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![[Post New]](/s/i/i.gif) 2015/07/13 15:59:00
Subject: all my house rules, tell me what you think!
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Longtime Dakkanaut
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![[Post New]](/s/i/i.gif) 2015/07/13 16:10:23
Subject: all my house rules, tell me what you think!
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Longtime Dakkanaut
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Can you repost them here? I try to keep away from Facebook...
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Galef wrote:If you refuse to use rock, you will never beat scissors. |
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![[Post New]](/s/i/i.gif) 2015/07/13 16:23:32
Subject: all my house rules, tell me what you think!
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Confessor Of Sins
WA, USA
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Same. I avoid doc links from facebook.
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Ouze wrote:
Afterward, Curran killed a guy in the parking lot with a trident.
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![[Post New]](/s/i/i.gif) 2015/07/13 18:21:13
Subject: all my house rules, tell me what you think!
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Ruthless Interrogator
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Your link isn't working for me
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Space Marines: Jacks of all trades yet masters of GRAV CANNONS!!!.
My Star Wars Imperial Codex Project: http://www.dakkadakka.com/dakkaforum/posts/list/641831.page
It has 7 HQs, 2 Troop types with Dedicated Transports, 5 Elite units, 5 Fast Attack units, 6 Heavy Support units, 2 Formations with unique units not in the rest of the codex, and 2 LOW choices.
‘I do not care who knows the truth now, tomorrow, or in ten thousand years. Loyalty is its own reward.’ -Lion El' Jonson |
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![[Post New]](/s/i/i.gif) 2015/07/13 19:18:32
Subject: Re:all my house rules, tell me what you think!
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Longtime Dakkanaut
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Does this work?
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tmp_1082-Houserules116075505.docx |
Download
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18 Kbytes
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![[Post New]](/s/i/i.gif) 2015/07/13 19:20:14
Subject: all my house rules, tell me what you think!
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Stubborn Dark Angels Veteran Sergeant
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copy and paste into a post
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RoperPG wrote:Blimey, it's very salty in here...
Any more vegans want to put forth their opinions on bacon? |
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![[Post New]](/s/i/i.gif) 2015/07/13 20:17:52
Subject: all my house rules, tell me what you think!
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Longtime Dakkanaut
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My phone isn't allowing that much, it keeps losing what I am trying to copy for some reason...
Edit: got it!
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This message was edited 1 time. Last update was at 2015/07/13 20:25:15
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![[Post New]](/s/i/i.gif) 2015/07/13 20:24:51
Subject: Re:all my house rules, tell me what you think!
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Longtime Dakkanaut
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Houserules
General
A roll of 6 on the Destroyer table does d3+3 hull points or wounds instead of d6+6. Saves may not be taken.
Destroyer weapons do not roll on the vehicle damage chart in addition to the Destroyer table.
When super heavy walkers and gargantuan monstrous creatures who trade their attacks for a single smash attack, it becomes str D instead of the normal benefits.
Beasts may embark on the transports normally, but may not move more than 6” when disembarking.
Any model that is a character in a unit receives 1 additional wound as well as any other benefits, to a max of 3W. Codex Eldar, Skitarii, and Harlequins do not gain this benefit.
Custom units created with the V.D.R. may be used, but the stats should be run by your opponent and me beforehand for approval
Storm bolters may be fired as a heavy 3 weapon instead of assault 2. The heavy 3 option may not be used for snapshots.
Monstrous Creatures only get cover if 25% obscured or more.
All missile launchers gain their flakk equivalent upgrade for free if available.
Stealth: Models that target units with the stealth usr with ranged attacks take a -1 penalty to their Ballistic skill. This replaces the normal benefit.
Shrouded: Models that target units with the shrouded usr with ranged attacks take a -2 penalty to their Ballistics skill. This replaces the normal benefit.
Ignores Cover: Units with this special rule don’t take the B.S. penalty for firing at units with the stealth or shrouded special rules. This is in addition to the normal benefit.
