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Over the years of playing different games; I have encountered rules that where questionable from the start. Once someone used them in a game you realized how painfully broken they were.
What is everyone's favorite broken rule?? Or rules you played wrong for a number of games only to find out when something crazy happened.don't mater what system even RPGs;
Like in first edition 40k, you could build an army that was one single guy calling down a gigantic pie plate barrage; just hope you went first.; I guess you could do something this today in Apocalypse but not as bad.
INWO (Illuminati: New World Order) from Steve Jackson Games, is a card game where you and your opponents all play various factions of the Illuminati, striving for global control. It had the best rule for making people pay attention (and making them avoid bathroom breaks).
If you cheat and do not get caught, you ARE NOT CHEATING.
In Gears of War the board game, any order cards (action points) that you have remaining at the end of your player turn, represent your characters remaining hit points during the enemy turn. It's a really elegant game-mechanic because performing more actions is obviously desirable, but if you do too much then you risk being too weak to survive the following enemy turn. At the beginning of each subsequent turn you get dealt two cards back, which slowly replenish your action pool and allow you to recover your health.
There are limitations on the number and type of actions that you can perform each turn, but the first time we played, we got this wrong, and just allowed people to play as many actions as they were willing to risk. This turned out to be a lot of fun, and because the game-mechanic is self balancing it didn't make winning the game any easier (in fact, allowing yourself to get low on HP is quite a bad idea). I prefer playing the game this way because the turns are more interesting when you can combine actions, and it allows you to take bigger risks for greater rewards.
The free, auto-hit shot that the Ranger can pull off in the Castle Ravenloft board game. My brother always uses it to steal kills from other players and thus, earning himself quick and free XP.
BrookM wrote: The free, auto-hit shot that the Ranger can pull off in the Castle Ravenloft board game. My brother always uses it to steal kills from other players and thus, earning himself quick and free XP.
There's an odd one in Wrath of Ashardalon as well; the Dwarf Fighter has an attack that allows you to move then attack as one action, then move normally. In other words, it makes a Dwarf in full heavy armour just about the best PC for moving at speed while still fighting!
In 40k, I always love the fact Templates can scatter on/behind the thing that fired it! A Russ shooting itself up the arse is one thing, but the best one I've seen is a plasma cannon Devastator emerging unscathed from vaporising his four squadmates that were all standing right behind him; pretty sure the Codex Astartes doesn't cover that eventuality!
Da Butcha wrote: INWO (Illuminati: New World Order) from Steve Jackson Games, is a card game where you and your opponents all play various factions of the Illuminati, striving for global control. It had the best rule for making people pay attention (and making them avoid bathroom breaks).
If you cheat and do not get caught, you ARE NOT CHEATING.
There was also a game called Lie, Cheat and, Steal where breaking the rules was not against the rules unless caught the banker was encouraged to cheat. He got to keep all the money he could steal until he was caught.
Leo_the_Rat wrote: There was also a game called Lie, Cheat and, Steal where breaking the rules was not against the rules unless caught the banker was encouraged to cheat. He got to keep all the money he could steal until he was caught.
Probably not as 'broken' so much as trolling horribly, but if you play Shub Niggurath in Cthulhu Wars and decide you don't really care who wins, you will get things thrown at you for using the swap-n-pop ability.
It basically allows you to instantly play musical chairs with everyone else's beautifully orchestrated pieces. "Oh hey, that's what you were lining up to do over there? Nope. I think you'd much rather be here."
There was also Heroclix which for the longest time, rewrote the definition of "and" to not actually mean "in addition to", but to in fact mean "or".
Thank you Wikzids, that was a fun system to referee.
For 40k, if using the Warlord trait in the BRB, roll once and then choose which column you take it from. Gives a better chance for both players to get something remotely useful.
Da Butcha wrote: INWO (Illuminati: New World Order) from Steve Jackson Games, is a card game where you and your opponents all play various factions of the Illuminati, striving for global control. It had the best rule for making people pay attention (and making them avoid bathroom breaks).
