IXLoiero95XI wrote:I am looking to tweak some of the rules for 6th edition to make the game a bit more enjoyable for me and my friends. We have talked about it and we agree that we should change some things in the main rule book, but they also want to change codex specific rules.
So far we have discussed changing small things like the rules of power weapons, for example we are thinking of giving power swords rending so that
HQ units that are stuck with power swords have some chance against 2+ armour saves. We are also thinking about removing unwieldy from power axes and giving -1 or -2 to initiative instead.
We also think Furious Charge should have the +1 initiative again.
We are going to allow charges out of stationary vehicles, and we are considering changing the random charge distance in some way to remove some of the randomness, any ideas???
So far the changes we have discussed are about the the rule book and close combat. But my friends are insisting on changing Tau markerlights because they think they are overpowered. Me being a tau player I don't like this and I think we should leave codex rules alone. But they have suggested changing to the previous codex rules for the so that removing cover becomes more difficult. Do you agree with this from a rules standpoint? (Not a I don't like tau standpoint)
On that note about markerlights, they also want to make it that snap shots can never be modified or at the least capped to only allowing them to be improved to a 5+ max. This idea is sparked because tau can modify a snap shot to be hitting on 2's, even in overwatch.
Ok now the real point of this thread, can you guys think of rules that could be changed to make the game more enjoyable??? For both close combat armies and ranged armies? Feel free to mention any rules from either the rule book or a codex/supplement.
Yes on furious charge. Must unnecessary nerf in the game.
Yes to charging from stationary vehicles.
charge distance 6+
d6.
2d6 if a disordered charge. add a
d6 and drop the high one for terrain in both situations.
If you would normally be unable to charge, for such reasons as infiltrate, disembarking from a moving vehicle, deep strike etc, you may make a disordered charge. If you do so, any overwatch shots at the charging unit are at full
BS.
Using overwatch stops you from firing on your next shooting phase. Doesn't change anything if they made it to combat, but risky if you think they might not.
Half
init (rounded up) on power axes would work pretty well. Call the rule "slightly unwieldy" and only apply it to power axes, not any of the Sx2 claws/fists.
Offer any pre 6th ed. special character the option to pick his power weapon's ruleset. IE Mephiston could declare he has a force axe instead of a sword etc.
Markerlights go back to removing cover 1 point at a time.
The only other change I would ever consider to markerlights is making them not count as a shooting attack for the purposes of grounding
FMC's.
Other rules:
Challenges:
winning a challenge or having an opponent decline gives you +1 combat result, and makes your unit stubborn for the round (just in case you still lose.)
At the start of combat for later turns, a challenge participant may leave a challenge duel exactly as if he declined. Replace his model with a model from his unit within 6". This applies the same effect as declining a challenge.
You may only challenge once, at the start of the combat, regardless of how many rounds the combat goes. Even for late joiners, the melee gets to hectic to get your insults across to the other character.
Characters who are alone and challenged may accept the challenge, or just fight the entire enemy unit at once with no penalty.
Note that in this rendition of the rules, no models forfeit their attacks for a challenge decision.
Fear:
ATSKNF units may reroll failed fear tests, but are not immune. Seriously, half the game is immune to this ability.
Psychic powers:
It would take me a long time to fix the jumbled mess they made with powers. Some are warp charge 2, miss a lot, and allow deny the witch then saves. (aka suck out loud.) Some are warp charge 1 and way too good, and don't allow your opponent any response.
I think all psykers should have an "always known" "dispel blessing" power, that in itself is a WC1 malediction at 24".
Saves:
same old song here. a rerolled save always fails on 1-3.
Sweeping advance:
You may only eliminate 1 model for each attack (base, +1 if using 2
ccws) you have left in your unit during a sweeping advance, after which the survivors flee successfully. EG 3 tactical marines sweeping a unit of fire warriors would auto-kill 3, then the others would retreat as normal.
Vehicles all have +1 hull point from their listed entry. Any vehicle that had full hull points before being penetrated applies a -1 to the vehicle damage chart. This ability only applies to the first penetrate roll, even if multiple penetrates ocurred simultaneously.
Snap shots apply a -2
BS, instead of always being at BS1.
Jump and jetpack units who have used their pack in the movement phase may choose to have skyfire on their ranged weapons in the immediately following shooting phase.
During army creation, your army's selected warlord may purchase the eternal warrior rule for 40 points.
Warlord traits: select the trait of your choice during army creation.
Allies: battle brothers are allies of convenience. No hitting allies with buff powers, or joining their units with
IC's.
You have one dataslate
FOC slot. If it is not a unit that is normally or thematically part of your codex, it takes up your ally slot in addition.
Super-heavies cannot be affected by blessings, maledictions, or any other part of a psychic power except for strictly the rolling to hit and wound section of the power.
Army balance:
To represent just how much harder to kill a standard marine is supposed to be than other races, even with heavy weapons, a roll to wound any marine or chaos marine always fails on a 2, as well as a 1.
Terminator armor is 1+/5++. Note that a 1 always fails.
Orks standard (6+) armor is removed. All orks gain
FNP (6+) (ork models only, not gretchin etc.)
Riptides cost 50 points more, and may not be joined by
IC's. Helldrakes baleflamer loses torrent and may only fire from front arc. (Some additional buffing is needed in the chaos marine book.) Serpent shield range is 24" and loses the ignores cover that it had for some ungodly reason. Additionally, any glance while the shield is down turns into a penetrate on a 2+.
Tyranids gain preferred enemy against one enemy army of their choice at the beginning of their 3rd turn.
I think that about does it for the page ripping I would do if I got ahold of "rulebook prime." Aside from some chaos marine recosting, and a few select units here and there in others, like flashgitz.