The home of Big Daddy Jim's Gaming Legendarium and the Days of High Adventure Podcast! Where we forge epic wargaming tales
Thursday, November 21, 2013
Trials and tribulations
Since the day of my initial injury I have been in semi constant pain in my lower back and hip from sciatic nerve damage. Some days are worse than others. I have also had a hitch in my neck where some days I have a hard time turning it more than 20 degrees without excruciating pain. Mind you this was all prior to getting hit by the car.
Not much changed after the car incident well that was until six months later. That is when I started having twitches in my left hand and right foot. They were minor at first, but at the same time my sciatic nerve was the most painful it had been since the initial injury in 2001. So I promptly got off my feet per docs orders to alleviate the pressure on the sciatic nerve.
We it turns out old age and a few years of type 2 diabetes (which mind you I had completely cleared myself of in early 2011 through exercise and diet) caught up with me. It turns out I have a circulation issue called venostasis and over the 3 months of being pretty immobile recovering from the sciatic pain this new issue reared its ugly head.
My leg had swollen and turned almost black like a giant bruise. I thought it was something far worse, but thankfully it is completely treatable, if managed properly. That said, this again put me on bed rest for recovery. That is when the issues with my neck really showed up, my left pinky and ring fingers were twitching constantly.
It has been almost a year since all this bad stuff started showing, but through diet and exercise the issues are slowly going back to a normal for me state. I have lost an additional 35 pounds, but have much more to go. The docs say that if I can get another 80 pounds or so off I should have very little in the way of pain or twitching and should be able avoid surgery, my weight is exacerbating the problem.
As you can imagine my hobby time has been pretty much gone, short of a few games here because of this recovery. I am glad I am finally at the point that I can sit down and start hobbying again.
Anyway I am honestly on the road to a leaner more healthy Jim. I thank the lord for that every day. Sometimes you have to hit your lowest point to realize that your life needs a change.
Until Next time keep your powder dry and bullets flying!
Wednesday, November 20, 2013
Clear! Zaaaapp..... I'm back where I belong!
I will begin tomorrow by sharing some details of what I have been through in the past 18 months. It has not been pretty but I have made it through and would like to believe I am stronger for it.
Until tomorrow keep your powder dry and lead flying!
Wednesday, October 31, 2012
Thoughts on the Codex Chaos Space Marines
Sunday, July 1, 2012
6th edition initial thoughts
Now all this is said without any practical tabletop experience, some of these thoughts may change once I do, but I doubt it!
A little gem I found while composing this post, is on page 10 of the Big Arsed Book. If you look at the second column, second heading "which models are moving". It totally implies that if your heavy weapons dude does not move, even though everyone else in the squad did, that he can shoot at full effect. This is actually pretty huge!
I love that GW have chosen to reinforce the idea that 40k games should tell a story with the whole idea of "Forging a Narrative." That is right up my alley and how I have been playing for years, so comes as easy as breathing for me!
Snap-shot and Overwatch all I can say about these is good going GW, it's about damned time! Praise the lord and pass the ammunition!
Armor Saves for failed Dangerous Terrain tests, Hallelujah, some fraking common sense! No longer will your models stub their toes on a rocks and just die.
The overall feel of the rules is really summed up in the muchly over used word "cinematic." That said the word fits the feel and gives clear intent of GW's design team.
The new Psychic powers are great too, I am digging this addition a lot.
I applaud the additions of Allies and Fortifications to the Force Org Chart. It goes a long way to aid in creating the background on the tabletop.
The new missions are oozing with flavor, I cannot wait to try them out first hand!
Another thing I am in love with is the building damage table! EPIC work GW this makes the game so much more cinematic, I had similar ideas mentioned on the TCP podcast in the recent past!
The rules are much more clear than anything ever has been for 40k. There are plenty of clear explanations and exemptions listed throughout the rules. I am so thrilled with the overall clarity I cannot find the words.
There are many more good things I could talk about, but I'd like to keep this post readable!
Now onto the only really poorly executed rule: mixed armor wound allocation.
It is the only thing that I am really scratching my head at, because their has been a huge amount of common sense in this edition, but this will obviously be abused.
The only other thing of note at this point is the FAQ's, I almost don't wanna mention them, but they don't feel even slightly well thought out or comprehensive at all. This by far is my biggest gripe, although it's not that big of one.
Saturday, May 12, 2012
Wolf Theory Mk II: Revelations
How many Space Wolves are there in the Chapter? What makes up a Great Company?
The new information really jells with the information from my previous post and I will be running with it.
20 Wolf Guard
12 Grey Hunter packs (total of up to 110 Astartes)
So that is my theory and plan.
Monday, May 7, 2012
Randomeness in 6th ed is not a bad thing
Well implemented randomness changes the focus of the game from worrying about winning; it brings the focus back the process of playing and having fun. You become more interested in seeing how things will play out on the tabletop, and less interested in who actually won.
Thursday, June 16, 2011
Updates coming

