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Made in be
Bloody Peasant




Brussels

I'll be honest I'm obsessed with balancing and things making logical sense in my games. All of my games have house rules.

Here are some of them used in 40K.

Shooting into combat:
Units locked in combat may be shot at. For those within coherency, there is a 50% chance of hitting an ally model. For those outside of coherency, there is no penalty.
Reasoning - Makes sense. To play otherwise destroys the immersion for me.

Barrage losses:
These are selected by the owner of the unit. This prevents barrage sniping which in my opinion makes no sense at all.

Which house rules do you have - or do you consider it sacriligeous to use them?
   
Made in gb
Raging Ravener




UK

I have never been in a game with shooting in combat - I've never really heard of it. Sounds interesting, and sounds as though it could decide the outcomes of games a little. Could be a little unbalanced in some cases, but is one I may want to try out at some point.

This message was edited 2 times. Last update was at 2016/03/06 11:30:59


The armies that I collect:

- Tyranids, 2,000 pts.
- Orks, 1,250 pts.
- Tau, 750 pts.
- Guard (PDF), 750 pts.

(Yes I have a thing for horde armies to some extent) 
   
Made in us
Norn Queen






For shooting into combat I would make it rolls of 1 to hit hit friendly units hitting closest model/unit first.

So you roll to hit,

take all your hits as normal and make a dice pool. take all your 1s and make a dice pool. remove the misses.

Then you take each dice pool and roll to wound/save etc etc...

Of course, cover saves would be plentiful in melee because of intervening models.

There is a lot of risk to shooting into a melee and not a lot of benefit. Risk vs reward.

This message was edited 1 time. Last update was at 2016/03/06 18:58:13



These are my opinions. This is how I feel. Others may feel differently. This needs to be stated for some reason.
 
   
Made in us
Longtime Dakkanaut




Here are all of mine!

Spoiler:
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.
o Destroyer weapons do not roll on the vehicle damage chart in addition to the Destroyer table against non superheavy vehicles. They do however count as a penetrating hit for all other rules purposes.
• 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 Tony 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.
• Smoke launchers may be used when the unit equipped with it is targeted. This replaces the normal benefit (still one use only)
• 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.
• Models with the relentless and slow and purposeful rules as well as all vehicles do not ignore the range penalty for moving and firing weapons with the salvo special rule
• Psychic power changes
o 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 replaces the normal benefit.
o Psyckers in a unit are treated as independent models for the purposes of casting powers and generating warp charges
o Witchfires that do not have a weapon profile do not roll to hit
o Witchfires that have a weapon style profile automatically succeed but must only spend the minimum warpcharges needed to cast from their dice pool. Deny the witch is still used as normal
• 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
• Non superheavy walkers may add 2 to the maximum unit size listed in their entries unless they are unique units. All walkers may add 2 to their attack profile. Codexes released from the necron codex and after do not gain this benefit.
• 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+
• Super heavy walkers and gargantuan monstrous creatures that use the “smash” ability to trade their attacks for a single attack treat that single attack as strength D instead of the normal benefits
• If a superheavy vehicle or gargantuan monstrous creature is a transport, it is always considered an assault transport.
• Superheavy vehicles take damage from the vehicle damage table with the following changes
o Ignore the crew shaken and crew stunned result
o Immobilized results lower their speed by half. Multiple immobilized results do not lower this further, but do add the extra hullpoint loss as normal
• If a unit is embarked in a transport and is subject to the “no escape” rule, the unit inside may use any invulnerable save available to the transport.
• Haywire weapons have the following effect; do not roll for armor penetration as you normally would. When a vehicle is hit with a weapon with the haywire special rule, roll 1d6 and consult the following table
o 1: no effect
o 2-5: the vehicle suffers a grew shaken result on the vehicle damage table
o 6: the vehicle suffers from a penalty rolled on the vehicle damage table
These effects do not cause hullpoint loss. This replaces the normal benefit
• Ordinance weapons cause d3 wounds to monstrous creatures instead of one on any unsaved wound.
• When an ap1 weapon causes an unsaved wound to a monstrous creature, it may immediately roll to wound again. The second wound may not cause further to wound rolls

And eratta for every army in the game that I had access to

Spoiler:

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)
• The Swarmlord is a Lord of War and grants the swarmleader benefit to all models within 18”
• 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.
• Pyrovores breath weapon gains the torrent special rule
• Monstrous biocannons have their point costs changed to the following: twinlinked devourer with brainleach worms: 25 points. Twin linked deathspitter: same. Stranglethorn cannon: 10 points. Heavy venom cannon: 15 points
• Hive tyrants point total raises to 185 points
• Old one eye is now 140 points
• Tervigon becomes 155 points
• Haruspex becomes 120 points
• Harpy becomes 150 points
• Hive crone stays the same
• Carnifex becomes 90 points
• Trygon becomes 170
• Trygon prime becomes 205 points
• Mawlock becomes 140 points
• Exocrine becomes 105 points
• Tyrannofex becomes 105 points and the upgrade to rupture cannon only costs 5 points
• Barbed hierodule: 477 points
• Harridan: 644 points
• Hierophant biotitan: the titanfield becomes a 3+ invul save


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, there is no longer a maximum command range and the units do not require line of sight. This also allows commands to be issued from the inside of fortifications/vehicles and to units within fortifications/ vehicles.
• Tempestas scion units have one higher leadership

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.
• Gain all the relevant bonuses listed under astra Militarum above

• Baneblade: 485 points
• Banehammer: 348 points
• Banesword: 420 points
• Doomhammer: 395 points
• Hellhammer:530 points
• Shadowsword: 365
• Stormlord: 470
• Stormsword: 475
• Manticor 135
• Leman russ
o battletank 125
o exterminator 140
o vanquisher 125
o eradicator 145
o demolisher 145
o punisher 125
o executioner 145
• wyvern 90
• basilisk 90
• hellhound 95
• devildog 90
• banewolf 100
• hydra (add interceptor to hydra autocannon) 75
• chimera 65
• taurox 55
• taurox prime (add command vehicle) 85
• scout sentinel 35
• armored sentinel 35
• fortress of arrogance 815

Spacemarines
• Thunderhawk gunship: 588
• Vindicator 95
• Predator 75
• Rhino 35
• Land raider 255
• Drop pod 40
• Dreadnaught (4A base) 100
• Razorback 55
• Landspeeder 50
• Landspeeder storm 60
• Whirlwind 55
• Land raider crusader 250
• Land raider redeemer 245
• Stormraven 240
• Stormtalon 130
• Hunter (coming soon!)
• Stalker (coming soon!)
• Ironclad dreadnaught (coming soon!)

Spacewolves
• Bjorn the fell handed (5A base) 200
• Murderfang (4A base) 135
• Stormwolf 235
• Stormfang 205
• All Spacewolf dreadnaughts gain counter attack
• Wolfscouts gain stealth
• Fenrissian wolves purchased as wargear for Spacewolf characters may embark in transports.

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.
• All units that begin the game in terminator armor have their points reduced by 5 each
• Nemesis dreadknight (av 13/12/10 with 4 HP open topped walker) 170
Blood Angels
• 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.
• All units that begin the game in terminator armor have their points reduced by 5 each
• Points adjustments coming soon!
Dark Angels
• Point adjustments coming soon!


Chaos Space Marines
• Aspiring champions and Aspiring Sorcerers can take terminator armor for 15 points.
• When a character from the army issues or accepts a challenge, roll 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.
• Chaos marines may purchase one special weapon per 5 models
• Rhinos may take assault ramps as an upgrade for 10 points. This makes them assault vehicles
• 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.
• All non-unique units that begin the game in terminator armor have their points reduced by 5 each
• The daemonic possession upgrade grants the “daemon” special rule to whatever unit it is equipped to.

(with this setup, any monstrous creatures that have the “demonforge” rule lose a wound instead of a hullpoint when they roll a “1” after activation, explode when they lose their last wound just like a vehicle would due to an explodes result, and are allowed to fire one more weapon than usual when shooting)
• Khorne Lord of Skulls: add gaze of pain (24’ S10 ap1 heavy 2) init 4, and 3 hullpoints
• Forge fiend (becomes a monstrous creature with 4 wounds @ toughness7 3+ save) 165
• Maulerfiend (becomes a monstrous creature with 4 wounds @ toughness7 3+ save) 140
• Defiler (becomes a monstrous creature with 5 wounds @ toughness7 3+ save) 195
• Helldrake (becomes a flying monstrous creature with 4 wounds @ toughness7 3+ save) 175
• Daemon prince 105
• Hellbrute (4A base) 100
• Land raider 250
• Vindicator 95
• Predator 75
• Rhino 35
• Thunderhawk gunship: 588




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.
• The flickering fire psychic power gains the number of shots listed based on how many warp charges were successfully harnessed when firing the power.
• Daemons of tzeench gain a +1 bonus when attempting to cast a psychic power (meaning they normally harness a warp charge on a 3+)
• Daemons gain a +1 bonus when attempting to cast psychic powers from their gods psychic discipline
Daemons are not limited to only choosing a maximum of half of their powers from their god’s discipline.
• Skarbrand 225
• Kairos Fateweaver 300
• Kugath the plaguefather 190
• Lord of change 210
• Be'lakor 315
• B.T. of unfettered fury 240
• B.T. of insensate rage 300
• wrath of khorne bloodthirster 305
• Great unclean one 145
• Keeper of secrets 190
• Daemon prince 105
• Blood throne of khorne 80
• Soulgrinder (t7, 2+ 5w monstrous creature) 140
• Skullcannon of khorne 100
• Burning chariot of tzeench 45
• Seeker chariot of slaanesh 35
• Exalted seeker chariot of slaanesh 60
• Hellflayer of slaanesh 40

