Lythrandire Biehrellian wrote:Here is the updated list of my houserules and eratta.
[spoiler]Houserules and Errata
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.
• Beasts may embark on the transports normally, but may not move more than 6” when disembarking.
• 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 myself 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
• 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
• 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 is instead of the normal benefit.
• Psyckers in a unit are treated as independent models for the purposes of casting powers and generating warp charges
• 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
• Walkers may add 2 to the maximum unit size listed in their entries unless they are unique units. All walkers may add 1 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
• 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
Chaos Space Marines
• Aspiring champions and Aspiring Sorcerers can take terminator armor for 15 points.
• When a character from the army accepts a challenge, toll 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.
• Kombibolters also count as a close combat weapon.
• Rhinos may take assault ramps as an upgrade for 10 points. This makes them assault vehicles
• Helldrakes have a 90 degree firing arc.
• 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.
• Hellbrutes may be fielded in units of up to 3
• All units that begin the game in terminator armor have their points reduced by 5 each
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.
Eldar
• Eldar jetbikes only give a 4+ armor save
• Scatterlasers cost 5 points more than shuriken cannons wherever they may be chosen as an upgrade.
• The Wraithnight is 395 points
• 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.
• The guardian battlehost and guardian stormhost formations are both able to use storm guardians and guardian defenders for their requisite guardian slots.
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.
• Units equipped with combat drugs count the turn as being one higher on the power from pain table
• 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
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.
• 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 poiunt total raises to 185 points
• Old one eye is now 140 points
• Tervigon becomes 155 points
• Haruspex becomes 120 points
• Harpy becomes150 points
• Hive crone stays the same
• Carnifex becomes 86 points
• Trygon becomes 170
• Trygon prime becomes205 points
• Mawlock becomes 140 points
• Exocrine becomes 105 points
• Tyrannofex becomes 105 points and the upgrade to rupture cannon only costs 5 points
• Pyrovores breath weapon gains the torrent special rule
Adepta Sorroritas
• Saint Celestine is a Lord of War.
• Canoness is 5 points cheaper.
• 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
Astra Militarum
• Commisar Yarick is a Lord of War.
• Basilisk: 85 points
• Leman russ eradicator: 145 points
• Leman russ vanquisher: 145 points
• Hellhound: 90 points
• Devildog: 85 points
• Banewolf: 95 points
• 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, add 12 inches to the maximum command range and the units do not require line of sight
• 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 above
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).
• The Gorkanaught and Morkanaught become superheavy walkers with 6 hull points.
• 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
• Battlewagons are 90 points, looted wagons and trukks are 25 points.
• All non superheavy walkers that don’t have the “cowardly grots” rule gain “ ‘ere we go!” rule
• Stompa becomes 745 points
Spacewolves, blood angels, and 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. Baal predators gain the same squadron size and benefit as predators and may be fielded in units of up to 3.
• Spacewolf dreadnaughts gain counter attack. Blood angel dreadnaughts gain furious charge.
• All units that begin the game in terminator armor have their points reduced by 5 each
• Blood angel scouts use the stat line and point values from codex spacemarine
• Wolfscouts gain stealth
Necrons
• The canoptic harvest formation gives feel no pain instead of reanimation protocols
• Necron wraiths are toughness 4
Escalation (adjustments for balance)
• Baneblade: 485 points
• Banehammer: 348 points
• Banesword: 420 points
• Doomhammer: 395 points
• Hellhammer:530 points
• Shadowsword: 365
• Stormlord: 470
• Stormsword: 475
• Thunderhawk gunship: 588
• Khorne Lord of Skulls: add gaze of pain (24’ S10 ap1 heavy 2)
init 4, and 3 hullpoints
• Gargantuan squigoth: 390 points
• 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
• Barbed hierodule: 477 points
• Harridan: 644 points
• Hierophant biotitan: the titanfield becomes a 3+ invul save
• Transcendent Ctan: 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