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Post by Leudast1215 on Jun 9, 2008 16:06:00 GMT -6
Would anyone be interested in demoing some 40K errata I've cooked up over the past couple of days in an effort to make the game more fun/balanced? It's about two and a half pages worth of stuff single spaced, but at least half of that is modifications to units I'm familiar with. Imperial Guard players should enjoy the changes.
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Post by Andrew on Jun 9, 2008 18:33:23 GMT -6
PM or email it to me. I'd like to see your ideas, and since I'll not be there for quite a while for playing...etc.
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Post by Leudast1215 on Jun 9, 2008 18:39:08 GMT -6
Sure thing. Not so sure you'll enjoy my views on powerfists, but Chaos "legally" so to speak can field Demons as Demons. This is naturally just for casual gaming thus more randomness. Feel free to critique away as I haven't even tested the new vehicle damage table.
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Post by Andrew on Jun 9, 2008 19:11:30 GMT -6
haha, wtf are odt's? I does not computize.
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Post by modius13 on Jun 9, 2008 20:07:25 GMT -6
I have no clue what is going on, but I would hazard to guess, Orange Daemon Tentacles? Pass the file on to me!
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Post by Leudast1215 on Jun 9, 2008 22:12:28 GMT -6
it's just an openOffice document, it's a substitute for microsoft word cause i don't have it. if it's really a problem (u can just open it with a different program rusually) you can download it quickly from here: download.openoffice.org/ first download link
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Post by siriq on Jun 11, 2008 11:03:24 GMT -6
WOOOOOOOOOOOH linux ftw?? also send it to me at siriq.duval@gmail.com
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Post by Leudast1215 on Jun 11, 2008 11:06:47 GMT -6
nope, just recycled a Windows XP operating system because i didn't have the original CDs and thusly didn't have Microsoft Word and I wasn't in the mood to pay 200 bucks for a typing program.
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Post by modius13 on Jun 12, 2008 10:13:39 GMT -6
But there's more than just typing.... and you can get a student version for less than that in the bookstore in the stupid center.
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Post by Leudast1215 on Jun 12, 2008 11:26:38 GMT -6
yes, but it's still more around $100. My OpenOffice software has gotten me through half of high school and 2 years of college I'll stick with it for free
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Post by ddaypunk06 on Jun 15, 2008 13:49:51 GMT -6
Or you can just be like everyone else and get a disk off of someone and pirate it lol.
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Post by Andrew on Jun 15, 2008 16:47:40 GMT -6
Even better! Copy the text to here so everyone can easily see it.
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Post by modius13 on Jun 15, 2008 20:07:56 GMT -6
And Andrew nails it on the head.
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Post by Andrew on Jun 15, 2008 20:13:06 GMT -6
Oh I nail it...even though I'm not in construction...LOL.
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Post by Leudast1215 on Jun 15, 2008 22:50:45 GMT -6
This is for friendly games only ^_^ and still very BETA.
Official Unofficial 40K Errata
Tanks: 1.All skimmers may move up to 18” in the movement phase, but may only fire moving up to 12”. 2.Fast vehicles may fire one primary weapon when moving up to 12” and all defensive weapons if moving up to 18”. 3.Defensive weapons count as strength 5 and below. Primary weapons are above strength 6. 4.A tracked or skimmer vehicle may fire all defensive weapons after moving more than 6”. 5.A tracked vehicle may fire all defensive and primary weapons (including ordinance) when at rest and only 1 primary weapon and all defensive weapons after moving up to 6”. It may only fire defensive weapons after moving more than 6”. 6.A destroyed transport causes any infantry carried inside to be wounded on a 4+, normal armor saves applying and the unit is automatically pinned regardless of special rules. 7.A transport suffering a penetrating hit causes any infantry carried inside to be wounded on a 4+, normal armor saves applying, but the unit does not take any leadership checks, is not pinned and continues to ride in the transport. 8.A tank shock causes all units directly in base to base contact to be wounded on a 4+ with standard morale, normal armor saves and stand alone tests proceeding as normal. 9.A vehicle that is destroyed for any reason explodes 2D6 inches, take the highest of the D6 and wounds all units fully or partially hit on a 4+ with normal armor saves applying. Cover saves may be taken before armor saves where applicable. 10.If a skimmer is immobilized or destroyed after having more more 6” then, even if it has moved its maximum distance in the player's previous movement phase, the skimmer scatters 2D6 combined and crashes. It explodes as per the new explosion rules and every infantry model in base to base contact with the tank (as in the chassis, not guns, turrets, engines, etc...) when it crashes is killed outright with no armor saves allowed. This operates per 4th Edition Force Weapon rules as in the infantry model is killed outright, it is not instant death therefore any models immune to instant death have no defense against a few dozen tons of metal falling on them. A Monstrous creature is not allowed any armor saves, but can only suffer 1 wound per crash as a consequence of a crash because it's as big as the tank. Any unit suffering casualties due to a tank crash (as in a model died from being hit by the tank itself, not the explosion) must pass a pinning check. This does not apply to a normal tank explosion. 11.A tank may fire all defensive weapons at one target and its primary weapon at another. This renders Tau Target Locks redundant.
