Switch Theme:

7 rules for making your own codex  [RSS] Share on facebook Share on Twitter Submit to Reddit
»
Author Message
Advert


Forum adverts like this one are shown to any user who is not logged in. Join us by filling out a tiny 3 field form and you will get your own, free, dakka user account which gives a good range of benefits to you:
  • No adverts like this in the forums anymore.
  • Times and dates in your local timezone.
  • Full tracking of what you have read so you can skip to your first unread post, easily see what has changed since you last logged in, and easily see what is new at a glance.
  • Email notifications for threads you want to watch closely.
  • Being a part of the oldest wargaming community on the net.
If you are already a member then feel free to login now.




Made in in
[MOD]
Otiose in a Niche






Hyderabad, India

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?


 
   
Made in ca
Fresh-Faced New User




Very VERY good guidelines, number 6 made me laugh heartilly because I didn't clue in and throught how stupid that was, until i read the 80pts and THEN clued in...
   
Made in in
[MOD]
Otiose in a Niche






Hyderabad, India

Whatever do you mean? those are the special rules for the chapter master of my DIY chapter the Wrath Lords. He also has an experimental plasma cannon that shoots 3 times a turn and never overheats. But to balance it I made it only S6.

 
   
Made in ca
Fresh-Faced New User




oh, its for a space marine chapter..well its cheese to begin with..

Rule of thumb with space marines..if a rule is bad..and they have something with it..they ignore it.
" " Dev 1
"-" Dev 2
"+" Marketting


"Open topped vehicles suffer + 1 on the damage table and are Vulnerable to blasts"
-"Awesome rules guys, that'll really add to the game"
+"OH NOES! Space marine Landspeeders are open topped!"
"No problem, we'll just say they aren't..we'll make up a bull reason later"
-"As a balance to open topped vehicles being weak, lets make them the only transports you can assault for"
+"WUHT! my landraider isn't open topped but I wanna have my assault termies roxxor some boxxors"
"We'll say it counts as open topped"
+"NUH UH! I don't want any bad things for my marines"
-"No Problem, we'll say it only counts as open topped for the good things, we'll say it uses high tech, WWII ramp technology that no one in the universe seems to be able to master"
+ "Ya! how come lance weapons don't bounce of my Landraider! It should be unkillable"
"We'll say it has a blessed hull..and the extra points they pay specifically to be able to harm landraiders can be wasted"
- "Maybe we should simplify 'And they shall know no fear' to fearless, they are pretty much the same meaning..i mean literally"
+ "NU UH! Then if my marines lose combat they take wounds if they are outnumbered"
-"What if we give them a chance to run first..make them autorally..and if they DO get caught, they don't die..then they take the wounds a fearless person would..then they are better than fearless"
"Glad thats settled, now should we change rapid fire to benefit marines and screw Orks, Eldar and Dark Eldar?"
+ "YAAAY"
- "Then we can make an assault cannon a better tank hunter than a multimelta..and anti infantry and cost less by 10 pts"
+ "Make sure Guard don't get it, even though it used to be on their sentinels"
" Anyone think its wierd all tanks have a rear armour 10 for the most part..except for the landraider..why built such weak tanks?"
+ "DUH! So Space marines can punch and shoot anything to death..every marine roxxors!"

Continue for every rule in the game..

I think thats why I don't mind Wraithlords..even though they hose me (as orks) and ARE cheesy..Im glad to see something cheesy that isn't marines. Same reason I put up with the monolith.
   
Made in us
Regular Dakkanaut





Don't foget theme! Every army should have a clear and consistent theme to make them unique in the world of 40k so they are interesting and fun to play.

Eldar have wonderful theme! The Eldar theme is to use maneuverability, speed, and firepower to counter their drawback of incredibly fragile units like Falcons, Rangers in Bunkers, Vypers with Crystal Targeting Matrixes, and 64 model seer councils. The other strong Eldar theme is to take guns that are optimally costed and made specifically to kill Space Marines, or barring that, anything else.
   
Made in ca
Fresh-Faced New User




In serious land

Don't forget VISUAL theme

Eg: Necrons are Egyptian Killer Robots
IG: WWII human armies (+ or - a couple wars on either side for special cases)
Tyranids are bio-monster swarms

Now obviously there are a few exceptions always sprinkled in (Flayed one, Sentinels, etc) but they are always outnumbered both by number of "odd" units and by being blended into the army with more mandatory "visual must" units (ie: 2 units of Necron warriors, Infantry Platoons)
   
Made in ca
Dakka Veteran




The Hammer

Man...they SHOULD bring back 2nd edition/rogue trader make Sentinels!
Actually I always thought there should have been (braces for wave of abuse) a Terminator gunfighter character/dreadnought variant with one in each hand.

When soldiers think, it's called routing. 
   
 
Forum Index » 40K Proposed Rules
Go to: