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![[Post New]](/s/i/i.gif) 2009/03/20 18:19:52
Subject: The fate of Balfar IX (=I=munda campaign ruleset)
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Dakka Veteran
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I am writing rules for a campaign fought on the imperial hive/forge world Balfar IX, the ninth planet in the Balfar system, between Kroot, Tau, Imperials, Chaos, Renegades, and eventually Eldar (but not at first). So as not to dissapoint players with long waiting for it to get started I would like to have everything ready before I announce it.
It starts as an Inquisimundaesque campaign for control of the entrance to some old catacombs that lead to an ancient eldar device. Then it becomes A kill team to combat patrol battle for the planet's defences and then finally becomes a full 40k and apoc campaign.
I would like to post the rules up here for comments and critique and also to help others write rules for their campaigns.
First the Necromunda style rules:
(what I have so far)
Groups
Your group must comply to the gang construction guide as detailed later.
One person may have multiple gangs if they wish or two or more people may share one gang, however the campaign organisers must be informed of this by all parties involved.
A maximum of 20 gangs may participate, this is to avoid cluttering on the campaign map. Players with multiple gangs may be asked to withdraw one or more gangs to allow others to participate. If there are still excess players then some may be designated as town wardens etc.
No gang may exceed 25 models in number.
Movement
Each group may move up to 4cm per movement phase. For each cm they move they must pass a roll, if the roll is failed then they stop movement at the end of that cm. This roll varies depending on the terrain over which they are moving (as detailed below) if moving over multiple terrain types over a cm roll for the majority of the area covered.
Colour Terrain type Roll Required
Light Green Largely intact hive 3+
Dark Green Heavily collapsed hive 4+
Brown Silt and dust 5+
Grey Open concrete, rockrete etc. 2+
Blue IMPASSABLE
(This will go with the campaign map)
The Campaign Turn
A single campaign turn in order consists of:
The Movement phase: It is now that a player may move any and all of his/her group.
The Combat phase: This is when battles are declared and fought.
The Consolidation phase: After any battles a group may or may not have participated in the players assemble to make rolls for experience, purchase items, collect income, make organisational changes and boast about victories or lament losses.
The Combat phase
If a group marker is within 2cm of another gang marker or a territory held by another gang then it may declare it will attack it. The gang may move an extra 2cm to try to reach it but must roll as normal for terrain, if a gang is being attacked then the gang may try to flee 2cm, however this will allow their opponent to modify the D6 roll by one when selecting a mission if they are caught. To engage an enemy group the group must touch marker to marker. If the group successfully reach they will fight a battle as detailed in the battles section.
After a battle the survivors on the losing side withdraw 1cm (not having to roll) and the victor may only move a maximum of 3cm next turn due to battle fatigue.
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This message was edited 2 times. Last update was at 2009/04/20 07:34:57
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![[Post New]](/s/i/i.gif) 2009/03/20 20:03:13
Subject: The fate of Balfar IX
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Dakka Veteran
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oops, forgot this:
The Consolidation phase
The consolidation phase starts when all players have played all their games and have assembled around the campaign map. First players make rolls on the serious injuries chart. Then they figure out experience and it’s effects. Next losers make consolidation moves. Fourth players collect income and make upkeep reductions to their income. Finally all players hand in their score cards to be altered.
All processes are done in order of richest gang to poorest. Any ties can either be agreed or diced off for.
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![[Post New]](/s/i/i.gif) 2009/03/21 09:42:27
Subject: The fate of Balfar IX
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Dakka Veteran
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Wow, no replies at all, on to the battle section I suppose...
Battles
When a battle is fought (as detailed earlier) the scenario must be decided by rolling once on the appropriate table and once on the SPECIAL table. The BATTLE table is for when two gangs engage by one catching the other. The RAID table is for when gangs attack other gang’s territory. The SCAVENGERS scenario is always used on the waste pile and RESCUE is used when trying to retrieve a gang member.