Miscellaneous: 1.A player may shoot through their own units without any penalty to his or herself and without any benefit to the opposing player. 2.If a player chooses to literally shoot through an enemy unit in front of another enemy unit, then roll to hit as normal. Roll a D6 for every successful hit and on a D6 roll depending on ballistic skill the shot is applied to the unit in front of the unit being fired upon and roll to wound as normal (a firing unit with BS 3 would hit any intervening unit on less than a 4+. A unit with BS 4 would hit an intervening unit on a roll less than a 3+ and so on. A unit with BS 6 does not hit an intervening unit). This is not a cover save and is similar to the old “It's a Grot's Life” rule from the old Ork Codex. This does not apply if a model or unit has a height/line of sight advantage and can obviously see over any intervening unit. An example would be a unit in a building shooting into a unit below them or if a monstrous creature/tank is firing its weapons. 3.Space Marines and Chaos Space Marines cannot fire out of a Rhino or other transport vehicle without the vehicle counting as open topped for the subsequent shooting phase. 4.The Imperial Guard Chimera may allow one soldier to shoot out of the vehicle in addition to the 6 lasgun ports already present. This may be another lasgun or a special weapon. The firer naturally counts as moving per normal 40K rules. This makes the tank count as open topped for the subsequent shooting phase. Measure distances from such a weapon from the tank edge nearest to the hatch the firer is firing from and closest to the unit fired upon. 5.All Forge World variants on Imperial Guard turrets for the Chimera and Leman Russ are available. The same is true for Chaos and Vanilla Space Marine Predator turrets. 6.The Chaos Space Marines may employ the use of Demons from the Demon codex as per the allied rules, but may NOT employ the use of ANY generic greater Demons from the Chaos Space Marine codex if this is done. Demon allies must be either from the same god or from two gods who do not outright hate each other to death. So no Khorne and Slaneesh for example. 7.Two weapon systems are not twin-linked on Monstrous Creatures, they are separate weapons. 8.Cover saves may be taken in addition to armor saves and are taken before armor saves when applicable. Invulnerable saves may only be taken in this manner if a cover save is failed AND a units armor save is completely negated. This is to prevent three layers of saves in a best case scenario for the defender. 9.There is no AP system. For every single strength value above a target's toughness, an armor save is reduced by -1 in the Shooting Phase only.(there are power weapons/rending for melee). 10.Grenades allow a charging unit to fight simultaneously with a unit defending in terrain. This over-rides 5th edition grenade rules. 11.All non-vehicle units may “run” as per 5th edition rules D6 inches and not shoot or charge. 12.Line of sight is drawn from the body (torso) of a model to the body of another model. Antennas, feet, claws, etc... do not count. Line of sight is true line of sight except in reasonable instances such as a squad firing out of a building (you do not have to use a laser pointer to determine if a window is within line of sight or such crap). Any model that is modeled to purposefully take advantage of this system, such as a crawling Wraith Lord, still counts as being as tall as a properly modeled Wraith Lord. Feel free to smack such an opponent. Don't be a dick and start using rulers to measure from the edge of a base to another edge of a base because this somehow always winds up with a unit being able to see something literally behind the corner of a building. Base sizes may not be used to determine line of sight, just the body of a model. Base sizes primary use is to symbolize the size of a model and naturally effect movement and melee as normal. If the majority of a model's body is not within light of sight, it may not be fired upon. This is not the case for scattering pie plates or Monstrous creatures, who are just really big. 13.Area terrain still exists. However, if a unit can draw line of sight through a piece of area terrain that is less than 6” across from the firer's line of sight, they may fire through it. This applies say to forests and such. This does not apply to standing buildings, but it does apply to ruins or ruined buildings. All cover saves are applied normally. 14.In melee combat a unit suffers -1 leadership for every unsaved wound caused if the total # of wounds exceeds the # of wounds caused on the enemy. For example, a Space Marine Squad charges a unit of Harlequins. They cause 4 unsaved wounds. The Harlequins cause 6 unsaved wounds. Since the Space Marines lost combat by 2 unsaved wounds, they would apply -2 to their morale check. Fearless units suffer 1 wound per unsaved wound they lost combat by. 15.All mechanic type units automatically remove any Immobilized! OR any and all movement rate penalties if they begin their turn in base to base contact with or inside of a single vehicle. They may also repair any single Weapon System Destroyed! Result if they began their turn in base to base with or inside of a vehicle on a 4+, up to a maximum of 2+ due to any special modifiers listed in the units' description. 16.Powerfists may not count as a second close combat weapon or gain benefits from a second close combat weapon. All powerfist/powerklaw type weapons gain 2D6 armor penetration. 17. No leadership checks are required to shoot past or through units. 18. All infantry suffer an automatic -1 to their total and/or combined leadership value. For example, a Fire Warrior comes with leadership 7, so it would be leadership 6. If upgraded to a Shas'ui, providing a normal leadership 8, then this would be modified to leadership 7. 