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Made in us
Gore-Soaked Lunatic Witchhunter







I've spent some time throwing ideas at the wall related to a full-scale rewrite of 40k from the ground up in an effort to purge some of the bloat and put a more interesting game together back out of the ashes. I have a set of core rules right now based on a mixture of my own observations and a lot of arguments on this forum; I'll be sticking some army lists up in the next few days but I'm curious to see what folks think.

Core Rules: https://docs.google.com/document/d/1HbxTxYjRh9IJJPdeM2uZOcFaWL-9P5B8DHMRdRTzKpY/edit?usp=sharing
Space Marines: https://docs.google.com/spreadsheets/d/1BrS8SQfF77MnXeonOgbJ_GN3TvHmmr2OMXgt7S4N71Q/edit?usp=sharing

(Before you ask, Slayerfan, yes, there are alternating activations, but that's one change amongst many, not a blanket fix for all ills.)

This message was edited 1 time. Last update was at 2019/11/01 16:59:47


Balanced Game: Noun. A game in which all options and choices are worth using.
Homebrew oldhammer project: https://www.dakkadakka.com/dakkaforum/posts/list/790996.page#10896267
Meridian: Necromunda-based 40k skirmish: https://www.dakkadakka.com/dakkaforum/posts/list/795374.page 
   
Made in us
Fixture of Dakka





Thanks for all the time and effort! Some scattered thoughts after a first reading:

* It looks like a unit engaged with 1 unit can use models not within 1" of the enemy to engage additional enemy units? Sort of like daisy chaining to charge and tie up an enemy unit while already in combat?

* Do models with flight treat difficult terrain as dangerous if they move over said terrain, or only if they begin/end on it?

* Is horizontal movement for models with flight calculated in a straight horizontal line through intervening models/terrain, or do you have to 'arc" over models and terrain?

* Feels a little weird that moving across a patch of three craters (-2 each for a total of -6) is a bigger movement penalty than moving across a single -3 difficult terrain patch. Maybe difficult terrain should just use the highest movement penalty involved in the overall move? Otherwise, having multiple pieces of terrain near each other becomes surprisingly penalizing despite representing the same general patch of ground.

* Monsters, who usually have higher toughness than other units and used to have the Move Through Cover USR, seem to get hurt by dangerous terrain more than other units. Intentional?

* Line of Sight. As I read it, it seems like having a single model in one unit see a single model in the enemy unit gives the entire attacking unit line of sight to all models in the target unit even if there are walls hiding all but those two models?

* Big models slain become "obstructions." I didn't see the terrain rules for "obstructions," but I may have missed them.

* Looks like lasguns wound wraithguard on 5+ and bolters do the same against knights? Curious about the decision making process there, but probably fine with the right point and statline adjustments.

* You've reintroduced vehicle armor facings, but you haven't really spelled out how to determine where those arcs are on weird or asymmetrical vehicles. Where are my side arcs on a wave serpent, a gliath, and a wonky kitbashed battlewagon?

* One of the critical damage results for vehicles lowers their toughness. This doesn't result in resolving attacks within a unit one at a time because you clarified that all attacks made by a unit happen "simultaneously," but it will result in a lot of awkward flinging of shots here and there as you try to give another unit a +1 to wound against the vehicle on the cusp of dying. Maybe move critical damage rolls to the end of the round?

* Shooting seems to be a 'fight" action, but the fight action seems to imply that only engaged units can use it?

* Kind of concerned about the way lumping shooting and melee offense in together will impact certain units, but that can probably be addressed with point changes, special rules, etc.

* "Reinforce" lets you basically plop down anywhere in your own deployment zone? That could be suprisingly powerful in any mission with a larger-than-usual deployment area. I expected to see something about being within Movement inches of a certain board or something.

* Overheat probably ought to be reworded as, "at the weapon's strength." As-is, a hypothetical 6 shot overheat weapon could miss twice and hit its owner 12 times.

* Should there be an option to not activate (basically idle) in the combat phase to avoid losing stealth? As-is, having a smaller army than my opponent could make it very difficult for my stealthy objective campers to avoid losing stealth before they get shot at. Or did I overlook something?

* No embarking after running?

* As I read it, it seems like you can disembark from any vehicle on the table; not just from the one you embarked on?

* Do units have to be entirely within 3" of an embarkation point? If so, it makes it surprisingly hard to embark on a wave serpent (single hatch with transport capacity of 12). If not, you can potentially embark units daisy chained halfway across the table.