Any unit attacking a unit under the benefit of the “invisibility” psychic power are treated as having failed a blind test, even if they would normally be immune. This is instead of the normal benefit.
Psyckers in a unit are treated as independent models for the purposes of casting powers and generating warp charges
Flying monstrous creatures that arrive via deepstrike may choose to be swooping or gliding when they arrive.
Vehicles with the “heavy” type ignore the penalties for firing ordinance weapons
Poison and sniper weapons take no penalty to wounding gargantuan creatures
Weapons with the “primary” special rule ignore a weapon destroyed result inflicted against them on a 4+
Superheavy vehicles take damage from the vehicle damage table with the following changes
Ignore the crew shaken and crew stunned result
Immobilized results lower their speed by half. Multiple immobilized results do not lower this further, but do add the extra hullpoint loss as normal
Chaos Space Marines
Aspiring champions and Aspiring Sorcerers can take terminator armor for 15 points.
When a character from the army accepts a challenge, toll on the Chaos Boon Table immediately (instead of afterward) if the character is fighting in a challenge with a unique character, add +1 to the tens dice for determining the Boon (max of 6).
If your Warlord is an HQ or Lord of War and has purchased a mark from the Chaos Gods, then a single troop unit from this Codex gains the same mark for free. This troop may not have more than one mark, and if the warlord has multiple marks the player chooses which is given before deployment.
Kombibolters also count as a close combat weapon.
Helldrakes have a 90 degree firing arc.
Abbadon is a Lord of War.
Rhinos may be selected as a fast attack choice.
If a character becomes a Daemon Prince via the Dark Apotheosis it retains any wargear options that the Demon Prince could have chosen.
If a model with daemonic possession would consume a vehicle it is transporting, that vehicle suffers a glancing hit instead.
Ahriman may take powers from the divination school
Use the basic stat line for rhino based tanks you already have access to from the codex spacemarine book. Your optional upgrades remain the same.
Hellbrutes receive +1 attack and may be fielded in units of up to 3
All units that begin the game in terminator armor have their points reduced by 5 each
Chaos Daemons
If your entire army is composed of daemons with the same Daemonic alignment you may treat a roll of 7 on the warpstorm as the attack power associated with your god.
Fateweaver is a Lord of War.
Tau
A smart missile system is 5 points more expensive than the current model.
Cadre fireblades may purchase one piece of support wargear.
Aun’va is a Lord of War.
Devilfish may be selected as a fast attack choice.
Vespids have Rending in melee.
Fire Warriors may not take haywire grenades, but sergeant level characters may for the points listed.
Replace skyfire warlord trait with the following: “The warlord may nominate one unit that successfully arrived from Reserves, that unit is places into ongoing reserves.
Tau Hammerheads that do not take the submunition upgrade may make their railcannons strength D for 30 points.
Eldar
Eldar jetbikes only give a 4+ armor save
Scatterlasers cost 5 points more than shuriken cannons wherever they may be chosen as an upgrade.
The Wraithnight is 395 points
Warp Spiders may only use their flicker jump special rules once per player turn and may not use it against overwatch.
The warlock conclave does not generate warp charges based on its mastery level.
The guardian battlehost and guardian stormhost formations are both able to use storm guardians and guardian defenders for their requisite guardian slots. Only the units currently listed may receive the free upgrades
Dark Eldar
Hellions can use their jump packs in the movement and assault phase.
Wyches get their agile invulnerable save during the assault phase, not just the combat sub phase.
Units equipped with combat drugs count the turn as being one higher on the power from pain table
Named characters from the 5th edition codex may be used for the point totals listed with the following changes.
