(R)ules (T)hat (W)ere

(N)ever (P)lay-tested

Hello and Welcome.  This web page is dedicated to those rules that GW published, but which they didn't bother to play test, or possibly even think about.   Those of you who played during the various eras of these rules may remember well the friendships you lost arguing the finer points of the rules.


Death Mission:  from the Warhammer 40k Compilation, 1991.

Monstro:  Originally the Farseer cost 100 points.  You had to pay for a weapon, and you could roll on a table for Farseer powers.  The first power was free, subsequent powers cost 25 points, and repeat results allowed the player to pick his ability.  Death Mission was one such power.  Ahem...

Death Mission:  At the start of his turn the Farseer declares that he is seeking his own death, and has worked out how he can cause as much possible damage to the enemy before he dies.  The opposing player, or a third party, secretly rolls a D6 and either notes the score or leaves the dice where it lies but covers it with a paper cup or similar receptacle.  For the number of turns the Farseer cannot be killed (bold supplied by Monstro).  During this time he is immune to all attacks and is immune to harm.  Even in the most deadly of situations fate will conspire to save him.  After this time has lapsed the model can be killed as normal.  Once the Farseer declares a Death Mission he cannot use any further Runic Powers- all of his powers are diverted into feeding his physical body.

During the Death Mission the Farsee'rs movement is doubled and all shots he makes will hit automatically without the need to roll to hit.  In hand-to-hand combat he always strikes first regardless of initiative levels, and all of his blows automatically hit without need to roll.  His number of attacks in hand-to-hand cobat is doubled and his strength is increased to 10.  Any enemy suffering damage as aresult of hand-to-hand cobat blows has his armor saving dice throw reduced by -2.

Monstro:  Not bad for 100 points.


Being Charged from Rogue Trader p.24

Monstro:  This wasn't a special rule or anything, but rather just the actual business as usual way that hand to hand combat was performed in Rogue Trader.  Basically, it explains why no one ever got into hand to hand.

Being Charged:  A model being charged may stand and fire at its charger/s.  This is permitted even though it isn't the model's turn.  This is an exception to the normal turn sequence.  Models may not ifre if they are carrying slow weapons.  Work out all firing before the chargers start to move (or at maximum range). The firers are subject to a minus 1 modifier on thier 'to hit' dice to represent the fact that they will be hurried and possibly flustered.

Monstro:  Flustered?  Imagine how the enemy would feel being shot at in his opponents shooting phase and during his own hand to hand phase.

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

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This page last updated: Monday January 21, 2008