Sunday, April 9, 2017

5 things I’d like in 8th Edition to change (3 of 4): Psychic Powers

4. Psychic Powers

So this was originally going to be a quick thing, saying something dumb like maybe a warp charge limit or something. But then I came up with a crazy awesome version in my head that will never be in the game, but is totally awesome in my own head.


So the psychic phase stays. 



  • Generation. You still generate warp charges at the beginning just like now, with only one caveat. You only count the Psykers you bought as a part of your detachments, this is to curve away from the run-away effect of summoning things to summon things.
  • Casting. We go back to casting on Ld value, with each power costing one and only one warp charge to cast. Pass okay, fail not okay, and snake eyes/box cars perils just like days of yesteryear. We keep the 7th edition perils table and types of powers.


The first power a caster casts is always as above, but each additional casting a single caster does after that applies a -1 modifier to their Ld for their test. Call it psychic fatigue or something.
A Librarian Casts Psychic Scream, first test costs one charge and passes on Ld 10, he then goes to cast Force which then costs one warp charge and passes on Ld10-1=9. A power after that would cost one warp charge and be at Ld10-2=8, and so on.


Now to mitigate this a psyker can choose to overcharge and add more warp dice to remove the modifiers.
If applied to the above example, the Librarian could choose use two dice to cast Force and test on normal Ld. The third power would require 3. And so on.


The last change to getting a power off is you can make stronger powers have a base negative modifier built in, so invisibility could say “-2” somewhere near the top instead of warp charge 2.
So, if the earlier Librarian tries to cast it as his first power, he would cast it at Ld 8 if he spent 1 dice. Or cast it at Ld 10 if he spent 3 warp dice.


Now a psyker can add more dice then needed to cast but it never raises the check past their base Ld, that last part will only factor in to counter denying.


  • Denying. Will work by the opponent putting their dice towards a negative modifier to the casters roll. This is done after the controlling player declares how many charges he plans to burn. So, one person must decide how much they really want a power to go off and the other then has to decide if it’s worth trying to stop. Blessings will be limited to only One dice, and witchfires and maledictions will be limited one + one if there is a psyker in the unit being attacked.
Final Big Example to put everything together in one place. 


So, let’s take Example Librarian from earlier to sum everything up.

He’s the only psyker you have on the table, and he is a mastery level 2 psyker, so you generate 2 + d6 (let’s say you roll a three here) totaling 5 warp charges. His opponent has a single Farseer (mastery level 3) on the table, so he will get 6 warp charges for this phase to deny.


First, Example Librarian wants to cast Force, since it’s his first power he will spend 1 warp charge and not add any additional. The Farseer thinks that could hurt so he will choose to spend 1 warp charge to apply a negative to the test. Example Librarian then rolls trying to pass a LD 10 -1 from Asshole Farseer = Ld 9 test. Let’s say he passes with no issue.


Second, Example Librarian wants to cast Psychic Scream. It’s his second casting so he has a -1 already working against him, this will be his last power so he uses 4 dice all he has left. Asshole Farseer will have none of this shit, so he will use his 5 remaining to try and stop it. Example Librarian, will now cast with at LD 10 – 1 for second casting + 3 for overcharging -1 for Asshole Farseer being present – 5 from Asshole Farseer using charges = Ld 6 test. He rolls two 6s, as you do, perils and we did all that math for no reason.


No more dice, end of phase. Initiate Tau…. I mean shooting phase.

So, these changes allow every one of your psykers to have a chance to cast the amount of powers they have, with their leadership being the real determining factor on how successful they are. Shitty psykers have a higher chance of failing, and better Ld casters matter more. Warp charges still end up being a resource, and will make you choose what you want to focus on. Summoned units will still be able to cast, but they end up being just new powers and locations to cast them from, not free batteries.


There would have to be a few changes to psychic wargear and special rules. Things that make you cast on 3+ or 2+ will change to ignore some of negatives, and others like adamantium will would be changed to apply negative. And there can be newer rules that give bonus amounts of warp charges.

Part 4 in like 2 hours...

Saturday, April 8, 2017

5 things I’d like in 8th Edition to change (2 of 4): Characteristic Tests and D


2. Characteristic tests the same as the Ballistic Skill

Okay this one ended up being really simple, unlike whatever happened in the first one above.

Flip it so failures are the low number and use a chart like the Ballistic Skill. Real simple, low bad and high good, and now it's like pretty much every kind of single dice roll in 40k. Plus now if you have a high profile you get to use it, so unlike now when your tough 6 six legged abomination he rolls a 6 he will catch a cold and die. He will probably still catch a cold and die, but he and all his loved ones will feel like he had a chance to pull through.



3. D and Stomp

Another simple one. Make it so it just says you can look out sir the hits and pretty much just modify the 6s on the charts.

Change the D chart to be like….
“1” - is squat, you suck at life, and who gave you this weapon?
“2-5” -  cause d3 wounds to a model at str 10 or cause a Penetrating hit that does d3 hull points.
“6” - cause 3 wounds to a model at str 10 or cause a Penetrating hit that does 3 hull points, both with ignore saves.

(additionally you could remove Str from the chart and IDK move it to the profile like normal, and then you can vary the str based on the weapon)

The Stomp chart, still uses d3 small blasts to determine the number of hits, but ……
“1” - is squat, you suck at life, and who gave you feet?
“2-5” -  hits at str 6 ap 4

“6” - hits cause 3 wounds to a model at str 10 or cause a Penetrating hit that does 3 hull points, both with ignore saves.

Part 3 tomorrow morning...

5 things I’d like in 8th Edition to change (1 of 4): USRs


So originally I was going to do a quick list of things I hoped would change in 8th edition. That did not happen. Instead I went on a rampage of words. I do not apologize.

But be warned if heavy wish-listing and lots of words aren't your thing, please don't proceed.


Enter at your own risk.......



1. USR needs cleaning up


There are way too many and it’s adding to the bloat more than it should.
  • I’m going to start with Zealot as a great example, because it exists. Literally if you Ctrl-X the rules for Fearless and Hatred, then Ctrl-V them under the word Zealot you get Zealot. All it does is save you the effort of writing Fearless and Hatred on a unit entry. I think we can live with some units getting two words instead of one or make Zealot actually different.
  • Poison and Fleshbane are little more complicated. They have the same core concept but have slight differences. Poison right now lets you to-wound better and re-roll to wound if your Str is high enough; fleshbane works on Gargantuan things. Instead why not make them both “Maybe something named other than Poison(X+)” and remove the re-roll to wound part. Outside that change, make Unstoppable rule to read “attacks that wound on set values outside Str, have -2 modifiers added to it to a min of 6”. General poison weapons get nerfed a little bit, but better poisons end up getting to matter against scary stuff. Fleshbane gets dinged a little more, but your str can kick in and you get the chance to toggle the degree of it.
  • Additionally, sniper could be just removed and added to the above USR group. You’d have to add a Str, Rending, and Precision to the weapon profiles instead. But now you can have better snipers and now 3 rules become one.
  • Precision Shots and Strikes can easily just be Precision(X).
  • Shrouded and stealth, can also be just Stealth(+X). Anything more than 3 better be a ghost or something though.
  • I feel like Blind, Concussion, and Strikedown can all be merged into one thing. Initiative test on hit and if failed Bs1, Ws1, and forced to move through difficult terrain. Add a number to it, which can be used to add negative modifiers for the test based on the attack and call it Concussion.
  • Bulky, Very Bulky, and Extremely Bulky. All just become Bulky (Number your fat ass takes up in a transport).
  • Oh, and while you’re at it make Ignores Cover have tiers of effectiveness, not just a flat out ignore. And merge night vision into this as a (darkness), and it ignores just the bonus given by nightfight. Change the name I guess since ignore would be misleading at this point.
  • This last one is just a pet peeve of mine. Remove the “If a unit contains at least one model” from Counter Attack, it literally means nothing if you keep reading it.


Part 2 coming soon..... (like in an hour)

Thursday, April 6, 2017

Death Rider Squadron WIP- Dream Army Progress

A while back I talked about the dream army I was trying to build. Well it is now in full swing!

What is it? Well a FULL DEATH RIDER SQUADRON. WITH 80 RIDERS!

Crazy I know, but it will also be CRAZY COOL AND FUN!

I ended up deciding on making them look like Rogue Trader Era Rough Riders after I got a copy of Apocrypha Index Imperialis


They just looked cool, had great fluff and had a whole article on Rough Riders and some cool artwork to go with it. Plus they had really fun and defined iconography I could easily add onto the models.

I am using GW pistolier horses, Victoria Miniatures RR conversion sets and Puppetswar Veteran Heads. Looks spot on to the source material IMO.

So far I have made all the bases. I used MDF and scuply with a roller procured from green stuff world. I am also building my horses. I only have 55 of the 80 total so far, but that is all I need for the 1850 lists I am running them in (which I will share soon).


Wednesday, April 5, 2017

Allies of Inconvenience Episode 3: Adepticon Coverage and 8th Edition Rumors



This month we discuss our experience at Adepticon, including getting into the Armies on Parade. We played a variety of games including Sailpower, Zone Mortalis, Kill Team and the Team Tournament. Stick around after that for our discussion on the current (limited) amount of 8th Edition rumours.




00:00 Intro and Hobby Progress
08:21 Adepticon Coverage
53:44 8th 40k Edition Rumours

Songs and Soundclips
Blue Mark- Atlan
Urtag Kaap mere- Bugotak
Clip 1 - Gaurdians of the Galaxy
Clip 2 - The Fifth Element