Battle
1-2 Gang fight
3-4 Ambush
5-6 Shootout
Raid
1-2 Hit and Run
3-4 The Raid
5-6 Land Grab
Special
1 Grudge Match
2 Cave in!
3-4 Nothing
5-6 Vital
Grudge match:
Both sides earn double Experience points for the battle.
Cave in!:
The battle is fought in an old dome which is
prone to cave-ins. If either side uses a heavy
weapon or grenade during the game the
roof caves in on a D6 roll of 4, 5 or 6. Roll
each time such a weapon is used. If the roof
caves in then the game ends immediately in
a draw and all models must roll under theirInitiative to escape without further harm.
Any fighters who fail this test sustain a S4 hit
with a -1 armour save modifier.
Vital:
The battle is vital to the success of the mission and so no one is willing to flee, the consequences would be just too bad.
This rule only applies to inquisitorial gangs. The gang automatically passes bottle tests and all gang members gain a +1 leadership modifier.
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![[Post New]](/s/i/i.gif) 2009/03/21 15:09:21
Subject: The fate of Balfar IX
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Dakka Veteran
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Really, no posts yet? Please Dakka C&C needed!!!
OUTCOMES
If a gang attacks a territory then wins the game that gang claims the territory for themselves. Any garrisoned opposing gangers are captured but those who lived on the territory before just swap sides. If the defender wins then the opposing gang retreats 1cm.
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![[Post New]](/s/i/i.gif) 2009/03/22 10:05:08
Subject: The fate of Balfar IX
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Dakka Veteran
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This is getting desparate!
TERRITORIES
Every gang has a number of holdings, they are the main source of income and can be refuges when times are bad. Every gang starts with a randomly selected territory which will be marked on the campaign map. Inquisitorial groups cannot gain territories nor do the begin with one. Army groups have no territories to begin with but can acquire them. Unclaimed territories will be marked on the map and their role shall be stated.
To claim a territory a gang must end the movement phase atop it, if it is unoccupied they claim it and may place a garrison on it. If it has another gang’s garrison on it already then it must be fought for.
GARRISONING
You do not have to garrison any fighters on a territory, however if you do not another gang may claim it without a fight. A garrison is a group of gangmembers of 1 model or more that must stay on that territory. These gangmembers do not count towards upkeep and are a separate entity to your main gang, they cannot include the gang leader. Members of a garrison may be ‘picked up’ by your gang moving onto the territory and just leaving with the gang. From then on they count towards upkeep.
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![[Post New]](/s/i/i.gif) 2009/03/22 15:17:39
Subject: The fate of Balfar IX
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Dakka Veteran
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This is getting deppresing
Name Description Income
(credits)
Chem pit Chem pits are hazardous collections of corrosive substances. If a 6 or double is rolled collecting income from the pits one garrisoned ganger gains horrific scars, 2 D6
Old ruins Searching through rubble is a dull life, however it is a regular source of income for many. 10
Metal slag Raw metal may be far from interesting any not at all lucrative but it is vital to underhive economy. You have a deposit of just such a metal and a trader willing to purchase. D6+15
Mineral outcrop Thousand of different minerals and gems form in deposits down in the underhive most are only worth of poor men’s gifts but some will pay a premium to wear a rare rock. D6x10
Friendly settlement Gangers may find friends in the out country. Often they are too poor to give money but they may offer rest and food. If your gang ends it’s move and fights no battle that campaign turn the it counts as being in one lower upkeep bracket that turn . -
Mines Sometimes minerals and metal ore doesn’t just pop out of the ground, you have to dig for it! If you have captured a gangmember you may put him to word in your mine, he will give you a +1 to your credit total if you put more gangers to work it is accumulative. D6+10
Hole stead One of the gang fighters comes from a hole stead out in the wastes. The hole produces a crop of nutritious slime. D6x10
Water Still The gang has discovered and renovated an old water still out in the wastes. The still is worked by the family or friends of one of the gangers. Guilder slave trains carry the water to local settlers making the gang a share of the proceeds. D6x10
