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House Rules Compedium; Share your little fixes.
Topic Started: 29 Sep 2014, 07:18 PM (1,428 Views)
Tack
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Corporal
So it's assumed that kill team will have some ambiguity with some of the rules- along with one or two WH40K rules which don't work so well.
The natural player response is to tweak those things, make little agreed-upon fixes amongst your group termed 'house rules'.
This thread should hopefully serve as a listing of all of the things which you and your group have added, subtracted or changed to make the game either easier, fairer or more clear.
The hope is also that it will prompt discussion on these house rules, as well as shed light on any particularly noticeable holes in order to aid future patches.



So without further Ado.

W40K proper:
- Feel no Pain stacks multiplicatively. (Multiple saves are rolled one after the other.)

Kill team changes:
- Pinning weapons pin in a 3" radius.
- Precision shot changed to act as a critical hit (+1 to DownBNOut rolls).

Team Specific Changes.

Tau:
Covering fire battle honor increases range to 9"

IG:
(Vostroyan Firstborn): Covering fire battle honor increases overwatch range to 9"
Order: Move, Move, Move! gives extra D3 run distance, but roll two dice and pick the highest.





I'll keep the OP updated with new added rules, who volunteered them and possibly a +\- of how popular they seem
Edited by Tack, 29 Sep 2014, 10:00 PM.
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foto69man

We added Grey Knights can take a special weapon as base, and then a second one after the 5th applicable troop choice.
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Zappline

We added a couple of rules for tipping over ruins and building just for the "cinematic action" effects.

The rules are simple, you hit the building or ruin wall or statue or what not that someone are trying to take cover behind or inside instead of anything else. Everything have AV10. Or if they are buildings we use the list in the 40k Rulebook. Anyway, when you hit the building and are able to pen it you role an artillery die, if it is a hit, the building/ruin crumbles and falls straight down, everything within 3" of the wall takes 1 automatic S3 hit per floor (3 floors = 3 S3 hits), any models inside a building that falls down takes these hits, and those within 3" outside.

However if you role the arrow the building topples over in that direction and everything underneath it takes a hit. a model within 3" of the base of the building or wall falling over it takes 1 S3 hit, any models between 3 and 6" from the base of the building takes 1 S4 hits and any models between 6 and 9 takes 1 S5 hit. (basically the model take a stronger hit for every floor due to the fact that the further away the model are the more velocity the falling building will gather and therefor a bigger hit will plant itself in the face of the model. Also any model under the falling wall or building will have to make a Pinning test, you know, cause there is a wall falling over you and the risk of getting pined down by it is definitely there.

We have talked about being able to do Initiative test to try and dodge/run away from a falling building if it is not wider then 3" due to the fact that you cant move more then 3 inch in terrain and therefore cant get out of the way in time, but for now we have not implemented such rules yet.

We also have a rule that say you are not allowed to blow up or bring down buildings/ruin walls if there is no one inside or nearby them or if anything is using the Hide rules inside or behind the building, cause you have no reason to bring it down, you don't waste shots and give up your own position to blow up a ruin wall for no reason, and if someone is hiding inside it you simply don't know that anyone is there, therefor you don't try and blow the wall up. (Mainly this is a balancing rule and cause we don't want players blowing everything up on the table, even if a fallen building still provides cover, you don't get the eagle eye perspective from it anymore.)

The rules are for our enjoyment and they might seem a bit odd and pointless, but they are actually really fun and I would recommend you guys to try them out just for the heck of it. Me and my friends have made more environment rules for Kill Team for the cinematic action aspects of the game, some we use, some we throw away. But this one is one of the rules we have kept due to the aspects of enjoyment and tactical game play.
Edited by Zappline, 27 Oct 2014, 07:16 PM.
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holycannoli
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we are currently working on rules to help make the game more fun to play list wise. Currently a big problem that we've had with killteams are lists made of unkillables, meganob or terminator heavy killteams are unbeatable in a straight up brawl. So my buddies and I are playing around with variations on limiting t5+ units and 2+ saves. It helps encourage fluffier killteams and ones that are more about running a bunch of cool models that you really like and not being stomped out because of it.
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Tack
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Corporal
I know what you're saying. The current campaign I'm playing is all terminators and bikes.
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Groggarioth
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I'd like to introduce "Seeker Missiles" for Tau, either as a Base upgrade, reliant on getting the "Comms Relay" before buying a "Seeker Battery" or for the Broadside to have the ability to buy one.

I also removed the Tyranid option from the shaper's DNA options list, the Kroot don't eat Tyranid flesh 'cause they do not want to run the possibility of being enslaved to the Hive Mind, replaced it with Dark Eldar, which gives them Poison (4+) on their Melee attacks.
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LordCatnip

For the Dark Eldar, I don't think adding poison would be a DNA trait, after all Dark Elder coat their weapons in poison, they do not excrete it.

I think Dark Eldar/Eldar would be a single DNA example. Unless it was say a Altered Dark Eldar via Haemoculi. Then I would say Maybe a +1 to Armour Saves for Gnarlskin would be more appropriate. As even Wracks/Grotesques use Poison coated Weapons/tools, not actual poison natural attacks.
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digitalgenie

So, i added some new and change some rules a little:

Sentry
A model can sacrifice their shooting phase and enter sentry mode: a model end their turn and instead gain a sentry token that later used to shoot in enemy movement phase, this token can be used once and the model can only target one of the enemy model that move during that phase. A model that using Heavy weaponry must not move before to enter sentry mode and, in exeption of Sniper weapons, get -1 BS modifier. The weapon that have Blast rule cannot enter sentry mode at all. Model with Relentless rule can negate the movement restriction with Heavy weapons and get snapshot instead if he move before.

Psychic
The model with psyker rule can choose 2 power of different school of power that have warp charge of 2 or below and can only use one of the power once per turn. Psychic power that used that turn cannot be activate next turn and must be activated later turn (e.g. if the model use a power in turn 1, the the same power can be used again in turn 3)

Physic test
In every Physic check like Jump, Climb and Jump Down, the Initiative score cannot be less than three, so a model with I 2 counted as having I 3 in Physic check
Edited by digitalgenie, 15 Oct 2015, 03:07 PM.
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zartes

Black Templars Chapter Tactics:

the normal version of these rules applies the Rage and Counter-Attack to a squad if one of their members dies to shooting or overwatch... problem it, black templars models don't generally come in squads. As such, we (are going to, this is thus far only been used in one game) treat all friendly Templar models within 6 inches as part of the squad for purposes or activating this rule.
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