Asdrubael Vect: has the labyrinthine cunning warlord trait and an additional roll on any warlord trait table in the BRB
Lady Malys: roll twice on the warlord trait table in the dark elder codex
Duke Ssliscus: has the towering arrogance warlord trait. He also grants a reroll for scatter for any venom, raider, or ravager that enters play from deepstrike reserves
Baron Sarthonix: has the soul thirst warlord trait and doesn’t change the position of hellions in the force organization chart
Tyranids
Tyranid prime has an additional wound and may take wings (changing its type to jump infantry) for 10 points.
Models that have the instinctive behavior rule that are within Range of a synapse creature gain a +1 to feel no pain (6+ feel no pain if they did not already have the rule) to a maximum of 5+ this is in addition to the normal benefit for being in synapse range.
The Swarmlord is a Lord of War.
Gene stealers have stealth.
Shadows in the warp cause all enemy psykers to manifest psychic powers at a -1 penalty (normally 5+) in addition to the penalty to Leadership.
Hive tyrants that do not take wings may gain a 2+ armor save for 20 points.
Pyrovores breath weapon gains the torrent special rule
Adepta Sorroritas
Saint Celestine is a Lord of War.
Canoness is 5 points cheaper.
Sisters Repentia gain Crusader.
The Rhino and Immolator may be selected as fast attack options.
The penitent engine has hatred.
The exorcist fires snapshots at BS2 and may be fielded in units of 1-3
Astra Militarum
Commisar Yarick is a Lord of War.
Chimera, Taurox and Taurox Primes may be selected as fast attack choices.
When a conscript unit is removed as a casualty, an identical unit goes into ongoing reserve on a 4+.
The taurox prime has the command vehicle trait
Rough riders have an additional wound each
Vox casters give the following benefit: if a command squad and the target of an order it is issuing are both equipped with vox casters, add 12 inches to the maximum command range and the units do not require line of sight
Militarum Tempestas
Any unit embarked in a flyer chosen from this detachment, and any units placed in deep strike reserves may begin arriving from reserves starting in turn one. They must be rolled for normally.
The taurox prime has the command vehicle trait
Orks
Cybork body gives a +1 to feel no pain rolls (or a 6+ feel no pain, if the model doesn’t already have feel no pain).
The Gorkanaught and Morkanaught add 35 points to their profile, but become superheavy walkers with 6 hull points.
Kustom Megadreds from Forgeworld have 4 hull points instead of 3.
Lootas may take a looted wagon as a dedicated transport.
Battlewagons are 90 points, looted wagons and trukks are 25 points.
Spacewolves, blood angels, and grey knights
Use the basic stat line for rhino based tanks you already have access to from the codex spacemarine book. Your optional upgrades remain the same.
Dreadnaughts gain +1 attack. Spacewolf dreadnaughts gain counter attack. Blood angel dreadnaughts gain furious charge.
All units that begin the game in terminator armor have their points reduced by 5 each
Blood angel scouts use the stat line and point values from codex spacemarine
Wolfscouts gain stealth
Necrons
The canoptic harvest formation gives feel no pain instead of reanimation protocols
Necron wraiths are toughness 4
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This message was edited 1 time. Last update was at 2015/08/24 14:50:05
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![[Post New]](/s/i/i.gif) 2015/07/13 21:19:51
Subject: all my house rules, tell me what you think!
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Sinewy Scourge
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cool.
Being a dark eldar player, I would love the option for universal venom blades like before. It wasn't overpowered for its points cost, but what it did was nice because all the characters that could take it were/are S3.
Interesting though. A lot of buffs to all armies, and nerfs to some.
I find it interesting that Aun'va is a LoW, but whatevs.
happy wargaming,
-Mikey
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![[Post New]](/s/i/i.gif) 2015/07/13 21:34:33
Subject: all my house rules, tell me what you think!
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Longtime Dakkanaut
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Thanks! I tried to not weaken things unnecessarily. Some of it was from working with the vehicle design rules. Like the Ork transports were all off points by the exact number in their transport capacity. That meant they were paying g for being assault vehicles even though they were open topped. They can be closed, but nobody let's them keep the assault vehicle special rule if they take it. So I dropped those points, making the transports a much more viable option!
