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Made in us
Longtime Dakkanaut





USA

So, my friends and I don't frequent the FLGS scene much anymore, so we end up playing a lot in my buddy's basement (cliche geek haven anyone?) most of the time. It also simplifies a lot of army movement issues with cross-state traveling, storage of terrain, overall it makes things easier for everyone involved. I can leave my Guard there (three thousand points of dudes sucks to pack up every time) along with the other two fella's giant ork and tyranid armies.

Anyhow, as we're not terribly into the public gaming scene (I'm trying to work on that), we've come up with some 40k house rules in an effort to alleviate some of the frustration that comes with playing the game. Some, if not all, are generally the result of arguments over seriously one off instances that GW couldn't have foreseen, which I'm sure all of you can agree happens quite often. We try to come up with a decent way of handling a situation, from using the favorite 'roll a d6' to 'that ability is stupid, we all agree that it doesn't exist', so that we enjoy the game in our own way.

My question to you all is, what sort of house rules do you guys play with and why? Eldrad's douchebaggery causing you to hate your best friend? Outflanking a Baneblade causing a rift between you and your buddies? List em below!

I'll go first:

Recently, I've started playing my Blood Angels and there's been a few instances where rules override a lot of what we've been used to with my Guard. One such instance happened this past weekend where my group couldn't decide on what to do for a close combat outcome, I was adamant I was right and they opposed me, etc. So, in keeping with the randomness that my friends and I adhere to on a daily basis, I grabbed a die, and said that if I roll a six, both units are turned into chaos spawn controlled by their respective commanders. Unsurprisingly my friends agree and bam! Six. got out some spawn and continued the game and I can tell you, I haven't laughed like that during a game for a long time.

Silly? For sure. But in friendly games like this one, who cares.

Shadowkeepers (4000 points)
3rd Company (3000 points) 
   
Made in us
Raging-on-the-Inside Blood Angel Sergeant




Texas

Sounds fun. I usually just roll off in disagreements.

4000+ Points
Tau: 1500ish



[GENERATION 14: The first time you see this, copy and paste it into your sig and add 1 to the number after generation. Consider it a social experiment.  
   
Made in us
Longtime Dakkanaut





USA

Yeah, we generally stick to the d6 roll off to resolve the minor stuff but when we're beginning to argue, the randomness forces us to chill out.

Shadowkeepers (4000 points)
3rd Company (3000 points) 
   
Made in us
Bounding Black Templar Assault Marine




Our list of House Rules is pretty expansive, approaching 'rewrite' status.

The core of the game is there, we have just overhauled the turn system and how certain aspects of the game work around that.

Once you arrive at a solid set of core rules it's pretty easy to view each codex individually and adjust points/rework things to come up with overall better balance.

Essentially it's an ongoing process that involves a lot of theory crafting, rules discussions, and play testing. The best part? We have never enjoyed 40k as much as we have since we started doing it, and we will likely never go back (unless we play a pickup game with someone that isn't directly involved at this time with our project).
   
Made in us
Decrepit Dakkanaut






New Orleans, LA

1. Super heavies are for apocalypse only, unless we're playing a one-off mission as part of a campaign.

2. That's it.

DA:70S+G+M+B++I++Pw40k08+D++A++/fWD-R+T(M)DM+
 
   
Made in gb
Is 'Eavy Metal Calling?





UK

We use quite a few, and generally operate on a 'if it's cool, it goes' approach to the rules (figured they were more guidelines). A few regular ones:

We'll often use 'the roll dice then pick table' if using rulebook warlord traits, if you use codex ones then you don't get to swap.

We've always treated (by accident, but it makes sense) units as 'solid' in terms of LOS, so one squad can't shoo through another unless it's physically tall enough to see over them. (ie A Tank can see over infantry, but another infantry unit can't). It makes more sense to us and we're so used to playing it like that we can't be bothered to change it.

We pick rather than randomise table setups and deployments, although still roll for mission.

If playing multi-player games, we let one player hand over any leftover points to his ally. For example, if I were playing 3k points of IG against our Tau and Necron players, that could be a 1495:1505 split between them or even a 1600:1400 split.

 
   
Made in us
Decrepit Dakkanaut






New Orleans, LA

If a die falls off the table, roll it again on the table. Floor rolls never count!

DA:70S+G+M+B++I++Pw40k08+D++A++/fWD-R+T(M)DM+
 
   
Made in gb
Is 'Eavy Metal Calling?





