40K's ninth edition is probably the best one yet, but has that stopped us wanting to tweak a few things? Obviously not. Admittedly there's not much we've changed, yet, but still it made sense to have everything in one place where our group could find it and make suggestions.
Of course this raises the question as to when one should have a house rule, and when one should just calm down and follow the rules. If you find yourself writing a giant list of amendments, one has to start wondering if one is even playing the right game. There's alternatives out there, foremost among which is the well-regarded Grimdark Future.
To my mind, house rules are there for when any of the following are happening:
- Something is confusing.
- The rules are causing units to not work like they ought to.
- The rules are getting in the way of you doing something that is both fair and thematic.
Post-game sequence for Crusade games
Now that occasional Beard Bunker guest writer Tom has played a fair few Crusade games with Andy, he had some thoughts about how the post-game sequence is, in places, contradictory. He has therefore created the most substantial part of this document: a self contained, reordered post-game sequence. This also incorporates refinements to the way you generate scars and honours that keeps things random while also preventing non-thematic outcomes.
Experimental cover rules
One of my few substantial criticisms of 9e is the way the effectiveness of terrain varies wildly depending on how much armour you happen to be wearing. I have thus included an experimental rule that we're keen to playtest at some point which should, in theory, have the effect of halving the effectiveness of firing into cover in a way that is consistent regardless of who's shooting, and who's being hit.
This would of course have a massive impact on the way the game is played, hence it being experimental. I'll also need to finesse the wording to make it clear how the rules for the game's stealthier subfactions interact with it. When we try it out I'll be sure to write about it here, and likewise I'd be keen to hear from anyone else who tries it.
Amended unit profiles
There's plenty of under- or over-powered units in the game, but some examples are so egregious that I'm fine with upgrading them without even asking my opponents to pay more points. Foremost among these is the poor old Tau Hammerhead, whose effectiveness compared to comparable vehicles in other factions is outrageously poor. This thing's meant to be their MBT!
I've also pumped up the poor old Hydra flak tank, since it really shouldn't be outperformed in AA duties by almost any other weapon. Doing an average of two wounds to a T7 flyer is... basically pointless.
I expect we'll keep adding to these rules over time. It's early days, so I haven't decided where or if we'll keep a changelog.
Where can I get these rules then?
To make it easy to update, we're keeping them in a Google Doc, which you can access by clicking the banner below. We're only going to have commenting available to members of our own group, but if you have thoughts, feedback or suggestions, you're welcome to leave them in the comments of this blog post and we'll address them!