Edit: Aun'va is a LOW because of fluff reasons. He was able to get shadowsun to stay fighting even though she was the last of her line, and he is the most influential ethereal in their culture. Figure that makes him a rank above the other named characters and ethereals.
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This message was edited 1 time. Last update was at 2015/07/13 21:37:04
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![[Post New]](/s/i/i.gif) 2015/07/14 00:24:06
Subject: all my house rules, tell me what you think!
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Krazed Killa Kan
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(Focusing on Orks and Tau)
I think crew shaken should just cause all shooting to be at BS1. This is so blast weapons can still shoot, just inaccurate. Crew Stunned should prevent all shooting and movement for the turn.
The stealth rule is really painful for Orks. Having night fight turn all your shots into basically snap shooting is brutal.
The Trukk/Looted wagon costs are a bit too low. 30 points for a transport is fine, it just needs to have a better rule than its trash tier ramshackle.
The Orkanauts do not need to be super heavies. Give them a points decrease and melta immunity so they don't die super easily to drop meltas.
Cybork and the Looted Wagon dedicated transport for lootas is a good change.
Battlewagons at a flat 100 would be a good spot, 90 is a bit too cheap.
Everything looks decent but the Fire Warrior change is not good. Let the poor Fire Warriors have their EMP spam, if you let Fire Warriors charge you then you deserve to get EMP spammed to death. They are also WS2 so they hit vehicles on 4s and almost all walkers on 5s. They need the volume of attacks.
Not a fan of the Str D railgun upgrade. Rather see the base railgun upgraded to have armorbane, ordinance, or primary weapon.
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"Hold my shoota, I'm goin in"
Armies (7th edition points)
7000+ Points Death Skullz
4000 Points
+ + 3000 Points "The Fiery Heart of the Emperor"
3500 Points "Void Kraken" Space Marines
3000 Points "Bard's Booze Cruise" |
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![[Post New]](/s/i/i.gif) 2015/07/14 00:35:42
Subject: Re:all my house rules, tell me what you think!
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Disguised Speculo
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Yeesh, that formatting man...
Poison and sniper weapons take no penalty to wounding gargantuan creatures
Maybe wound one worse than usual? Instead of the all (haha your 500pt GC died in one turn) or nothing (haha you can't hurt my GC) make them somewhat tougher as a middle ground?
Ork stuff seems nice, dunno if trukks need to be cheaper though - would prefer they got their old rule back instead of a useless "6+ downgrade to glance" thing. When its a 1/6 chance I don't see the point in it being a rule.
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![[Post New]](/s/i/i.gif) 2015/07/14 00:42:12
Subject: all my house rules, tell me what you think!
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Longtime Dakkanaut
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Like I said above, they really are costed inappropriately with everything else. The reason I made the poison and sniper wound as before for gmc's is superheavy vehicles don't negate their respective banes at all, they just have better survivability. With the changes here, you have to decide if the big monster/robot is worth actually putting on the table. Automatically Appended Next Post: Also, fire warrior hit normal vehicles on a 3+, and walkers on a 4+ until they are weapon skill 5. No other troop unit in the game got to keep them. You should see fire warriors do a bit more work with the addition of support gear for fire blades...
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This message was edited 1 time. Last update was at 2015/07/14 00:54:04
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![[Post New]](/s/i/i.gif) 2015/07/14 02:44:06
Subject: all my house rules, tell me what you think!
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Disguised Speculo
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Anggrath the terrible says hi, and doesn't really need additional help on his way to the grave every game
If you want to nerf GMC, nerf the ones that matter. Across the board fixes might knock Wraithknights off their perch, but they crap all over lesser GMC at the same time.
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![[Post New]](/s/i/i.gif) 2015/07/14 03:39:53
Subject: all my house rules, tell me what you think!
