Warhammer 40k House Rules: Difference between revisions

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== Codex Specific ==
== Codex Specific ==
'''Tau'''
'''Tau'''
'''Riptide'''- Limited to one per 1000 points.


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Revision as of 12:24, 1 February 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. This is not the place to debate the results of these house rules, merely to list the ones your group uses. If you don't like them, these are house rules. Don't use them.



  • Deep Strike- Instead of the standard disembark/shoot standard, allow a single "phase". The unit may move, shoot, OR assault (with a disordered charge though). 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.
    • Alternate take: Only 1s will hit your own, no blast weapons. Otherwise most low BS troops ('nids, orks, and Guard, ie the ones who would do this) will end up hitting mostly their own.

  • 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.
    • Alternate take on warlord traits: Roll the D6 first, then choose the table. Since there are 3 tables in the BRB you can choose from 3-4 different traits where some will always help you instead of having a single bad roll that screws with your plans. It's less random but still random enough for a tabletop wargame. Not very narrative though.

  • Flying Units- Snap shots are no longer required to hit airborne units. All other abilities are unchanged. Aircraft don't travel anywhere near the speed of a ballistic projectile. Consider this, they are Razorbacks with upgraded weaponry and a 50% chance to negate damage.
    • Alternate: 5th Edition flyers are too efficient because they were designed as skimmers and thus cost less points than they should. Snap shots fired at flyers get BS 2 instead of BS 1. However, this house rule will hopefully be obsolete soon because GW is "rapidly" cranking out new codices and will hopefully balance 'Dettas and Cron Air. (Who are we kidding?)
    • Alternate Alternate: But blast weapons are still allowed to hit them able they much always scatter, flame templates still never hit. Units with jump packs may assault flayers, able if they use there jump packs during assault, however they hit no better than +5 and count as must make a dangerous terrain test (as you're trying to hit an object moving 400+ mph with a sword). Flayers and flying monstrous creature that vector strike count as hovering (ie no snap shoot for you) since they're moving so close to the ground.


Codex Specific

Tau

Riptide- Limited to one per 1000 points.


Eldar


Dark Eldar


Space Marines


Orks


Tyranids


Necrons


Adepta Sororitas


Imperial Guard


Chaos Marines


Daemons


Squ*BLAM*....=][=