Sorry the blog has been so quiet, I have had family, work and other real life issues crop up. It has been hard enough to keep up with being part of Deepstrike Radio and my responsibilities on TCP, that I let the blog slip for the last couple of months. I do apologize.
I am putting the final touches on the Angels of Vengeance commission army I have been working on, and should be getting some pics up this weekend or early next week.
I am having to build a dedicated photo area since my shiny new digital SLR requires a tripod to shoot effective Macros.
In other news, Killzone will be getting a rules update next week with the Grey Knight FAQ coming soon after.
Until next time!
Thursday, June 2, 2011
Warpath Sci-fi coming from Mantic in the fall

Hot off the Beasts of War Turn 8 live show.
Mantic's sci-fi game called "Warpath" will be released in October!
A Beta test version of the rules will be released this summer for public testing. I believe that is was said that 3 Armies will come with the public beta
Beasts of War will have a Warpath week coming soon.
Scale confirmed at 28mm
Warpath will be a big battle game, in line with Mantic's mission. But it will be able to scale, you will be able to play with 2-3 units, or massive armies.
There will be at least 8 races, and "you don't talk about race eight", there will possibly be 12 races!
Ronnie from Mantic even whispered space dwarves and space orcs! So those could be two of the races!
I cannot express how stoked I am about this news! Sorry for the lack of posts I am outta town due to family commitments, I'll be home Monday and things should be getting back to normal.
Tuesday, May 3, 2011
Soul Reaper Battle Report Contest winners revealed

Okay, first off, We would like to say thank you to the Independent Characters and the 11th Company for entering this contest. I wish more of the community were as open minded to helping out as you guys are.
Both of these great podcasts have been very large supporters of the Gaming Community; my friends over at Table Top War are just trying to emulate their example with their little contest to help me with the Soul Reapers codex and The Codex Project. So thanks guys for the great prizes and running this contest!
The winner of the Soul Reaper Battle Report Contest was Neil from the 11th Company!
So, Neil, please email Mags your address, and he will send out the 70 Resin Bases!
Carl from the Independent Characters was the 2nd place winner, I have forwarded your address to Mags and your prize is winging its way to you door!
Thanks again to both of you for supporting the Soul Reapers codex and The Codex Project.
Friday, April 29, 2011
Second entry in the Soul Reapers Batt Rep contest

With the contest almost finished, Neil and Pat from the 11th company take the Soul Reapers for a successful outing on the tabletop!
Neil used a very interesting Titus, Praetorian list.
Just like the first entry from Carl of the Independent Characters this was another down and dirty Slobberknocker of a game.
Thanks for the support guys! The contest officially ends on the 30th at midnight PST.
Wednesday, April 13, 2011
Soul Reaper Contest first submission

Carl from the Independent Characters Podcst is the first to enter the Soul Reapers Battle Report Contest. He did a nifty proxy battle Report!
Magilla Gurilla and the guys over at Table Top War are showing their support for The Codex Project and my Soul Reapers with this exciting contest.
Please take the time to visit their blog via the link below and learn the details of entering the contest and how you might win as many as 70 custom resin scenic bases for your army
Monday, April 11, 2011
Spec Ops Killzone News and info
Hey Killzone fans we are hot of the heels of the success of the events held at Adepticon! I'd like to thank Adepticon and all the great gamers who made the events a success.
B.smoove was a champ at getting fantastic tables made and running the events! Make sure to check out his coverage of the Glorious events on his blog A Gentleman's Ones!
Here are a few videos that contain footage of the tables and games in progress. Thanks to the Terrainaholic on youtube for the coverage!
Killzone in progress starting at 3:45
I just got my Adepticon Killzone care package from Brian, woohoo great stuff! Decks of cards, markers and event the printed missions from the events! Thanks B!
With all that said Killzone is on the move:
I will be closing the Killzone specific forums in the near future.
I have however set up new forums for Killzone and moving all further advancement of the rules over to The Codex Project website.
This will make it ten times easier for me to monitor as I only have so many online hours in the day.
Thanks for all your wonderful support of Killzone and I hope you find you way over to the new forums over at TCP.
Cheers,
Jim
Tuesday, March 29, 2011
Soul Reaper Battle Report Contest

