Hello
Little house rules errata for 40k. What do you think about it ?
Thank you in advance for your feedback
Errata PenHammer
Objectives
Infantry units can’t be contested by non-Infantry enemy units.
A model can’t contest if she has moved too fast (run, tubo-boost or flat-out)
Advantage to infantry and nerf of objectives stealing
Deployment & Reserves
A model can be deploy wherever she can finish her move (Deep Strike included, DS is a move).
A unit can charge after deployment from reserves but without the +1A. But a shooting model can’t charge in the same turn of DS.
Clarification and close combat easier
First Turn
The player who plays first can’t charge at his 1st turn.
Because I authorize to charge from reserves.
Movement with fixed distances
Run = Charge = 6 in
Mouvement through cover = ignore difficult terrain
Difficult terrain = 2/3 of the normal distance
Consolidation = 3 in
I don’t like random moves. Improvement of Run (I think that Run should be ≥ Charge, and it’s good for infantry)
Very difficult terrain
They are difficult terrain but are impassable terrain for Vehicles, Bikes & Cavalry
Imagine a bike going on the upper floor of a ruin…
Shoot enemies in close combat
-2 BS and all “1” are redirected on the ally unit in close combat (-1 BS if target is twice taller, no penalty if 4 times taller).
No blast (or change blast for 2th ed system like: 1D6 to hit, scatter if failed)
No moral checks
Fun and to compensate that it’s easier to engage in close combat.
Snap shots
-2 BS
BS4 can easier touch flyer & co.
Blast
If the center of the blast isn’t visible after scatter -> fail automatically
Shells or plasma balls can bounces in any direction… illogical
Blasts can do Snap shots but they always scatter: take the little arrow on « hit » faces.
Why no snap shots for blast?
Jink & Go to ground
-1 BS to be hit instead of cover bonus & Initiative 1 until the end of next turn.
A unit can Jink by anticipation after Run/Turbo/Flat out.
Nerf of Jink. I also don’t like free cover save without cover
You can declare that a unit Jinks before any shooting/psy unit phase.
To counter « You can’t Jink because I’m not targeting »
Assaut
If difficult terrain prevent you to place a model in base contact, place her as close as possible but she still counts as in base contact.
To conter « You can’t charge because you don’t have enough space »
You can place model in base contact with consolidation but it’s not a charge and the fight is resolved next turn.
Let’s party! Don’t worry, close combat is no more untouchable
Overwatch
Replace by V2 system like: units can go into Overwatch at the beginning of your turn on condition to do nothing during. They will have their Shooting phase at the end of the next Movement enemy phase.
No moral checks
More tactic and introduce a form of alternation
Saves
A 2+ or 3+ Sv can only be reroll on a 4+ at the best
2+ Sv = 6W without sv
2+/4+ Sv = 12W ws
2+/2+ Sv = 36W ws (6 time more resistant as a 2+!)
Cover
You can accumulate cover Sv and normal/invul Sv but with a penalty of 1. ex a 3+ with a 5+ cover is touch by a AP4 -> you can do a 6 cover and 3+ if the cover fails.
A 3+ Sv has no interest to be in cover against AP5. It gives back some interest on AP 2 & 3. Covers from settings is exterior to the model, it should always add some protection.
Vehicles & MC: penalty of 1 if 50% or more is visible
A vehicle visible at 70% with a 4+…
Reintroduction of selective shoots for cover from the 6th ed.
To be able to make cover save before wound and to redirect shoots if another unit give the cover.
Unit type
Cavalry & beasts: Movement = 9 in (18 in with Run)
In 5th ed, it was 6 in…
Jump infantry always use their jump in the movement phase but they still have Hammer of wrath during Assault.
More simple
A zooming flyer or swooping FMC can’t make cover save. A FMC can charge after a switch of flight mod but without the +1A.
More sense for me, that why I removed automatic cover saves from Jink, go to ground, Stealth &, Shroud
A skimmer can’t Tank shock.
You just have to bend
A Unit that disembark at the beginning of her Transport movement phase can act normally (can charge).
Why GW removed that rule?
If a Transport does a special deployment, the embarked unit does it also.
If a Transport Jinks, embarked unit can only fire snap shots.
Clarification
Special Rules:
Fleet: Run = Charge = 9 in
Stealth: -1 BS to be hit
Shroud: = Stealth + bonus of 1 for cover save
Sniper: Replace “always wound on 4+” by “+1 BS & reroll fail wound roll with S4”
Snipers are supposed to be strong against infantry, not MC
Overheat: No more on roll to hit: 1D6 at the beginning of the unit shooting phase, if “1”, the weapon is unusable for the rest of the turn.
Plasma Kamikazes is illogical.
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