UK

I'm also considering toning down the Knight rules. 20 point drop, no S: D on the sword (S:10 AP2 instead, not quite as bad), no scoring.

 
   
Made in us
Bounding Black Templar Assault Marine




 Paradigm wrote:
I'm also considering toning down the Knight rules. 20 point drop, no S: D on the sword (S:10 AP2 instead, not quite as bad), no scoring.


I actually really like this.

Although it is generally viewed as 'not an issue' for standard games (similar to the Baneblade)- I think the stigma of a super-heavy remains, despite its actual performance on the tabletop for the points.

Most of the LOW's could easily be toned down to reasonable levels (as far as damage output) but retain their survivability to still feel more 'epic' than standard vehicles, etc.
   
Made in gb
Is 'Eavy Metal Calling?





UK

It's not so much the fact it's an 'issue' (my group are all super-casual and wouldn't really complain if I used it as is), it's just that I love the model (I'm using a DFG leviathan) and want to be able to use it while still giving the guys a chance. The one game I used it in, it basically tabled the entire army in 4 turns, so I do need to tone it down. My thinking behind dropping the S: D is that it gives things like MCs and souped-up characters a chance a bringing it down.

 
   
Made in be
Waaagh! Warbiker





Lier, Belgium

we have a winter terrain. We still have to test our house rule of blizzards. at the start of every turn a d6 is thrown. on a 5+, there is a blizzard. on 5, the map is difficult terrain for 1 turn (cause of the snow that is kneehigh). The hills are dangerous terrain. cover saves are +5. On a 6, there's a snowstorm that causes night fighting.

8000 points fully painted
hive fleet belphegor 3500 points
1k sons killteam

Dakka is the ork word for shooting, but the ork concept of shooting is saturation fire. Just as there is no such thing as a "miss" in a target-rich environment, there is no such thing as a "dodge" in a bullet rich one

 
   
Made in us
Longtime Dakkanaut





USA

For awhile in the beginning of 6th I stopped taking my valkyrie because my group never wanted to buy AA. Cheesey, but it lightened the overall mood of the group severely, I swear a couple of them were itching to break the damn thing.

 wallygator wrote:
we have a winter terrain. We still have to test our house rule of blizzards. at the start of every turn a d6 is thrown. on a 5+, there is a blizzard. on 5, the map is difficult terrain for 1 turn (cause of the snow that is kneehigh). The hills are dangerous terrain. cover saves are +5. On a 6, there's a snowstorm that causes night fighting.


I actually really like this.

This message was edited 1 time. Last update was at 2014/02/24 19:38:52


Shadowkeepers (4000 points)
3rd Company (3000 points) 
   
Made in us
Slashing Veteran Sword Bretheren






1. aegis defense line can be destroyed per building destruction rules. AV13

2. If you roll warlord traits from the BRB, you roll your dice first, then pick which chart you want to pick your trait from. This gives you 3 options and a small chance that the trait is not completely useless.

3. As stated above, floor dice don't count. roll on the table only.

There may be some others, but I can't think of them.

DR:80+S++G++MB--IPw40k12#+D++++A++/fWD013R++T(T)DM+

"War is the greatest act of worship, and I perform it gladly for my Lord.... Praise Be"
-Invictus Potens, Black Templar Dreadnought 
   
Made in us
Powerful Phoenix Lord





Buffalo, NY

The biggest house rule we have (other than stupid things like models with helmets are able to draw LOS) is in regards to ruins - upper levels of ruins count as area terrain, however, you do not get the +2 bonus for going to ground. This means that a non-vehicle model on the 2+ floor of a ruin gets a 5+ cover save, even if completely visible.

Greebo had spent an irritating two minutes in that box. Technically, a cat locked in a box may be alive or it may be dead. You never know until you look. In fact, the mere act of opening the box will determine the state of the cat, although in this case there were three determinate states the cat could be in: these being Alive, Dead, and Bloody Furious.
Orks always ride in single file to hide their strength and numbers.
Gozer the Gozerian, Gozer the Destructor, Volguus Zildrohar, Gozer the Traveler, and Lord of the Sebouillia 
   
Made in us
Using Inks and Washes




St. George, Utah

 wallygator wrote:
we have a winter terrain. We still have to test our house rule of blizzards. at the start of every turn a d6 is thrown. on a 5+, there is a blizzard. on 5, the map is difficult terrain for 1 turn (cause of the snow that is kneehigh). The hills are dangerous terrain. cover saves are +5. On a 6, there's a snowstorm that causes night fighting.
That's really cool! I might have to run that by the people I play with and try that out one of these days. I'm sure the Dark Eldar player among us would love it especially.