I'd like to announce and thank Magilla Gurilla and the guys over at Table Top War for their support of The Codex Project and my Soul Reapers with this exciting contest he has announced.
Please take the time to visit their blog via the link below and learn the details of entering the contest and how you might win as many as 70 custom resin scenic bases for your army
Sunday, March 27, 2011
Garro: Legion of One

I have really been enjoying the short story audio books from Black library. Legion of One is no exception, in fact I think it is one of the best.
Here is the description from the Black Library site:
"Nathaniel Garro, loyalist Death Guard, and hero of the Eisenstein, has found a new calling in his service to the Emperor. Surrounded by a cloak of secrecy, Garro travels the galaxy in pursuit of his new goal. His quest will lead him to heart of the most destructive warzones, and reveal a secret that will change the course of the Horus Heresy itself..."
I found the revelation at the end of the story to be very Epic as a fan of the Horus Heresy book series! So if you are a fan of the Heresy book series by all means pick up Garro: Legion of One.
Friday, March 25, 2011
The Independent Characters Test the live video feed for their Adepticon Coverage

I want to share this information with you guys, lets see if we can give Carl and Geoff some really good feedback!
This coming Sunday 03/27 at 11am PST the Independent Characters Podcast will be doing another test of their live game footage and commentary as they prepare for Adepticon! If you would like to see what they are planning to do, you can get a good idea of it by joining them on their Ustream channel.
Constructive criticism is welcome!
You can join in by visiting the Ustream channel here:
Thursday, March 24, 2011
Galaxy in Flames Review: Secret Weapon Miniatures resin bases
The Soul Reapers are being mounted on Flagstone resin bases from Secret weapons miniatures. I just thought I’d give you my feedback on the bases after working with them for the army.
I got the entire range of the flagstone bases with the beveled edges and they cover: 25mm, 40mm, 25 x 75mm bike and 60mm bases. The bases themselves represent very aged flagstone with creeping moss randomly placed on them. This theme is excellent for the Soul Reapers as they scour the galaxy in search of lost artifacts hidden in long forgotten temples and cities.
The casting on the bases is remarkably clean, with only a few requiring sanding in order to remove excess resin from the base bottom; this was done to make the beveled edges sit flat on the tabletop. They are also almost bubble free, I think outta an armies worth of bases I had 8 or so with small bubbles, which can be easily filled or makes for a reason to remove the random stone tile from the bases for variety; like I did.
I would highly recommend looking at Secret Weapon Miniatures bases for anyone in the market for cool looking themed basing.
The beveled bases range offers the following themes:
Flagstone
Runic Mountain
Urban Streets
Flight Deck
Trench works
Desert Basin
Desert Mesa
Desert Sands
Desert Wasteland
I’d love to see the flagstone line expanded with more bases for variety sake. My suggestions would things like making packs of rubble/damaged flagstone bases. Having missing stones, rubble added from fallen walls or structures; that would be fantastic. I’ll be doing plenty of my own conversions for these types of bases, but it would be wonderful to get them right out of the package!
I’d also like to see Character bases done in 25mm, 40mm and Bike bases to see them stand out from the rest of the army! Similar to what I did with Xusia's base.
Sorry for the delay in posting the review, between the fences around my house falling down in the extreme wind that Norcal has been having and the impromptu joining the cast of Deepstrike Radio, I have been scatter brained.
Tuesday, March 22, 2011
Big Jim joins Deepstrike Radio

Starting today with the release of Episode 11, I will be joining Chris and Chase on Deepstrike Radio for the foreseeable future. Hilarity will follow!
For those who don't know the show: Deepstrike Radio is a newer podcast aiming to provide something for the 40k hobbyist in all of us. Whether it be fluff, competitive gaming, modeling, painting or just casual fun, providing something for everyone.
So hop on over and take a listen and check out the show! I am really looking forward to adding my own unique flair to the show.
Thursday, March 10, 2011
Blog and Soul Reapers Updates