* So a battle wagon full of power klaws and a raider full of incubi can both make all their passengers melee attacks while being untargetable inside their transports?

* Would a model with multiple guns (centurion, wraith lord) need the Crew(x) rule to fire all their weapons? The kellermorph?

* Is a "commander" any unit with Command(x), or a specific model?

* So if I'm casting a power and my opponent is denying it, I want to roll low?

* Are warp charges shareable or usable only by the psyker that generates them?

* Seems weird to me that utility powers which were sometiems formerly automatic (warlock buffs, shadowseer's veil of tears, etc.) are now harder to cast and easier to shut down than attack powers. Is Terrify really so much stronger than Smite that it needs these downsides? Dropping these disparities would simplify your psychic rules somewhat.

Overall, it looks neat, and I can see a solid game resulting from these rules. For me personally, however, I don't see a lot of features that make me see this as a huge improvement over 8th. The added complexity of firing arcs, tracking of vehicle damage to determine if a critical damage roll is needed, and large number of floating to-hit modifiers don't really look like my thing on paper. I do like the move to alternating activations and the general concept of various unit "states" though. Maybe seeing some specific faction rules will help me see how it's all meant to work together. I imagine that many armies would generally ignore/not impose a lot of the floating modifiers.


ATTENTION
. Psychic tests are unfluffy. Your longing for AV is understandable but misguided. Your chapter doesn't need a separate codex. Doctrines should go away. Being a "troop" means nothing. This has been a cranky service announcement. You may now resume your regularly scheduled arguing.
 
   
Made in us
Gore-Soaked Lunatic Witchhunter







All good questions! In detail:

Wyldhunt wrote:
Thanks for all the time and effort! Some scattered thoughts after a first reading:

* It looks like a unit engaged with 1 unit can use models not within 1" of the enemy to engage additional enemy units? Sort of like daisy chaining to charge and tie up an enemy unit while already in combat?


Yes. Entering melee is less restrictive under these rules, with the ability to use guns in melee compensating somewhat.

* Do models with flight treat difficult terrain as dangerous if they move over said terrain, or only if they begin/end on it?


The first one. The intent is for "models with flight" to represent models that need to dodge around/through gaps in terrain rather than GW's infinite-vertical-move-distance abstraction.

* Is horizontal movement for models with flight calculated in a straight horizontal line through intervening models/terrain, or do you have to 'arc" over models and terrain?


The need to 'arc' over things always felt like a level of detail that makes the game harder to play without making it more interesting. Models with Fly measure the shortest distance from start point to end point at the moment, have added a clarification to that effect.

* Feels a little weird that moving across a patch of three craters (-2 each for a total of -6) is a bigger movement penalty than moving across a single -3 difficult terrain patch. Maybe difficult terrain should just use the highest movement penalty involved in the overall move? Otherwise, having multiple pieces of terrain near each other becomes surprisingly penalizing despite representing the same general patch of ground.


True. Have changed it accordingly.

* Monsters, who usually have higher toughness than other units and used to have the Move Through Cover USR, seem to get hurt by dangerous terrain more than other units. Intentional?


I'm second-guessing how I've applied this now. The idea was to make wound count a sort of 'model weight' system whereby one 10-wound vehicle is going to be hit about as much by terrain as 10 1-wound models, possibly with the ability to apply some kind of dangerous-terrain-mitigation effect, but now I'm thinking about how dozer blades in 7e/30k pretend to be optional and are really mandatory, going to go back and rethink the whole thing.

* Line of Sight. As I read it, it seems like having a single model in one unit see a single model in the enemy unit gives the entire attacking unit line of sight to all models in the target unit even if there are walls hiding all but those two models?


Line of sight is a lot more abstracted in this system than it is in 8e to try and speed up play. Consider also that area terrain may be defined as blocking to a given height regardless of where the walls are, so you may find a situation where under these rules only one model can see one model but if you were using 8e true line of sight the entire two units could see each other, so it's partially an escape clause for how big your blocking terrain could potentially be.

* Big models slain become "obstructions." I didn't see the terrain rules for "obstructions," but I may have missed them.


Terrain statlines are examples and not intended to be comprehensive. I've added a quick terrain entry for the wrecked-model obstruction in that section of the rules for now.

* Looks like lasguns wound wraithguard on 5+ and bolters do the same against knights? Curious about the decision making process there, but probably fine with the right point and statline adjustments.


That's supposed to be the 8e to-wound table as a stopgap; thanks for spotting the typo. I've got a lot of math left to do on the actual statlines, and if anything in the attack resolution mechanics changes that's probably it.