Drinking Hole Your gang leader has inherited an old drinking hole in payment of an outstanding gambling debt. The hole earns a small sum and also provides the gang with a convenient base in the local settlement. D6x10
Spore Cave Your gang has discovered a hidden cave where many kinds of rare fungi grow, such as pearl spore and iron mould. A ganger can If you roll double 1 when harvesting fungus the collecting ganger has contracted Spore Sickness. This is a fungal disease in which plump and colourful fungi sprout from all over the victim’s body. Spore Sickness is not lethal and recovery is automatic, but the ganger will not be able to take part in future battles until he recovers by rolling a 4 5 or 6 at the start of a game. Once recovered he may fight as normal. 2D6x10
Archaotech Your gang has discovered a hidden entrance into a small unexplored dome. A ganger can collect remnants of ancient technical devices. 2D6x10
Stronghold A gang may upgrade a territory to a stronghold for 200 credits. The territory generates income as normal but it has been made into a bastion so if it is attacked the defender may set up all the scenery. -
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![[Post New]](/s/i/i.gif) 2009/03/23 16:36:01
Subject: The fate of Balfar IX
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Dakka Veteran
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some rules for Kroot gangs Choosing the Kindred You have 1000 Guilder credits to spend on recruiting and arming your Kindred within the following guidelines. • Minimum 3 Fighters: A Kindred must have at least three models. • Leader: Your Kindred must have one Shaper. Not more. Not less! • Kroot: You can include as many goons as you can afford. • Knives: All fighters are assumed to have a knife even if the model doesn’t have one. Shaper...Starting xp 3d6 Cost to recruit: 120 credits A shaper leads and guides a Kindred both spiritually and genetically. M Ws Bs S T W I A Ld 4 4 4 3 3 1 4 1 8 Weapons: The shaper can pick weapons from the Hand-to-Hand, Pistols, Basic and grenades lists. Kroot...Starting xp 2d6 Cost to recruit: 60 credits Kroot have adapted and become the perfect predators of the underhive. M Ws Bs S T W I A Ld 4 4 2 4 2 1 4 1 8 Weapons: Kroot can pick weapons from the Hand-to-Hand, Pistols, Basic and grenades lists.
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This message was edited 1 time. Last update was at 2009/03/23 16:36:13
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![[Post New]](/s/i/i.gif) 2009/03/23 16:36:56
Subject: The fate of Balfar IX
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Dakka Veteran
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skills/exp for Kroot
Skills
As well as skills Kroot get Characteristic increases. Every time a Kroot or Shaper earns 10 experience it rolls for an advance.
On a:
1 they may pick a characteristic increase.
2-3 They roll for a characteristic increase
4-5 They roll on the skill chart
6 A skill may be chosen
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![[Post New]](/s/i/i.gif) 2009/03/23 16:59:25
Subject: The fate of Balfar IX
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Dakka Veteran
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Characteristic D12 roll Maximum increase M 2 2 Ws 3-4 2 Bs 5 2 S 6 2 T 7 1 I 8-10 2 A 11-12 2
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This message was edited 1 time. Last update was at 2009/03/23 17:00:45
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![[Post New]](/s/i/i.gif) 2009/03/23 16:59:53
Subject: The fate of Balfar IX
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Dakka Veteran
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D18 roll Skill
3 Ambush
4 Parry
5 Counter Attack
6 Step Aside
7 Evade
8 Infiltration
9 Sneak Up
10 Head Butt
11 Sprint
12 Berserk Charge
13 Catfall
14 Dodge
15 Jump Back
16 Leap
17 Hurl Opponent
18 Iron Jaw
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![[Post New]](/s/i/i.gif) 2009/03/25 17:13:10
Subject: The fate of Balfar IX
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Dakka Veteran
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Yet more
Going to town
Kroot may entire inhabited areas ie. settlements. However for each campaign turn they are in one they must make a d6 roll in the movement phase of the campaign turn. On a 1-4 they are safe and have concealed themselves well enough to escape notice. On a 5 or a 6 however they have been spotted. They immediately have a battle with the local enforcers or arbitrators.
They must then leave the settlement by moving via the quickest route to the nearest non– inhabited area.
Equipment
Kindreds have access to some basic imperial gear but mostly rely on the weapons salvaged from the crashed warspere.