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).
• Kustom Megadreds from Forgeworld have 4 hull points instead of 3.
• Lootas may take a looted wagon as a dedicated transport.
• Boss nobz are Ld8 instead of 7
• All non superheavy walkers that don’t have the “cowardly grots” rule gain “ ‘ere we go!” rule
• Gargantuan squigoth: 390 points
• Trukk 35
• Dakkajet 90
• Burnabommer 105
• Blitzabommer 125
• Warbuggies 25
• Battlewagon 95 killkannon is 15 points
• Deffdread (add “’ere we go!” power klaw upgrades are 5 points each) 80
• Killa kans 40
• Gorkanaught (6hp superheavy walker gains effigy rule from stompa) 270
• Morkanaught (6 HP superheavy walker gains effigy rule from stompa) 260
• Stompa 760
• Big mek stompa 785
• Kustom battle fortress 420


Necrons
• The canoptic harvest formation gives feel no pain instead of reanimation protocols
• Necron wraiths are toughness 4
• Transcendent C’tan (apocalypse): use statline from apocalypse, ignore powers printed in apocalypse; use the greater power of the C’tan list from codex Necrons. Price for unit is 475 points
• Catacomb command barge 110(+overlord)
• Triarch stalkers 125
• C’tan shard of the nightbringer 225
• Ctan shard of the deceiver 215
• Nightscythe 125
• Doomscythe 135
• Ghost ark 150
• Canoptic spyder 55
• Monolith 235
• Doomsday ark 190
• Annihilation barge 115
• Trancendant C’tan (codex) 190
• Tesseract vault 500
• Obelisk 400


Tau Empire
• Hammerheads equipped with railguns that did not purchase the submunitions option may make their railgun strength D instead for 30 points
• Kroot that are in the allied advance cadre formation gain stealth (ruins) vespids gain shrouded (ruins)
• Vespids have rending on all melee attacks
• Ghostkeel 140
• Riptide 175
• Piranhas 45
• Devilfish 80
• Sunshark bomber 125
• Razorshark 100
• Hammerhead 105
• Skyray 160
• Stormsurge (av13/13/12 open topped superheavy walker with 8hp) 390

Eldar
• Eldar jetbikes only give a 4+ armor save
• Scatterlasers have a 24” range
• Eldar missile launchers have a 36” range
• 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.
• Change the bladestorm rule to the following “whenever a weapon with this special rule rolls a 6 to hit, roll an additional attack. These extra attacks may generate further attacks. This benefit doesn’t apply to snapshots.”
• Waveserpent 125
• Crimson hunter 135
• Vyper 40
• Hemlock wraithfighter 185
• Falcon 140
• Fireprism 125
• Nightspinner 100
• War walker 60
• wraithlord 120
• wraithknight (wraithcannons) 380
• wraithknight (“sword and board”) 425
• wraithknight (suncannon) 360
• avatar of khaine 210
• Phantom titan: 1050 points and may add phantom pulsars (424 each) phantom D-cannon (330 each), or the phantom ccw (170)
• Revenant titan: 950 points

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) and may disembark from transports that moved cruising speed as if they had moved combat speed.
• Units equipped with combat drugs count the turn as being one higher on the power from pain table
• If an hq unit with the independent character rule has the option for a venom as a dedicated transport, the venom gains the “chariot” type and has their transport capacity reduced to 1. (invulnerable saves purchased/ used by the character do not confer to the transport)
• Succubi and archons may take a reaver jetbike for 15 points.
• Dark lances are a free upgrade for disintegrator cannons whenever available as an option.
• Named characters from the 5th edition codex may be used for the point totals listed with the following changes.
o Asdrubael Vect: has the labyrinthine cunning warlord trait and an additional roll on any warlord trait table in the BRB
o Lady Malys: roll twice on the warlord trait table in the dark elder codex
o 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
o Baron Sarthonix: has the soul thirst warlord trait and doesn’t change the position of hellions in the force organization chart
• Raider 60
• Venom 60
• Razorwing jetfighter 110
• Ravager 100
• Voidraven bomber 140
• Talos pain engine 115
• Chronos parasite engine 90




Adepta Sorroritas
• Saint Celestine is a Lord of War.
• Canoness is 55 points.
• 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. When fielded in a unit of 3, they may reroll the number of shots generated by the exorcist missile launcher.
• Point changes for vehicles, coming soon!

Harlequins
• Starweaver 70
• Voidweaver 70

Cult Mechanicus and Skitarii
• Coming soon!


Titan Legions
• Reaver battle titan 627, choose two weapons from the following list
o Titan powerfist 82
o Gattling blaster 210
o Laserblaster 245
o Melta cannon 250
o Volcano cannon 365
Choose one weapon from the following list
o Apocalypse missile launcher 85
o Vortex missile 85
o Vulcan mega bolter 130
o Double barrel turbolaser destructor 190
o Plasma blastgun 290
o Inferno gun 235
• Warhound titan 372, choose two weapons from the following list
o Vulcan megabolter 130
o Double barrel turbolaser destructor 190
o Plasma blastgun 290
o Inferno gun 235


Imperial Knights
• Paladin 350
• Errant 365
• Crusader 395
• Warden 400
• Galant 330


I do love me some houserules. Note that the point adjustments above are all made while taking the aforementioned houserules into account.



   
Made in ie
Tzeentch Veteran Marine with Psychic Potential





Kildare, Ireland

 Dicey1 wrote:


Shooting into combat:
Units locked in combat may be shot at. For those within coherency, there is a 50% chance of hitting an ally model. For those outside of coherency, there is no penalty.
Reasoning - Makes sense. To play otherwise destroys the immersion for me.


What do you mean by 'within coherency'- are you referring to the firing unit being 'in coherency' with itself (each model within 2 of another) or something else?
Either way, do you think it acceptable that an imperial guardsman would fire a lasgun on full auto towards a comrade wrestling with an ork? Would any soldier accept 50% odds of teamkilling?
The Imperium is supposed to be an evil empire, but c'mon, they're not English.

 Dicey1 wrote:
Barrage losses:
These are selected by the owner of the unit. This prevents barrage sniping which in my opinion makes no sense at all.


Sensible and fair.
   
Made in us
Krazed Killa Kan






 Dicey1 wrote:
Shooting into combat:
Units locked in combat may be shot at. For those within coherency, there is a 50% chance of hitting an ally model. For those outside of coherency, there is no penalty.
Reasoning - Makes sense. To play otherwise destroys the immersion for me.


This kills the assault army. Its hard enough trying to play assault so we don't need another reason for Eldar and Tau to just start deleting units off the field. Killing necrons would be a nightmare as well as they could just tank 50% of the shots coming their way.

As for house rules I tend to play maelstrom with the rule set of
4 Cards are active a turn
You may discard any number of cards at the end of the turn
Impossible cards are automatically discarded and replaced with a new card
D3 scoring is 2 points
Objectives are infinite height.

Sometimes I have played with the rules that Objectives are scored at the beginning of your turn, discard objectives you don't want, then draw back up to 4. (You also can score an active objective when the game ends).

Only major clarification I make is Ruins and Forest are area terrain. I do have other rules like vehicles having 3+ armor in the Front and Side facings except skimmers/flyers with 4+ I want to try out but never get around to doing it. Maybe one day ill be bored enough to make a new Ork Codex and try it out but again haven't gotten around to it.

"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" 
   
Made in us
Loyal Necron Lychguard





Virginia

Lythrandire Biehrellian wrote:
Here are all of mine!

Spoiler:
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.
o Destroyer weapons do not roll on the vehicle damage chart in addition to the Destroyer table against non superheavy vehicles. They do however count as a penetrating hit for all other rules purposes.
• 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 Tony 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.
• Smoke launchers may be used when the unit equipped with it is targeted. This replaces the normal benefit (still one use only)
• 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.
• Models with the relentless and slow and purposeful rules as well as all vehicles do not ignore the range penalty for moving and firing weapons with the salvo special rule
• Psychic power changes
o 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 replaces the normal benefit.
o Psyckers in a unit are treated as independent models for the purposes of casting powers and generating warp charges
o Witchfires that do not have a weapon profile do not roll to hit
o Witchfires that have a weapon style profile automatically succeed but must only spend the minimum warpcharges needed to cast from their dice pool. Deny the witch is still used as normal
• 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
• Non superheavy walkers may add 2 to the maximum unit size listed in their entries unless they are unique units. All walkers may add 2 to their attack profile. Codexes released from the necron codex and after do not gain this benefit.
• 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+
• Super heavy walkers and gargantuan monstrous creatures that use the “smash” ability to trade their attacks for a single attack treat that single attack as strength D instead of the normal benefits
• If a superheavy vehicle or gargantuan monstrous creature is a transport, it is always considered an assault transport.
• Superheavy vehicles take damage from the vehicle damage table with the following changes
o Ignore the crew shaken and crew stunned result
o Immobilized results lower their speed by half. Multiple immobilized results do not lower this further, but do add the extra hullpoint loss as normal
• If a unit is embarked in a transport and is subject to the “no escape” rule, the unit inside may use any invulnerable save available to the transport.
• Haywire weapons have the following effect; do not roll for armor penetration as you normally would. When a vehicle is hit with a weapon with the haywire special rule, roll 1d6 and consult the following table
o 1: no effect
o 2-5: the vehicle suffers a grew shaken result on the vehicle damage table
o 6: the vehicle suffers from a penalty rolled on the vehicle damage table
These effects do not cause hullpoint loss. This replaces the normal benefit
• Ordinance weapons cause d3 wounds to monstrous creatures instead of one on any unsaved wound.
• When an ap1 weapon causes an unsaved wound to a monstrous creature, it may immediately roll to wound again. The second wound may not cause further to wound rolls

And eratta for every army in the game that I had access to

Spoiler:

