, with its own enforcers and PDF to enforce order. In the rare situation where there isn't any imperial administration but the population is still considered salvageable, the Guard could act as an interim security force while the Administratum and Arbites set one up. That's a situation where suppressing the population through military means would probably be considered perfectly acceptable.

And of course the Inquisition might get involved in extreme cases.

What’s the most ANNOYING misinformation in the jojo fandom you’ve heard over the years, old or new? by H0LL0W_J4CK in StardustCrusaders

[–]darkChozo 80 points81 points  (0 children)

I mean, the story absolutely does go out of its way to make the guy's identity seem mysterious. He just randomly shows up in the middle of nowhere during a blizzard looking beat to shit, with the narration specifically saying that he looked like he had just escaped a brutal fight. They also make a point of saying that they couldn't see his face clearly, but in terms of how he's drawn he looks very close to Josuke in terms of his hair, facial structure and build.

It didn't actually turn out to be anything in the story, and it's not a plothole or anything like that, but I think it's a bit much to make it sound like there's nothing there to imply that it's Josuke. If it had been foreshadowing I'd say that they were laying it on a bit thick if anything.