Kroot gun
Range To Hit Save Ammo
Short Long Short Long Str. Damage Mod. Roll
0-12 12-36 - - 4 1 - 3+
Kroot rifle
Range To Hit Save Ammo
Short Long Short Long Str. Damage Mod. Roll
0-20 20-54 -1 - 8 3 -4 5+
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![[Post New]](/s/i/i.gif) 2009/03/25 17:14:41
Subject: The fate of Balfar IX
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Dakka Veteran
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Weapon Cost (creds)
Knife (first knife free) 5
Club/Maul/Bludgeon 10
Massive Axe/Club/Sword 10
Chain/Flail 10
Sword 10
Autopistol 15
Laspistol 15
Stub gun 10
Autogun 20
Lasgun 25
Shotgun 20
Kroot gun 25
Flamer 40
Grenade launcher 130
Heavy stubber 120
Kroot rifle 200
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![[Post New]](/s/i/i.gif) 2009/03/26 14:53:53
Subject: The fate of Balfar IX
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Skink Chief with Poisoned Javelins
Belgium, political ass-end of the old continent
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Am I truely the first to respond to this?
I think that the major issue is with your beginning game system. munda-style games are not very popular nowadays. I had the same issue around here, and had to go and create an ENTIRE new game system, based on 40K storyline, to get it started.
Took me weeks! But the side result s a very amusing RPG game. (and if you are reading this, GW, I'm not selling or publishing it, it's for my own amusement! Go redo codex chaos space marines if you want to make yourself useful for a change, b**ches!).
Anyway, I wish you good luck, the storyline looks fun and promising!
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I can bend minds with my spoon...
KingCracker wrote:PanzerSmurf, you win the trophy for most accident posts ever. Dear lord man!
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![[Post New]](/s/i/i.gif) 2009/03/26 16:46:53
Subject: The fate of Balfar IX
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Dakka Veteran
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Thankyou, I was hoping to capitalise on people seeing the =I= munda madness of migs and others and also people wanting a break after our group's escalation league
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![[Post New]](/s/i/i.gif) 2009/03/26 17:11:31
Subject: The fate of Balfar IX
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Dakka Veteran
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Oh, almost forgot, some miliatary and mercenaries stuff: Hired teams and Imperial guard elites flock to the underhive in search of glory and riches for themselves or their masters. These special forces are well equipped and trained but rely heavily on information from outside, something hard to come by. CHOOSING THE TEAM You have 1000 Guilder credits to spend on recruiting and arming your gang within the following guidelines. • Minimum 3 Fighters: A Team must have at least three models. • Leader: Your Team must have one leader. Not more. Not less! • Goons: You can include as many goons as you can afford. • Specialists: A Team can have up to two heavies but no more. • Hired guns: No more than half the gang can be made up of hired guns. • Knives: All fighters are assumed to have a knife even if the model doesn’t have one. Team leader Cost to recruit: 120 credits Every gang needs a leader – the biggest, toughest and brightest fighter of the bunch. He keeps the gang in line and decides where to fight, when to recruit new fighters, and how to spend the gang’s hard-earned stash. M WS BS S T W I A Ld 4 4 4 3 3 1 4 1 8 Weapons: The gang leader may be armed with weapons chosen from the Hand-to-Hand, Pistols, Basic, Special Weapons and Grenades lists. Special Rules The gang’s leader is unlike the rest of the gang in that he can fight efficiently even on his own. He always counts as having a friend within 2", regardless of whether this is the case or not. This means he canalways test to avoid being pinned in place. Any fighter within 6" of the leader may use the Leadership characteristic of the leader when taking any Leadership test. This benefit applies so long as the leader isn’t down or broken himself. Goon Cost to recruit: 50 credits Goons usually form the bulk of every gang. They are dependable and experienced fighters. M WS BS S T W I A Ld 4 3 3 3 3 1 3 1 7 Weapons: Gangers may be armed with weapons chosen from the Hand-to-Hand, Pistols, Basic Weapons and Grenades lists. Specialist Cost to recruit: 60 credits Heavies are heavily built or physically fit individuals well suited to lugging round heavy weaponry. They are also technically competent. This is a good thing because their weaponry requires constant repair and maintenance if it is to function properly. M WS BS S T W I A Ld 4 3 3 3 3 1 3 1 7 Weapons: Specialists may be armed with weapons chosen from the basic, Hand-to-Hand, Pistols, Special, Heavy Weapons and Grenades lists. They can also recruit underhive scum and bounty hunters to start with rather than searching for them in towns etc.
