TGN Chat: 40K addons and rules additions

So if you don’t play “strict” 40K or don’t use the current rules, what additions or modifications do you use to keep older or homebrew rules up to date with the current armies and models?

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So if you don’t play “strict” 40K or don’t use the current rules, what additions or modifications do you use to keep older or homebrew rules up to date with the current armies and models?
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Erik Engling says:
June 12th, 2008 at 11:24 am |
Our grey beard group has done a lot of things. Here is just a few off the top of my head: o Leadership test when hit with flamer. This works great especially against hordes of cultists and the occasional tyranid army. We really enjoy this one as flamers and heavy flamers can cause “panic” in our games and force squads to fall back. o Using jam dice/rapid fire for weapons such as Heavy Bolters and Autocannons. We love this rule as it gives the possibility of a large number of hits, but after the first turn (we exempt the jam) it is very possible to have a jam that renders the weapon useless until a 4+ is rolled. o Chain weapons re-roll wounds. This has been a wonderful addition to our grey beard games and gives some variety to different weaponry. o Parry. The ability by a leader or unit champion to have a “hit” rerolled by the opponent. This has saved a few leaders during a game and gives a little “role play” feel. o Alternate movement. One squad or vehcile per side moves. We think this adds a lot to the game. o Multiple saves. While it adds to dice rolling, we like the idea of an armor save and then the possibility of a cover save or invincible save. We prefer this as we find gamers don’t like to stand out in the open much. o Gifts of the God. For chaos, if you have a mini who rolls “6″ to hit multiple times or “1″s, there is a chance of being turned into a spawn. Either a “reward” or a “curse”. This has been a lot of fun with the youngsters. o Snap fire. Allowing defenders to get a shot off at a -1 penalty. Heavy weapons cannot shoot (to cumbersome). This has been great at representing the lost moment a defender has to shoot before being assaulted. Usually doesn’t cause that many casualties, but every once in a while the assualter fails a morale check and runs before getting in to hand-to-hand. We allow only one shot per weapon as there is not enough time for rapid fire. o Hitching a ride. Allow a squad of lesser armored (those with 5+ saves) to ride on the outside of vehicles for rapid deployment. While vulnerable to fire while riding, the troops can get into combat quickly and we allow for extra movement….. o Because we allowed running or walking. While 5th edition chose to allow this in the shooting phase, we chose to have 4″ walking or 8″ running in the movement phase. o Necron move 4″. We loved the notion that the Necrons moved slowly and deliberately. Keeping them slow moving made them seem more “machine like”. o We experimented with allowing Apothecaries to eliminate the first wound even in hand-to-hand. We weren’t always happy with the result, but we also wanted to encourage folks to take Apothecaries. We’ve got all sorts of rules, but I can’t quite remember them all at the moment. Hopefully, the above will illustrate some ideas that gamers can use. Hope some of these are appealing to you fellow gamers. Erik |
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evernevermore (John) says:
June 12th, 2008 at 11:26 am |
One of the things that have kept me away from using the older editions is not having codex or army lists for races like the Tau, as it makes it harder for me to talk a friend of mine into playing. I’m curious to see what people use to adapt new models into the older rules, especially with models like the Techmarine and Thunderfire cannon from the new space marine lists or Forgeworld vehicles. |
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Gitteau says:
June 12th, 2008 at 12:49 pm |
The lack of Tau would be one of the best aspects of retro-40k. I don’t currently play 40k or any variation on it, but the profiles have remained the same. It doesn’t seem like there would be that many special rules to adapt new models into older formats. Maybe this just shows how little I know about modern 40k. |
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stormwolf says:
June 12th, 2008 at 1:13 pm |
Thanks Zac! I play a slightly modded Rogue Trader (as you all might know already LOL!) Alternate unit activation, I tried this out in the 80s and it is far superior to IGOYOUGO, which I loathe! 1. Updated and simplified vehicle rules with armour values and armour penetration instead of toughness. Damage points are still used however. 2. Flamers cause fear! The user does not stay on fire (to ease record keeping) although I am still not sure about this one. 3. Any model hit and wounded, even if saved are pinned for their next activation if they fail a Cool test. Models that are pinned can only defend themselves in close combat. 4. All sword and claw like weapons can parry, forcing the opponent to re-roll one to-hit dice, the re-roll stands however. 5. Using the RT design rules (modified as above) you can design army lists for any of the current armies in 40K boring editions. 6. Using any model is not a problem using the above. 7. Terminators now have a 5+ invulnerable save as standard, points remain unchanged. 8. Limit most player characters to having a maximum psychic level of 2, only uber-characters can have 3-4. 9. Do what you damn well want. 10. Count the Techmarine example above as a Tech and a Thunderfire as a Rapier destroyer with heavy weapons of your choice, simple. 11. Multiple saves are a given in RT (at least to my understanding), sometimes I take saves before rolling Strength versus Toughness. This speeds the game up. 12. Variable movement rolls for difficult terrain M3 (2xD3″ pick highest), M4 = D4, M6 = D6 and so on. Three rolls and pick highest for more nimble models etc. Another of the modern rules that I like (wink!) 13. Thrown grenades, models can throw grenades up to twice their Strength, -1 to-hit at over 1/2 strength range. 14. Use scatter die, instead of the very bad deviation rules. Hows does that little lot go down? SW |
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a_thousand_hats says:
June 12th, 2008 at 1:51 pm |
There’s some brilliant ideas here already and the threads so young. While I personally play 40k vanilla rules for the most part we add in additional subplots/events in a similar vein to the way Rogue Trader was built with all the random tables at the back. So I guess we make it a little more scenario driven than current 40k although 5th is rumoured to have an emphasis on objectives which sounds interesting. Particularly for playing smaller games. Because I mainly play 400-500pt games it adds an extra bit of depth to the games instead of being a straight fight to the death. We also don’t have a problem playing games that ignore army lists and just include things we think would be cool to play with so that we can play ‘what if? type match-ups’ which aren’t ‘legal’ from a codex perspective. E.G. you’re supposed to buy units of a particular minimum size, say 10, and we have only three models of that sort so we’ll throw three on (their comrades must have already died) and perhaps attach them to seven men from another unit to see how they get on or leave them on their own depending on how resilient the pieces are. You can make some cool IG desperado units using this technique. A bit like during the real WWs when units were put together as casualties mounted up. 1 ogryn with ripper gun, a couple of storm troopers and the rest guardsmen was one of my favourite looking units. It just oozed ‘combat vets’ character. Kill Team had some interesting ideas that we’ve modded for these smaller games too. |
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Thorbjorn Nielsen says:
June 12th, 2008 at 2:23 pm |
In my gaming group we’ve amalgated 2nd ed. 40k and I Ain’t Been Shot, Mum! by Toofatlardies. 1) We play skirmish and without points values (written orders are issued instead, dictating what will be on each side - one side not knowing what the other side has). 2) We activate by draw of a deck of cards containing (mostly) a card pr. squad/character/vehicle. Random events and “flavour” cards are also added. (For instance the “Shhh!” card. When drawn the ork player must test to see if one of his ladz can’t hold squeezing the trigger and revealing himself and anyone else on “his” blip. 3) We use “blips” for placing units. When we start out all you see of the opponent is blips. These blips can move like units, and you can spot the other sides blips to see what hiding. In some cases the blips are duds. For larger games involving the 40k’sque amounts of troops we use 6mm figures and other rules. In essence all our games are strictly narrative and the diametrical opposite of “bring and battle”. |
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sarutobi45 says:
June 13th, 2008 at 10:28 am |
actually i’m adaptating my karmans to WH40K. Background, list and rules. WH40K is OUR game, and just a game. It’s not something rigid like texas poker or chess. :) i love this chaos thing, even the guru of GW agree with us on the rulebook :) |
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evernevermore (John) says:
June 13th, 2008 at 11:08 am |
Karmans in 40k - oh you mean Jokero :P My friend likes the Tau because they are also one of the few “good guys” in the 40k universe - at least thats the propaganda he believes hehe The stats for models have changed - I think 3rd was when the characteristics really shifted - so direct transfer of newer models and races dont work quite as well. What I would love to see is a streamlined version of RT/2nd - striving for a 5th edition esque clarity. I would love to trim down some of the rules and simplify others so that a quick reference for the core rules is at most 4 sheets of 8 1/2 x 11 paper. Anything that speeds play is good in my book, because I dont need massive complicated rules to make the game fun, just flavorful rules. Like a good example are with orks - they have had rules like “set to 11″ or “oops sorry mate” that show thier kind of crazy mindset and gleeful disregard for collateral damage without referencing 10 charts or using a little mini book. Baring that dream I’d still be quite happy to see the guys at Bell of Lost Souls do a recasting of RT - for those that havent seen it take a look at thier 30k Horus Heresy codex, and especially the rules for Robots. In one page they have better rules to handle a robots program then in the 5 in the Rogue Trader companion book… |
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stormwolf says:
June 13th, 2008 at 11:10 am |
Thousand Hats, I like the remaining veteran troops from different units idea, m`mm gives me some cool ideas. Sarutobi45 good for you, the rigid must use GW minis or be flayed to death is one of the many things that annoy me about 40K as it is now. So get those Karmans on the table and kick some imperial butt LOL! Thorbjorn, like the blips idea I may have to pinch it. I already have the green Litko blips and would only need to number them. As a bonus this would also give a new use to the various scanning items in RT result! Gitteau forget about current 40K there is more fun at the retro end of the scale. John has this little lot started the minds creative juices flowing, if you have the RT books there is no stopping you. Even 2nd edition will do I suppose, or Space Hulk oh yes! Have fun all SW |
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stormwolf says:
June 13th, 2008 at 11:24 am |
John just treat robots as dreadnoughts, it was only the program that made for any real difference between the two types. Low intelligence robots can only target the nearest enemy target at close range, medium intelligence ones can target the nearest enemies at up to long range and High intelligence bots can target any enemy. I have usable reference sheets of my own design for the main rules, all the equipment, Eldar, Harlequins, Weapons & Grenades and Psychic powers. I also have some for demons, mutations and chaos gifts etc. That way apart from the main summaries of main rules & weapons, you use the others when necessary. It was a lot of work, but really useful. Whatdya think? SW |
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evernevermore (John) says:
June 13th, 2008 at 12:04 pm |
Its given me some stuff to ponder and I do like the blips idea - seems like the fairest way to do hidden or unidentified units Ive seen in a while. Right now I am waiting to see how 5th is along with the upcoming space marine codex and if BoLS updates thier 30k codex so i can use it for my Pre Heresy Luna Wolves, which are primarily RT era minis converted to the different marks of armor (WIP) Then I have the task of adapting RT to suit what I need, including some army lists for Tau and either convince a buddys wife to let me borrow him once in a while or convert some 40k gamers at the FLGS to try my rules… |
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stormwolf says:
June 13th, 2008 at 12:20 pm |
Zac any chance of a files section, so I can post up my stuff for John and the others. The links look popular! SW |
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