Deep Strike Homebrew
Well, lets get it out of the way right now...I HATE the deep strike rules currently. In the world of 40k, with specialized technologies and skilled combatants, my troops can still be scattered to the wind when dropping in, tunneling upwards, etc. with alarming regularity. Sure, the odd missdrop makes sense, but...it happens so frequently and can be so costly, especially in todays terrain heavy world.
So, basically I'm working on a total overhaul of the systems for games with my friends and would appreciate any help!
Deep Striking New Rules-
Scattering/Landing onto Enemy Units- Should a deep striking unit scatter on to or choose to land upon an enemy unit, they're is a great deal of risk to both sides. The squad being landed upon suffers wounds equal to the number of soldiers in the deep striking unit. The strength of the hits is equal to the strength of the deep strikers +1
However, this unit may make a free shooting attacks(barring limitations) against the newly arrived unit. After which, both units of locked in melee with the deep strikers receiving the charge bonus.
A squad of 10 Assault Marines deploy via deep strike. They choose to land upon a squad of 20 ork shoota boys. The orks suffer 10 str 5 (4+1) wounds. 4 orks are killed in the explosive arrival of the marines. The orks ,however, do fire upon the marines with all shootas(even those who were killed. They got to shoot before the marines landed on them) and kill 1 single marine. The two units are then engaged in close combat, with the assault marines recieving the bonus attacks for charging.
"Wherever you tread, tread lightly. We are closer than you think, and our blades are sharp."
"We are coming. Look to the skies for your salvation."
"In the darkness all men are equal, save those that embrace it."
-Captain Kayvaan Shrike, Raven Guard 3rd Company