If you cheat and do not get caught, you ARE NOT CHEATING.
Oh, the shenanigans.
Munchkin has a similar rule, as I recall...
I was a playtester for most of the original line of Steve Jackson games (and am A friend of Steve's), and this item was a STAPLE of his games:
If you don't get caught, it's legal.
We tended to apply that rule to games from other manufacturers when playing them, such as Cosmic Encounters, Risk, or anything else considered to be more of a "Beer & Pretzel's" game.
We did not use it, obviously, for "serious" games. Occasionally, though, we would have heated exchanges over whether the game we were playing was "serious" or not.
This rule will also reveal those with the most easily compromised morals and ethics, if you pay attention. Turns out that in the group we played with, there were individuals who tended to treat all of life as if it was an extension of Illuminati (not surprisingly, they also tended to consider the game a "historical re-enactment or simulation, rather than mocking conspiracy theorists - Steve Jackson is a hard core rationalist and skeptic).
MB
Automatically Appended Next Post: As for "most broken rule". . .
Well, that all depends upon what one means by "broken."
But I have found MOST of GW's Fantasy/Ancients/Lord of the Rings games to be horribly broken due to the lack of an established ground scale.
The ability of spearmen to fight two deep is a symptom of this. The depth was lifted from the WRG Ancients rules of the 1970s/80s, without stopping to consider WHY spearmen in units of many hundred could fight in depth, or what was abstracted.
Turns out that sort of thing only works when you have hundreds or thousands of spearmen, and not when you have a couple, or even many dozen. It is too easy to break up the formations if the spearmen are too few in number (and/or especially if it is just a handful of spearmen). Your enemy just needs to go around the guys in front from more than one direction.
But that is just a single example of where a lack of an established scale leads to broken rules and abstractions. Missile fire, movement distances, depth and frontage of units, morale and fatigue. . . . All of these things are affected by the scale used.
Anything else I can think of is so obscure as to be hard to relate to.....
Like the Grav Vehicle rules in Striker of the entire Traveller canon. The rules allow for travel at HUGE speeds/velocities, but the thrust of the vehicles is not enough to allow them to safely maneuver at terrain-following or Nap of Earth altitudes. They would crash into things.
FASA's Renegade Legion's rules for Grav Vehicles were also broken. They were based more upon if the vehicles were using the Casmir Effect, rather than actual Gravitic Manipulation.
Since we now have a working theory of how Gravitic Manipulation might occur (Manipulation of the Higg's field, or of the Higg's Bosons in an object), it seems that most of the games that used any sort of Grav Vehicles had rules for the same that were broken (especially considering the amount of power required to affect that kind of Manipulation - It is on the order of a MINIMUM of 14 Teravolts/sec (Terawatts, basically). It would be easier to just stick jets on the side of a tank to lift it.
OH! While I am on a roll bitching about stupid things.
GEVs in the roll of armored vehicles. There are a LOT of reasons why you do not see, and will never see Air Cushioned Vehicles, or GEVs in the roll of an Armored Fighting Vehicle (land combat, as a tank, personnel carrier, etc.).
GEVs, on land, are noisy, slow, vulnerable to damaging themselves if they use large weapons, and are much like trying to put weapons on an Air-Hockey puck.
As soon as the vehicle fires a weapon, if it does not go crashing into the earth from the instantaneous change in pressure around it (equalizing pressure with the plenum), then it will go careening off opposite the direction of the weapon's fire.
And, the EXACT SAME THING will happen when it gets hit with a weapon.
An enemy would not even have to develop weapons to penetrate its armor. It could just make kinetic impactors that stuck to the side of the vehicle and then detonated randomly directed charges to send the ACV/GEV skittering off in random directions on its cushion of air (again, like a giant air-hockey puck) - or weapons the detonate a charge that is intended to equalize pressure with the plenum, causing the ACV/GEV to suddenly crash into the ground.
