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Made in gb
Boosting Space Marine Biker




The Eye of Terror

Our group reinvented some of the rules and just basically fiddled with them, feel free to have a go and point out how much you hate/love them.
big thanks to the DRAL team who inspired our table to be unsatisfied with 6th edition.
currently play tested with
space marines
tau
necrons
tyranids
chaos marines
eldar
orks
IG
especially interested in your experiences if you don't play the above


the rule changes/ additions
Ok our table has finalised our ruleset all in all its rather enjoyable.
Armor
AV10 has a 5+ save
AV11 has a 4+ save
AV12 has a 3+ save
AV13 has a 2+ save
AV14 has a 2+ and a 5+ invulnerable
This table still makes autocannons usable along with the rest of your ap4 stuff. Note lance strips invunrables off av14 by making it 12, zoanthroapes now upset me greatly.

Ordanance
Against anything with AV ordinance weapons Ignore armor saves. For blast weapons the hole has to be on the hull of the target.
(note, because we felt sorry for it the rupture cannon became Ordinance 2 instead of assault)

Flyers (both monstrous and vehicle)
Can be shot at normally but have a 3+ aerial save in addition to armor (like fnp but can be rolled in addition to fnp) providing they are not in melee combat or being attacked by skyfire. Still immune to templates. Evade for flyers grants 5+ cover as normal. previously space marines would hit a flyer just as often as an ork despite being trained to the highest standards in use of ranged weaponry, just because its in the air doesn't mean that training counts for nothing.

Psykers
Can select 1 power and roll for the rest unless they are ML1 or come with pre selected powers. adding back the tactical element of psyker powers

Outflank
Firing units count as bs1 on turn of outflank, blast and large blast weapons scatter will be d6 extra due to rapid aiming of guns in addition to BS1.

Jump
Can assault but not lock in combat flying units providing they haven't used their jump pack. at initative step 10 roll a die for every model in the combat on a 1 they take a wound with no armor saves allowed. Your stormboy got sucked into an engine, splattered over the front of a stormraven, over shot the target or something similar. FMC can opt to perform a vector strike instead of firing overwatch at their initiative step when being attacked by jump infantry

Vector strikes
Are ap2 and ignore aerial saves. You can however take cover saves from them. Note flyers can jink to dodge your claws, and going to ground also works.

MC
Ignore the effects for moving in area terrain and cannot take saves from it. they also ignore any special (good or bad) effects of the terrain as well. carnifexes hiding with gaunts in a crater and getting identical saves for cover isn't right. ruins providing they block line of sight are fine.

I am obliged to add these are not DRAL rules and that they are only here for inspiration for the DRAL team. However if you like warhammer 40k blackskull edition feel free to have a go and tell me how it went. Even eldar guy is now playing on our table,and we now have enough people for a small tournament.

note I intend to repost this on a separate post as it isn't fair on the DRAL team to have my rules all over their post

This message was edited 2 times. Last update was at 2014/01/28 18:43:48


Armies
CSM Zenmarine Warband from assorted tratiors and heritics

DARK ANGELS woo woot
the way to win is not to make a grand masterplan, its by making sure your opponents grand masterplan fails  
   
 
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