It’s great seeing so many different opinions being shared on this subject and I’m enjoying reading what different people enjoy most about the game
Although some of the suggestions are simply too big to add to 9th, I’ve collated some of the smaller changes that could be easily added. Let me know what you think
TLDR; Moral makes more sense, blast markers but they don’t slow down the game, units Fight simultaneously, no more random damage.
1. Moral Overhaul.
- If a unit fails Moral while in combat, it is ‘Broken’. Model’s don’t flee the combat, instead their defence slips leaving them open to additional loses. Use the Moral rules found in the 9th ed rulebook.
- If a unit fails Moral while not in combat, it is ‘Pinned’. Until the end of the next turn, each time an attack is made by that unit, subtract 1 from the hit roll. In addition, subtract 2 from the Move characteristic of that unit and Charge rolls made for that unit.
2. Shooting Phase
- Use Blast Markers to calculate the number of attacks for Blast weapons. Roll to hit and wound normally.
- Use Flamer Templates for flame weapons. They can’t target Super Sonic units (if you can’t charge it, you can’t flamer it).
3. Initiative Steps (Lite)
- 3 initiative steps: First, Normal, and Last (for units that Fight first, normally and last respectively).
- Casualties are removed at the end of an Initiative Step.
4. Marked for Death
- Weapons with random damage instead have two damage values: one for a normal wound and one for an unmodified wound roll of 6 (Marked for Death!).
- E.g. A Lascannon becomes Heavy 1 D3/6 for an average damage of 3.5.