I will be back to regular posting next week. Sorry for the lack of updates, life has been stomping all over me.
My vehicle had decided it is time to die about a month ago which has nuked all my going to Adepticon hopes. Unfortunately I am one of those people that has to do most of my travel plans close to the events so I can save the cash for the trip, I just don't make the money I used to; to be able to plan out more than 3 months in advance. So now I must use my travel money combined with my emergency savings to get new transportation.
I urge everyone to support Brian, AKA B.smoove from A Gentleman's Ones with the Killzone events at Adepticon. I would also appreciate if you guys could take plenty of pics for me to enjoy since I will not be there.
I have been spending the little hobby time I have on things for The Codex Project. There are ten Codices in development:
Soul Drinkers
Imperial Fists
Ecclesiarchy
Adeptus Arbites
Iron Hands
Legion of the Damned
13th Company SW's
Adeptus Mechanicus
Raven Guard
Soul Reapers (my Chaos Astartes)
I have updated the Soul Reapers codex to reflect layout changes for TCP.
There have been lots of minor tweaks and changes to the Codex.
Until next time,
Jim
Saturday, February 19, 2011
Brief hiatus
I am going to have to take a short break from the blog. Another manager at my job walked out and I am going to be working 15 hours a day for the next week or two while we train his replacement.
I am already beat and it's only been two days. So my hobby time is gone for the time being.
I will be back to posting as soon as I can.
Thanks for bearing with me.
Jim
Friday, February 4, 2011
40k Community building: The Codex Project