19.Only Infantry (including Jump Infantry) count as scoring units; no Monstrous Creatures, Vehicles or Independent Characters. 5th Edition's scam of “Troops only” is a a genuinely retarded attempt in making people buy more models and simultaneously dumbing down the game play because the appeal of most armies lie everywhere but in the Troops section. 20.There are no dedicated-transports; squads may join any friendly transport. 21.Infiltrators may deploy off of any chosen short board edge (perpendicular to your opponent usually) and enter play from said chosen board edge using the reserves rules. If a standard infantry unit, move 6” onto the table by measuring 6” in and placing the front of the models base at the 6” mark (this is to prevent infantry moving 7” off the edge and monstrous creatures like 9”) and apply difficult terrain roles where appropriate. A unit may run, but not charge even having opted not to charge the turn of arrival. Modifications by Unit: 1.The Imperial Guard Chimera is 50 points before weapons and upgrades and has side Armor 11. 2.The Tyranid Lictor acquires a 4+ invulnerable save while in melee, has 3 base attacks and has a 4+ armor save. It cannot destroy itself by scattering onto an enemy unit (coming within 1” or achieving base to base contact) because it's burrowing up beneath them, not deep striking from orbit onto their heads and if this occurs the Lictor counts as charging through open terrain, not difficult terrain. The Lictor may still charge when it deep strikes, but not move. This unit was hideously over priced and it's why no one ever uses it competitively because it costs as much as frickin' Carnifex. No cost change. 3.The Tyranid Ravener (sp?) treats deep striking onto an enemy unit the same way as a Lictor does, but is not limited to terrain pieces like the Lictor. It may not charge or move if not having deep struck into a unit. It has a 5+ invulnerable save in melee. This was meant to be Mr. Lictor Jr. and now it is. No cost change. 4.The Tyranid Termagaunt is 5 points. The Spinegaunt 4 points. 5.The Tyranid Hormagaunt is 7 points before upgrades. 6.The standard Ork Boy, as in an Ork Boyz squad, is now 8 points. Standard Ork Boyz squads may choose to purchase one flamer at the cost indicated in the codex the same way as their bigger gun is currently purchased. A 30 man Boyz squad can have 3 bigger guns and 3 flamers. 22.The Imperial Guard Hellhound counts as Amphibious. 23.The Tau Stingwings cost 12 points each with their commander costing an additional 10 points. 24.Tau Pathfinders do not require a Devilfish Transport in order to be fielded. 25.Tau Networked Markerlight Drones cost 15 points each. 26.Tau Shield Generators cost 15 points each because Shield Drones are a better value and don't take up that 1 of only 3 hard points and they cost less anyway. 27.The Tau Skyray never runs out of missiles because this is a genuinely retarded vehicle as is, but may only fire a maximum of 6 missiles per turn. 28.Tau Gue'Vesa have access to the Imperial Guard Armory for their infantry at the normal costs indicated for ONLY special weapons, NO armory, with the same limitations as found in the Imperial Guard Codex. They may be mounted in a Chimera at the costs given in the codex with the updated costs given here taken into account. A single squad, mounted or unmounted, counts as a single Troops choice. Gue'Vesa remain 6 points per infantryman due to sterilization... 29.The standard and Armored Fist Imperial Guard infantry squad is 50 points before upgrades. 30.The Imperial Guard Storm Trooper comes with Infiltrate and Deep Strike for free and now costs 10 points before upgrades. 31.Imperial Guard Hardened Veterans come with Frag Grenades for free. 32.Imperial Guard Commissars are 20 points before upgrades. Independent Commissars may be taken as a doctrine without spending any extra points on Commissars. Commissars must shoot themselves if they're the sole survivor of a unit remaining and have failed a leadership or morale check. 33.Imperial Guard Ogryns are 15 points each before upgrades. 34.Imperial Guard Priests are 25 points before upgrades and grant Fearless to any unit they join. 35.Imperial Guard Tech Priest Enginseers are 25 points before upgrades. 36.Imperial Guard Sentinels are crap and thus cost 20 points before upgrades. 37.Imperial Guard Fire Support and Anti-Tank heavy weapon teams cost 25 points each before upgrades. Imperial Guard Mortar Support Squads cost 50 points each. 38.Imperial Guard Sanctioned Psykers roll a D6 for powers each turn. A 1 causes a gibbering freaky little demon thing to swallow up the Psyker if the Psyker doesn't save himself on a roll of 4+ and if they Psyker fails the parent squad must take a leadership check. A 2 causes any officer or sergeants leadership to be used within 24” of the parent unit. A 3 causes all enemy psychic powers, including Lash of Submission, to be nullified on a 4+ within 12” of the Psyker's unit. A 4 causes the Psyker to gain additional D6 attacks in melee until the beginning of the next Imperial Guard turn. A 5 has the same effects in the codex. A 6 causes a ranged attack of 24” Strength 4 Assault 6. 39.Imperial Guard Conscript Platoon heavy and special weapons cost the same as normal squads. 40.Tyranids no longer have the Shock Troops special rule. 41.Imperial Guard may deploy Imperial Guardsmen as a single squad (counting as a single Troops choice), but said squad must take a Chimera or Hellhound a trasport. 42.Imperial Guard Hellhounds may transport infantry squads the same way Chimeras do. 43.Tyranid Biovores launch as many Spore Mines purchased per Biovore. 44.Tyranid Gargoyles are 10 points each. 45.Tyranid Rippers are 8 points. 46.Imperial Guard Doctrines may be bought per squad and not for the entire army.
