Editing
Warhammer 40k House Rules
(section)
Jump to navigation
Jump to search
Warning:
You are not logged in. Your IP address will be publicly visible if you make any edits. If you
log in
or
create an account
, your edits will be attributed to your username, along with other benefits.
Anti-spam check. Do
not
fill this in!
== Codex Specific == '''Tau''' *'''Riptide'''- Limited to one per FOC. **Limited to one per thousand points. *'''Hammerhead'''- Limited to one per FOC (Stupidly OP against vehicles). **None below 1000 points because they are OP. *'''Supporting Fire'''- Can only be done at BS1, twin linked has no effect, units can't do this more than once a turn. ---- '''Eldar''' *'''D weapons'''-Eldar should buy you a snack/drink for each D weapon in their list. ---- '''Dark Eldar''' *'''Witches'''- get 3++ save against overwatch fire. *'''Mandrakes''' - can charge the same turn they arrive from reserves. Do not suffer Initiative pennalty for charging through difficult terrain. Their CC attacks are Rending. *'''Webway Gate''' - allow units who enter the field from the gate to charge at the same turn they arrive from reserves. ---- '''Space Marines''' ---- '''Orks''' *'''WAAAGH'''- When a WAAAGH is called, all enemy units within 6" of an Ork unit must take a leadership test. If failed, that unit is considered to be WS 1 for the rest of the turn. *'''Old Zogwort'''- Old Zogwort is BS 1, not 0 and back in the codex. He is master lv 3 and curse is 2 warpcharges. *'''Mob Up!'''- If an Ork Unit breaks, and begins to fall back to the Ork Players table edge, it can move towards the closest Ork unit of the same type. (Example: An Ork Loota mob breaks. It can move towards another Loota mob.). When it gets into base contact with the unit, both units merge into one (the one retreating counts as being destroyed). ---- '''Tyranids''' *'''Psychic Powers'''- Allow disciplines from the BRB. *'''Synapse'''- Gain fearless for being in synapse, no instinctive behavior. Synapse range boosts stacks. *'''Allied Detachment'''- May take an "allied" detachment of Tyranids as BB or an allied detachment of IG as AoC (no Comissars, Techpriests, Priests and special characters allowed). (Genestealer cult? -Brofisticus) *'''Old One Eye'''- Never remove the model from play, regenerate even after the last wound is removed. Cannot be your Warlord. *'''Broodlord''': can use his psy power at the end of his movement phase instead of the start. *'''Instinctive Behavior''': Negative effects only happen on a roll of 1. 2-3 cause the same result as a 4-5 roll. **Or ditch it entirely. *'''Omitted Characters/Spores'''- Just bring them back at their previous point cost. I'm sure a dataslate will be available soon with the same units. ---- '''Necrons''' *'''Doomsday Ark'''- Limited to one per FOC. **One per 1000 points. *'''Monoliths'''- Limited to one per 1000 points. ---- '''Adepta Sororitas''' ---- '''Imperial Guard''' *'''Orders'''- Remove them all. Any mechanic that can negate a significant number of points for multiple units at the simple cost of a leadership check is too much. *'''Priests'''- If you want priests, ally with Sisters. ---- ===Chaos Marines=== *'''VoLW''' grants immunity to being swept in melee (just like ATKNF) and ability to regroup even after heavy causalities. *'''MoT''' +9 pts cost for Sorcerers and DP's. Grant two extra psy powers to generate and access to all BRB disciplines. *'''Helldrake''': AV 11/11/10, 180 degrees fire ark rather than 360. *'''Mutilators''': No SaP, but still cannot sweep. Max unit size 6, one model can be upgraded to character for +5 pts. (gaining Chamiopn of Chaos) *'''Thousand Sons''': Can fire overwatch despite being SaP, Aspiring sorcs get extra powers from new MoT bonuses. *'''Khorne Berzerkers''': -2 pts per model. Unless accompanied by IC except Kharn) at the start of each turn must pass Ld-2 test. If they fail they get FnP 6+ but are forced to move towards, fire/run towards and than attempt to charge the closest visible enemy unit. No effect if there is no enemy units in LoS. *'''Noise Marines''': Can charge after firing their Sonic Blasters in half range mode despite them being Salvo. *'''Chosen''': Gain 5 pts discount for each melee weapon options. *'''Raptors''': May be equipped with raptor armour (you know, the old predatory looking one) for +2 pts per model. **''Raptor armour'': Grants Hit and Run, ability to use jump packs for both movement and charge in the same turn and make HoW attacks Rending. *'''Warp Talons''': Get raptor armour by default, ignore I penalty for charging through terrain. Get "Soul Hunters" special rule: **''Soul Hunters'': Scatters only D6" within 6" of any enemy unit that lost at least 25% (round up) models. *'''Ahriman''': get all new MoT upgrades, can purchase familiar. *'''Lucius''': the model that slay him count as removed as casualty at the end of the game. If he's a character, all his unit count as removed (as Lucius reborn slay them immediately after his resurrection). His sword is also AP2 Rending, because it's the Blade of Laer IIRC. ---- '''Daemons''' ---- Squ*'''BLAM'''*....=][= ----
Summary:
Please note that all contributions to 2d4chan may be edited, altered, or removed by other contributors. If you do not want your writing to be edited mercilessly, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource (see
2d4chan:Copyrights
for details).
Do not submit copyrighted work without permission!
Cancel
Editing help
(opens in new window)
Navigation menu
Personal tools
Not logged in
Talk
Contributions
Create account
Log in
Namespaces
Page
Discussion
English
Views
Read
Edit
Edit source
View history
More
Search
Navigation
Main page
Recent changes
Random page
Help about MediaWiki
Tools
What links here
Related changes
Special pages
Page information