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This message was edited 1 time. Last update was at 2009/03/26 17:21:57
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![[Post New]](/s/i/i.gif) 2009/03/29 09:15:01
Subject: The fate of Balfar IX
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Dakka Veteran
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Equipment lists:
Hand to Hand weapons
Knife (first knife free) 5
Club/Maul/Bludgeon 10
Massive Axe/Club/Sword 10
Chain/Flail 10
Chain or flail 10
Sword 10
Longsword 15
Master Crafted Sword 40
Pistols
Autopistol 15
Laspistol 15
Stub Gun 10
Bolt pistol 20
Hand Flamer 15
Hellpistol 46
Plasma Pistol 25
Inferno pistol 57
Basic
Autogun 20
Boltgun 35
Lasgun 25
Shotgun 20
Hellgun 56
Longlas 25
Hunting Rifle 30
Assault Gun 50
Special
Flamer 40
Grenade Launcher 130
Plasma Gun 70
Storm Bolter 80
Eloctrogun 100
Heavy
Missile Launcher 185
Heavy Stubber 120
Heavy Bolter 180
Heavy Plasma Gun 285
Lascannon 400
Auto-cannon 300
Multimelta 320
Heavy Flamer 120
Leader only
Meltagun 95
Chainsword 25
Power fist 100
Armour
Flak 15
Carapace 80
Mesh 30
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![[Post New]](/s/i/i.gif) 2009/03/29 09:16:45
Subject: The fate of Balfar IX
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Dakka Veteran
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The campaign organiser will incur penalties on following leads for military and mercenary forces (and no doubt have fun in the process, he he he).
Team member release
A Military or Mercenary team may offer any of it’s team members as bounty hunters to another gang for whatever cost the team’s
Owner demands, however the owner still suffers any casualties or effects on the fighter and does not get access to special gear the gang who hired it may have.
Skill chart
This is the skill chart for military and mercenary gangs.
Fighter Agility Combat Ferocity Muscle Shooting Stealth Techno
Leader O O O O O X O
Goon O O X O O O X
Specialist X O X O O X O
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![[Post New]](/s/i/i.gif) 2009/04/07 08:24:53
Subject: The fate of Balfar IX
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Dakka Veteran
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Some rules for Tau cadres:
A number of Tau cadres have been deployed to the hive ahead of the main force in an attempt to quickly end the conflict with minimal losses. These units are well equipped and well armed, but must sometimes call upon human auxiliaries for support. These humans are promised comfortable lives if they are successful, a considerable incentive for those used to deep hive life.
CHOOSING THE CADRE
You have 1000 Guilder credits to spend on recruiting and arming your Cadre within the following guidelines.
• Minimum 3 Fighters: A Cadre must have at least three models.
• Shas’ui: Your Cadre must have one Shas’ui. Not more. Not less!
• Firewarriors: You can include as many Firewarriors as you can afford.
• Xeno conspirators: A Cadre can have as many Xeno Conspirators.
• Drones: No more than half the Cadre can be made up of Drones.
• Knives: All fighters are assumed to have a knife even if the model doesn’t have one.
Shas’ui—-100creds
Cadres require leadership to succeed in their goal. A Shas’ui is an expert and knows just how to time engagements to achieve ultimate battlefield effectiveness.
M WS BS S T W I A Ld
4 3 4 3 3 1 2 1 9
Weapons: A Shas’ui may select weapons from the Pistols, Grenades, Basic, or Special lists.
A Shas’ui has Tau armour
Firewarrior—-40creds
Firewarriors are the backbone of a Cadre providing effective fire support and manpower.
