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Hello there!
Me and a friend have been toying around with some Homebrewed rules for a while now, and after having talked about them earlier today I felt like sharing.
Comment: This rule was made simply because it made sense that a Defiler would still try to get some Battlecannon shots of even while Engaged, Dreads would shoot their flamers in close combat, and the melta specialist standing next to the fighting would still take a shot at either of the above. Granted, it's a pretty big rule change, but after testing it we've agreed that it adds a lot of fun and is more balanced than appears at first glance.
Stomp! When engaged by multiple foes a large model may forsake it's usual weaponry and stomp the ground and hurt it's enemies with a thundering shock and flying debris. Any Walker or Monstrous Creature may choose to forfeit it's regular close combat attacks to Stomp! When Stomping, resolve a hit with the below profile, centered on the Stomper. After Stomping, a model may not do a Sweeping Advance for the rest of the player turn.
Weapon: Stomp! Strength: X* AP:- Type: Large Blast, No Cover Saves
*) The strength of the attack is equal to half of the base Strength of the Stomper, rounded down.
Comment: This rule was made to avoid the tedious "Tie the Dread up with Cannon Fodder" effect that comes from having a very powerful model with few attacks being tied up a whole game by weak enemies that it should be able to walk all over and that most of the time can't even damage it.
Comment: While the first two rules are at least somewhat balanced, as far as we can tell, this one is just for fun and not balanced at all. For the most part it doesn't go beyond being an amusing gimmick, but occasionally there are some tactical applications, like trying to blast someone off an objective or into dangerous terrain or just to open up a charge line to a more important target.
Stray Shots. If a model recives a cover save due to being behind another unit and makes the save the screening unit is hit instead. Resolve the attack just as if the attack had been aimed at that model.
Comment: Again, this rule is mostly for flavor, but it does encourage keeing fireing lines free from your own models while making you more keen on gunning for important targets 'cause you could walk away with a consolation price of dead cannon fodder, at least.
It does cause a bit of iffyness when the targeted model has a better armour or invul save, but then we usually just take the cover save first and then the better save afterwards should the cover save fail.
Please let me know what you think!
Me and a friend have been toying around with some Homebrewed rules for a while now, and after having talked about them earlier today I felt like sharing.
New Universal Special Rules
First there are two Universal Special Rules, regarding Big Things and close combat;
Towering. This model towers over it's friends and foes and isn't pressingly concearned by the threat of lesser enemies. The downside is that it's a lot easier for the enemy to get a clear fireing line to the model. A model with the Towering rule never counts as engaged in combat for the purposes of shooting unless engaged by another model with the Towering rule. As a result a Towering model can shoot or be shot at while in combat as long as it is not engaged by other Towering Models. All vehicles and Monstrous Creatures are Towering.First there are two Universal Special Rules, regarding Big Things and close combat;
Comment: This rule was made simply because it made sense that a Defiler would still try to get some Battlecannon shots of even while Engaged, Dreads would shoot their flamers in close combat, and the melta specialist standing next to the fighting would still take a shot at either of the above. Granted, it's a pretty big rule change, but after testing it we've agreed that it adds a lot of fun and is more balanced than appears at first glance.
Stomp! When engaged by multiple foes a large model may forsake it's usual weaponry and stomp the ground and hurt it's enemies with a thundering shock and flying debris. Any Walker or Monstrous Creature may choose to forfeit it's regular close combat attacks to Stomp! When Stomping, resolve a hit with the below profile, centered on the Stomper. After Stomping, a model may not do a Sweeping Advance for the rest of the player turn.
Weapon: Stomp! Strength: X* AP:- Type: Large Blast, No Cover Saves
*) The strength of the attack is equal to half of the base Strength of the Stomper, rounded down.
Comment: This rule was made to avoid the tedious "Tie the Dread up with Cannon Fodder" effect that comes from having a very powerful model with few attacks being tied up a whole game by weak enemies that it should be able to walk all over and that most of the time can't even damage it.
New optional Rules
Secondly there are a couple of more tounge-in-cheek optional rules.
Pushback. When hit by a Template or Blast attack a model can be pushed aside by the sheer force. A model is moved a distance in inches equal to 1D6", but it can never move more than the Strength of the attack minus it's own Toughness. Roll only once for each blast or template. The direction the model is moved is either directly away from the centre of the Blast marker, or from the narrow end of the Flamer template. If the model is in the middle of the Blast marker or the Flamer Template the direction is determined by the roll of a scatter dice. During this move the model moves as if being Jump Infantry.Comment: While the first two rules are at least somewhat balanced, as far as we can tell, this one is just for fun and not balanced at all. For the most part it doesn't go beyond being an amusing gimmick, but occasionally there are some tactical applications, like trying to blast someone off an objective or into dangerous terrain or just to open up a charge line to a more important target.
Stray Shots. If a model recives a cover save due to being behind another unit and makes the save the screening unit is hit instead. Resolve the attack just as if the attack had been aimed at that model.
Comment: Again, this rule is mostly for flavor, but it does encourage keeing fireing lines free from your own models while making you more keen on gunning for important targets 'cause you could walk away with a consolation price of dead cannon fodder, at least.
It does cause a bit of iffyness when the targeted model has a better armour or invul save, but then we usually just take the cover save first and then the better save afterwards should the cover save fail.
Please let me know what you think!