Fixing Warhammer 40k with...
Posted: Fri Dec 03, 2021 5:06 pm
Jotting down ideas for how I'd modify 40k 9e, or how I'd do the big change from 8e
Overarching Stats Guidelines
* More 2+ sv's and less INV sv's. Battle tanks and wraithlords get 'em, this makes AP-4 more valuable too
* Basic troop guns don't get AP-1, maybe an exception with Tau because great troop guns was their thing. So big primarislongbolters are ap-
* Feel No Pain "Roll to save against individual wounds suffered" saves standardized for vehicles and monsters, this also means lower wound count
** So most mortal max out at 3-4 wounds. Most vehicles are w6 and everything above is titanic
* Lower wound count and FNP sv's means Damage 1d3 and Damage 1d6 is a big deal. A model with w2 such as a marine, being wounded by a 1d3 damage weapon has a 33% chance of survival when at full health which I think is a good way to give them extra durability without more rules.
Most troops are W1. Spess mehreens are W2. Faction Lords W3+. Most vehicles and monsters are W3-6, titanic stuff is W6+
Examples of defensive profiles...
Leman Russ (heavy clunky battle tank)- T8 W6 sv2+ FNP6+
Falcon Grav Tank (flying space elf tank)- T7 W5 sv2+ FNP6+
Wave Serpent (shielded space elf flying tank) the above, but energy shield gives FNP5+ instead
Rhino (Mehreen transport)- T6 W5 sv3+ FNP6+
Stratagems: There is a short list of universal stratagems, then every faction gets a short list of unique stratagems.
* About 6 Universal Stratagems: Reroll, Morale boost, extra Relics, extra Warlord Traits, then 2 more
* 12 for each Faction, with some being particular to specific models. Current Dark Eldar have 20+ and that's not necessary
Super Doctrines (Bonus for being a mono faction army)
*Keep them something simple, not using player decisions (Dark Eldar Power from Pain adds a bonus every round, space marines get killier for different unit types every round)
*Each faction then has a different way of regaining command points, the stratagem design space is for turn by turn extra decisions.
Overarching Stats Guidelines
* More 2+ sv's and less INV sv's. Battle tanks and wraithlords get 'em, this makes AP-4 more valuable too
* Basic troop guns don't get AP-1, maybe an exception with Tau because great troop guns was their thing. So big primarislongbolters are ap-
* Feel No Pain "Roll to save against individual wounds suffered" saves standardized for vehicles and monsters, this also means lower wound count
** So most mortal max out at 3-4 wounds. Most vehicles are w6 and everything above is titanic
* Lower wound count and FNP sv's means Damage 1d3 and Damage 1d6 is a big deal. A model with w2 such as a marine, being wounded by a 1d3 damage weapon has a 33% chance of survival when at full health which I think is a good way to give them extra durability without more rules.
Most troops are W1. Spess mehreens are W2. Faction Lords W3+. Most vehicles and monsters are W3-6, titanic stuff is W6+
Examples of defensive profiles...
Leman Russ (heavy clunky battle tank)- T8 W6 sv2+ FNP6+
Falcon Grav Tank (flying space elf tank)- T7 W5 sv2+ FNP6+
Wave Serpent (shielded space elf flying tank) the above, but energy shield gives FNP5+ instead
Rhino (Mehreen transport)- T6 W5 sv3+ FNP6+
Stratagems: There is a short list of universal stratagems, then every faction gets a short list of unique stratagems.
* About 6 Universal Stratagems: Reroll, Morale boost, extra Relics, extra Warlord Traits, then 2 more
* 12 for each Faction, with some being particular to specific models. Current Dark Eldar have 20+ and that's not necessary
Super Doctrines (Bonus for being a mono faction army)
*Keep them something simple, not using player decisions (Dark Eldar Power from Pain adds a bonus every round, space marines get killier for different unit types every round)
*Each faction then has a different way of regaining command points, the stratagem design space is for turn by turn extra decisions.