I want to officially announce the Codex Project to the Friends and Fans of Galaxy in Flames. It is an exciting project that I along with some really talented guys have created to help the creative amongst us design their own Fandexes and house rules! Our goal is to dismiss the perception that Fan made rules and codecies are rubbish.
We will be working hard in the future to make sure that Fandexes under the banner of TCP become known for their quality and balance. This will take time, maybe even years to happen, but as hobbyists with years of gaming under our belts we are patient!
Cheers,
Jim
So here is Stucarius' announcement of the Project:
Wow! Here we go fellow 40K fanatics. The Codex Project and TCP is geared to provide the community with an organization through which we can fulfill GW’s mandate to its gamers to make the game theirs.
To that end we have created this portal through which the thousands of 40K gamers and fans at all levels can express themselves through the creation of codices, art, fiction and additional rules all geared to enhance their enjoyment of the fabulous 40K hobby. TCP is not just a free for all.
It is overseen by a council of highly experienced gamers not just in 40K and GW environments but across all genre’s and with over a centuries combined experience. The TCP Council also has access to many additional resources and people to help with the development of the best fan projects imaginable.
Now keep in mind the The Codex Project is still in its very early stages. The website is growing every day but it is still not complete. I doubt it ever will be. Many elements I will be talking about are still being implemented to please be patient with us. Better yet, jump in and offer to help. This is a great opportunity for you as a gamer and fan of 40K to become a guiding part of what will all hope will be an important part of our gaming future.
So what I am going to do is take you on a journey. I am going to discuss the whys, why nots and ultimately the reasons TCP has the capability to change the way you look not only at 40K but gaming in general. Why in so many ways TCP is the perfect solution to one of the most difficult problems facing table top gamers today.
Ultimately I will come back around to the beginning and what TCP is going to allow us to do. I will tell you how TCP has the capability to re-invigorate your love of 40K, bring you back to the game if you have left it, and even though we have nothing to do with GW as a company in any way shape or form, how TCP can make GW a whole whole lot of money by harnessing this amazing community around which their business is built. After all the future of our hobby is tied to the success of GW and anything that can help them move into a successful financial future is something we all should want.
So we have created this great site and are building tools to enable community development. That’s great but what exactly is it we are planning to do? Well for years, in fact from the very beginning, GW has told us to take ownership of our game. If they do not have something we need. Make it. If there is not a troop type, codex, chapter, race or scenario we have repeatedly been instructed to come up with our own. Well for years many of us have done exactly that. However, there has always been a problem.
There is a great deal of reluctance by many in the community to play with or use the creations of fellow gamers. In some cases this is perfectly understandable but in many cases it is simple foolishness. Sometimes this is because people assume anyone making their own codex, campaign or scenario does so with selfish reasons and that the result will not be fair or balanced for their opponents.
In all fairness it must be said that such impressions may have, at some point, had some basis in fact. However, I contend any such unbalanced efforts are more likely the result of desire exceeding personal experience and tools. Like-wise and with no insult toward GW intended.
I can assure you that Games Workshop does not have anything close to a monopoly when it comes to the ability to create exciting, balanced and compelling game design and content for 40K. As a matter of fact there is an ocean of talented 40K designers and players who have never worked directly for GW. Compared to that talent pool the studio in Nottingham is a mere pond.
Its simply a matter of numbers. So do not get caught up in a false premise that if it was not created in Nottingham it can not be good. That is not true. Games Workshop themselves acknowledge that when they call on us to create what ever changes and additions we need as fans to make 40K enjoyable for each of our gaming groups.
How many of us have come up with ideas for a new Marine Chapter? Or a new vision of our favorite chapter or maybe a special Ork Mob, Eldar Craftworld, unique Imperial Guard regiment, Dark Eldar Cabal or even an entirely new race. Were you a Squat fan? A fan of the Zoats or Slann?
Are you disappointed that GW no longer supports them with active codices or unit stats? Well why not do exactly what GW has told us over and over to do via their publications and in person. Create your own army list?
I know that most of us have had exactly that idea more than a few times. Be it talking after games with pals or over mugs with friends at conventions and tournaments. So what exactly keeps most of us from creating our own content and for the few of us who do give it a go why is there an impression the efforts are poor and unbalanced?
For many I think it is the shear scale of the effort. Having never tried development before you have no idea where you should start. Take it from me. It is a hugely intimidating thing to actually sit down with pen, paper and calculator, or at you computer, and simply start the process. I have created many rules, army list, campaigns and scenarios both personally and professionally.
Even knowing the process and having more than 33 years experience it can still be daunting. You are like a carpenter who has decided to build a house. You know what you want. You know what you want it to be in the end but all you have is a basic home owners tool set. Having never built a house you do not even know what tools you should use.
What you really need is a team of fellow builders around you. A group of people who all bring a piece of the puzzle to the table. Like all successful people know. More often than not a projects success is predicated on the first decision being the right one. In a nut shell this is what TCP is. A gimme, a mulligan, a guarantee that the first decision is going to be the right one.
You know those preconceived notions I refereed to previously? I contend that most of those notions were born simply because the people trying their hand at developing new content had limited experience with the process and lacked many of the tools and facts they needed at the beginning to see the project through. Remember the old saying “It takes a village to raise a child.”? Well in game development (listen closely here GW) “It takes a community to develop a good game.”
What exactly does that mean? Games are played by people. People are different so the experience is going to vary person to person. For a designer this means you need to have your efforts sampled by and processed by as many different gamers and types of gamers as you possibly can before your project can even begin on the last leg of its journey to completion. So in function a design project with a necessarily social outcome simply cannot be developed in a vacuum. Designers need input.
Not just from the little group close to them, or even a studio, but from a wide range of the target audience. Those ideas and observations not only provide you with new ideas and observations but more importantly they mature the thoughts and ideas you've had. It sounds chaotic doesn't it? This is often where the poor project manager looses control. They will become controlled by the mass of input and not use that input to control the mass over which they have charge. Or as I have often told managers I am mentoring. Inspired by committee but never designed by committee.
You can see the results of the different responses to this in different companies. Some companies successfully harness this energy and turn it into new products that reflect the needs and desires of their gamers. Recently we saw this put to work by a large company in the second edition of their rules. They openly reached out to their community for input and play testing. They took all of that energy and harnessed it.