So, not only is this why we do not have ACV/GEV ground combat armored fighting vehicles, it is why we never will.
The role is better filled by the attack helicopter, airplane, or just the tracked or wheeled tank.
And, just in case anyone is wondering, by "broken," I am using the definition "Using bad assumptions as the basis for a rule."
MB
This message was edited 2 times. Last update was at 2015/06/04 19:39:26
40k has had a bunch of fun ones. In 5th Edition, only models with eyes could make shooting attacks because you had to draw LoS from their eyes.
There was the really terrible Tyranid drop-pod-spore-thing. It was a monsterous creature that, once it hit the board, 'could not be moved.' However, the vehicle ramming rules (which were written first) had no way to compensate for this and stated the model had to be moved to make way for the tank. It immediately devolved into 'chicken vs egg' dispute for which GW provided no answer. It was one of the few instances where a board game could crash like a computer game, because that one interaction had no resolution and the game couldn't move on until you house ruled it.
I used to have a long running thread back in 5th Edition that listed all the broken rules silliness that could occur from a strict RAW reading of the rules - I'll try and find it.
My favourite was with some of the old 5ed CSM psychic powers, worded 'if the Psyker rolls x on a d6' - that's the PSYKER rolling the dice, not the player....
This message was edited 1 time. Last update was at 2015/06/07 10:14:23
Probably my favourite one from a game in production (although I wouldn't really call it 'broken', as it doesn't really have an impact) is the rule in SAGA which states for certain instances, in the case of a draw, the initiative goes to the player with the most impressive facial hair.
BeAfraid wrote: This rule will also reveal those with the most easily compromised morals and ethics, if you pay attention.
Not really, because a rule that says "you can cheat as long as you don't get caught" just means that "cheating" is part of the game. It has no more to do with morality than any other rule.
Like the Grav Vehicle rules in Striker of the entire Traveller canon. The rules allow for travel at HUGE speeds/velocities, but the thrust of the vehicles is not enough to allow them to safely maneuver at terrain-following or Nap of Earth altitudes. They would crash into things.
Actually that's entirely realistic. It's very easy for a vehicle to be capable of moving faster than it can maneuver safely*. You might as well complain that the rules for cars allow you to travel at 150+ mph, but you can't do it safely on a 35mph road.
*The FAA accident database will give you plenty of examples of stupid pilots ignoring this concept at low altitude.
GEVs in the roll of armored vehicles.
And this is just a combination of questionable understanding of science/engineering and disagreeing with the author's story choices, not a bad rule.
There is no such thing as a hobby without politics. "Leave politics at the door" is itself a political statement, an endorsement of the status quo and an attempt to silence dissenting voices.
Guess actually has to be TLoS, specifically how it interacts with the sliding ground scale (FoW suffers from this as well), you are in effect shooting round corners.
Also TLoS would work well with terrain to the same scale as the models, how you seen just hoe large most buildings are? or indeed just how tall a typical tree actually is?
Its a nice simple 'concept', yet has various implementation issues unless you have a fixed ground scale.
Oh yes, the sliding ground scale also...
E.g. not being able to fire a ranged weapon the full length of a tank, or indeed fire a ranged weapon further than you can move in the time it takes to fire a single shot. Again as an abstraction is works... but only if considered properly.
Perhaps in 40k/WHFB the utter lack of any form of command and control rules.
Most of the TLoS/ground scale issues seem to occur in a game that has trouble deciding just how large the action its depicting actually is
BeAfraid wrote: This rule will also reveal those with the most easily compromised morals and ethics, if you pay attention.
Not really, because a rule that says "you can cheat as long as you don't get caught" just means that "cheating" is part of the game. It has no more to do with morality than any other rule.
