Saturday, 16 February 2013

House Rules: Because Games Workshop wont fix your game for you. Edited 2/22/13

Its clearly going to be a long time before Games Workshop figures out how to fix certain aspects of this game. Looking at this purely from the view point of a non tournament player, there are several things that seem completely wrong to me that Games Workshop has failed to address either in 6th Edition as a whole, or in recent FAQ's. Please keep in mind, I play all of the armies affected below, except Space Wolves and Imperial Guard

To resolve these outstanding issues, I am considering using the following house rules for games at my house.
  1. Storm Talon are available to all Space Marines. If these are not in your codex, it is a fast attack unit.
  2. Storm Raven are available to all Space Marines. If it is not in your codex, it is a heavy support slot. Missiles are per Codex, or: Stormstrike Missiles (72", Str8, AP2, Concussive, Heavy 1, One Shot).
  3. All units with access to Missile Launchers may upgrade to flak missiles for +10 points. (Does not apply to Dreadnought Missile Launchers, Cyclone Missile Launchers, or Typhoon Missile Launchers)
  4. Dreadnought Missile Launchers are Heavy 2. (Does anyone really think you should give up a POWER FIST for a 1 shot missile launcher you have to pay points for?)
  5. Runes of Warding (Revised): Replace the Codex entry with the following. Runes of Warding allow the Farseer to make a Deny the Witch roll on behalf of any unit in the Primary or Secondary detachment, or on behalf of Blood Brother level allies. The Eldar care too little about the affairs of Allies of Convenience (or worse) to intervene on their behalf. Farseer's with Rune's of Warding get +1 on Deny the Witch rolls. Due to the 'nerf' to Runes of Warding, Farseers do not need to purchase their powers and may select 1 per mastery level from the Codex powers available, or may choose to roll on the BRB tables subject to restrictions in point 12.
  6. Shadows in the Warp (New): To bring this in line with the changes to Runes of Warding and Runic Weapons, replace the Codex Entry with the following: Shadows in the Warp gives all Tyranid Creatures within Synapse Range a 5+ Deny the Witch Roll. Synapse Creatures themselves Deny the Witch on a 4+. Due to this 'nerf' Tyranid Psykers now receive their psychic powers for free.
  7. Psychic Hoods give a 5+ chance to negate the wound from Peril's of the Warp (The fluff always describes these as being a psychic defence against the warp but that never translated in to the game)
  8. Runic Weapons function as Psychic Hoods (IE they allow the Rune Priest to take a Deny the Witch test on behalf of a friendly unit within 6"). They are unusual Force Weapons (Str: User, AP3). They always dispel on a 4+ (as if the Psyker is a higher masterly level) and wound daemons on a 2.This 'nerf' is offset by the fact that they now get a 5+ nullify on Perils from the Warp due to point 7.
  9. Characters & Independent Characters are immune to Instant Death from Toughness x2. They can still be insta gibbed by weapons with the Instant Death rule (unless they also have Eternal Warrior)
  10. Eternal Warrior (New):  Since Eternal Warrior now has less value due to point 9. In addition to preventing Instant Death from Weapons that cause Instant Death, Eternal Warrior now gives Feel No Pain (6+).
  11. Tyranids: Synapse creatures are immune to Instant Death from Toughness x2. They can still be insta gibbed by weapons with the Instant Death rule (unless they also have Eternal Warrior)
  12. Psychic Powers (New): Psykers from Pre 6th Ed Codices must choose to either purchase/select powers from the Codex, or roll for 1 BRB power per Mastery level. This decision must be made when building the army (to make all psykers equal with regards to psychic power selection).
  13. Multiple castings of the same psychic power do not stack (Hammerhand, Enfeeble etc)
  14. Special Character Psykers: If selecting BRB powers, gets 1 power per Mastery Level (IE: Mephiston gets 3 instead of the 2 in the stupid GW FAQ)
  15. Psykers: Tyranids. If you select a power you can not use due to having a BS of 0, you get to choose a different power (Same as if you are only Mastery Level 1 and generate a 2 WC power)
  16. Warlord Traits: Roll a d6 and then choose any option with that number from the 3 Warlord Trees in the BRB. IE if you roll a 3, you have your choice of the third trait in each tree. If your Codex has Warlord traits, you can either choose to roll on your Codex table, or on the BRB. (Nothing sucks worse than getting a Warlord Trait that is completely useless to your Army. Seriously, why would a Wolf Lord ever work on developing Acute Senses (Warlord Trait) when they all ready have them??)
  17. First Blood: Dedicated Transports do not count towards first blood UNLESS the dedicated transport is only a dedicated transport due to unit type. For example, a Rhino, Drop Pod or Raider will not count, but a Land Raider for a Wolf Guard squad (Normally heavy Support) would count for First Blood.
  18. Fortifications: After setting up terrain, remove 1 piece of terrain (of your choice) from your deployment zone and replace it with your fortification, There must be at least 3 inches between your fortification and any other piece of terrain. If unable to place the fortification due to this restriction, remove a second piece of terrain from your deployment zone. Continue removing terrain in this manner until there is sufficient room for the fortification. (This prevents your opponent from being a dick and placing LOS blocking terrain directly in front of your Fortification you paid points for).
  19. Wound Allocation/Resolution: Ignore the FAQ's regarding this. The BRB is clear enough regarding Wound Allocation and Look Out Sir! rolls. If the Armour saves in the unit are identical, roll saves, remove casualties form the front, and then once wounds reach the Character, use Look Out Sir! to move the unsaved wounds past the Character on to identically armoured models in the unit. It is a complete waste of time to roll one wound at a time just in case wounds reach the Character.
  20. Helldrakes arc of fire is 180 degrees frontal, It may look like a Dragon, but Games Workshop sure as hell did not model it with a long enough neck to shoot BEHIND it.
  21. Heavy Bolters (New): Man Portable Heavy Bolters have suspensors. These lighten the weight of the weapon, allowing it to move and shoot, but reducing its accuracy at long range, alternately, the operator can remain stationary, bracing the weapon for maximal long range firepower. Use the following profile: R36" S5 AP4, Salvo 2/3. Vehicle Heavy Bolters use the profile in the BRB.
  22. Bike and Jump Pack Upgrades for 5th Ed Codices (New): Reduce the cost for Bikes from 35 points to 20, and Jump Packs from 25 to 15 for units selected from the HQ section. (This brings them in line with 6th Ed Codices.
 That's it for now. I'll add more as they come up. What do you think about these rules? If you have any suggestions or if there are other house rules your groups use, feel free to post them in the comments below.

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