OK.
On my hard drive I have homemade codexes going back to 2nd edition. I have rules for Inquisitor Vader, Admiral Kirk, Pedro Cantor, all sorts of stuff. Codexs for Adeptus Arbites, Adeptus Mechanicus, Cults, Mercenaries and Assassins are all there in varying levels of completeness.
Some may recall back in the distant past I pushed for this forum to be created.
So I have some thoughts about what does and does not make for a good home-grown codex. Yakface's good job on a Townfolk codex got me thinking about codifying these guidelines.
Here there are...
Rule #1, always forever is: keep it simple. Whenever possible use universal rules and stats from existing armies. Less to remember and people will accept it more.
Rule #2, don't rewrite the game in your new codex. if you want to rewrite this game do it. If you want to add a new army, do that, don't do both. When you want to do something ask yourself if it can be simulated using current rules. If you really, really, really want to bring back overwatch, or save modifiers or whatever, then do that, don't do it as a special rule for your DIY army. I know, I know GW rewrites the rules all the time and many of the rules (turbo boosting, rending stuff, fleet of whatever) have become official. Well guys when GW's stock falls again and you can buy the company with pocket lint then you can do that too, for now, write an army within the rules.
Rule #3 is, if you want to limit something limit it, make a 0-1 pick or eliminate it entirely. Overcosting a none-too-effective pick just means no one will take it.
Rule #4 is, keep it abstract, 40k is not a very detailed game. No ammo rules, terrain is lumped into some general categories, all 20th century rifles are 'autoguns' etc. So don't go overboard with overly specific variations. This is just a derivative of keep it simple but it's worth saying outright.
Rule #5 do not throw in the kitchen sink. No army is all things to all people so don't try and create the omni codex. Limit yourself to 2-3 choices per category. Less for opponants to remember, less to go wrong. Think of the eldar and how terrible their rules have always been becasue GW decided they had to have everything from killer clowns to citizen militia to gods. You can always go back and write another book later.
Rule #6 when in doubt, underpower a unit. It's your codex but other people have to approve of it. Try not to piss them off with super mega guys who are T8 and have a 3+ save and swing their powerfists at initiative and move and fire heavy weapons AND fire two flamers AND cost 80 points. I mean come on, something like that will never fly.
Rule #7 don't break more than one rule at a time.
Comments?