Maybe also utilize the snow world rule they suggest in the big BRB in some way, where the world is cold enough you ignore Gets Hot! as a rule. I think it'd be easy enough to say that rule is also in effect should you roll a 5+ off your table?
   
Made in us
Longtime Dakkanaut





Saratoga Springs, NY

The people I play with completely ignore the mysterious objective rules, which doesn't bother me (I've never actually even seen them in use. This is pretty universal at my LGS as well).

We also ignore the night fighting rules. Never use the dang things. Again that doesn't bother me although I do think they are kinda cool.

Also I'm not sure if this counts, but we just set up terrain however we want to. I can't recall if the method in the book is "recommended but not required" or if it's an actual rule on how to set terrain.

This message was edited 1 time. Last update was at 2014/02/24 20:56:37


Like watching other people play video games (badly) while blathering about nothing in particular? Check out my Youtube channel: joemamaUSA!

BrianDavion wrote:
Between the two of us... I think GW is assuming we the players are not complete idiots.


Rapidly on path to becoming the world's youngest bitter old man. 
   
Made in us
Decrepit Dakkanaut






New Orleans, LA

I really like the mysterious objectives and the mysterious terrain rules, but to each their own.

This message was edited 1 time. Last update was at 2014/02/24 20:59:38


DA:70S+G+M+B++I++Pw40k08+D++A++/fWD-R+T(M)DM+
 
   
Made in pr
Longtime Dakkanaut




Minneapolis, MN

We tweak the terrain rules a lot, mostly to enable more reliable maneuvering within:

Almost all buildings use the ruins rules, with variable cover saves in different sections.
We do not use difficult terrain while inside buildings/ruins (but the outer base is usually difficult terrain, it has debris and stuff).
We don't use the concept of "embarking" inside a building, but we DO use the building destruction rules on almost everything (so that back-field heavy weapons can destroy terrain if they have nothing else to shoot at).
3" between floors of all buildings, even if the actual distance is larger (it usually is, so that we can fit our hands in there).
You can always assault up a floor, even if you can't see a unit. Counts as charging through difficult terrain, and all models are vulnerable to overwatch.
Models cannot move through gaps that are smaller than their base. Walkers an Monstrous Creatures exempt, they just bust through walls.
Models who's bases are in contact with ramparts or windows can count their LOS as though they are leaning out of the window (e.g., to shoot stuff at the base of the building)_.
We usually don't play with mysterious forests/water.
   
Made in dk
Stormin' Stompa





1. Terrain is set before Fortifications.

2. Terrain is set by a third party in a nice thematic way.

3. Heavy Bolters are Salvo 3/4

4. Screw the The Relic mission. Reroll.

5. Power Lances adds +1 Ini on the charge (in addition to normal effect).

6. Any dice not laying completely flat on the table is rerolled.

7. You can add 1 to or subtract 1 from the roll for Warlord Trait.

8. IA is a Go.

9. Any Superheavy is by agreement only.

10. Any unit from Escalation is by agreement only. No strength D from Stronghold.

11. You can go back and do stuff you forgot to do, but only if you are not acting on information gained after the slip-up.

Lots of other rules concerning our specific terrain-pieces.

-------------------------------------------------------
"He died because he had no honor. He had no honor and the Emperor was watching."

18.000 3.500 8.200 3.300 2.400 3.100 5.500 2.500 3.200 3.000


 
   
Made in us
Longtime Dakkanaut





Saratoga Springs, NY

 kronk wrote:
I really like the mysterious objectives and the mysterious terrain rules, but to each their own.


It's not so much that I don't like them, as it is that I have never seen them used and have no clue how they work.

I'll let you in on a secret. I never actually bought the main 40k rulebook for 6th edition. When I started playing 6th my friends I played with had a copy and I just used that. Sometimes I get tempted to buy the thing, but I figure that by this point it would make me feel kind of silly.

Like watching other people play video games (badly) while blathering about nothing in particular? Check out my Youtube channel: joemamaUSA!

BrianDavion wrote:
Between the two of us... I think GW is assuming we the players are not complete idiots.


Rapidly on path to becoming the world's youngest bitter old man. 
   
Made in us
Using Inks and Washes




St. George, Utah

I've been trying to think if we actually employ any house rules around my FLGS. I know we've talked about it a lot, but not sure if we've ever actually implemented one, then I remembered we decided you can bring a second primary detachment at 2001 points, rather than 2000. Essentially, it's the "1999+1" thing people talk about. Makes 2000 point games feel a lot more strategic because you actually have to think about force org slot limitations.
   
