So I just thought up some quick changes that could help boost some of the weaker or underused units and equipment. This is by no means an end-all-be-all of what I think they should be, but it's just some ideas for you all to look at and get further inspiration:
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- NEW PROPOSED RULES FOR THE RULEBOOK –
COURAGEOUS
Add this rule to the rule book:
“Despite the horrors of the galaxy and constant warfare around them, some denizens of the galaxy can muster the courage to face them head on. A model with the Courageous Special Rule rolls an additional
d6 when making any Leadership check, and removes on of their choice.”
This could be used in a lot of places instead of Fearless, or maybe even instead of
ATSKNF for several things. Rather than just make a section of the rules meaningless (Morale, Fear, etc.) lets instead add something in to make the checks still happen, but give a better chance of success. Plus, removing one of the player’s choice gives them the option to fail the check; the model may be brave but not stupid, right?
UNSTOPPABLE
“Some things just keep on coming. Whether an overwhelming horde of critters or a lucky hero, the most powerful weapons seem to be ineffective against these targets. Whenever a Model would suffer the effects of Instant Death, roll a dice if the model fails its Save. On a 6, the Model only suffers 1 Wound. On 4 or 5, it suffers 2 wounds. One a 2 or 3, the Model suffers 3 Wounds. On a 1, the Models suffers Instant Death as normal.
If the Model or Unit suffered more than one Unsaved Wound that would cause Instant Death, resolve each Unstoppable roll one at a time.
If, for whatever reason, a Model should have both Eternal Warrior and Unstoppable, the model would use Eternal Warrior, and Unstoppable would not take effect until Eternal Warrior is somehow lost.”
I like how old Swarms were able to actually, you know, SWARM things. I feel that this is a good way to give them a quick buff that helps them with that, plus it could be given to large monsters or medium-tiered heroes. I propose them and a couple other Models getting it below. Can you think of any other models that might make good use of this rule?
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- CURRENT RULES FROM THE RULEBOOK –
D-WEAPONS
Change D-Weapons to be the following, getting rid of that table:
“All D-Weapons counts as being Strength 10, and have the Armorbane, Fleshbane, Ignores Cover, Instant Death, Ordnance, Pinning, and Shred Special Rules. Against models with an Armor Value, D-Weapons increase their roll on the Vehicle and Building Damage Table by 1 (in addition to any other bonus provided by
AP value or other bonuses.”
D-Weapons are just too game breaking to me as is. Does anyone else agree?
ORDNANCE WEAPONS
Change the wording of the rule to the following:
"When rolling Armor Penetration rolls, roll an additional
d6 and take the highest result. When rolling To Wound, any unsaved wound does d3 Wounds to the model (does not overkill into another model in the unit)."
Removing the penalty to forcing other weapons on the model to Snap Fire is a simplification of rules in addition to buffing what many players consider to be "weaker" vehicle loadouts. (I mean, who has Ordnance Weapons aside from Super Heavies? Imperial Guard, Space Marines, and Necrons, and some Orks. By removing it, what happens? I don’t think that making these units any more powerful is too scary of an idea. Does anyone else?)
This would make the following changes:
- Leman Russ Battle Tanks and Demolishers can fire their sponson weapons at BS3, which aren’t really that scary and they have to pay points for anyways.
- Vindicators can fire their Storm Bolters/Combi-Bolters, which are marginally more powerful with the above proposed rules.
- Monoliths can fire their Particle Whips without issue.
- Shokk Attack Guns get better against Monstrous Creatures (or maybe not, what with its goofy awesome table).
STOMPS
Change the rule to the following, replace the table in the book:
“A Model with the Stomp Special Rule can make a Stomp Attack in melee. At Initiative 1, the model makes
d6 attacks at its unmodified Strength against one unit with which it is in combat.”
Anyone else feel like the current Stomp is a mixed bag? I think this makes Stomp a little better and a little worse at the same time. No more Remove From Play effect or blast markers, but it increases its available attacks.
SWARMS
Add the following Special Rule to Swarms: Unstoppable
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- MUTLI-ARMY WEAPONS -
HEAVY BOLTERS
Add to this weapon the following rule:
"When rolling To Wound with this weapon, any To Wound of 6 gains the Ignore Cover Special Rule."
Makes them a bit tougher, and feels fluffy when looking at Imperial Fists and Iron Warriors, and would be good without changing their points values.
LASCANNONS
Add to these weapons the following rule:
"Any time a model suffers an unsaved Wound from a Lascannon, roll a die. On a 3+, that model suffers a Wound with no profile, all saves allowed as for normal wounds. This Wound does not inflict Instant Death, and cannot generate additional Wounds after the first one."
Against Vehicles, any time a model suffers an unsaved Glancing or Penetrating Hit, roll a die. On a 3+, that model suffers another Glancing Hit, Cover and Invulnerable Saves allowed as normal. This additional hit cannot generate additional Glancing hits after the first one.