* You've reintroduced vehicle armor facings, but you haven't really spelled out how to determine where those arcs are on weird or asymmetrical vehicles. Where are my side arcs on a wave serpent, a gliath, and a wonky kitbashed battlewagon?


In theory you mark or define clearly for your opponent which way is 'forwards' (you'll need to for movement) and armour facings/fire arcs are defined relative to that. I put in the ability to resolve unclear edge cases by resolving attacks partially against one face and partially against another in an effort to reduce the time spent worrying about which face you should hit, but I have yet to test it so I don't know if it'd work.

* One of the critical damage results for vehicles lowers their toughness. This doesn't result in resolving attacks within a unit one at a time because you clarified that all attacks made by a unit happen "simultaneously," but it will result in a lot of awkward flinging of shots here and there as you try to give another unit a +1 to wound against the vehicle on the cusp of dying. Maybe move critical damage rolls to the end of the round?


Maybe. I'm not expecting people to be deliberately fishing for a structural collapse due to the rarity of it happening. Will think about it.

* Shooting seems to be a 'fight" action, but the fight action seems to imply that only engaged units can use it?


In the Combat phase unengaged units "Fire" to attack with ranged weapons only, and engaged units "Fight" to attack with melee weapons and some small arms. Pistols, grenades, and small arms are usable in 'melee' in order to allow me to do away with the need to track Overwatch separately, to provide a meaningful advantage to taking guns on melee units while smooshing melee and shooting into one phase, and to allow me to give the Tau something to do in "melee".

* Kind of concerned about the way lumping shooting and melee offense in together will impact certain units, but that can probably be addressed with point changes, special rules, etc.


Primarily addressed by the ability to use your guns and your melee weapons while in melee. While I'm sitting here thinking about superheavies I added an alternate combat phase action where things stuck in with models 2 or more sizes smaller than they are (ex. a Knight engaged with infantry) can act as if they're doing both a Fire and Fight action.

* "Reinforce" lets you basically plop down anywhere in your own deployment zone? That could be suprisingly powerful in any mission with a larger-than-usual deployment area. I expected to see something about being within Movement inches of a certain board or something.


It also allows more flexibility in how you define deployment zones (what if someone's deployment zone doesn't have a table edge attached to it?), and I find that 40k is usually more consistent about how far apart deployment zones are than how far apart the back edges are. Bringing on reserves from your back edge in Hammer and Anvil as a melee army just sucks.

* Overheat probably ought to be reworded as, "at the weapon's strength." As-is, a hypothetical 6 shot overheat weapon could miss twice and hit its owner 12 times.


Added "hit once".

* Should there be an option to not activate (basically idle) in the combat phase to avoid losing stealth? As-is, having a smaller army than my opponent could make it very difficult for my stealthy objective campers to avoid losing stealth before they get shot at. Or did I overlook something?


The option does exist.

* No embarking after running?


Correct.

* As I read it, it seems like you can disembark from any vehicle on the table; not just from the one you embarked on?


Each transport has its own off-table zone that models embark into, added a bit of clarification.

* Do units have to be entirely within 3" of an embarkation point? If so, it makes it surprisingly hard to embark on a wave serpent (single hatch with transport capacity of 12). If not, you can potentially embark units daisy chained halfway across the table.


Nope, just 'within'. I knocked the coherency distance down to 1" to minimize daisy-chaining, and it also provides a justification for not allowing you to run and embark if you're getting 'free movement' from daisy-chaining.

* So a battle wagon full of power klaws and a raider full of incubi can both make all their passengers melee attacks while being untargetable inside their transports?


Crap. The text relating to attacking into transports was in the first draft of this, need to add it back. Good catch.

* Would a model with multiple guns (centurion, wraith lord) need the Crew(x) rule to fire all their weapons? The kellermorph?


Think of it like the rules governing how many weapons a vehicle or monster could fire in 7e, except written down on your datasheet instead of buried in the type information. Something like the Kellermorph is more likely to have one weapon entitled "brace of pistols" the way Corsairs do just to speed things up.

* Is a "commander" any unit with Command(x), or a specific model?


Any unit with Command (x).

* So if I'm casting a power and my opponent is denying it, I want to roll low?


Typo. Thanks for the catch.

* Are warp charges shareable or usable only by the psyker that generates them?


Not shareable most of the time, have added clarification there.