Armor Penetration Rules: 1.Any weapon that glances achieves a -2 to any damage role on a D10. A Glancing Hit of 2 on the Vehicle Damage still has a Crew Shaken! result. 2.A weapon formerly known as AP1 gains +2 to any damage role on a D10, even if the armor penetration roll is equal to the armor value of the target. Any normal penetrating hit gets a +2 bonus on the vehicle damage table if the armor penetration roll was higher than the armor value of the tank. Ordinance continues to roll 2D6 for armor penetration as normal, so it must exceed the armor value to get a penetrating hit. 3.A Destroyed! Vehicle becomes a wreck, blocking all true line of sight based on the size and shape of the tank. Any troops inside of a tank may choose to deploy within the wreck or within 2” of it, maintaining normal unit coherency. A unit gains a 5+ cover save from being inside of a wreck or by having the majority of a unit in base to base contact with it.
Vehicle Damage Table on a D10: 1.Crew Shaken!. Vehicle may not fire weapons. 2.Crew Shaken!. Vehicle may not fire weapons. 3.Crew Stunned!. Vehicle cannot move or shoot. 4.O' **** Moment!. A vehicle's current movement rate is permanently reduced by ½ and may not move or shoot. The movement penalty does stack. If a vehicle is affected by this a third time, it becomes Immobilized! and may not move or fire. 5.Weapon System Destroyed! (if all weapons are destroyed, vehicle becomes Immobilized!). 6.Weapon System Destroyed! (if all weapons are destroyed, vehicle becomes Immobilized!). 7.Vehicle Immobilized! (if already immobilized, the vehicle is Destroyed!). 8.Vehicle Immobilized! (if already immobilized, the vehicle is Destroyed!). 9.Vehicle Destroyed! Roll 2D6, take the highest and apply armor saves as required. 10.Vehicle Annihilated! Roll 2D6 and combine the result for explosive radius. Vehicle is incinerated and removed from play.
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Post by ddaypunk06 on Jun 16, 2008 13:33:54 GMT -6
Interesting stuff I suppose. Kinda hard to read. Most of the rules seem redundant re-wordings of the already 4th edition rules. Just my two cents.
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Post by Leudast1215 on Jun 16, 2008 14:58:10 GMT -6
That's because 4th edition rules were and are usually too vague. 40K rules themselves are incredibly simple, but the issues that constantly pop up with them are due to ambiguity so I was very specific as to the subtle changes. Ultimately the rules are a tweak of 4th Edition 40K because if I was going to write up something completely original I might as well just steal some WWII mini's rules which make more sense. 40K isn't about that, it's about drinking coke and laughing at bizarre things that happen and I felt 4th Edition didn't have enough of that. Mainly this is an on-going effort to beef up and tweak the codices I'm familiar with (Guard imparticular) to be on-par with other modern codices. I've done a few practise sessions with Sam and we both seemed to enjoy the more fun, random and vehicle centered theme of the game. Let's face it, tanks suck in 4th edition and they'll become more boring in 5th edition and I won't play with rules that do that. Vehicle-heavy Imperial Guard now scare the crap out of me where was before they were target practise for my Tau.
I must also say that I'm elated to have killed the AP system and applied the strength vs toughness modifer with cover saves taken BEFORE armor saves. Unfortunately Sam and I weren't able to make a "to-hit" modifier system work in place of cover saves, so we just kept em' because they work in 4th edition 40k. It just got downright brutal hitting Cameoline Guardsmen on 6's with shooting.
I would also appreciate any suggestions you have on first glance on how to tweak my tweaks as I want to try this again Thursday or sooner.
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