Like the Grav Vehicle rules in Striker of the entire Traveller canon. The rules allow for travel at HUGE speeds/velocities, but the thrust of the vehicles is not enough to allow them to safely maneuver at terrain-following or Nap of Earth altitudes. They would crash into things.
Actually that's entirely realistic. It's very easy for a vehicle to be capable of moving faster than it can maneuver safely*. You might as well complain that the rules for cars allow you to travel at 150+ mph, but you can't do it safely on a 35mph road.
*The FAA accident database will give you plenty of examples of stupid pilots ignoring this concept at low altitude.
If the game reflected that the vehicles were traveling too fast for safety, then I would agree.
But that isn't what I said, is it?
I said that the game ALLOWS them to MANUEVER SAFELY at those speeds, when they could NOT do so.
There are no consequences for traveling at rates of speed beyond what would be safe for the terrain.
GEVs in the roll of armored vehicles.
And this is just a combination of questionable understanding of science/engineering and disagreeing with the author's story choices, not a bad rule.
I am not sure I understand what you are saying here.
I am talking about the science and engineering of GEVs/ACVs, which I happen to understand quite well.
A game which allows GEVs, or ACVs to maneuver as if they were tanks on land, and at incredibly high speeds is what does not understand the science and engineering behind a GEV/ACV.
I did an internship at NASA Ames in 2007/08 on a project where the head of the design team in which I belonged to was on the U.S. military's exploration of ACV's and GEV's potential as fighting vehicles. Prior to meeting him, I had just assumed a great many things about ACVs and GEVs as military vehicles that turned out to be completely wrong.
They aren't particularly fast (unless we are talking wing-in-ground-effect vehicles, and then only over water or relatively open terrain).
They are noisey, poorly maneuverable, easy to spot on land, and so simple to disable that they only really work in very specific Naval Roles, and not as Land Vehicles at all.
The simple matter of fact is that GEVs and ACVs will NEVER be suitable for use as an Armored Fighting Vehicle.
It would be similar to trying to make an inflatable battleship or tank, or a hot-air-balloon out of lead. It is using the wrong technology for the job.
It just happens to be such an established Sci-Fi trope that few people have actually questioned it (it is not alone in that regard).
MB
Automatically Appended Next Post:
leopard wrote: Guess actually has to be TLoS, specifically how it interacts with the sliding ground scale (FoW suffers from this as well), you are in effect shooting round corners.
Also TLoS would work well with terrain to the same scale as the models, how you seen just hoe large most buildings are? or indeed just how tall a typical tree actually is?
Its a nice simple 'concept', yet has various implementation issues unless you have a fixed ground scale.
Oh yes, the sliding ground scale also...
E.g. not being able to fire a ranged weapon the full length of a tank, or indeed fire a ranged weapon further than you can move in the time it takes to fire a single shot. Again as an abstraction is works... but only if considered properly.
Perhaps in 40k/WHFB the utter lack of any form of command and control rules.
Most of the TLoS/ground scale issues seem to occur in a game that has trouble deciding just how large the action its depicting actually is
This is exactly what I meant about games that do not have an established scale, and try to operate in multiple ground and time scales.
You get all kinds of weird and strange distortions.
MB
This message was edited 1 time. Last update was at 2015/06/07 21:16:53
Although a Commisar can't be the warlord in an army with a 'superior officer' an Ogryn bonehead can be...
"I might be Colonel, but I think I'll let Bonehead Brutus take the lead today! and No, Commissar Sensibilus I don't care what you have to say on the matter!"
nareik wrote: Although a Commisar can't be the warlord in an army with a 'superior officer' an Ogryn bonehead can be...
"I might be Colonel, but I think I'll let Bonehead Brutus take the lead today! and No, Commissar Sensibilus I don't care what you have to say on the matter!"
I think this may now be my favourite post on Dakka. I'm tickled greatly. Particularly as yesterday I was fielding the old metal Ciaphas freaking Cain, and he still couldn't be my Warlord. Not that he'd be a great one, but still.