This is done to make Lascannons a little more powerful for their points without making them terribly
OP. Compare them a Grav-weapon, which is able to disintegrate vehicles and tough models with some lucky rolls. By giving Lascannons a chance to do more damage, it brings it up a bit on a successful roll rather than just blasting things away outright.
PLASMA PISTOLS
Add to these weapons the following rule:
"A model fighting in melee that is equipped with a Plasma Pistol improves the
AP value of their Close Combat Attacks by 1."
For example, a Power Sword and Lightning Claw are now AP2, a Power Maul becomes AP3, and Power Fists, Thunder Hammers, and Power Axes become AP1. A model equipped with a Plasma Pistol with no special melee weapon gains AP6 in melee, and a model equipped with two Plasma Pistols in melee gains AP5 in melee.
This gives players a reason to equip a model with a Plasma Pistol and upgraded Melee weapon and justify the points cost.
STORM BOLTERS & COMBI-BOLTERS
Add to these weapons the following rule:
"When a model is able to fire this weapons at its full
BS at a target, the model can instead shoot in a hail of fire. For this attack, do not roll to hit. Instead, inflict d3 automatic Hits on the target. Roll to wound as normal at the weapon’s profile. If a unit has to fire as Snap Shots, then roll to shoot as normal."
Makes standard Terminators more effective against swarms without making the ones mounted on vehicles over powered. This can only be fired at a target within range, obviously. So a unit of ten Terminators shooting at an enemy unit are throwing 10d3 shots at S4 AP5. But considering their costs and non-increased survivability, they come in, pop a unit of infantry, and get blasted away. You wouldn’t get this firing with the unit’s Heavy Weapons obviously.
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- NEW WARGEAR -
COOLING VENTS
A new piece of wargear available to units and models that can take Plasma Pistols, Plasma Guns, and Plasma Cannons:
Cooling Vents
"A model equipped with a set of Cooling Vents does not suffer a Wound or Glancing Hit when rolling a 1 for their Gets Hot! Roll. The shot is still unable to fire."
Available to models at 5 points per Gets Hot! weapon equipped. Devestators w/ Plasma Cannons just need one, while a Leman Russ Executioner w/ Plasma Cannon sponsons would need three, and a model with double Plasma Pistols would need up to two, to be safe from the effects of Gets Hot! without gaining crazy effectiveness. Basically, spend some points to keep your models alive a bit longer? Would it be worth it on a model with a good save? Is it worth taking over Meltabombs? Decisions…
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- TYRANIDS -
SYNAPSE
Add the following to their current rules:
"A model with range of Synapse (including itself) increases its Invulnerable Save by 1 to a maximum of 3++. If a model does not already have an Invulnerable Save, it gains a 6++ Invulnerable save.
Additionally, each friendly Tyranid model under Synapse gains the Unstoppable Special Rule.”
This is not a FOR EACH rule, but a WHILE rule; no putting a bunch of Synapse creatures together for a really powerful bubble.
This would help out Tyranids, yes? Plus it could give some room for a Warlord Trait or Psychic Power to increase its effectiveness.
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- ORKS -
BOSS POLE
Change the rule to the following:
“When a model equipped with a Boss Pole is in a unit that fails a Morale or Fear check of any kind, it must inflict a single Wound on the Unit to force a Re-roll for that test, all saves allowed as normal.”
Is this what the Boss Pole currently is? I haven’t looked at the Ork Codex in a year and I don’t remember it at all. If the Boss Pole is currently good, then disregard me
CYBORK BODY
Make this give Orks +1 to their Feel No Pain rolls. If Space Marines get
FNP increased for having Cybernetics, why wouldn’t Orks?
MOB RULE
Change this rule to the following:
“The Unit’s Leadership, for purposes of Morale checks and Combat Resolution, is always equal to the number of models in the Unit if the unit size is higher than its Leadership, to a maximum of 10. Additionally, apply the following:
- If the Unit is at full strength from deployment, it can re-roll its first Morale or Fear check in the game.
- If the Unit’s size is at least 10 and no more than 15, it is Stubborn.
- If the Unit’s size is over 15, it is Fearless.”
The current Mob Rule for Orks is overly complicated and not really beneficial. I remember liking the old 5th edition Mob Rule for Orks, so I figured that would be a good start.
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- CHAOS SPACE MARINES –
AND THEY SHALL KNOW NO FEAR
Give this rule as an optional to non-fearless Chaos Space Marine Codex units (Chaos Marines, Bikers, Raptors, Havocs, Chosen, etc.) for 10 points for the squad. Not obtainable by Daemon, Vehicle or Cultist units. Apply to any of the Supplements or alternate Codexes (Codices?) as appropriate (Khorne Daemonkin, Traitor Legions, et al.). This is to represent recently turned Loyalist Astartes who still maintain some of their mental conditioning when going into battle as Traitors.
HQ CHOICES
Add the Unstoppable rule to Typhus and Kharn. Don't you think they could use it? Who else could use it?
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Thoughts and comments? I am always thinking of ways to make games more fun, and I feel this would bring some stuff up, bring other down, and not make those that use them complain too much.