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)
• The Swarmlord is a Lord of War and grants the swarmleader benefit to all models within 18”
• 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.
• Pyrovores breath weapon gains the torrent special rule
• Monstrous biocannons have their point costs changed to the following: twinlinked devourer with brainleach worms: 25 points. Twin linked deathspitter: same. Stranglethorn cannon: 10 points. Heavy venom cannon: 15 points
• Hive tyrants point total raises to 185 points
• Old one eye is now 140 points
• Tervigon becomes 155 points
• Haruspex becomes 120 points
• Harpy becomes 150 points
• Hive crone stays the same
• Carnifex becomes 90 points
• Trygon becomes 170
• Trygon prime becomes 205 points
• Mawlock becomes 140 points
• Exocrine becomes 105 points
• Tyrannofex becomes 105 points and the upgrade to rupture cannon only costs 5 points
• Barbed hierodule: 477 points
• Harridan: 644 points
• Hierophant biotitan: the titanfield becomes a 3+ invul save


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, there is no longer a maximum command range and the units do not require line of sight. This also allows commands to be issued from the inside of fortifications/vehicles and to units within fortifications/ vehicles.
• Tempestas scion units have one higher leadership

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.
• Gain all the relevant bonuses listed under astra Militarum above

• Baneblade: 485 points
• Banehammer: 348 points
• Banesword: 420 points
• Doomhammer: 395 points
• Hellhammer:530 points
• Shadowsword: 365
• Stormlord: 470
• Stormsword: 475
• Manticor 135
• Leman russ
o battletank 125
o exterminator 140
o vanquisher 125
o eradicator 145
o demolisher 145
o punisher 125
o executioner 145
• wyvern 90
• basilisk 90
• hellhound 95
• devildog 90
• banewolf 100
• hydra (add interceptor to hydra autocannon) 75
• chimera 65
• taurox 55
• taurox prime (add command vehicle) 85
• scout sentinel 35
• armored sentinel 35
• fortress of arrogance 815

Spacemarines
• Thunderhawk gunship: 588
• Vindicator 95
• Predator 75
• Rhino 35
• Land raider 255
• Drop pod 40
• Dreadnaught (4A base) 100
• Razorback 55
• Landspeeder 50
• Landspeeder storm 60
• Whirlwind 55
• Land raider crusader 250
• Land raider redeemer 245
• Stormraven 240
• Stormtalon 130
• Hunter (coming soon!)
• Stalker (coming soon!)
• Ironclad dreadnaught (coming soon!)

Spacewolves
• Bjorn the fell handed (5A base) 200
• Murderfang (4A base) 135
• Stormwolf 235
• Stormfang 205
• All Spacewolf dreadnaughts gain counter attack
• Wolfscouts gain stealth
• Fenrissian wolves purchased as wargear for Spacewolf characters may embark in transports.

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.
• All units that begin the game in terminator armor have their points reduced by 5 each
• Nemesis dreadknight (av 13/12/10 with 4 HP open topped walker) 170
Blood Angels
• 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.
• All units that begin the game in terminator armor have their points reduced by 5 each
• Points adjustments coming soon!
Dark Angels
• Point adjustments coming soon!


Chaos Space Marines
• Aspiring champions and Aspiring Sorcerers can take terminator armor for 15 points.
• When a character from the army issues or accepts a challenge, roll 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.
• Chaos marines may purchase one special weapon per 5 models
• Rhinos may take assault ramps as an upgrade for 10 points. This makes them assault vehicles
• 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.
• All non-unique units that begin the game in terminator armor have their points reduced by 5 each
• The daemonic possession upgrade grants the “daemon” special rule to whatever unit it is equipped to.

(with this setup, any monstrous creatures that have the “demonforge” rule lose a wound instead of a hullpoint when they roll a “1” after activation, explode when they lose their last wound just like a vehicle would due to an explodes result, and are allowed to fire one more weapon than usual when shooting)
• Khorne Lord of Skulls: add gaze of pain (24’ S10 ap1 heavy 2) init 4, and 3 hullpoints
• Forge fiend (becomes a monstrous creature with 4 wounds @ toughness7 3+ save) 165
• Maulerfiend (becomes a monstrous creature with 4 wounds @ toughness7 3+ save) 140
• Defiler (becomes a monstrous creature with 5 wounds @ toughness7 3+ save) 195
• Helldrake (becomes a flying monstrous creature with 4 wounds @ toughness7 3+ save) 175
• Daemon prince 105
• Hellbrute (4A base) 100
• Land raider 250
• Vindicator 95
• Predator 75
• Rhino 35
• Thunderhawk gunship: 588




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.
• The flickering fire psychic power gains the number of shots listed based on how many warp charges were successfully harnessed when firing the power.
• Daemons of tzeench gain a +1 bonus when attempting to cast a psychic power (meaning they normally harness a warp charge on a 3+)
• Daemons gain a +1 bonus when attempting to cast psychic powers from their gods psychic discipline
Daemons are not limited to only choosing a maximum of half of their powers from their god’s discipline.
• Skarbrand 225
• Kairos Fateweaver 300
• Kugath the plaguefather 190
• Lord of change 210
• Be'lakor 315
• B.T. of unfettered fury 240
• B.T. of insensate rage 300
• wrath of khorne bloodthirster 305
• Great unclean one 145
• Keeper of secrets 190
• Daemon prince 105
• Blood throne of khorne 80
• Soulgrinder (t7, 2+ 5w monstrous creature) 140
• Skullcannon of khorne 100
• Burning chariot of tzeench 45
• Seeker chariot of slaanesh 35
• Exalted seeker chariot of slaanesh 60
• Hellflayer of slaanesh 40

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).
• Kustom Megadreds from Forgeworld have 4 hull points instead of 3.
• Lootas may take a looted wagon as a dedicated transport.
• Boss nobz are Ld8 instead of 7
• All non superheavy walkers that don’t have the “cowardly grots” rule gain “ ‘ere we go!” rule
• Gargantuan squigoth: 390 points
• Trukk 35
• Dakkajet 90
• Burnabommer 105
• Blitzabommer 125
• Warbuggies 25
• Battlewagon 95 killkannon is 15 points
• Deffdread (add “’ere we go!” power klaw upgrades are 5 points each) 80
• Killa kans 40
• Gorkanaught (6hp superheavy walker gains effigy rule from stompa) 270
• Morkanaught (6 HP superheavy walker gains effigy rule from stompa) 260
• Stompa 760
• Big mek stompa 785
• Kustom battle fortress 420


Necrons
• The canoptic harvest formation gives feel no pain instead of reanimation protocols
• Necron wraiths are toughness 4
• Transcendent C’tan (apocalypse): use statline from apocalypse, ignore powers printed in apocalypse; use the greater power of the C’tan list from codex Necrons. Price for unit is 475 points
• Catacomb command barge 110(+overlord)
• Triarch stalkers 125
• C’tan shard of the nightbringer 225
• Ctan shard of the deceiver 215
• Nightscythe 125
• Doomscythe 135
• Ghost ark 150
• Canoptic spyder 55
• Monolith 235
• Doomsday ark 190
• Annihilation barge 115
• Trancendant C’tan (codex) 190
• Tesseract vault 500
• Obelisk 400


Tau Empire
• Hammerheads equipped with railguns that did not purchase the submunitions option may make their railgun strength D instead for 30 points
• Kroot that are in the allied advance cadre formation gain stealth (ruins) vespids gain shrouded (ruins)
• Vespids have rending on all melee attacks
• Ghostkeel 140
• Riptide 175
• Piranhas 45
• Devilfish 80
• Sunshark bomber 125
• Razorshark 100
• Hammerhead 105
• Skyray 160
• Stormsurge (av13/13/12 open topped superheavy walker with 8hp) 390

Eldar
• Eldar jetbikes only give a 4+ armor save
• Scatterlasers have a 24” range
• Eldar missile launchers have a 36” range
• 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.
• Change the bladestorm rule to the following “whenever a weapon with this special rule rolls a 6 to hit, roll an additional attack. These extra attacks may generate further attacks. This benefit doesn’t apply to snapshots.”
• Waveserpent 125
• Crimson hunter 135
• Vyper 40
• Hemlock wraithfighter 185
• Falcon 140
• Fireprism 125
• Nightspinner 100
• War walker 60
• wraithlord 120
• wraithknight (wraithcannons) 380
• wraithknight (“sword and board”) 425
• wraithknight (suncannon) 360
• avatar of khaine 210
• Phantom titan: 1050 points and may add phantom pulsars (424 each) phantom D-cannon (330 each), or the phantom ccw (170)
• Revenant titan: 950 points

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) and may disembark from transports that moved cruising speed as if they had moved combat speed.
• Units equipped with combat drugs count the turn as being one higher on the power from pain table
• If an hq unit with the independent character rule has the option for a venom as a dedicated transport, the venom gains the “chariot” type and has their transport capacity reduced to 1. (invulnerable saves purchased/ used by the character do not confer to the transport)
• Succubi and archons may take a reaver jetbike for 15 points.
• Dark lances are a free upgrade for disintegrator cannons whenever available as an option.
• Named characters from the 5th edition codex may be used for the point totals listed with the following changes.
o Asdrubael Vect: has the labyrinthine cunning warlord trait and an additional roll on any warlord trait table in the BRB
o Lady Malys: roll twice on the warlord trait table in the dark elder codex
o 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
o Baron Sarthonix: has the soul thirst warlord trait and doesn’t change the position of hellions in the force organization chart
• Raider 60
• Venom 60
• Razorwing jetfighter 110
• Ravager 100
• Voidraven bomber 140
• Talos pain engine 115
• Chronos parasite engine 90




Adepta Sorroritas
• Saint Celestine is a Lord of War.
• Canoness is 55 points.
• 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. When fielded in a unit of 3, they may reroll the number of shots generated by the exorcist missile launcher.
• Point changes for vehicles, coming soon!

Harlequins
• Starweaver 70
• Voidweaver 70

Cult Mechanicus and Skitarii
• Coming soon!


