Hello everyone I have been working on a few homebrew codexs/datasheets of different sizes. these are all for
40k, they are focused around adding fluffy options to units, and adding new units.
The main idea behind all of these codexes is there should be a good reason to take every option besides just cost, and there should be a lot of options that each do something different, especially for weapons. IE a power sword would be as good as a thunder hammer but both would do something different, and a unit with heavy weapons would do something different than a vehicle with those same heavy weapons.
these changes however are not balanced around competitive
40k (as they could never even be used in competitive), they are also focused mostly on Power level due to that being what I mostly use, and each option being balanced around being as good as another option. However points could be added, and any help with adding them/balancing them would be appreciated.
There are two main things I am working on with this project which is "mega ork codex", and a "9.5 edition"
starting with the mega ork codex
https://docs.google.com/document/d/1MiNTR5UOM1guoTFnPZ81zoB96NxuPk3c/edit?usp=sharing&ouid=102868284018921832021&rtpof=true&sd=true
(history of how it came to be)
This is a homebrew codex I have been working since late 7th edition.
When I first started this codex/the ideas within it, I had been playing guard for a bit and wanted to start a shooting army, so I thought Tau, or works. My experience with orks was the fluff, general look of them, and Deff Skwadron. So I thought works were an army full of ramshackle vehicles with a ton of different cool interesting options, and a ton O dakka. So when I look at both the tau, and ork codex I was extremely disappointed with how orks even in 7th seemed to have very little dakka, and options then tau. I understood tau having more accurate, and better shooting. But tau, and even guard seemed to have more options. So I started looking for a ork homebrew codex, the only one I could find was a pretty good one on waaagh.com. However my largest issue with the codex was that every weapon option for vehicles took an equal amount of space. So you could replace 25 transport capacity on a battlefortress with either a baneblade like cannon, or just a deffgun. I wanted mine to be that a deffgun would replace 5 transport space, while a baneblade like cannon would replace more.
(balance/idea of codex)
Like I said above I wanted options to be equal, and have reasons to take options besides just cost. So the codex is largely balanced around
PL, and each option should have a reason to take it. for example, a nob choppa should be as good as a power klaw, but they each do different things. One of the main things I working on right now is finding a reason to take a warboss over a warboss in mega armor.
also a lot of vehicles have transport capacity, their capacity can be replaced with weapons. so 2.5 for eavy weapons (big shootas, rokkits, burnas, and etc) 5 for big guns (deffguns, Duel eavy weapons, lobba, and rattle kannons), and 10 for tanky gunz (duel big gunz, Uge kannon, Bubble chukka, and other weapons).
I also wanted units to have interesting abilities so lootas if the unit they shot at the turn is destroyed your army gains 1CP.
9.5 edition
https://docs.google.com/document/d/1j5C0rnUrcXw-J6gV3_pXDOkG-j9EqKRAttVe-uc4sjc/edit?usp=sharing
I wanted to do an edition that gave more reason to bring some options, while not having to change any profile. so this can be added to any game of
40k without changing a single profile.
a few of the changes are
-
LOS ignoring weapons receive -1 to hit a unit if no unit in their army has
LOS to the target.
-units cant auto overwatch (same as 9th)
-auto hitting weapons can freely overwatch and for units within 3” of their unit. In addition the charging unit does not need to be within range of the auto hitting weapon when declaring the charge, for that unit to be overwatched (gives flamers more of a support role)
-units may advance and charge in the same turn however if they do so a single unit may freely overwatch them if they charge.
I'm also working on trying to add vehicle facing rules, without editing any profiles. this would come with weapons drawing
LOS from their armor side instead of the weapon (unlike 7th).
I would appricte any help with making these rules from yall

.