Made in us
Fireknife Shas'el






We stopped using Mysterious terrain and objectives just because it adds unnecessary time and makes more of an annoyance than anything else.

Having to keep track of each objective and remember which ones explode, which ones grant skyfire, and so on.

Mysterious terrain was tossed out since we have a hard enough time deciding the difference between area terrain and ruins.

I'm expecting an Imperial Knights supplement dedicated to GW's loyalist apologetics. Codex: White Knights "In the grim dark future, everything is fine."

"The argument is that we have to do this or we will, bit by bit,
lose everything that we hold dear, everything that keeps the business going. Our crops will wither, our children will die piteous
deaths and the sun will be swept from the sky."
-Tom Kirby 
   
Made in us
Decrepit Dakkanaut






New Orleans, LA

Nvm.

This message was edited 1 time. Last update was at 2014/02/24 21:55:34


DA:70S+G+M+B++I++Pw40k08+D++A++/fWD-R+T(M)DM+
 
   
Made in us
Slashing Veteran Sword Bretheren






 dementedwombat wrote:
The people I play with completely ignore the mysterious objective rules, which doesn't bother me (I've never actually even seen them in use. This is pretty universal at my LGS as well).

We also ignore the night fighting rules. Never use the dang things. Again that doesn't bother me although I do think they are kinda cool.

Also I'm not sure if this counts, but we just set up terrain however we want to. I can't recall if the method in the book is "recommended but not required" or if it's an actual rule on how to set terrain.


You guys ignore night fighting? That seems like a pretty big one. Especially for Dark Eldar players, and even for me with my mostly assault army. I think Night Fighting can make a big difference in the game, and can be planned for and around, and in the case of Dark Eldar, gives them a nice edge.

DR:80+S++G++MB--IPw40k12#+D++++A++/fWD013R++T(T)DM+

"War is the greatest act of worship, and I perform it gladly for my Lord.... Praise Be"
-Invictus Potens, Black Templar Dreadnought 
   
Made in us
Fresh-Faced New User





Don't be a cry baby. It is also a good rule to follow in life nobody likes them.
   
Made in us
Slashing Veteran Sword Bretheren






 KingofAshes wrote:
Don't be a cry baby. It is also a good rule to follow in life nobody likes them.



EDIT: Oh wait, you were talking about your house rule, haha.

my comment was deleted

This message was edited 1 time. Last update was at 2014/02/24 22:56:13


DR:80+S++G++MB--IPw40k12#+D++++A++/fWD013R++T(T)DM+

"War is the greatest act of worship, and I perform it gladly for my Lord.... Praise Be"
-Invictus Potens, Black Templar Dreadnought 
   
Made in us
Fresh-Faced New User





 Icculus wrote:
 KingofAshes wrote:
Don't be a cry baby. It is also a good rule to follow in life nobody likes them.


Who's being a cry baby? I was expressing intrigue in to how something was done.

And I'm not sure your second sentence makes any sense.


I am not saying anyone is that is the rule of the gaming club I play at. What is not to understand don't be a crybaby in life either.
   
Made in us
Fireknife Shas'el






We sometimes forget night fighting, but generally try to play it. We definitely always play it during tournaments.

I will admit that some armies, like Tau, generally benefit from it while having very little to lose.

And I think he means his house rule is to not be a cry baby. Though I thought it was directed at you the first time I read through it too.

I'm expecting an Imperial Knights supplement dedicated to GW's loyalist apologetics. Codex: White Knights "In the grim dark future, everything is fine."

"The argument is that we have to do this or we will, bit by bit,
lose everything that we hold dear, everything that keeps the business going. Our crops will wither, our children will die piteous
deaths and the sun will be swept from the sky."
-Tom Kirby 
   
Made in us
Longtime Dakkanaut





Saratoga Springs, NY

I guess night fighting is just something that nobody does where I play. I really don't know why. Plus I play Tau, which is why I never feel like I should be the one who brings it up.

Like watching other people play video games (badly) while blathering about nothing in particular? Check out my Youtube channel: joemamaUSA!

BrianDavion wrote:
Between the two of us... I think GW is assuming we the players are not complete idiots.


Rapidly on path to becoming the world's youngest bitter old man. 
   
