I'm waiting on 8th until it fleshes out, gets proper codexes, etc. so I felt like doing "yet another 7.5 thread." There are a lot of ideas floating around, but most of what I'm interested in relates to removing pre-game army random, and "all or nothing" effects, as well as adjusting certain things while keeping the stuff from 7th that was functional...plus I wanted to have some fun with "developer commentary" too
(Note: Not discussing Forgeworld as of yet).
==Big 3 Rules of 40k==
* (This is the big one): Invulnerable Saves that are not explicitly worded as 2+ Invulnerable may not be improved to better than 3+ Invulnerable by any means whatsoever, be it the Grimoire, Cursed Earth, Blessing of Tzeentch, Sanctuary, etc.
Even 3++ Rerollable can be overcome; there's an order of magnitude difference between failing 1 in 9 saves versus failing 1 in 36!
* Modify Invisibility to use ITC rulings: Rather than "Snapshots when shooting, 6s to-hit in melee", make it "
WS 1/
BS 1 when making attacks against this target", so that blasts/templates still work against it.
* Remove Deathblow from the Destroyer Table; instead, all non-Dispersed Destroyer Weapons inflict a -2 penalty to Invulnerable Saves.
Those are the "big tweaks" that I feel would remove a LOT of the actual hate for non-random powers. Other notable that would round things off, include:
* You may select your Warlord Trait and Psychic Powers. Enjoy.
* If your Primary Detachment gives you the option to roll for an additional Warlord Trait, you may select an additional Warlord Trait instead. If that option only lets you roll for an additional Warlord Trait for a specific table (or set of tables), that additional Warlord Trait must be selected from that table or set of tables.
* If you have the option to re-roll your Warlord Trait (due to a Detachment, or otherwise), you may select a second Warlord Trait. If that option only lets you re-roll for a specific table (or set of tables), that additional Warlord Trait must be selected from that table or set of tables.
* Multiple non-repeated options are cumulative. For example, Creed in a
CAD could roll for 3 Warlord Traits due to generating 2 Warlord Traits normally, and the
CAD granting a re-roll. However, a Demi-Company Warlord in an Angel's Blade Strike Force would only get 2 Warlord Traits (as the "reroll" bonus is the same for both the formation and the parent detachment).
* Optionally, Special Characters with fixed Warlord Traits (except Zahnrekh, see below) can get a point break of 25 points or so. Fateweaver isn't as special when any old Herald lets you re-roll Warp Storm results
* You may use Beams or Direct Witchfires from a transport; measure from an appropriate Fire Point (or the hull if the vehicle is open-topped)
* For Conjuration powers, you must declare what exactly you wish to summon before you roll, including any relevant upgrades and options. Furthermore, Conjurations cannot be cast while engaged in melee, and a model may not move for any reason during their player turn when it wants to use Conjuration.
Gives your opponent more information as to whether they want to try to Deny or not, and eliminates flyby summoning.
* Sacrifice is Warp Charge 2. You can cast it as Warp Charge 3 or 4, each additional
WC letting you spend an extra 15 points on upgrades for the Herald.
* Models that are summoned via Telepathic Summons roll a D3 instead of a
D6 on the Cult Ambush table.
You can summon stuff, but you need to think more about how to actually get them into the fight! No playing "Summon to fish for 6s on Cult Ambush" shenanigans.
* Shifting Worldscape is a
WC 2 Malediction that moves an enemy unit 6" in a single direction.
No DJ-roomba Ruins. This is a far weaker form of Lash.
* Electrodisplacement only lets units assault if both units being Electrodisplaced are allowed to assault at the start of the turn.
No "Switching your Drop Pod Grey Hunters with a Wulfen" shenanigans.
* Models that gain Infiltrate as a result of Master of Deception may not use it to Outflank.
* Eldritch Storm is
WC 2 for a small blast,
WC 3 for a large blast, and
WC 4 for a massive blast. Eldrad may cast it at
WC 5 as an Apocalyptic Blast.
* Azrael costs the same as normal, but chooses a Warlord Trait from Codex: Dark Angels in addition to normal ones.
* Nemesor Zahndrekh's Adaptive Tactics are modified so that if he is your Warlord, he always has Eternal Madness, and a second Warlord Trait, no matter what you use for your primary detachment; that second Warlord Trait may be changed as per the normal rules for Adaptive Tactics.
Zahndrekh is a tactical genius, but that doesn't mean he suddenly adapts to not be crazy.
* The Alpha Legion trait Many Heads of the Hydra stacks with "reroll warlord traits" effects. I'm sure you can have fun with this.
* Jokaero can stay random. That's literally written into their fluff!
* Dark Eldar Combat Drugs are chosen at the start of the turn. Grotesquerie alterations are chosen pre-game.
* Chaos Daemons can select their gifts. The first Exalted Reward is replaced altogether with a new Exalted Reward, Mythic Legacy: This Daemon has a Greater Reward. Once per game, the Chaos Daemon player may switch out this Greater Reward for another Greater Reward.
* Kill-Dakka lets you select one of the 6 weapon profiles each turn; each profile is once per game.
Become an Orky Obliterator
Army Tweaks
* Chaos Plasma weapons have "Gets Really Hot". They fire an extra shot beyond what their profile allows but you must take two armor saves/potentially lose 2
HP for each 1 rolled.
* Warpsmiths, Apostles and Princes get access to Bikes and Steeds.
* Chosen can take 2 Heavies.
* Dark Angels are closet heretics, and Allies of Convenience with the rest of the Imperium.
Nay to Barkbarkstars
* Magnus must Glide in order to use Gaze of Magnus. He has to stay in place to get a good look in after all.
* Tau have Rapidfire for Heavy Rail Rifles (Range 48 now) and Railcannons firing Solid Shot mode. Hi-Yield Missile Pods are Heavy 2/Blast.
* Smart Missile Systems are no longer Ignore Cover, but Heavy 3/Precision Shot/Rending.
* Riptides are cheaper but with less dakka. 150 pts but the Heavy Burst Cannon is Heavy 6, or 9 with Nova Charge. The Ion Accelerator is
AP 3 like an Ion Cannon, unless it uses Nova Charge. Nova Reactor is "take an automatic wound, get a bonus".
* Windrider Jetbikes are Armor Save 4+, Windrider Scatter Lasers are Range 12.
* Foot Guardians each get a point reduction, 1 or 2 pts.
Ymmv.
* Dire Avengers get a 3+ armor save. They are the Aspect that is about the balanced art of attack and defense after all...
* Skyhammer
Devs are prohibited from carrying Grav Cannons. It seems a bit cheeky to give your rarest/most experimental tech to your "first wave" troops that will most likely die horrible deaths.
These are pretty quick and dirty. I'm sure there's more stuff that can be expanded on (I like the idea of re-working individual formations/etc).