Titan Legions
• Reaver battle titan 627, choose two weapons from the following list
o Titan powerfist 82
o Gattling blaster 210
o Laserblaster 245
o Melta cannon 250
o Volcano cannon 365
Choose one weapon from the following list
o Apocalypse missile launcher 85
o Vortex missile 85
o Vulcan mega bolter 130
o Double barrel turbolaser destructor 190
o Plasma blastgun 290
o Inferno gun 235
• Warhound titan 372, choose two weapons from the following list
o Vulcan megabolter 130
o Double barrel turbolaser destructor 190
o Plasma blastgun 290
o Inferno gun 235


Imperial Knights
• Paladin 350
• Errant 365
• Crusader 395
• Warden 400
• Galant 330


I do love me some houserules. Note that the point adjustments above are all made while taking the aforementioned houserules into account.




Oh boy, I love that errata. Seems really fair and necessary. Totally doesn't gimp a lot of already gimped units, and makes others unnecessarily powerful.

Hence why I don't use House Rules other than "No, I don't feel like using SHVs or GCs this game. If you do, please move along."

40k:
8th Edtion: 9405 pts - Varantekh Dynasty  
   
Made in us
Longtime Dakkanaut




 krodarklorr wrote:
Lythrandire Biehrellian wrote:
Here are all of mine!

Spoiler:
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.
o Destroyer weapons do not roll on the vehicle damage chart in addition to the Destroyer table against non superheavy vehicles. They do however count as a penetrating hit for all other rules purposes.
• 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 Tony 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.
• Smoke launchers may be used when the unit equipped with it is targeted. This replaces the normal benefit (still one use only)
• 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.
• Models with the relentless and slow and purposeful rules as well as all vehicles do not ignore the range penalty for moving and firing weapons with the salvo special rule
• Psychic power changes
o 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 replaces the normal benefit.
o Psyckers in a unit are treated as independent models for the purposes of casting powers and generating warp charges
o Witchfires that do not have a weapon profile do not roll to hit
o Witchfires that have a weapon style profile automatically succeed but must only spend the minimum warpcharges needed to cast from their dice pool. Deny the witch is still used as normal
• 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
• Non superheavy walkers may add 2 to the maximum unit size listed in their entries unless they are unique units. All walkers may add 2 to their attack profile. Codexes released from the necron codex and after do not gain this benefit.
• 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+
• Super heavy walkers and gargantuan monstrous creatures that use the “smash” ability to trade their attacks for a single attack treat that single attack as strength D instead of the normal benefits
• If a superheavy vehicle or gargantuan monstrous creature is a transport, it is always considered an assault transport.
• Superheavy vehicles take damage from the vehicle damage table with the following changes
o Ignore the crew shaken and crew stunned result
o Immobilized results lower their speed by half. Multiple immobilized results do not lower this further, but do add the extra hullpoint loss as normal
• If a unit is embarked in a transport and is subject to the “no escape” rule, the unit inside may use any invulnerable save available to the transport.
• Haywire weapons have the following effect; do not roll for armor penetration as you normally would. When a vehicle is hit with a weapon with the haywire special rule, roll 1d6 and consult the following table
o 1: no effect
o 2-5: the vehicle suffers a grew shaken result on the vehicle damage table
o 6: the vehicle suffers from a penalty rolled on the vehicle damage table
These effects do not cause hullpoint loss. This replaces the normal benefit
• Ordinance weapons cause d3 wounds to monstrous creatures instead of one on any unsaved wound.
• When an ap1 weapon causes an unsaved wound to a monstrous creature, it may immediately roll to wound again. The second wound may not cause further to wound rolls

And eratta for every army in the game that I had access to

Spoiler:

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)
• The Swarmlord is a Lord of War and grants the swarmleader benefit to all models within 18”
• 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.
• Pyrovores breath weapon gains the torrent special rule
• Monstrous biocannons have their point costs changed to the following: twinlinked devourer with brainleach worms: 25 points. Twin linked deathspitter: same. Stranglethorn cannon: 10 points. Heavy venom cannon: 15 points
• Hive tyrants point total raises to 185 points
• Old one eye is now 140 points
• Tervigon becomes 155 points
• Haruspex becomes 120 points
• Harpy becomes 150 points
• Hive crone stays the same
• Carnifex becomes 90 points
• Trygon becomes 170
• Trygon prime becomes 205 points
• Mawlock becomes 140 points
• Exocrine becomes 105 points
• Tyrannofex becomes 105 points and the upgrade to rupture cannon only costs 5 points
• Barbed hierodule: 477 points
• Harridan: 644 points
• Hierophant biotitan: the titanfield becomes a 3+ invul save


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, there is no longer a maximum command range and the units do not require line of sight. This also allows commands to be issued from the inside of fortifications/vehicles and to units within fortifications/ vehicles.
• Tempestas scion units have one higher leadership

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.
• Gain all the relevant bonuses listed under astra Militarum above

• Baneblade: 485 points
• Banehammer: 348 points
• Banesword: 420 points
• Doomhammer: 395 points
• Hellhammer:530 points
• Shadowsword: 365
• Stormlord: 470
• Stormsword: 475
• Manticor 135
• Leman russ
o battletank 125
o exterminator 140
o vanquisher 125
o eradicator 145
o demolisher 145
o punisher 125
o executioner 145
• wyvern 90
• basilisk 90
• hellhound 95
• devildog 90
• banewolf 100
• hydra (add interceptor to hydra autocannon) 75
• chimera 65
• taurox 55
• taurox prime (add command vehicle) 85
• scout sentinel 35
• armored sentinel 35
• fortress of arrogance 815

Spacemarines
• Thunderhawk gunship: 588
• Vindicator 95
• Predator 75
• Rhino 35
• Land raider 255
• Drop pod 40
• Dreadnaught (4A base) 100
• Razorback 55
• Landspeeder 50
• Landspeeder storm 60
• Whirlwind 55
• Land raider crusader 250
• Land raider redeemer 245
• Stormraven 240
• Stormtalon 130
• Hunter (coming soon!)
• Stalker (coming soon!)
• Ironclad dreadnaught (coming soon!)

Spacewolves
• Bjorn the fell handed (5A base) 200
• Murderfang (4A base) 135
• Stormwolf 235
• Stormfang 205
• All Spacewolf dreadnaughts gain counter attack
• Wolfscouts gain stealth
• Fenrissian wolves purchased as wargear for Spacewolf characters may embark in transports.

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.
• All units that begin the game in terminator armor have their points reduced by 5 each
• Nemesis dreadknight (av 13/12/10 with 4 HP open topped walker) 170
Blood Angels
• 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.
• All units that begin the game in terminator armor have their points reduced by 5 each
• Points adjustments coming soon!
Dark Angels
• Point adjustments coming soon!


Chaos Space Marines
• Aspiring champions and Aspiring Sorcerers can take terminator armor for 15 points.
• When a character from the army issues or accepts a challenge, roll 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.
• Chaos marines may purchase one special weapon per 5 models
• Rhinos may take assault ramps as an upgrade for 10 points. This makes them assault vehicles
• 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.
• All non-unique units that begin the game in terminator armor have their points reduced by 5 each
• The daemonic possession upgrade grants the “daemon” special rule to whatever unit it is equipped to.

(with this setup, any monstrous creatures that have the “demonforge” rule lose a wound instead of a hullpoint when they roll a “1” after activation, explode when they lose their last wound just like a vehicle would due to an explodes result, and are allowed to fire one more weapon than usual when shooting)
• Khorne Lord of Skulls: add gaze of pain (24’ S10 ap1 heavy 2) init 4, and 3 hullpoints
• Forge fiend (becomes a monstrous creature with 4 wounds @ toughness7 3+ save) 165
• Maulerfiend (becomes a monstrous creature with 4 wounds @ toughness7 3+ save) 140
• Defiler (becomes a monstrous creature with 5 wounds @ toughness7 3+ save) 195
• Helldrake (becomes a flying monstrous creature with 4 wounds @ toughness7 3+ save) 175
• Daemon prince 105
• Hellbrute (4A base) 100
• Land raider 250
• Vindicator 95
• Predator 75
• Rhino 35
• Thunderhawk gunship: 588




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.
• The flickering fire psychic power gains the number of shots listed based on how many warp charges were successfully harnessed when firing the power.
• Daemons of tzeench gain a +1 bonus when attempting to cast a psychic power (meaning they normally harness a warp charge on a 3+)
• Daemons gain a +1 bonus when attempting to cast psychic powers from their gods psychic discipline
Daemons are not limited to only choosing a maximum of half of their powers from their god’s discipline.
• Skarbrand 225
• Kairos Fateweaver 300
• Kugath the plaguefather 190
• Lord of change 210
• Be'lakor 315
• B.T. of unfettered fury 240
• B.T. of insensate rage 300
• wrath of khorne bloodthirster 305
• Great unclean one 145
• Keeper of secrets 190
• Daemon prince 105
• Blood throne of khorne 80
• Soulgrinder (t7, 2+ 5w monstrous creature) 140
• Skullcannon of khorne 100
• Burning chariot of tzeench 45
• Seeker chariot of slaanesh 35
• Exalted seeker chariot of slaanesh 60
• Hellflayer of slaanesh 40

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).
• Kustom Megadreds from Forgeworld have 4 hull points instead of 3.
• Lootas may take a looted wagon as a dedicated transport.
• Boss nobz are Ld8 instead of 7
• All non superheavy walkers that don’t have the “cowardly grots” rule gain “ ‘ere we go!” rule
• Gargantuan squigoth: 390 points
• Trukk 35
• Dakkajet 90
• Burnabommer 105
• Blitzabommer 125
• Warbuggies 25
• Battlewagon 95 killkannon is 15 points
• Deffdread (add “’ere we go!” power klaw upgrades are 5 points each) 80
• Killa kans 40
• Gorkanaught (6hp superheavy walker gains effigy rule from stompa) 270
• Morkanaught (6 HP superheavy walker gains effigy rule from stompa) 260
• Stompa 760
• Big mek stompa 785
• Kustom battle fortress 420


