Epic 40,000 House Rules


No Games Workshop game would be complete without having some house rules to fix the official broken ones. I have my own opinions here, too. These will make little sense to those not already familiar with the rules.

  • Barrages: The official rules are pretty broken, in my opinion. They allow several barrage weapons to pool their fire on a small group of targets and apply the result over the whole detachment. Hits caused by the barrages are indistinguishable from hits from other firepower, and are applied to units in front, not under the barrage template. Bleah. Although I'd like to allow a barrage template to only affect models it covers, I think I'll use the house rule:
    Each barrage places a separate barrage template. Templates may not overlap until the entire detachment has been covered.
    This will at least give a better "troop density" measurement for multiple barrages.

  • When two armies of equal strategy rating meet, the official rule is to roll to see which one has the advantage of three of five initiative chits to the other's two, for the whole game. Why?
    When two armies have the same strategy rating, both put in three initiative counters.

  • I haven't really played enough to say whether this is a problem, but we noticed it in the games we have played. We'll stick to official rules for a while, but here's what we might do.
    At the end of each turn, each detachment rolls a die and subtracts 1, to see how many blast markers they may remove. A detachment with 5 blast markers is just as likely to lose none as all 5. It is true that the probability of 1 or more is better than 2 or more is better than 3 or more, etc, but it still seems too random. How about:
    A detachment rolls two dice and removes a number of blast markers equal to the smaller roll.

  • I like skimmers. Since I am fond of complicated terrain which could have significant effects on maneuverability, being able to skim right over these terrain blockers can be a great advantage. (And my Eldar army is the one I loan to my wife or opponents--I'm not trying to get an advantage. :) However, the rule that allows skimmers to pop-up from behind cover to a height that allows it to see over any piece of terrain is just broken. To see over a nearby tall building, the skimmer would have to pop-up to a really great height. Instead, I prefer a set height:
    Skimmers pop-up to a height of 25cm. Determine what can be seen from that height, but measure range from the original ground postion.
    To compensate for this loss of vulnerable targets:
    Skimmers may end their move over any terrain. However, they may not remain over difficult terrain more than one turn.

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