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I am not sure how Hatred works for Warhammer Fantasy, but this is my version.
Hatred: The unit always has to Charge the nearest enemy unit that it Hates, as long as it is in Range. It may re-roll failed to-Hit rolls on the first Turn of combat, should it get the Charge. When having to take Morale Checks or Leadership Tests against a Hated foe, it rolls one extra D6, taking the lowest two scores.
I would like to hear criticisms of any sort for my particular rule. Would there be any imbalances for instance, like a unit would be forced to constantly move towards the nearest enemy unit that it Hates, due to the wording of the rule.
In 40k everyone hates everyone else.
There is no need for a rule as it would apply to everyone.
Guard hate Eldar, Dark Eldar, Orks, Tau, Kroot, Chaos, Daemons, Traitor Guard, other Guard, Marines, Necrons, anyone within 24" of their weapons that aren't in the same army as them.
As a rule it is very similar to the old Khorne Beserkers rule, which sucked, so they got rid of it.
Arch Overfiend & Grand Despot
I currently play:
Doom Eagle Space Marines
Hive Fleet Omega Tyranids
Goff Ork Boyz(dead)
Tau of O'me
Inquisitorial Xeno Hunters
and my attempted foray into fantasy
'Dark Angel Green' Dark Elves in need of fluff
It's too powerful. Just giving them one of the three effects would be more than enough.
I'd either go for Furious Assault, or the re-roll all missed to-hits in the first round of combat.
Preferably the Furious Assault, as that's an existing rule so this one is actually unneeded.
But, the missed to-hits is similar to the (old) rules for Litanies of Hate for SM Chaplains..
Though they've now been replaced with Prefered Enemy.. which is probably the best way to represent 'Hatred' in the 40K Universe.
FABRICATI DIEM, PVNC