Necrons
• The canoptic harvest formation gives feel no pain instead of reanimation protocols
• Necron wraiths are toughness 4
• Transcendent C’tan (apocalypse): use statline from apocalypse, ignore powers printed in apocalypse; use the greater power of the C’tan list from codex Necrons. Price for unit is 475 points
• Catacomb command barge 110(+overlord)
• Triarch stalkers 125
• C’tan shard of the nightbringer 225
• Ctan shard of the deceiver 215
• Nightscythe 125
• Doomscythe 135
• Ghost ark 150
• Canoptic spyder 55
• Monolith 235
• Doomsday ark 190
• Annihilation barge 115
• Trancendant C’tan (codex) 190
• Tesseract vault 500
• Obelisk 400


Tau Empire
• Hammerheads equipped with railguns that did not purchase the submunitions option may make their railgun strength D instead for 30 points
• Kroot that are in the allied advance cadre formation gain stealth (ruins) vespids gain shrouded (ruins)
• Vespids have rending on all melee attacks
• Ghostkeel 140
• Riptide 175
• Piranhas 45
• Devilfish 80
• Sunshark bomber 125
• Razorshark 100
• Hammerhead 105
• Skyray 160
• Stormsurge (av13/13/12 open topped superheavy walker with 8hp) 390

Eldar
• Eldar jetbikes only give a 4+ armor save
• Scatterlasers have a 24” range
• Eldar missile launchers have a 36” range
• 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.
• Change the bladestorm rule to the following “whenever a weapon with this special rule rolls a 6 to hit, roll an additional attack. These extra attacks may generate further attacks. This benefit doesn’t apply to snapshots.”
• Waveserpent 125
• Crimson hunter 135
• Vyper 40
• Hemlock wraithfighter 185
• Falcon 140
• Fireprism 125
• Nightspinner 100
• War walker 60
• wraithlord 120
• wraithknight (wraithcannons) 380
• wraithknight (“sword and board”) 425
• wraithknight (suncannon) 360
• avatar of khaine 210
• Phantom titan: 1050 points and may add phantom pulsars (424 each) phantom D-cannon (330 each), or the phantom ccw (170)
• Revenant titan: 950 points

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) and may disembark from transports that moved cruising speed as if they had moved combat speed.
• Units equipped with combat drugs count the turn as being one higher on the power from pain table
• If an hq unit with the independent character rule has the option for a venom as a dedicated transport, the venom gains the “chariot” type and has their transport capacity reduced to 1. (invulnerable saves purchased/ used by the character do not confer to the transport)
• Succubi and archons may take a reaver jetbike for 15 points.
• Dark lances are a free upgrade for disintegrator cannons whenever available as an option.
• Named characters from the 5th edition codex may be used for the point totals listed with the following changes.
o Asdrubael Vect: has the labyrinthine cunning warlord trait and an additional roll on any warlord trait table in the BRB
o Lady Malys: roll twice on the warlord trait table in the dark elder codex
o 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
o Baron Sarthonix: has the soul thirst warlord trait and doesn’t change the position of hellions in the force organization chart
• Raider 60
• Venom 60
• Razorwing jetfighter 110
• Ravager 100
• Voidraven bomber 140
• Talos pain engine 115
• Chronos parasite engine 90




Adepta Sorroritas
• Saint Celestine is a Lord of War.
• Canoness is 55 points.
• 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. When fielded in a unit of 3, they may reroll the number of shots generated by the exorcist missile launcher.
• Point changes for vehicles, coming soon!

Harlequins
• Starweaver 70
• Voidweaver 70

Cult Mechanicus and Skitarii
• Coming soon!


Titan Legions
• Reaver battle titan 627, choose two weapons from the following list
o Titan powerfist 82
o Gattling blaster 210
o Laserblaster 245
o Melta cannon 250
o Volcano cannon 365
Choose one weapon from the following list
o Apocalypse missile launcher 85
o Vortex missile 85
o Vulcan mega bolter 130
o Double barrel turbolaser destructor 190
o Plasma blastgun 290
o Inferno gun 235
• Warhound titan 372, choose two weapons from the following list
o Vulcan megabolter 130
o Double barrel turbolaser destructor 190
o Plasma blastgun 290
o Inferno gun 235


Imperial Knights
• Paladin 350
• Errant 365
• Crusader 395
• Warden 400
• Galant 330


I do love me some houserules. Note that the point adjustments above are all made while taking the aforementioned houserules into account.




Oh boy, I love that errata. Seems really fair and necessary. Totally doesn't gimp a lot of already gimped units, and makes others unnecessarily powerful.

Hence why I don't use House Rules other than "No, I don't feel like using SHVs or GCs this game. If you do, please move along."


What gimped unit were gimped farther? The vast majority got a price decrease...

   
Made in us
Loyal Necron Lychguard





Virginia

Lythrandire Biehrellian wrote:
 krodarklorr wrote:
Lythrandire Biehrellian wrote:
Here are all of mine!

Spoiler:
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.
o Destroyer weapons do not roll on the vehicle damage chart in addition to the Destroyer table against non superheavy vehicles. They do however count as a penetrating hit for all other rules purposes.
• 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 Tony 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.
• Smoke launchers may be used when the unit equipped with it is targeted. This replaces the normal benefit (still one use only)
• 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.
• Models with the relentless and slow and purposeful rules as well as all vehicles do not ignore the range penalty for moving and firing weapons with the salvo special rule
• Psychic power changes
o 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 replaces the normal benefit.
o Psyckers in a unit are treated as independent models for the purposes of casting powers and generating warp charges
o Witchfires that do not have a weapon profile do not roll to hit
o Witchfires that have a weapon style profile automatically succeed but must only spend the minimum warpcharges needed to cast from their dice pool. Deny the witch is still used as normal
• 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
• Non superheavy walkers may add 2 to the maximum unit size listed in their entries unless they are unique units. All walkers may add 2 to their attack profile. Codexes released from the necron codex and after do not gain this benefit.
• 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+
• Super heavy walkers and gargantuan monstrous creatures that use the “smash” ability to trade their attacks for a single attack treat that single attack as strength D instead of the normal benefits
• If a superheavy vehicle or gargantuan monstrous creature is a transport, it is always considered an assault transport.
• Superheavy vehicles take damage from the vehicle damage table with the following changes
o Ignore the crew shaken and crew stunned result
o Immobilized results lower their speed by half. Multiple immobilized results do not lower this further, but do add the extra hullpoint loss as normal
• If a unit is embarked in a transport and is subject to the “no escape” rule, the unit inside may use any invulnerable save available to the transport.
• Haywire weapons have the following effect; do not roll for armor penetration as you normally would. When a vehicle is hit with a weapon with the haywire special rule, roll 1d6 and consult the following table
o 1: no effect
o 2-5: the vehicle suffers a grew shaken result on the vehicle damage table
o 6: the vehicle suffers from a penalty rolled on the vehicle damage table
These effects do not cause hullpoint loss. This replaces the normal benefit
• Ordinance weapons cause d3 wounds to monstrous creatures instead of one on any unsaved wound.
• When an ap1 weapon causes an unsaved wound to a monstrous creature, it may immediately roll to wound again. The second wound may not cause further to wound rolls

And eratta for every army in the game that I had access to

Spoiler:

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)
• The Swarmlord is a Lord of War and grants the swarmleader benefit to all models within 18”
• 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.
• Pyrovores breath weapon gains the torrent special rule
• Monstrous biocannons have their point costs changed to the following: twinlinked devourer with brainleach worms: 25 points. Twin linked deathspitter: same. Stranglethorn cannon: 10 points. Heavy venom cannon: 15 points
• Hive tyrants point total raises to 185 points
• Old one eye is now 140 points
• Tervigon becomes 155 points
• Haruspex becomes 120 points
• Harpy becomes 150 points
• Hive crone stays the same
• Carnifex becomes 90 points
• Trygon becomes 170
• Trygon prime becomes 205 points
• Mawlock becomes 140 points
• Exocrine becomes 105 points
• Tyrannofex becomes 105 points and the upgrade to rupture cannon only costs 5 points
• Barbed hierodule: 477 points
• Harridan: 644 points
• Hierophant biotitan: the titanfield becomes a 3+ invul save


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, there is no longer a maximum command range and the units do not require line of sight. This also allows commands to be issued from the inside of fortifications/vehicles and to units within fortifications/ vehicles.
• Tempestas scion units have one higher leadership

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.
• Gain all the relevant bonuses listed under astra Militarum above

• Baneblade: 485 points
• Banehammer: 348 points
• Banesword: 420 points
• Doomhammer: 395 points
• Hellhammer:530 points
• Shadowsword: 365
• Stormlord: 470
• Stormsword: 475
• Manticor 135
• Leman russ
o battletank 125
o exterminator 140
o vanquisher 125
o eradicator 145
o demolisher 145
o punisher 125
o executioner 145
• wyvern 90
• basilisk 90
• hellhound 95
• devildog 90
• banewolf 100
• hydra (add interceptor to hydra autocannon) 75
• chimera 65
• taurox 55
• taurox prime (add command vehicle) 85
• scout sentinel 35
• armored sentinel 35
• fortress of arrogance 815

Spacemarines
• Thunderhawk gunship: 588
• Vindicator 95
• Predator 75
• Rhino 35
• Land raider 255
• Drop pod 40
• Dreadnaught (4A base) 100
• Razorback 55
• Landspeeder 50
• Landspeeder storm 60
• Whirlwind 55
• Land raider crusader 250
• Land raider redeemer 245
• Stormraven 240
• Stormtalon 130
• Hunter (coming soon!)
• Stalker (coming soon!)
• Ironclad dreadnaught (coming soon!)

