Warhammer 40k House Rules: Difference between revisions
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For those that dont know, House Rules are tweaks to a game system that (hopefully) rebalance the game in question in a positive way. Below are some minor tweaks to the core system without creating (currently) known imbalances or unfair advantages after extended play testing. If you add to this page, please limit the rule changes to minor tweaks you have personally tested. | For those that dont know, House Rules are tweaks to a game system that (hopefully) rebalance the game in question in a positive way. Below are some minor tweaks to the core system without creating (currently) known imbalances or unfair advantages after extended play testing. If you add to this page, please limit the rule changes to minor tweaks you have personally tested. | ||
*Deep Strike- Instead of the standard disembark/shoot standard, allow a single "phase". The unit may move, shoot, or assault. Through playtesting, | *Deep Strike- Instead of the standard disembark/shoot standard, allow a single "phase". The unit may move, shoot, or assault. Through playtesting, it was found this made assault units much more effective for their point cost and much more balanced for 6E's heavy emphasis on shooting. | ||
*Shooting into Assault- A nice counterpoint that just makes sense | *Shooting into Assault- A nice counterpoint that just makes sense. Think 'nids, orks, tau (greater good), or even the imperium would care about a little friendly fire? All shots that miss the enemy unit will instead hit your own units. Twin-linked weapons will still hit your own unit on the failed hit (can hit your own unit twice for double fail). You must pass a leadership check in order to fire into an assault. | ||
*Random Generation- One of the more odd changes in 6E was the random generation of psychic powers and warlord traits. It doesn't support the narrative play style conducive to an entertaining game. For psychic powers, choose a single discipline. You know all the powers but can only use as many as your warp charges allow. For warlord traits, choose one from your army's codex or the main rulebook. This will hopefully re-introduce a bit of flavor into your armies. | *Random Generation- One of the more odd changes in 6E was the random generation of psychic powers and warlord traits. It doesn't support the narrative play style conducive to an entertaining game. For psychic powers, choose a single discipline. You know all the powers but can only use as many as your warp charges allow. For warlord traits, choose one from your army's codex or the main rulebook. This will hopefully re-introduce a bit of flavor into your armies. | ||
*Flying Units- It really doesn't take much to shoot a flying target, especially if they are capable of accurately shooting at you. Units are no longer limited to using snap shots at flying units. | *Flying Units- It really doesn't take much to shoot a flying target, especially if they are capable of accurately shooting at you. Units are no longer limited to using snap shots at flying units. |
Revision as of 00:17, 30 January 2014
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For those that dont know, House Rules are tweaks to a game system that (hopefully) rebalance the game in question in a positive way. Below are some minor tweaks to the core system without creating (currently) known imbalances or unfair advantages after extended play testing. If you add to this page, please limit the rule changes to minor tweaks you have personally tested.
- Deep Strike- Instead of the standard disembark/shoot standard, allow a single "phase". The unit may move, shoot, or assault. Through playtesting, it was found this made assault units much more effective for their point cost and much more balanced for 6E's heavy emphasis on shooting.
- Shooting into Assault- A nice counterpoint that just makes sense. Think 'nids, orks, tau (greater good), or even the imperium would care about a little friendly fire? All shots that miss the enemy unit will instead hit your own units. Twin-linked weapons will still hit your own unit on the failed hit (can hit your own unit twice for double fail). You must pass a leadership check in order to fire into an assault.
- Random Generation- One of the more odd changes in 6E was the random generation of psychic powers and warlord traits. It doesn't support the narrative play style conducive to an entertaining game. For psychic powers, choose a single discipline. You know all the powers but can only use as many as your warp charges allow. For warlord traits, choose one from your army's codex or the main rulebook. This will hopefully re-introduce a bit of flavor into your armies.
- Flying Units- It really doesn't take much to shoot a flying target, especially if they are capable of accurately shooting at you. Units are no longer limited to using snap shots at flying units.