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Longtime Dakkanaut
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I iI had angrath's rules, I could balance him by tomorrow afternoon. My guess is the buffer is 888 point flying GMC with no strength D in melee? Automatically Appended Next Post: Also, note that the wraithknight has 100 points added to his total. The primary reason most other gmc's are priced the way they are is the massive range of their weapon systems being unneeded in a normal sized game of 40k. The bio cannon for tyranids is 160 points a peice, for example.
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This message was edited 1 time. Last update was at 2015/07/14 03:44:04
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![[Post New]](/s/i/i.gif) 2015/07/14 06:30:33
Subject: all my house rules, tell me what you think!
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Disguised Speculo
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Thats about right, have sent you a link to a legitimate source for purchasing the rules for this fine citadel model.
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![[Post New]](/s/i/i.gif) 2015/07/14 12:37:36
Subject: all my house rules, tell me what you think!
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Longtime Dakkanaut
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OK, did the initial math to see where he stands. If I price the upgrade from 5++ to 3++ at 60 points and the bonus attacks on the charge at 25 points, my math puts him at 540 points. As you said, he REEAAALLY stinks up the place!
Now, if you were to make his attacks strD, thereby increasing the cost per attack and the additional attacks on the charge, he could end up at 889 points. But, the math would have him paying for 5 of the possible d6 attacks. So, if you want him to be worth his exact point total you need to add 2 attacks to his profile, and make him strength D in melee and you'd be all set.
Didn't take more than 8 minutes
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![[Post New]](/s/i/i.gif) 2015/07/14 18:17:49
Subject: all my house rules, tell me what you think!
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Disguised Speculo
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I'm pretty happy with 540 points. Was gonna try just making him 666 instead of 888 and see if that fixed him. How much for Str D without worrying about matching 888 nonsense? If that bloodthirster gets it surely this guy should
Is this done with your vehicle design rules or something else?
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![[Post New]](/s/i/i.gif) 2015/07/14 18:26:20
Subject: all my house rules, tell me what you think!
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Krazed Killa Kan
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Lythrandire Biehrellian wrote:Automatically Appended Next Post:
Also, fire warrior hit normal vehicles on a 3+, and walkers on a 4+ until they are weapon skill 5. No other troop unit in the game got to keep them. You should see fire warriors do a bit more work with the addition of support gear for fire blades...
I brain farted on hitting the WS1 vehicles but they do hit against WS4 on 5+ (looking at the chart as I type this). A single EMP grenade is a joke as it has roughly a 44% chance to get glance and a 11% chance to pen (assuming no save) vs a non walker. It would take the unit of firewarriors something like 6 assault phases to kill a rhino if only the squad leader had a grenade (easier to just shoot it with pulse weapons).
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"Hold my shoota, I'm goin in"
Armies (7th edition points)
7000+ Points Death Skullz
4000 Points
+ + 3000 Points "The Fiery Heart of the Emperor"
3500 Points "Void Kraken" Space Marines
3000 Points "Bard's Booze Cruise" |
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![[Post New]](/s/i/i.gif) 2015/07/14 18:35:19
Subject: all my house rules, tell me what you think!
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Longtime Dakkanaut
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Dakkamite wrote:I'm pretty happy with 540 points. Was gonna try just making him 666 instead of 888 and see if that fixed him. How much for Str D without worrying about matching 888 nonsense? If that bloodthirster gets it surely this guy should
Is this done with your vehicle design rules or something else?
At the end of my vehicle design rules I added a gargantuan creature maker that I have been building on since. StrD is 30 points per attack. That's why I went ahead and added the extra attacks to the profile I created. It added the khorne element.
Also, vankraken, your chart has to be wrong. You only need 5s to hit something one higher than double your weapon skill. That or your considering fire warriors as ws1 instead of 2...
Edit: nobody takes emp grenades to pen and explode a vehicle, you take them to guarantee hull point loss and wreck them. The tau have plenty of options to do that already.
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This message was edited 2 times. Last update was at 2015/07/14 20:04:46
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