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Great house rules
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Old 18 Sep 2006, 10:11   #1 (permalink)
Kroot Shaper
 
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Default Great house rules

Do any of you have any great house rules? I've only made one;

Whenever you are playing skimmers if both players agree all skimmers may choose to count as moving any chosen distance effectively on the turn before the game.
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Old 18 Sep 2006, 10:30   #2 (permalink)
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Default Re: Great house rules

That seems very skewed in the Tau's favour, has anyone actually agreed with it?

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Old 18 Sep 2006, 17:26   #3 (permalink)
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Default Re: Great house rules

Quote:
Originally Posted by greenmachine
Do any of you have any great house rules? I've only made one;

Whenever you are playing skimmers if both players agree all skimmers may choose to count as moving any chosen distance effectively on the turn before the game.
That rule doesn't even make any sense...

Skimmers need to move at a certain speed to avoid shots properly. If they need to go X (=1, let's say) speed in Y (=1) amount of time to achieve this, well...

X = Y
1 = 1

(restriction: X < 1)

X =/= Y
0.99 =/= 1

You phail. Reality wins.

:P
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Old 18 Sep 2006, 19:09   #4 (permalink)
Shas'Vre
 
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Default Re: Great house rules

I think he means that if the opponent gets the first turn, then your skimmers will count as having moved quickly the previous "turn" for the purposes of shooting at them.
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Old 18 Sep 2006, 20:25   #5 (permalink)
Shas'El
 
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Default Re: Great house rules

Here's a house rule that our group has come to know and love.

Tank crewmen:
If a vehicle is wrecked, destroyed, or somehow put out of commission, then the crew attempts to bail out. Roll a D6 for each of the crew members. On a 4+, the crew member escapes the wreck and proceeds on foot. The opponent only counts as getting half of the victory points until all of the crew members are dead. If a vehicle is annihilated or explodes spectacularly in any other fashion, the crew members may not bail out, as they have been instantly killed by the death of their vehicle.

Crew weapons:
IG: Lasgun
Tau: Pulse pistol
Orks: Slugga
SM and CSM: Bolt pistol
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Old 18 Sep 2006, 21:28   #6 (permalink)
Shas'Ui
 
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Default Re: Great house rules

I like the crewmen rule. My friends created this rule, "unfortunate circumstances".

Before a game, both players roll D6 and add value to the Ld of your most expensive HQ unit. The player with the lower sum will not be able to shoot without taking an Ld check during their first turn.

This represents Guardsmen scrambling to their posts after a heavy night of drinking, Eldar caught up in crying about how great they used to be, Space Marines chanting a particularly catchy litany repeatedly, Orks just returning from the local Mad Grox race, Tau playing with Gue'la videogames ("hey check it out! I've got a Russian accent!"), etc, etc. The Ld represents the commander's ability to hold his army together in the face of unfortunate circumstances.


Quote:
Originally Posted by crazyguy832
That rule doesn't even make any sense...

Skimmers need to move at a certain speed to avoid shots properly. If they need to go X (=1, let's say) speed in Y (=1) amount of time to achieve this, well...

X = Y
1 = 1

(restriction: X < 1)

X =/= Y
0.99 =/= 1

You phail. Reality wins.

:P
What does that even mean?! I cannot for the love of God decipher your message...

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Old 19 Sep 2006, 02:20   #7 (permalink)
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Default Re: Great house rules

Quote:
Originally Posted by RealMenUseCarbines
Quote:
Originally Posted by crazyguy832
That rule doesn't even make any sense...

Skimmers need to move at a certain speed to avoid shots properly. If they need to go X (=1, let's say) speed in Y (=1) amount of time to achieve this, well...

X = Y
1 = 1

(restriction: X < 1)

X =/= Y
0.99 =/= 1

You phail. Reality wins.

:P
What does that even mean?! I cannot for the love of God decipher your message...
XD

What I was trying to say was that you can't move less than 6" and count it as more than 6" (the whole time vs. distance thing). Nevermind... I misread what he was saying, anyways.
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Crazy Guy, you are very disturbing...

Do It! ;D
5th edition stats (W/D/L)
Deathwing: 14/6/3
Tau: 5/0/3
Blood Angels (NEW): 10/1/3
Blood Angels (OLD): 27/5/10
Eldar: 10/0/1
Death Guard: 1/0/0
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Old 20 Sep 2006, 19:57   #8 (permalink)
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Default Re: Great house rules

I once made a rule where if a drop pod scattered into a building during a cityfight it had a chance of crashing through the floor and damaging (or even collapsing) the entire building.
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Old 20 Sep 2006, 22:39   #9 (permalink)
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Default Re: Great house rules

I use one where weapons on AA mounts [Hydras, Firestorms etc] can make a shot at any Deepstrikers as they arrive [but only if they use the conventional means of deepstriking].
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Old 21 Sep 2006, 14:27   #10 (permalink)
Shas'Ui
 
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Default Re: Great house rules

I don't remember where this rule was from, it may even be official. But it was that any skimmer that is stunned drifts 2d6" with the scatter dice. And can blow itself up/immobilize itself depending on what kind of terrain it might crash into. Tank shocks friendly and enemy units alike that it runs into =)
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