BeAfraid wrote: OH! While I am on a roll bitching about stupid things.
GEVs in the roll of armored vehicles. There are a LOT of reasons why you do not see, and will never see Air Cushioned Vehicles, or GEVs in the roll of an Armored Fighting Vehicle (land combat, as a tank, personnel carrier, etc.).
And you know those lightsabers in Star Wars? They totally wouldn't work in real life! That just totally ruins my enjoyment of the movies!
Automatically Appended Next Post: The 2E Ork Battlewagon. The transport capacity is as many Ork models as you can fit in or on it. Any models that fall off in play have actually fallen off and the normal rules apply. That one will always be my favourite.
In Warmachine, the Retribution have a warjack called the Hydra. It has special rules where it keeps focus points left on it from turn to turn (normally they're cleared off at the start of each turn), and has a gun that gains range and power based on how much focus it's carrying. Quite reasonable--indeed, it's considered one of the weaker options. But then a theme force was released that.....well,. I won't bore you with the system details, but owing to a freaky set of interactions, a Hydra could gain 8+ focus per turn with no upper limit (the hard maximum is normally 3) and have a spell on it allowing the gun to ignore line of sight. So yes, that meant the range and power of the gun could scale infinitely upwards, and shoot and instagib anything on the table that didn't have Stealth. Eventually, it could have one-shotted dragons from the other side of the planet. It probably holds the record for fastest ever PP errata.
Also, there was the (also errated) Ravenous Bugblatter Beast of Traal rule. Some models have a rule called Shield Guard, which lets them take a ranged hit meant for a nearby ally, and has a clause that "if this model could not become a valid target for the attack, it cannot use Shield Guard". Sounds reasonable? It was, till someone noticed that models out of the attackers vision arcs were not valid targets. So all the attacker had to do was turn to be able to see the target, but not their bodyguard.
And lastly, some models (three solos in the game) have a similar rule called "Sucker!" where if they're hit by a ranged attack, a nearby ally must take the hit. This isn't optional. I think it's the only situation where the game actually crashes if two of these guys are on the same side, have no other friendlies nearby, and one of them gets shot.
In the old White Wolf RPGAdventure!, each skill was tied to a specific attribute, and you'd always roll them together as a dice pool. Appearance in this game related to how outstanding you were--at 1, you were nondescript and at 5 you were either horrifically ugly or amazingly beautiful. Disguise was tied to Appearance, so supermodels and hideous freaks would have the easiest time concealing their identity, but if you had a very average, forgettable face, it would be much harder!
Mentioning D&D 3e in this post may be making things too easy, but let me simply say: Planar Shepherd. In theory, this prestige class was a cool idea--a Druid who has an affinity with another plane, and can change into creatures from that plane, and reproduce its nature around him to, say, inhibit evil spells or enhance cold spells. Except that when changed into such a creature, you gained all the spell-like and supernatural abilities of what you changed into. Efreeti have Wish as a spell-like ability, letting the character cast it (albeit only on behalf of an ally) three times a day at no XP cost. If you know anything about the D&D rules, that sense of dawning horror only indicates that you are still sane.
Oh! And then there was the situation where four Tiny sized creatures in the same square were adjacent to four enemy Tiny creatures in a different square. Both squares were at full capacity, so none of these antagonists could move into the square of their enemies. But none of them had reach, so they couldn't attack adjacent squares. So all eight of them would just have to stand there shaking their tiny fists at each other.
Last one for now, I promise: In the Rogue TraderRPG, you can buy stimulants which let you ignore stat penalties from critical damage. This includes Fellowship loss from having your face melted off by a plasma gun.
This message was edited 4 times. Last update was at 2015/06/07 23:38:07
"The 75mm gun is firing. The 37mm gun is firing, but is traversed round the wrong way. The Browning is jammed. I am saying "Driver, advance." and the driver, who can't hear me, is reversing. And as I look over the top of the turret and see twelve enemy tanks fifty yards away, someone hands me a cheese sandwich."
