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"Appropriate quote."
Edwin Voskamp's Warhammer 40,000 Second Edition House Rules
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Rules Additions and Modifications
We use the following additional rules that we made up ourselves:
- What You See Is What You Get.
- All non-restricted Wargear weapons can be used multiple times. This means that, within reason, and the opponents' approval, 'Master-Crafted Bolt Pistol', 'Web of Skulls', 'Lasblaster', 'Fire Pike' et al can be used for multiple characters.
- Certain items are not allowed. So far we have identified 'The Rod of Tigerius' and 'Vortex Grenade'.
- The use of Allies is always optional. With the exception of Imperial Agents the use of allies can be vetoed by your opponent if they don't like what they see.
- 'Special Issue' is relevant stuff only. When playing the 'Special Issue' Strategy card, draw from only the Wargear Cards that a Commander could get issued. This means that Tyranids won't end up with the Maugetar, nor an Eldar Farseer with the 'Hood of Hellfire'. The player has the option of returning any card that a character cannot use (i.e. psyker only).
- All Terminator Heavy weapons are move-and-fire.
- Sustained Fire dice are rolled before Wound rolls.
- Psychic Phase rolls are 1D6 per live Psyker.
- Psykers and armies can nullify without Nullify Cards. A player gets a straight Nullify, i.e. the power is Nullified on a roll of 5+ on a D6. This roll is not susceptible to level-differences between psykers, nor can it be rerolled because of a 'Psychic Hood'. It can be used instead of a Nullify Card, or after a Nullify Card failes to nullify.
Rules Clarifications
We use the following rules additions and clarifications from White Dwarf and postings from Andy Chambers and Jervis Johnson to the 40K E-Mailing List:
Wargear
- Wargear introduced specially for a special character in a Codex should only be used by that character, unless your opponent agrees otherwise before the battle starts. This covers: 'The Sword of Asur', 'The Staff of Ulthamar', 'The Maugetar', 'The Fire Axe', 'The Scorpion's Bite', 'The Blade of Destruction', 'The Silent Death' and 'The Mask of Jain Zar'. It does not cover 'Web of Skulls', 'Fire Pike' and 'Lasblaster'.
- A Special Character is not allowed to change any of the Wargear they are listed as taking (although they can fill 'free slots' as they like), unless your opponent agrees otherwise before the battle starts.
Overwatch
- Vehicle gunners can go to Overwatch, even if the vehicle moves.
- Vehicle must take Overwatch fire with all weapons at the same time.
Firing
- All hits from a single unit's firing are resolved at the same time. This means that Displacer fields displace after all hits are resolved, and models not caught under a Death Spinner cloud are moved after all Warp Spiders in the squad have fired. It also means that a model with a Displacer Field saves against all hits before being displaced, if it saves against at least one hit.
- Models with heavy weapons may ignore the closest squad in favor of closest vehicles. This is a vice-versa of the choosing targets rule.
- Support weapons are considered vehicles for the purpose of choosing a target.
- Plasma grenades & Missiles hang around. Check the plasma grenade entry in the Wargear book if you want to make sure. In fact the only difference between the two is that a plasma missile has a longer range.
Armour and Other Saves
- No model can ever take more than one unmodifiable save per attack. If a model has more than one unmodifiable save (a dodge save and a refractor field save, for example), you are allowed to choose which one to use each time you make a saving throw, and you are allowed to freely change the choice each time you have to make a save.
- Unmodifiable saves may not be modified up or down.
- Aegis suits / psychic powers / and null shields (vehicle wargear) do not protect against Distort Cannon, Wraithcannon, and Vortex grenade.
- Storm Shields only have a parry if its unmodifiable save is not used (or if the save has been lost).
- Rune Armour functions as carapace armour if its unmodifiable save is not used (or if the save has been lost). So a Warlock that took a Displacer Field could have an unmodifiable save for the field, and take the Carapace Armour save for his Rune Armour as well, or just use the unmodifiable save of his Rune Amour.
- Energy fields will only protect you from an psychic attacks that have a strength value. So a psychic power that 'zaps' you with a blast of energy (Lightning Arc, for example) could be saved against. Psychic powers that 'melt your brain' (Mind War, say), couldn't be stopped.
- Holo-fields are not a field. They do not give an unmodifiable save.
- All of the following are considered energy fields of one form or another: Refractor Field, Conversion Field, the Rosarius's Conversion Field, Displacer Field, Power Field, Storm Shield, Eldar Rune Armour, Kustom Force Field, the Force Field Projecta field, the Lion's Helm field, Force Dome, Aura of Fire, Psychic Shield, Voltage Field, Warp Field, Daemonic Aura's.
- Shield-Breaker ammunition knocks down all types of energy field, including displacer fields. However, each shell will only knock down one field, decided randomly if there is a choice. Psychic powers are destroyed and the psychic power card discarded, and Daemons lose their Daemonic Aura save for the rest of the battle. What we imagine is happening is that Shield-Breaker ammo disrupts any energy fields that it hits. In the case of psychic powers the resulting 'psychic feedback' stops the psyker using the relevant power for the rest of the battle. In the case of a Daemon, the ammo disrupts their energy form to such an extent that it weakens their presence in the material universe, and thus they lose their Aura save. A Force Field Projecta field may be fired on by Shield-Breaker ammunition, counting as a large target, and will go POP! if hit. In the case of the Storm Shield or Rune Armour, the unmodified save is lost, leaving a parry for the Storm Shield and the equivalent of carapace armour for the Rune Armour.