They did not let that input overwhelm their vision but neither were they afraid of letting it make changes to their direction. The result? One of the most, if not most successful redesign of an already hugely popular game. There are other companies who design via a limited and insular design process. A major game or project may never actually get played and tested by more than 25-30 people. Often those people are not only not impartial but are already part of a set culture or worse yet part of the designing company. The outcome is obvious. They will be convinced they have produced a great product because they all have been busy patting each other on the back about it and they all come into the process with a similar desired outcome.
Then when that product is released it is discovered it is full of holes, exploits, poor writing and it may turn out it was not even what the customers wanted. All because they never envolved the thousands of members of their community in the process or even worse they do not understand why they should. More than one company is guilty of this. Even outside of our hobby companies are guilty of it. They tend to go out of business.
If you look at a hyper competitive market like software development, a design culture with many similarities to game design, you will note they have learned this lesson the hard way. Even monolithic organizations like Microsoft will never again release an operating system that has not spend a year or more in the hands of actual customers and not just their testing teams. It is time for the gaming industry to take this lesson to heart as well.
A well managed and successful company recognizes what their customers want and deliver it to them. Even when, as is often the case with enlightened companies, their customers did not know they wanted it. Ask Steve Jobs about that. A poorly managed company creates the product they want and then tries to convince their customers it is what they want too. I bet we can all think of examples of this from personal experience.
A fair question here would be “What the heck does this have to do with The Codex Project?” . Fair enough, I will tell you. TCP will give gamers the tools, resources, community, over-sight and ultimately the legitimacy needed to make fan driven content viable on the table top, in tournaments and across the spectrum of our hobby. A few years back a 40K community decided that what they wanted to see was a really great background and high quality production covering the Badab Wars.
So using the power of community provided by internet communication they created exactly what they wanted. It was great! It really excited a lot of people. GW sold a lot of additional miniatures and models because people built armies around their efforts. To tie in my comments above concerning companies paying attention to what customers want the following happened. GW via Forge World recognized this success and decided that maybe a really nice effort using their vast resources would be in order as well. The result? Well now we have what is with out a doubt the best series of books FW has ever made accompanied with models and other accessories.
GW is now making a ton of additional profits they never would have seen had a little internet based group not taken it upon themselves to create something for the community that did not exist. GW in their wisdom did not stop them. The paid attention and saw the opportunity. The community is happy, GW made money they would not have and a lesson is learned. At its core this is what The Codex Project is all about.
The Codex Project is about harnessing that amazing well of talent, guiding it and giving all of us something we would not have otherwise. So here is how we are going to do that and the resources that The Codex Project Community will provide our fellow game developers. I am listing these in a quasi order of how you would make use of TCP resources.
- Propose a possible development project on the forums
- Discuss the project, refine its direction and identify possible team members
- Name the Project
- Assign a Team Lead and 3-5 additional team members
- The Council assignment of a Blog and Forum specific to the project. A project email address is given to the Team Leader for community contact purposes. The blog is for public notification of the progress with comments and the Forum is a closed development environment for the Team Members. Both the Blog and Forum are under Team Leader control and the Team Leader is responsible for maintaining regular Blog updates to the main Dev Blog on The Codex Project website.
- The Team downloads from the TCP site downloads the “Project Development Packet” containing worksheets, point values, design guide lines and templates for layout.
- The team begins putting its project together while discussing issues amongst themselves on the forum, Skype or any convenient method.
- The Team makes use of the “open” forum project discussions to pose questions to the TCP community.
- The team has access the TCP Council members to ask question, get assistance and advice on development issues.
- The team has pre-arranged access to a structured Play testing environments allowing for the testing of their projects through out the U.S., Great Britain, Europe and Australia. There are standard Play test results forms to help Teams make the most out of feedback. We also hope to have play test groups established in Asia, New Zealand, South and Central America and Eastern Europe before long.
- The Team will have access to and be able to make request to the Fan Art and Fan Fiction teams to enhance and bring to life all the hard work going into their project.
- The team will have possible access to the audiences of Council and TCP member Podcast and Blogs who are supporters of TCP. This can mean exposure of your project to 10’s or even 100’s of thousands of 40K fans.
- The team will be able to use the download and bandwidth resources of The Codex Project to put their work into the hands of as many fellow gamers as possible.
- Ultimately the Team will be able to submit their project for “Certification” by The Codex Project Council. If “Certified” your Project or Codex will get an “Official” TCP “Certified” label and official statement of compliance on your final fan publication.
- Once “Certified” as a Compliant Codex or Project your work will be added to the “Official” complaint list and can be used in any event that is TCP compliant.
- Once “Certified” a TCP project will be legal for use not only among you and your friends with out fear that it is anything but highly tested and balanced but it will also mean your Project and or Codex will be legal for use by any fellow 40K fan in a even or tournament that is TCP Compliant.
As you can see being part of The Codex Project adds the kinds of things to your efforts that you simply cannot replicate via any method other than one like TCP. With the establishment of The Codex Project there is simply no other process, official or un-official, that will result in a more highly tested, vetted, balanced, organized or fluffy result than you will get using your own brothers and sisters to guide your project through its development cycle.
TCP will no doubt instantly gain the moral support of 10’s of thousands of our fellow enthusiast. That is truly exciting at a level that gives me shivers. However, when you consider the hundreds, possibly thousands , of experienced 40K gamers registered to develop with The Codex Project it blows the mind.
TCP will literally bring more experience to the table than has ever been brought to work on our beloved hobby before. Never again will you have to worry about a fandex or fan generated content because the fans themselves will have guaranteed that nothing could be more reliable or safe to use than one of their own codices or projects.
No longer will the 40K community have to worry about the standards and quality of its own efforts. I think it is safe to say that via our fan based community The Codex Project we will in fact set a standard for quality at all level others can follow.
There are already a dozen projects that will be appearing in the Dev Blogs in the next couple of weeks.
LETS MAKE IT HAPPEN!!!!!