Spacewolves
• Bjorn the fell handed (5A base) 200
• Murderfang (4A base) 135
• Stormwolf 235
• Stormfang 205
• All Spacewolf dreadnaughts gain counter attack
• Wolfscouts gain stealth
• Fenrissian wolves purchased as wargear for Spacewolf characters may embark in transports.

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.
• All units that begin the game in terminator armor have their points reduced by 5 each
• Nemesis dreadknight (av 13/12/10 with 4 HP open topped walker) 170
Blood Angels
• 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.
• All units that begin the game in terminator armor have their points reduced by 5 each
• Points adjustments coming soon!
Dark Angels
• Point adjustments coming soon!


Chaos Space Marines
• Aspiring champions and Aspiring Sorcerers can take terminator armor for 15 points.
• When a character from the army issues or accepts a challenge, roll 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.
• Chaos marines may purchase one special weapon per 5 models
• Rhinos may take assault ramps as an upgrade for 10 points. This makes them assault vehicles
• 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.
• All non-unique units that begin the game in terminator armor have their points reduced by 5 each
• The daemonic possession upgrade grants the “daemon” special rule to whatever unit it is equipped to.

(with this setup, any monstrous creatures that have the “demonforge” rule lose a wound instead of a hullpoint when they roll a “1” after activation, explode when they lose their last wound just like a vehicle would due to an explodes result, and are allowed to fire one more weapon than usual when shooting)
• Khorne Lord of Skulls: add gaze of pain (24’ S10 ap1 heavy 2) init 4, and 3 hullpoints
• Forge fiend (becomes a monstrous creature with 4 wounds @ toughness7 3+ save) 165
• Maulerfiend (becomes a monstrous creature with 4 wounds @ toughness7 3+ save) 140
• Defiler (becomes a monstrous creature with 5 wounds @ toughness7 3+ save) 195
• Helldrake (becomes a flying monstrous creature with 4 wounds @ toughness7 3+ save) 175
• Daemon prince 105
• Hellbrute (4A base) 100
• Land raider 250
• Vindicator 95
• Predator 75
• Rhino 35
• Thunderhawk gunship: 588




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.
• The flickering fire psychic power gains the number of shots listed based on how many warp charges were successfully harnessed when firing the power.
• Daemons of tzeench gain a +1 bonus when attempting to cast a psychic power (meaning they normally harness a warp charge on a 3+)
• Daemons gain a +1 bonus when attempting to cast psychic powers from their gods psychic discipline
Daemons are not limited to only choosing a maximum of half of their powers from their god’s discipline.
• Skarbrand 225
• Kairos Fateweaver 300
• Kugath the plaguefather 190
• Lord of change 210
• Be'lakor 315
• B.T. of unfettered fury 240
• B.T. of insensate rage 300
• wrath of khorne bloodthirster 305
• Great unclean one 145
• Keeper of secrets 190
• Daemon prince 105
• Blood throne of khorne 80
• Soulgrinder (t7, 2+ 5w monstrous creature) 140
• Skullcannon of khorne 100
• Burning chariot of tzeench 45
• Seeker chariot of slaanesh 35
• Exalted seeker chariot of slaanesh 60
• Hellflayer of slaanesh 40

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).
• Kustom Megadreds from Forgeworld have 4 hull points instead of 3.
• Lootas may take a looted wagon as a dedicated transport.
• Boss nobz are Ld8 instead of 7
• All non superheavy walkers that don’t have the “cowardly grots” rule gain “ ‘ere we go!” rule
• Gargantuan squigoth: 390 points
• Trukk 35
• Dakkajet 90
• Burnabommer 105
• Blitzabommer 125
• Warbuggies 25
• Battlewagon 95 killkannon is 15 points
• Deffdread (add “’ere we go!” power klaw upgrades are 5 points each) 80
• Killa kans 40
• Gorkanaught (6hp superheavy walker gains effigy rule from stompa) 270
• Morkanaught (6 HP superheavy walker gains effigy rule from stompa) 260
• Stompa 760
• Big mek stompa 785
• Kustom battle fortress 420


Necrons
• The canoptic harvest formation gives feel no pain instead of reanimation protocols
• Necron wraiths are toughness 4
• Transcendent C’tan (apocalypse): use statline from apocalypse, ignore powers printed in apocalypse; use the greater power of the C’tan list from codex Necrons. Price for unit is 475 points
• Catacomb command barge 110(+overlord)
• Triarch stalkers 125
• C’tan shard of the nightbringer 225
• Ctan shard of the deceiver 215
• Nightscythe 125
• Doomscythe 135
• Ghost ark 150
• Canoptic spyder 55
• Monolith 235
• Doomsday ark 190
• Annihilation barge 115
• Trancendant C’tan (codex) 190
• Tesseract vault 500
• Obelisk 400


Tau Empire
• Hammerheads equipped with railguns that did not purchase the submunitions option may make their railgun strength D instead for 30 points
• Kroot that are in the allied advance cadre formation gain stealth (ruins) vespids gain shrouded (ruins)
• Vespids have rending on all melee attacks
• Ghostkeel 140
• Riptide 175
• Piranhas 45
• Devilfish 80
• Sunshark bomber 125
• Razorshark 100
• Hammerhead 105
• Skyray 160
• Stormsurge (av13/13/12 open topped superheavy walker with 8hp) 390

Eldar
• Eldar jetbikes only give a 4+ armor save
• Scatterlasers have a 24” range
• Eldar missile launchers have a 36” range
• 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.
• Change the bladestorm rule to the following “whenever a weapon with this special rule rolls a 6 to hit, roll an additional attack. These extra attacks may generate further attacks. This benefit doesn’t apply to snapshots.”
• Waveserpent 125
• Crimson hunter 135
• Vyper 40
• Hemlock wraithfighter 185
• Falcon 140
• Fireprism 125
• Nightspinner 100
• War walker 60
• wraithlord 120
• wraithknight (wraithcannons) 380
• wraithknight (“sword and board”) 425
• wraithknight (suncannon) 360
• avatar of khaine 210
• Phantom titan: 1050 points and may add phantom pulsars (424 each) phantom D-cannon (330 each), or the phantom ccw (170)
• Revenant titan: 950 points

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) and may disembark from transports that moved cruising speed as if they had moved combat speed.
• Units equipped with combat drugs count the turn as being one higher on the power from pain table
• If an hq unit with the independent character rule has the option for a venom as a dedicated transport, the venom gains the “chariot” type and has their transport capacity reduced to 1. (invulnerable saves purchased/ used by the character do not confer to the transport)
• Succubi and archons may take a reaver jetbike for 15 points.
• Dark lances are a free upgrade for disintegrator cannons whenever available as an option.
• Named characters from the 5th edition codex may be used for the point totals listed with the following changes.
o Asdrubael Vect: has the labyrinthine cunning warlord trait and an additional roll on any warlord trait table in the BRB
o Lady Malys: roll twice on the warlord trait table in the dark elder codex
o 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
o Baron Sarthonix: has the soul thirst warlord trait and doesn’t change the position of hellions in the force organization chart
• Raider 60
• Venom 60
• Razorwing jetfighter 110
• Ravager 100
• Voidraven bomber 140
• Talos pain engine 115
• Chronos parasite engine 90




Adepta Sorroritas
• Saint Celestine is a Lord of War.
• Canoness is 55 points.
• 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. When fielded in a unit of 3, they may reroll the number of shots generated by the exorcist missile launcher.
• Point changes for vehicles, coming soon!

Harlequins
• Starweaver 70
• Voidweaver 70

Cult Mechanicus and Skitarii
• Coming soon!


Titan Legions
• Reaver battle titan 627, choose two weapons from the following list
o Titan powerfist 82
o Gattling blaster 210
o Laserblaster 245
o Melta cannon 250
o Volcano cannon 365
Choose one weapon from the following list
o Apocalypse missile launcher 85
o Vortex missile 85
o Vulcan mega bolter 130
o Double barrel turbolaser destructor 190
o Plasma blastgun 290
o Inferno gun 235
• Warhound titan 372, choose two weapons from the following list
o Vulcan megabolter 130
o Double barrel turbolaser destructor 190
o Plasma blastgun 290
o Inferno gun 235


Imperial Knights
• Paladin 350
• Errant 365
• Crusader 395
• Warden 400
• Galant 330


I do love me some houserules. Note that the point adjustments above are all made while taking the aforementioned houserules into account.




Oh boy, I love that errata. Seems really fair and necessary. Totally doesn't gimp a lot of already gimped units, and makes others unnecessarily powerful.

Hence why I don't use House Rules other than "No, I don't feel like using SHVs or GCs this game. If you do, please move along."


What gimped unit were gimped farther? The vast majority got a price decrease...


*Bias alert, I play Necrons

You made the Canoptek Harvest useless, and made the Monolith, Obelisk and Doomsday Ark more expensive. These are already sub-par units. You made the Ghost Ark useless.

Then I read things such as the Riptide getting cheaper, and I was like "Done."

This message was edited 1 time. Last update was at 2016/03/07 13:09:04


40k:
8th Edtion: 9405 pts - Varantekh Dynasty  
   
Made in us
Longtime Dakkanaut




With the monolith, you no longer take any penalty for ordinance (meaning your other weapons maintain capability) and your main gun now does d3 wounds to monstrous creatures.

Since the wraiths are still just as good as the 5th ed ones and you can give them feel no pain I dont see how I made the canoptic harvest "useless" it just isn't something so strong you want to take a giant pile of them.

The doomsday ark and ghost arc (appeared) to pay the same amount for their gauss flayer arrays as imperial vehicles pay for storm bolters. I knocked some points off due to their shooting arc limitations but they should still be a bit more expensive. And with the doomsday ark, now if you get a weapon destroyed result it will only lose the main cannon 1/6 of the time.