* Seems weird to me that utility powers which were sometiems formerly automatic (warlock buffs, shadowseer's veil of tears, etc.) are now harder to cast and easier to shut down than attack powers. Is Terrify really so much stronger than Smite that it needs these downsides? Dropping these disparities would simplify your psychic rules somewhat.


Psychic powers are currently a placeholder and subject to being fiddled with. The difference between "utility" and "attack" powers stems from how witchfires in 7e had to be cast like a psychic power and then you still had to make a hit roll (usually with no rerolls), while blessings/maledictions just worked once you cast them. I'm not settled on how I want to handle it, will go back and look at what powers I need to write again.

Overall, it looks neat, and I can see a solid game resulting from these rules. For me personally, however, I don't see a lot of features that make me see this as a huge improvement over 8th. The added complexity of firing arcs, tracking of vehicle damage to determine if a critical damage roll is needed, and large number of floating to-hit modifiers don't really look like my thing on paper. I do like the move to alternating activations and the general concept of various unit "states" though. Maybe seeing some specific faction rules will help me see how it's all meant to work together. I imagine that many armies would generally ignore/not impose a lot of the floating modifiers.


The point here is to make the game more interesting with just the core rules instead of making the core rules as simple as possible and then piling hundreds of extra stratagems, relics, faction rules, warlord traits, etc. on top in an effort to make a bland game more interesting after the fact. And I really don't want to take a leaf out of GW's book and put rules in my game only to then give everyone easy means of ignoring them (3e-7e morale vs. ATSKNF, for instance). All of the penalties and restrictions I've put into the rules are there because I expect people to take them/need to play around them, not because I want to show off how cool everyone is by letting them ignore all the restrictions.

Thank you for your feedback; I'll go back over the dangerous terrain and psychic rules some tonight and see about getting an army list or two posted tomorrow.

This message was edited 1 time. Last update was at 2019/10/28 01:55:44


Balanced Game: Noun. A game in which all options and choices are worth using.
Homebrew oldhammer project: https://www.dakkadakka.com/dakkaforum/posts/list/790996.page#10896267
Meridian: Necromunda-based 40k skirmish: https://www.dakkadakka.com/dakkaforum/posts/list/795374.page 
   
Made in us
Decrepit Dakkanaut




Heh. Called out by name. I love it.

I can go ahead and skim this tomorrow after work but based on the questions asked in that one post, it looks to be very ambitious.

CaptainStabby wrote:
If Tyberos falls and needs to catch himself it's because the ground needed killing.

 jy2 wrote:
BTW, I can't wait to run Double-D-thirsters! Man, just thinking about it gets me Khorney.

 vipoid wrote:
Indeed - what sort of bastard would want to use their codex?

 MarsNZ wrote:
ITT: SoB players upset that they're receiving the same condescending treatment that they've doled out in every CSM thread ever.
 
   
Made in dk
Loyal Necron Lychguard






I'll be able to charge into 4 different units as far as I understand your rules, tie one of them up and I can declare all my attacks against 1 unit regardless of how many of my models are within 1", 3" or even 6" of the target of my attacks. It's a bit wonky which seems at odds with you re-introducing facings, something that was actually hard to handle sometimes. While figuring out how many enemies are close enough to strike the enemy is a chore sometimes, IMO it's no more of a chore than figuring out whether a unit is in the front/rear arc of a vehicle. On a side-note I think you should whip up something in MS Paint to show how exactly you want facings to work, the language is a little unclear and a picture is worth a thousand words as they say.

I really don't like firing arcs on Infantry, that means if you move your infantry and I then hop over them and engage them in melee they won't even be able to use their assault weapons. Maybe that'd just be part of the game you're making.

I don't think the triple pistols of the Kellermorph is a big problem, you just make it into a single weapon profile, same with a brace of pistols/plasma pistols/hand flamers. You won't be able to fire a plasma pistol and a bolt pistol but I don't think that's a big problem.

I really doubt this'll ever be a full rule-set for every unit that is currently in 40k. It's too big a project, you need to make too many rules and things don't translate into your game, then you need to test and balance the game which is another big hurdle. If you made an errata document for 8th instead that came with a balance patch for the things you feel become OP/UP with the changes you think NEED to be introduced instead of trying to make the perfect 40k edition you always wanted. You could work on this project 8 hours a week for two years and still only be half-way with all the codexes that need to be rewritten and re-balanced to fit into your system or you could write something up in a week or two to get 8th the majority of the way towards where you want it to go, start out with the current pts costs and as you playtest and find balance issues you can just add nerfs/buffs to your document.
   