In the first edition of Talisman, the Prophetess has an ability to draw a spell when the last one she has is cast. There was no limit to the number of spells you can cast per turn. You could also cast spells at any player no matter where on the board they were. So, essentially, on any turn the Prophetess could just sit and spam spells until the player tired of it.
BeAfraid wrote: It just happens to be such an established Sci-Fi trope that few people have actually questioned it (it is not alone in that regard).
And here's the problem: you're criticizing scifi writing, not game design. The fact that an author chooses to use story elements that you don't like doesn't mean their rules are bad.
There is no such thing as a hobby without politics. "Leave politics at the door" is itself a political statement, an endorsement of the status quo and an attempt to silence dissenting voices.
DarkHound wrote: I remember that thread as well. I went looking for it, but instead I found a bunch of old dead friends and went a bit insane.
I just assumed Gwar! started that thread, but I guess he didn't.
I think originally I started it as an argument AGAINST people like Gwar! and those sort of ridiculous YMDC arguments that used to occur, but he ended up being quite up for helping add stuff to it. All lots of fun - I found it at http://www.dakkadakka.com/dakkaforum/posts/list/278461.page
Here's the front page - amazing how many of these still exist...!
Spoiler:
Main Rulebook
- Wobbly Model Rule means models can move in any direction, including onto the side of a building or the tip of a tree, and then be removed from the table as 'unstable', as long as both players know where they should be. Potentially, you can move ALL your models like this if you wish.
- Non-vehicle models without eyes cannot shoot. (The rulebook requires you to check line of sight from the model's eyes. Wraithlords, for example, do not have any)
- The Rage USR does not work, as you cannot check Line of Sight in the movement phase.
- Any weapon which refers to a 'Large Blast Template' or 'Blast Template' cannot be used. There is no such thing. There ARE, however, Blast 'Markers'.
- 'Moves like Jump Infantry' does not mean 'uses all the movement rules for Jump Infantry', so some models with Wings cannot Deep Strike, dependent on codex.
- Turret mounted heavy flamers cannot be used, as their template will target a friendly model (the tank hull)
- Vehicle Squadrons that are purchased as a Squadron of one (eg, a Single Leman Russ) remain Squadrons until the first time they are shot at by the enemy. Which means they can be wrecked by difficult terrain tests.
- There are no rules for deployment. You can therefore deploy wherever you like, including on the bookshelf in the next room.
- Deep Strike mishaps never occur when hitting enemy models. DS occurs in the Movement phase, which requires you to stop any model when it comes within 1" of an enemy, even when it DS scatters.
- Independent Characters cannot move within 2" of a vehicle during the movement phase. This makes it very hard for them to embark/disembark - they must be EXACTLY 2" away.
- ICs who can repair vehicles cannot move within 2" of a vehicle during the movement phase. The vehicle must move to them or they must run to it.
- Nobody can make Scouts moves. Deployment requires you to make any 'Scout' moves. There is no USR called 'Scout'
- A unit may move off the table, they are only removed from play if they touch the edge of the table if falling back. The following turn they would be able to move back on or around without any penalty. This was FAQ'd but we all know THAT doesn't count as RAW....
- ONLY Citadel Miniatures may be used to play 40k. Nothing else.
Black Templars
- Black Templar Terminators cannot sweeping advance, but other models in 'terminator armour' can
Blood Angels
- Reclusiarchs have Honour of the Chapter and Liturgies of Blood, but cannot use them, as these abilities only affect 'Chaplains'
- Blood Angel Vindicators have their weapon listed as just ordnance 1. Not ordnance blast 1.
- Blood Angel 'models in teminator armour' are relentless, but only 'Terminators' (the unit) cannot sweeping advance and count as two models in a vehicle.
Chaos Space Marines
- In various psychic powers, including Warptime, THE PSYKER ITSELF must roll the dice. (That's the model, not the player)
- Warptime requires you to reroll ALL hits and ALL wounds, not just unsuccessful hits/wounds.
Dæmonhunters/Witchhunters
- Grey Knight Terminators can always Sweeping Advance, apparently they cannot 'Advance' after combat. There is no such thing as 'Advancing' after combat.
- Only 'characters in terminator armour' are can move and fire with heavy weapons.
- Culexus Assassins are always Leadership 7 as they are affected by their own Soulless rule!
Dark Angels
- If you run bikers, no model in EITHER army may turbo-boost during it's Scout move.
- Dark Angel Terminators cannot sweeping advance, but other models in 'terminator armour' can
Dark Eldar
- Dark Eldar Jetbikers have T5. (The boost to T4 is clearly included in their stat line, however the entry never states this, and the BRB states that jetbikes get +1 toughness)
Eldar
- Eldrad has access to Farseer powers but cannot use them, as they refer to 'the Farseer'
- Harlequins have a USR called 'Furious Assault'. This does not exist. (There is a 'Furious Charge', though)
- Dire Avengers' Bladestorm doesn't have any drawbacks. You can't shoot in the "subsequent shooting phase" [Eldar Codex p.30] but that's your enemy's so no harm done.
Imperial Guard
- Leman Russ Battle Tanks do not have any main turret weapon (The Army List lists a turret weapon for a 'Leman Russ' but there's no unit called a 'Leman Russ')
- Nork Deggog only counts as one model for the purpose of transports, as well as getting the benefit of priest's rerolls.
Necrons
- Necron Monoliths GAIN shots each time they have a Weapon Destroyed (apparently it "reduces the number of shots by -1", which is the same as adding 1)
- The Monolith takes hits at the base strength of the unit attacking (so, 4 for a Devastator with a lascannon)
- You are only denied WBB if the shot is 2x your toughness. Therefore, T4 models are only denied by S8 shots, not S9 or S10. Strength D does not deny WBB.
Orks
- Ork Trukks 'Ramshackle' never triggers as there are no 'Vehicle Destroyed!' or 'Vehicle Explodes!' results (There are 'Destroyed - Wrecked' and 'Destroyed - Explodes!' though..)
- Ork boarding planks cannot be used if the vehicle has moved more than 12" in THE ENTIRE GAME. (There's no qualification for 12" that TURN)
- Nothing in the game may ram, unless you model a ram or Deff Rolla on that's more than 1" long. (You have to stop 1" away from the enemy, and the ramming rules only work if you touch them)
- Nob Bikers and IC's on Warbikes are not the Bikes unit type (They change their 'troop type' to bike, but there's no such thing as 'troop type')
- The double 6 result on the Shokk Attack gun removes anything under the template, even vehicles. They suffer a hit in addition to being removed from the board.
Space Marines
- Shrike's unit cannot deploy as Infiltrators (since the unit only gets the rule after he joins them, and he can't join them until after deployment)
- Space Marine 'models in teminator armour' are relentless, but only 'Terminators' (the unit) cannot sweeping advance and count as two models in a vehicle.
- Ironclad dreadnoughts have two special close combat weapons, therefore they can't USE them both in the same turn.
- Master of the Forge cannot bolster defenses as the rule refers to a Techmarine.
- Lysander cannot bolster defenses as the rule refers to a Techmarine.
- Tellion is not 'Unique'
- Space Marine Characters who take a bike do not change their unit type to Bike. They are still Infantry, and can therefore embark on transport vehicles.
Space Wolves
- Wolf Scouts cannot make a Scout move - they have the Scout USR, but there is no such thing. There is, however, a Scouts USR.
- Bjorn the Fellhanded has 5+ inv save which he cannot use (since, if you pass it, the special rule doesn't list what happens next).