Your necrons are still VERY strong with this setup. Your c'tan of every variety got a significant reduction in points as did your flyers (if I recall correctly) so if you had a build incorporating a variety of units you point totals will probably work themselves out. If you were relying on the canoptic harvest to create unkillable wraiths by the dozen, then you are still durable as hell. Your opponent just won't need D weapons to fight them.


Automatically Appended Next Post:
As for the obelisk, I didn't expect it to become more expensive to be honest. I rebuilt all the vehicles with my vehicle design rules and only made it pay 10 points each for the gravity pulse and invul save. It is just very heavily armored with decent anti-infantry firepower and a lot of hullpoints :/

This message was edited 2 times. Last update was at 2016/03/07 21:37:50


   
Made in us
Loyal Necron Lychguard





Virginia

Lythrandire Biehrellian wrote:
With the monolith, you no longer take any penalty for ordinance (meaning your other weapons maintain capability) and your main gun now does d3 wounds to monstrous creatures.

Since the wraiths are still just as good as the 5th ed ones and you can give them feel no pain I dont see how I made the canoptic harvest "useless" it just isn't something so strong you want to take a giant pile of them.

The doomsday ark and ghost arc (appeared) to pay the same amount for their gauss flayer arrays as imperial vehicles pay for storm bolters. I knocked some points off due to their shooting arc limitations but they should still be a bit more expensive. And with the doomsday ark, now if you get a weapon destroyed result it will only lose the main cannon 1/6 of the time.


The Monolith is already considered sub-par, if not outright bad by a lot of people. Making it slightly better, but then still raising it's price is a lateral move. Aka people will continue to not use it.

Wraiths still being 40pts a model and now with FNP 5+, and being doubled out by S8, they've suddenly become not even worth taking. I understand they're powerful as they are now, but good lord man. People (as well as me) would just bring Lychguard and be done with it.

On that note, you did nothing to fix Lychguard, which are even more durable than Wraiths, and can hit almost as hard.

The Doomsday Ark, lets see here. Oh, right! If it suffers a pen in the first place, it's dead. If not then, then against the next shooting attack against it. One pen (which it can't jink, otherwise it's useless, and Cover is harder for vehicles to obtain) and the armor becomes that of a Rhino. A 190 point Rhino. That of which is also open-topped. So I'm not worried about losing my main cannon.

This message was edited 1 time. Last update was at 2016/03/08 16:35:58


40k:
8th Edtion: 9405 pts - Varantekh Dynasty  
   
Made in us
Longtime Dakkanaut




The lich guard aren't able to get initiative 5 and there shouldn't be a clearly "better" unit. One is more durable, one hits harder, now it's a choice.

The monolith is still av14 all the way around with a shorter ranged battle cannon and 4 heavy bolters that threaten everything that has hullpoints. It is DEFINITLY worth the points, especially with the elimination of haywire as a way to simply remove it from the game.

As for the doomsday ark, the things mentioned are true of every skimmer with a blast weapon, the others don't have av13 from and side and you can also run the formation to allow it to pass off lost quantum shielding to the annihilation barges you would probably be running anyway.

I don't think it is as bad as you are saying it is my friend, and I say that as my groups only craftworld eldar player

   
Made in us
Norn Queen






I don't think any models point cost should take into considerations of the bonuses it can gain when taken in a formation. The model should be costed according to what the model can do on it's own.

Comments like "the others don't have av13 from and side and you can also run the formation to allow it to pass off lost quantum shielding to the annihilation barges you would probably be running anyway. "

Are null arguments.


These are my opinions. This is how I feel. Others may feel differently. This needs to be stated for some reason.
 
   
Made in us
Longtime Dakkanaut




Ok, how about the fact that it is still outshines every other non apocalypse long range support vehicle in the game?

The broadside gauss flayer array even saves it from having to fire it's main gun at anything that show up to threaten it in whatever nest you Sat it in.

That is a lot of defense and firepower for under 200 points.

   
Made in us
Fixture of Dakka





I love what you did with Blade storm.
   
Made in us
Unshakeable Grey Knight Land Raider Pilot





Lol @ double turbolasers being cheaper than plasma blastguns.

Ooh, and Dreadknight nerfs. Because that army isn't on life support.

This message was edited 1 time. Last update was at 2016/03/09 19:15:09


 
   
Made in us
Longtime Dakkanaut




Dreadknight was because it made more sense as a walker and it still has a 5+ (possibly 4+) invul all the way around. It has tiny side armor and the front is now immune to str6 or less.

I don't see it as much of a nerf, to be honest...

In regards to the plasma blastgun and double turbolaser, a 10" str10 ap2 blast is WAY more versatile than two shot strD with a 5" plate. That's ignoring the 2 7" blasts at str8 ap2 it also has access to.

And if you try to say "but spacing" it is much harder to space out and deny a 10" or two 7" blasts than it is two 5" ones. Against the vast majority of targets the plasma blastgun is better, so it should cost more.

   
Made in us
Unshakeable Grey Knight Land Raider Pilot





Lythrandire Biehrellian wrote:
Dreadknight was because it made more sense as a walker and it still has a 5+ (possibly 4+) invul all the way around. It has tiny side armor and the front is now immune to str6 or less.

I don't see it as much of a nerf, to be honest...

In regards to the plasma blastgun and double turbolaser, a 10" str10 ap2 blast is WAY more versatile than two shot strD with a 5" plate. That's ignoring the 2 7" blasts at str8 ap2 it also has access to.

And if you try to say "but spacing" it is much harder to space out and deny a 10" or two 7" blasts than it is two 5" ones. Against the vast majority of targets the plasma blastgun is better, so it should cost more.


Having played both pretty extensively you are dead wrong. There's a huge, huge power gap between D and 10, even with your changes, not to mention for the targets you'll want to shoot at you'd much prefer two smaller templates to score extra hits.
   
Made in us
Longtime Dakkanaut




Then use the two smaller str8 templates to get more hits. Because a 7" template will give you more hits than a 5" one will.

If you are shooting one wound models with toughness 5 or less, there is nothing strD does that str10 doesn't. And if you are fishing for a 6 to deny the save, wouldn't it actually be better to force more saves instead?

So, if you want to kill superheavies, take the turbolaser, if you want crowd control and a larger prefered target range, take the plasma blast gun. Either way you are still paying more points than the current warhound titan.

   
Made in be
Bloody Peasant




Brussels

Lythrandire Biehrellian wrote:
Here are all of mine!

Spoiler:
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.
o Destroyer weapons do not roll on the vehicle damage chart in addition to the Destroyer table against non superheavy vehicles. They do however count as a penetrating hit for all other rules purposes.
• 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 Tony 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.
• Smoke launchers may be used when the unit equipped with it is targeted. This replaces the normal benefit (still one use only)
• 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.
• Models with the relentless and slow and purposeful rules as well as all vehicles do not ignore the range penalty for moving and firing weapons with the salvo special rule
• Psychic power changes
o 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 replaces the normal benefit.
o Psyckers in a unit are treated as independent models for the purposes of casting powers and generating warp charges
o Witchfires that do not have a weapon profile do not roll to hit
o Witchfires that have a weapon style profile automatically succeed but must only spend the minimum warpcharges needed to cast from their dice pool. Deny the witch is still used as normal
• 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
• Non superheavy walkers may add 2 to the maximum unit size listed in their entries unless they are unique units. All walkers may add 2 to their attack profile. Codexes released from the necron codex and after do not gain this benefit.
• 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+
• Super heavy walkers and gargantuan monstrous creatures that use the “smash” ability to trade their attacks for a single attack treat that single attack as strength D instead of the normal benefits
• If a superheavy vehicle or gargantuan monstrous creature is a transport, it is always considered an assault transport.
• Superheavy vehicles take damage from the vehicle damage table with the following changes
o Ignore the crew shaken and crew stunned result
o Immobilized results lower their speed by half. Multiple immobilized results do not lower this further, but do add the extra hullpoint loss as normal
• If a unit is embarked in a transport and is subject to the “no escape” rule, the unit inside may use any invulnerable save available to the transport.
• Haywire weapons have the following effect; do not roll for armor penetration as you normally would. When a vehicle is hit with a weapon with the haywire special rule, roll 1d6 and consult the following table
o 1: no effect
o 2-5: the vehicle suffers a grew shaken result on the vehicle damage table
o 6: the vehicle suffers from a penalty rolled on the vehicle damage table
These effects do not cause hullpoint loss. This replaces the normal benefit
• Ordinance weapons cause d3 wounds to monstrous creatures instead of one on any unsaved wound.
• When an ap1 weapon causes an unsaved wound to a monstrous creature, it may immediately roll to wound again. The second wound may not cause further to wound rolls

And eratta for every army in the game that I had access to

Spoiler:

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)
• The Swarmlord is a Lord of War and grants the swarmleader benefit to all models within 18”
• 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.
• Pyrovores breath weapon gains the torrent special rule
• Monstrous biocannons have their point costs changed to the following: twinlinked devourer with brainleach worms: 25 points. Twin linked deathspitter: same. Stranglethorn cannon: 10 points. Heavy venom cannon: 15 points
• Hive tyrants point total raises to 185 points
• Old one eye is now 140 points
• Tervigon becomes 155 points
• Haruspex becomes 120 points
• Harpy becomes 150 points
• Hive crone stays the same
• Carnifex becomes 90 points
• Trygon becomes 170
• Trygon prime becomes 205 points
• Mawlock becomes 140 points
• Exocrine becomes 105 points
• Tyrannofex becomes 105 points and the upgrade to rupture cannon only costs 5 points
• Barbed hierodule: 477 points
• Harridan: 644 points
• Hierophant biotitan: the titanfield becomes a 3+ invul save


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, there is no longer a maximum command range and the units do not require line of sight. This also allows commands to be issued from the inside of fortifications/vehicles and to units within fortifications/ vehicles.
• Tempestas scion units have one higher leadership

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.
• Gain all the relevant bonuses listed under astra Militarum above

• Baneblade: 485 points
• Banehammer: 348 points
• Banesword: 420 points
• Doomhammer: 395 points
• Hellhammer:530 points
• Shadowsword: 365
• Stormlord: 470
• Stormsword: 475
• Manticor 135
• Leman russ
o battletank 125
o exterminator 140
o vanquisher 125
o eradicator 145
o demolisher 145
o punisher 125
o executioner 145
• wyvern 90
• basilisk 90
• hellhound 95
• devildog 90
• banewolf 100
• hydra (add interceptor to hydra autocannon) 75
• chimera 65
• taurox 55
• taurox prime (add command vehicle) 85
• scout sentinel 35
• armored sentinel 35
• fortress of arrogance 815

Spacemarines
• Thunderhawk gunship: 588
• Vindicator 95
• Predator 75
• Rhino 35
• Land raider 255
• Drop pod 40
• Dreadnaught (4A base) 100
• Razorback 55
• Landspeeder 50
• Landspeeder storm 60
• Whirlwind 55
• Land raider crusader 250
• Land raider redeemer 245
• Stormraven 240
• Stormtalon 130
• Hunter (coming soon!)
• Stalker (coming soon!)
• Ironclad dreadnaught (coming soon!)