Made in us
Grim Rune Priest in the Eye of the Storm





Riverside CA

IEGA WH40k House Rules and Cheat Sheet
Wound Allocation: We will use the non-FAQ Version. This is just to speed up the game.
1. Roll for Wounds.
2. Make Saves vs. The Wounds.
3. Start Removing Models
4. If needed Roll “Look out Sir.”
FOC Modification: This is an optional Rule, we really don’t enforce self it, but we encourage its use.
HQ: 1-2
Troop: 2-6
Elite: 1-3
Fast Attack: 1-3
Heavy Support: 1-3
Fortifications: 0-1
Advanced Fortifications: We just ask that you let the other player you will be using them in advance.
Allies: We just ask that you let the other player you will be using them in advance.
Double FOC: We just ask that you let the other player you will be using it in advance.
Flyers: We just ask that you let the other player you will be using any in advance.
Forge World: We just ask that you let the other player you will be using it in advance.
Lord of War: 0-1 [Let others know you are using this one in advance.]
Weapon Modifications: There are only a few we have done this with.
Power Lance/Spear: When an Assaulting it add I+1 also.
Army Specific Rules
Codex: Chaos Space Marines:

Heldrake: Is not a 360* Weapon. It is conceded a Forward Half Facing weapon from the Heldrake’s head
Thousand Suns: As long as their Sorcerer is alive they can be directed to fire Overwatch. This does mean the Sorcerer can not fire Overwatch.
Codex: Grey Knights
Castilian Crowe: Is an Independent Character.
Codex: Imperial Guard:
Lumber Behemoth: We use the Lumbering Behemoth Rule on Pg 48 of the Codex: Imperial Guard 5th Edition, the FAQ
Marbo: Save Becomes an Invulnerable Save.
Ogryn: Gain Rending for both the ripper Guns and in Melee.
Rough Riders: May replace their Hunting Lances for a Second Las Pistol.
Codex: Orks:
Burner Boys:
Can choose to make their Flamers either Power Weapons or Flamers during the Assault Phase. This must be declared in the Overwatch Phase.
Codex: Space Marines
Codex Space Marines Terminators [Any Chapter]:
The Sergeant May Replace his Power Sword with any Power Weapon. We also ask for it to be Fluffy.
Salamanders: Tactical Squads and Scout Squads may take A Heavy Flamer in place of a Heavy Bolter. Attack Bike can replace their Multi-Melta with a Heavy Flamer.
Codex: Space Wolves:
Björn Fellhanded:
Has 4 Hull Points and His Dreadnaught Close Combat Weapon is a Wolf Claw with the following Profile: S7 I3 AP3, Mastercraft, Shredding.
Canis Wolfborn: Add 4++ Save from Belt of Russ. Canis’s Wolf Claws have the Following Profile: S5 I5 AP3, Mastercraft, Rending, and Shredding
Frost Weapon: Frost Lance: When Assaulting it adds S+2, I+1 and AP3. Frost Mace S+3 AP4 Concussive.
Leman Russ Exterminator: May take a Leman Russ Exterminator.
Lukas the Trickster: Must Make and Except Any Challenge.
Rune Priest: The Rune Priest may make his Runic Weapons an Axe/Lance/Maul/Sword.
Saga of the Hunter: If a model with Saga of the Hunter Joins Wolf Scout he also gains “Beheld Enemy Lines”.
Thunderwolf Cavalry: May Replace Bolt Pistol with a Combat Shield.
Ulric the Slayer: Gains Oath of War.
Wolf Guard Durfast of Mordrak [36 Points]: Wolf Guard [WS5 BS4 S4 T4 W1 I4 A2 [3] LD10] with Power Armor, Bolt Pistol, Frost Weapon and the Helm of Durfast.
Helm of Durfast: Acts as an Auspex.
Wolf Guard Ranulf [115 Points]: Wolf Guard [WS5 BS4 S6 [7] T5 W3 I5 A2 LD9] Stats with Terminator Armor, Storm Bolter, Mastercrafted Frost Sword.
Great Strength: He may give up all of his Attacks to take a single S10 AP2 Attack.
Wolf Guard: Jump Pack Equipped Wolf Guard can join Blood Claws.
Wolf Lord Ragnar Blackmane: Frost-Fang: Mastercrafted Chainsword Rends on a 5+. Svangir and Ulfgir also have Rending.
Wolf Priest: The Wolf Priest may make his Crozius an Axe/Lance/Maul/Sword
Codex: Tyranids
Gun Positions: Any Model with a BS 1+ and under Synapse can used Gun Positions.

Space Wolf Player Since 1989
My First Impression Threads:
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