Charging
- Declare which squads or individual models are going to charge at the start of the turn.
- A charging model must go for the closest unengaged enemy model when it moves. Decisions are made on a model by model basis as and when the model is moved. Note that the squad coherancy rules don't apply to models engaged in hand to hand combat, so you can leave models from the same squad behind as you charge past them.
- Tell your opponent roughly who is going to charge what, based on the rules in above.
Hand-to-Hand Combat
- Fliers (jump pack, wings, whatever) that declare a charge only get to use the bonus move when they land if it takes them into hand to hand combat. If there aren't any enemy within 4, they have to stand where they land!
- A model with a basic, special or heavy weapon can use only a single close combat weapon.
- Parries offset. In the case of two models in hand-to-hand combat, both of which have parries, the model with the highest number of parries has one parry. E.g. two models, both with one parry, result in neither model having a parry.
- A plasma pistol used hth combat must spend the next turn recharging. However you may use the pistol to inflict any number of hits against any number of opponents within a single hand to hand combat phase.
- Warp Spiders must attack the closest enemy model, as per the normal rules.
Psychics
- Ork Weirdboy Warphead get psychic cards as any other psyker.
- Psychic powers that affect all psykers within range affect all members of a psychic squad, like Grey Knights and daemon squads.
- There is no way to nullify the Rod of Tigerius.
Breaking
- When unbreakable troops disengage from hand-to-hand, they are still broken. E.g. Legion of the Damned.
- Marines that fail a Terror/Fear test are Shaken.
Model Characteristics
Eldar
Eldar Exarchs
- Turn Aside Blow gives one additional parry. An Eldar Exarch with this power gets one extra parry in addition to any other parries it may have. It doesn't need a free hand in order to get it.
The Eldar Avatar
- Is treated as a Greater Daemon. This means he is susceptible to 'Destroy Daemon'.
- Can be destroyed by a Shokk Attack Gun.
Striking Scorpions
- Mandiblasters fire once per turn. A Striking Scorpion can fire his Mandiblasters every turn at one model only. This model can be different from turn to turn.
Tyranids
Gargoyles
- Fly in the same way as troops equipped with jump packs (i.e one turn only, either before or after the jump), unless they decide to fly high of course. They may not shoot as they move, they must wait until the shooting phase like every one else.
Chaos
Daemons
- Are not effected by conversion fields and photon flash flare grenades.
- Are effected normally by Distortion Cannon.
- Suffer damage from flamer hits as normal, and may be set on fire by them.
- Can ignore the flames and continue to move and shoot as normal. The creature must still roll for damage from the flames at the start of each of its turns.
- Are completely immune to the following grenade/missile types and weapons: Choke, Hallucinogen, Scare, Toxin, Virus, Hellfire shells, Spinefist thorns and Shuriken Shrieker ammo.
- Are effected by Venom Cannons and Deathspitters.
- Are not effected by Graviton Guns.
- Are effected by Shokk Attack Gun and Pulsa Rokkit. Roll on the foot models chart for any Daemons effected.
- Are very susceptible to psychic attacks and force weapons. If a daemon is hit by a psychic attack, or by a force weapon, it receives no saving throw on behalf of its daemonic aura. This also applies to Tyranid Boneswords because they are pysically powered in a similar manner to a force weapon.
Greater Daemons
- Are treated as Dreadnought sized targets. When rolling to hit with a Smasha gun.
Space Marine
Space Marine Dreadnought
- The crewman is treated as having Hero's characteristics. The Space Marine manning the Dreadnought has two wounds, for purposes like 'Mind War'. Bjorn the Fellhanded is treated as a Mighty Hero.
Terminators
- Do not get any move after Teleporting in, beyond the deviation.
- Characters cannot be given the Jump pack wargear card.
Vehicles
- Land Raider, Predator and Dreadnoughts cause Fear.
Imperial Guard allies
- Can not use Imperial Guard vehicles to transport Tyranids.
Imperial Guard and Imperial Allies
Assassins
- Have visors.
- With polymorphine can replace models with an armor save of better than 3+, regardless of modifiers.
- Can dodge the Runherd's Grabba-Stick (wargear card?)
- The Eversor Assassin is immune to the toxin used by needle weapons.
Vehicles
- Leman Russ causes Fear.
- Baneblade & Shadowsword cause Terror.
Orks
Orks in mega-armor
- Cannot ride warboars or Cyboars.
- Do not have any eye protection
- Have no protection against gas or viruses.
- Cannot be given the Jump pack wargear card.
The Shokk Attack Gun
- Is considered a support weapon.
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I attended a bullwhip handling seminar given by Gery L. Deer in Ann Arbor, organised by a friend of mine who had seen Gery perform at a local Science Fiction convention. Since I have practiced diligently and acquired two more whips: it is boatloads of fun!
I have been running my new game settings, based on my serial campaign concept,
as well as have complete websites: ShadowWorld Mainline, ShadowWorld WWII and Grand Design.
I am working on a new current day ShadowWorld setting, with a new, entirely different cosmology.
More ...
Underworld, though laying claim to prior use,
was renamed to ShadowWorld in the summer of 2002,
to avoid confusion with earlier published role playing games with same or similar names.
It was moved to its own website.
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