(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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