Made in us
Gore-Soaked Lunatic Witchhunter







Waffling a bit on how to organize units. I'd like to go back to putting characters in units to avoid needing patch rules to justify why you can't just pick them out with lascannons, but the next question is whether the "character" statline lives in a separate "HQ" datasheet or in the unit's datasheet.

A third option would be to just make mandatory command squads for non-monster characters, but while there are characters for which that's an obvious choice (most Space Marines) there are cases where it wouldn't make a lot of sense (what's an Autarch's 'command squad'?).

Balanced Game: Noun. A game in which all options and choices are worth using.
Homebrew oldhammer project: https://www.dakkadakka.com/dakkaforum/posts/list/790996.page#10896267
Meridian: Necromunda-based 40k skirmish: https://www.dakkadakka.com/dakkaforum/posts/list/795374.page 
   
Made in us
Decrepit Dakkanaut




Characters stuck in units is what created death stars in the first place. One of the things 8th does correctly is how characters function now.

CaptainStabby wrote:
If Tyberos falls and needs to catch himself it's because the ground needed killing.

 jy2 wrote:
BTW, I can't wait to run Double-D-thirsters! Man, just thinking about it gets me Khorney.

 vipoid wrote:
Indeed - what sort of bastard would want to use their codex?

 MarsNZ wrote:
ITT: SoB players upset that they're receiving the same condescending treatment that they've doled out in every CSM thread ever.
 
   
Made in us
Gore-Soaked Lunatic Witchhunter







Slayer-Fan123 wrote:
Characters stuck in units is what created death stars in the first place. One of the things 8th does correctly is how characters function now.


Deathstars weren't a thing in 3rd, 4th, or 5th editions, it's how 6th/7th handled psychic unit buffs that created deathstars. Solo characters in 8th creates things like the allied supreme command detachment (Three Shield-Captains have left their Shield Hosts behind to sit around and order Guardsmen around) and suicide smash captains (Space Marine Captains have left their Companies behind to do piece trades v. Knights).

Balanced Game: Noun. A game in which all options and choices are worth using.
Homebrew oldhammer project: https://www.dakkadakka.com/dakkaforum/posts/list/790996.page#10896267
Meridian: Necromunda-based 40k skirmish: https://www.dakkadakka.com/dakkaforum/posts/list/795374.page 
   
Made in us
Fixture of Dakka





 AnomanderRake wrote:
Slayer-Fan123 wrote:
Characters stuck in units is what created death stars in the first place. One of the things 8th does correctly is how characters function now.


Deathstars weren't a thing in 3rd, 4th, or 5th editions, it's how 6th/7th handled psychic unit buffs that created deathstars. Solo characters in 8th creates things like the allied supreme command detachment (Three Shield-Captains have left their Shield Hosts behind to sit around and order Guardsmen around) and suicide smash captains (Space Marine Captains have left their Companies behind to do piece trades v. Knights).

8th just replaced deathstars with deathblobs for some armies. Others still have deathstars. HQs in-unit is no more deathstar-y than "HQs can't be in units, but can't be fired at while behind a unit, except in certain cases, and buffs all nearby units instead of the unit it was in".

The right fix was to reduce the unit-level bonuses/rules the HQ gives.

The wrong fix was to introduce more powerful area buffs and couple to a wonky hide-behind-units set of rules.
   
Made in us
Gore-Soaked Lunatic Witchhunter







Updated with a draft of stats for Space Marines. The document is not comprehensive and I'm still working on a quick approximation for points, but that should give a general idea of what unit stats are supposed to look like.

Note: There will be no "Chapter-specific" rules; there may be doctrinal variants but I dislike hard-locking lore to rules that way. There may be more stratagems but I have yet to work out how I want to do them. Psyker rules have not been changed yet, dangerous terrain now caps at one wound inflicted per model in the unit (so vehicles are more likely to trigger dangerous terrain but don't take as much damage from it).

Planning to do Guard (broadly different statlines but similar weapons), Chaos (take the statlines out of Marines/Guard and overhaul the weapons), and Corsairs (testbed for a mix of Craftworld and Dark Eldar profiles) in the next batch.

This message was edited 1 time. Last update was at 2019/11/01 17:12:12


Balanced Game: Noun. A game in which all options and choices are worth using.
Homebrew oldhammer project: https://www.dakkadakka.com/dakkaforum/posts/list/790996.page#10896267
Meridian: Necromunda-based 40k skirmish: https://www.dakkadakka.com/dakkaforum/posts/list/795374.page 
   
 
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