Spacewolves
• Bjorn the fell handed (5A base) 200
• Murderfang (4A base) 135
• Stormwolf 235
• Stormfang 205
• All Spacewolf dreadnaughts gain counter attack
• Wolfscouts gain stealth
• Fenrissian wolves purchased as wargear for Spacewolf characters may embark in transports.

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.
• All units that begin the game in terminator armor have their points reduced by 5 each
• Nemesis dreadknight (av 13/12/10 with 4 HP open topped walker) 170
Blood Angels
• 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.
• All units that begin the game in terminator armor have their points reduced by 5 each
• Points adjustments coming soon!
Dark Angels
• Point adjustments coming soon!


Chaos Space Marines
• Aspiring champions and Aspiring Sorcerers can take terminator armor for 15 points.
• When a character from the army issues or accepts a challenge, roll 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.
• Chaos marines may purchase one special weapon per 5 models
• Rhinos may take assault ramps as an upgrade for 10 points. This makes them assault vehicles
• 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.
• All non-unique units that begin the game in terminator armor have their points reduced by 5 each
• The daemonic possession upgrade grants the “daemon” special rule to whatever unit it is equipped to.

(with this setup, any monstrous creatures that have the “demonforge” rule lose a wound instead of a hullpoint when they roll a “1” after activation, explode when they lose their last wound just like a vehicle would due to an explodes result, and are allowed to fire one more weapon than usual when shooting)
• Khorne Lord of Skulls: add gaze of pain (24’ S10 ap1 heavy 2) init 4, and 3 hullpoints
• Forge fiend (becomes a monstrous creature with 4 wounds @ toughness7 3+ save) 165
• Maulerfiend (becomes a monstrous creature with 4 wounds @ toughness7 3+ save) 140
• Defiler (becomes a monstrous creature with 5 wounds @ toughness7 3+ save) 195
• Helldrake (becomes a flying monstrous creature with 4 wounds @ toughness7 3+ save) 175
• Daemon prince 105
• Hellbrute (4A base) 100
• Land raider 250
• Vindicator 95
• Predator 75
• Rhino 35
• Thunderhawk gunship: 588




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.
• The flickering fire psychic power gains the number of shots listed based on how many warp charges were successfully harnessed when firing the power.
• Daemons of tzeench gain a +1 bonus when attempting to cast a psychic power (meaning they normally harness a warp charge on a 3+)
• Daemons gain a +1 bonus when attempting to cast psychic powers from their gods psychic discipline
Daemons are not limited to only choosing a maximum of half of their powers from their god’s discipline.
• Skarbrand 225
• Kairos Fateweaver 300
• Kugath the plaguefather 190
• Lord of change 210
• Be'lakor 315
• B.T. of unfettered fury 240
• B.T. of insensate rage 300
• wrath of khorne bloodthirster 305
• Great unclean one 145
• Keeper of secrets 190
• Daemon prince 105
• Blood throne of khorne 80
• Soulgrinder (t7, 2+ 5w monstrous creature) 140
• Skullcannon of khorne 100
• Burning chariot of tzeench 45
• Seeker chariot of slaanesh 35
• Exalted seeker chariot of slaanesh 60
• Hellflayer of slaanesh 40

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).
• Kustom Megadreds from Forgeworld have 4 hull points instead of 3.
• Lootas may take a looted wagon as a dedicated transport.
• Boss nobz are Ld8 instead of 7
• All non superheavy walkers that don’t have the “cowardly grots” rule gain “ ‘ere we go!” rule
• Gargantuan squigoth: 390 points
• Trukk 35
• Dakkajet 90
• Burnabommer 105
• Blitzabommer 125
• Warbuggies 25
• Battlewagon 95 killkannon is 15 points
• Deffdread (add “’ere we go!” power klaw upgrades are 5 points each) 80
• Killa kans 40
• Gorkanaught (6hp superheavy walker gains effigy rule from stompa) 270
• Morkanaught (6 HP superheavy walker gains effigy rule from stompa) 260
• Stompa 760
• Big mek stompa 785
• Kustom battle fortress 420


Necrons
• The canoptic harvest formation gives feel no pain instead of reanimation protocols
• Necron wraiths are toughness 4
• Transcendent C’tan (apocalypse): use statline from apocalypse, ignore powers printed in apocalypse; use the greater power of the C’tan list from codex Necrons. Price for unit is 475 points
• Catacomb command barge 110(+overlord)
• Triarch stalkers 125
• C’tan shard of the nightbringer 225
• Ctan shard of the deceiver 215
• Nightscythe 125
• Doomscythe 135
• Ghost ark 150
• Canoptic spyder 55
• Monolith 235
• Doomsday ark 190
• Annihilation barge 115
• Trancendant C’tan (codex) 190
• Tesseract vault 500
• Obelisk 400


Tau Empire
• Hammerheads equipped with railguns that did not purchase the submunitions option may make their railgun strength D instead for 30 points
• Kroot that are in the allied advance cadre formation gain stealth (ruins) vespids gain shrouded (ruins)
• Vespids have rending on all melee attacks
• Ghostkeel 140
• Riptide 175
• Piranhas 45
• Devilfish 80
• Sunshark bomber 125
• Razorshark 100
• Hammerhead 105
• Skyray 160
• Stormsurge (av13/13/12 open topped superheavy walker with 8hp) 390

Eldar
• Eldar jetbikes only give a 4+ armor save
• Scatterlasers have a 24” range
• Eldar missile launchers have a 36” range
• 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.
• Change the bladestorm rule to the following “whenever a weapon with this special rule rolls a 6 to hit, roll an additional attack. These extra attacks may generate further attacks. This benefit doesn’t apply to snapshots.”
• Waveserpent 125
• Crimson hunter 135
• Vyper 40
• Hemlock wraithfighter 185
• Falcon 140
• Fireprism 125
• Nightspinner 100
• War walker 60
• wraithlord 120
• wraithknight (wraithcannons) 380
• wraithknight (“sword and board”) 425
• wraithknight (suncannon) 360
• avatar of khaine 210
• Phantom titan: 1050 points and may add phantom pulsars (424 each) phantom D-cannon (330 each), or the phantom ccw (170)
• Revenant titan: 950 points

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) and may disembark from transports that moved cruising speed as if they had moved combat speed.
• Units equipped with combat drugs count the turn as being one higher on the power from pain table
• If an hq unit with the independent character rule has the option for a venom as a dedicated transport, the venom gains the “chariot” type and has their transport capacity reduced to 1. (invulnerable saves purchased/ used by the character do not confer to the transport)
• Succubi and archons may take a reaver jetbike for 15 points.
• Dark lances are a free upgrade for disintegrator cannons whenever available as an option.
• Named characters from the 5th edition codex may be used for the point totals listed with the following changes.
o Asdrubael Vect: has the labyrinthine cunning warlord trait and an additional roll on any warlord trait table in the BRB
o Lady Malys: roll twice on the warlord trait table in the dark elder codex
o 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
o Baron Sarthonix: has the soul thirst warlord trait and doesn’t change the position of hellions in the force organization chart
• Raider 60
• Venom 60
• Razorwing jetfighter 110
• Ravager 100
• Voidraven bomber 140
• Talos pain engine 115
• Chronos parasite engine 90




Adepta Sorroritas
• Saint Celestine is a Lord of War.
• Canoness is 55 points.
• 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. When fielded in a unit of 3, they may reroll the number of shots generated by the exorcist missile launcher.
• Point changes for vehicles, coming soon!

Harlequins
• Starweaver 70
• Voidweaver 70

Cult Mechanicus and Skitarii
• Coming soon!


Titan Legions
• Reaver battle titan 627, choose two weapons from the following list
o Titan powerfist 82
o Gattling blaster 210
o Laserblaster 245
o Melta cannon 250
o Volcano cannon 365
Choose one weapon from the following list
o Apocalypse missile launcher 85
o Vortex missile 85
o Vulcan mega bolter 130
o Double barrel turbolaser destructor 190
o Plasma blastgun 290
o Inferno gun 235
• Warhound titan 372, choose two weapons from the following list
o Vulcan megabolter 130
o Double barrel turbolaser destructor 190
o Plasma blastgun 290
o Inferno gun 235


Imperial Knights
• Paladin 350
• Errant 365
• Crusader 395
• Warden 400
• Galant 330


I do love me some houserules. Note that the point adjustments above are all made while taking the aforementioned houserules into account.




Oh my goodness...I thought I had alot ;-)
   
 
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