Quote:
Just because I'd like to see some change to 40k, I'll post a PDF of what changes that I would like to see changed.
NOTE: if you plan on actually reading the PDF I highly recommend for you to have the 7th ed BRB out with you, because for several changes it only changes a single sentence or so (LoS for example)
I hate the current version of the Psychic phase, I have to some degree completely retooled that phase.
I omitted my "erratas" to the codexs because 1) half of them were out dated/got a new codex 2) I generally do not find much issue with the codexs themselves - in view of CAD/Force Org requirements styles for the game 3) I don't like formations and I don't want to fuck with them/piss a bunch of people off.
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Lastly please note that this is very much rough drafty, I personally do not play a whole lot of 40k anymore and this has been my pet "project" whenever it has excited me, and it hasn't really be play tested.
If anyone does play test these and would like to tell me their findings - feel free to PM me your results and thoughts; besides that - please enjoy and comment.
I looked at your document with an alert brain.
mostly liked the ideas in there...
would like to see a fatter band of 3's in the weapon skill to hit in assault.
for fear, i would think pinned with failure within 6" is best.
I like the overwatch.
would like to see a similar treatment with charges.
I would like to see the chance to charge any direction for instance to take a hill or an objective,
or as an orderly redeployment, with the caveat that the unit cannot charge the next turn.
Look out sir should be within 2", imo.
Psychic powers should be once per turn per power up to mastery level.
No overlimit nonsense...
The skyfire thing is weird...
difficult terrain test failure is immobilized.
If you wanna add that the crew (not embarked troops, but otherwise invisible crew, can try to un-immobilze it at a 4+, suffering a hull point on a roll of 1.