- Storm Caller gives vehicles a 5+ cover save, they they can only use against wounds because the power doesn't also obscure them.
- Tempest Wrath affects all Jump Infantry units, even if they didn't use their Jump Packs. It doesn't affect things that 'move as Jump Infantry' such as Mephiston or a DP, as these are still Infantry/MC.
Tau Empire
- Multitrackers do not work on Tau Fire Warriors and Pathfinders (The rules allow you to fire two Battlesuit Weapon Systems, and Tau infantry can't take any)
- Broadsides with Advanced Stabilisation System can choose to use it at ANY point in the movement phase, including after they've already moved 6", giving them all the benefits of Slow & Purposeful, but none of the drawbacks.
- Drones are removed when the model with the drone controller is removed in the "shooting or assault phase", so if a battlesuit dies in the movement phase (Tank Shock etc) the drones remain.
- Battlesuits may take up to 100pts from the 'Battlesuit Wargear List', but this is only a section of the Battlesuit Armoury. Weapons and support systems therefore don't count toward the total.
- Battlesuits do not require a drone controller to purchase drones from the 'Battlesuit Wargear List'. The drone controller does limit you to only two, though.
- Since drones are wargear, they don't have to modelled separately, and can be on the battlesuit model.
[The upshot of these last ones is that a Battlesuit may spend 100pts on wargear, including one of each type of Drone but no drone controller, and still take all it's normal weapon and support options. The Drones do not count as casualties for the purposes of morale, and will not be removed when the suit dies, as the suit does not have a drone controller, and as long as the drones are not actually separate models.]
Tyranids
- The Tyranid instinctive behavior Lurk doesn't work because you cannot check to see if you are out of range without declaring shooting, at which point it is too late to run.
- Doom of Malant'ai has access to Zoanthrope powers but cannot use them, as they refer to 'the Zoanthrope'
- The Doom of Malan'tai has no invulnerable save, for the same reason as given above.
- The above is also true for Old One Eye and Carnifex abilities, Swarmlord and Hive Tyrant abilities and Deathleaper and Lictor Abilities.
- Spore mines aren't removed when they explode, though they can damage themselves (meaning they would instantly explode twice in most cases).
- Spore mine movement doesn't replace 'normal' movement, so the mine can float d6", move the remainder up to 6" and still assault if it wants.
- Spore mines will instantly blow up if deployed in units larger than one. This is because the special rule for them says if they DRIFT into each other they do not detonate but one is removed from play.
- The Paroxysm power lasts until the Tyrant's next turn, so if the Tyrant is killed this power last indefinitely, possibly until the next game he is used in.
- Various psychic powers measure range 'from the Hive Tyrant' or last 'until the Tyrant's next turn', even if they're being used by the Swarmlord.
- "All Carnifexes in the brood must have the same options." Well, they ALL have the same list of options, as they're in the same unit, but you can still choose which ones to take.
- "All units of Termagants, spawned or otherwise, within 6" of a Tervigon can use the Tervigon's Leadership for any test they are required to make." That's ANY TEST, not just Ld tests.`
In 3rd edition 40k stationary/immobile vehicles were hit automatically in assault.
The Swooping Hawk Phoenix Lord -- maybe their exarch too ? -- had the "sustained assault" power which generated an extra hit in melee for each successful attack, and you kept going until you missed....
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The poor man really has a stake in the country. The rich man hasn't; he can go away to New Guinea in a yacht. The poor have sometimes objected to being governed badly; the rich have always objected to being governed at all
We love our superheroes because they refuse to give up on us. We can analyze them out of existence, kill them, ban them, mock them, and still they return, patiently reminding us of who we are and what we wish we could be.
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DarkHound wrote: That's the ticket. 5th Edition was a good edition.
Yup - new favourite from that list
"The Paroxysm psychic power lasts until the HIVE TYRANT's next turn, so if the Tyrant is killed this power will last indefinitely, possibly until the next game he is used in."