M WS BS S T W I A Ld
4 2 3 3 3 1 2 1 7
Weapons: A Firewarrior may select weapons from the Pistols, Basic, Grenades or Special lists.
A Firewarrior has Tau armour.
Xeno conspirator—-35creds
Some humans are willing to become subservient to the greater good in exchange for the technological and lifestyle bonuses the Tau empire can provide.
M WS BS S T W I A Ld
4 3 3 3 3 1 3 1 6
Weapons: Xeno conspirators may take weapons from the Pistols, Basic or Grenades lists.
Drone—-50creds
Drones perform surveillance and reconnaissance missions but can dish out a fair deal of firepower when needed.
M WS BS S T W I A Ld
10 1 3 2 3 1 2 1 10
Weapons: A Drone may take either 2 Pulse carbines, a pulse rifle or a scanner.
Drones have Tau armour
Scanner: A scanner allows The Drone to detect hidden enemy models within 12” and alert any and all models within 6”. These models may fire at the hidden model but it counts as being in whatever cover it is in.
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![[Post New]](/s/i/i.gif) 2009/04/07 08:25:12
Subject: The fate of Balfar IX
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Dakka Veteran
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Tau weapons
Pulse carbine
Range To hit Sv Ammo
Short Long Short Long Str Dam Md Roll
0—12”12”—18” — —1 4 1 —1 3+
Sustained fire: 1D6
Pulse rifle
Range To hit Sv Ammo
Short Long Short Long Str Dam Md Roll
0--15”15”—30” — —1 6 1 —3 3+
Burst cannon
Range To hit Sv Ammo
Short Long Short Long Str Dam Md Roll
0—6”6”—18”+1 —1 3 1 — 3+
Sustained fire: 2D6
Fusion Blaster
Range To hit Sv Ammo
Short Long Short Long Str Dam Md Roll
0—6” 6”—12” +1 —1 8 2 —4 5+
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![[Post New]](/s/i/i.gif) 2009/04/18 19:53:07
Subject: The fate of Balfar IX
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Dakka Veteran
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Not a rules update today but a graphic one:
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![[Post New]](/s/i/i.gif) 2009/04/22 20:22:59
Subject: Re:The fate of Balfar IX (=I=munda campaign ruleset)
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Dakka Veteran
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Let's add more visual if that will interest people (although it probably won't). I have started an Arbites gang so I will have free time once the campaign starts.
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This message was edited 1 time. Last update was at 2009/06/08 17:18:59
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![[Post New]](/s/i/i.gif) 2009/04/28 20:54:28
Subject: The fate of Balfar IX (=I=munda campaign ruleset)
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[DCM]
Dankhold Troggoth
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Hey those are nice figs! I'm still just learning what all of this is (I play 40k but am wanting to get into =][=munda) but it looks like a lot of fun
Good job persevering in your posts, too!!! The interest will come, I'm sure
And if not, you can always consolidate it into a new thread, and put the pretty pictures at the top... that always helps
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![[Post New]](/s/i/i.gif) 2009/05/04 17:52:17
Subject: The fate of Balfar IX (=I=munda campaign ruleset)
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Dakka Veteran
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Thankyou RiTides Nids I agree pretty pics tend to up viewing.
I haven't been able to work on rules and stats for the last 3 weeks because the laptop with my progress so far saved on it has been taken to Sheffield to stave off the boredom of snooker.
Tomorrow however that is set to change as it is coming home.
A sneaky informant for the adeptus arbites. Some fun with washes.
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![[Post New]](/s/i/i.gif) 2009/05/14 20:53:58
Subject: The fate of Balfar IX (=I=munda campaign ruleset)
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Dakka Veteran
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Now what Tau armour does: Tau armour Tau armour is more advanced than anything Balfar has seen before, it provides a 4+ save with a 6+ re-roll if the initial roll is failed. The Tau armour issued to the cadres inserted onto Balfar IX also has special stealth properties. In respects to spotting a hidden model with Tau armour a model counts as having 1 lower initiative.
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This message was edited 1 time. Last update was at 2009/05/14 20:59:29
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![[Post New]](/s/i/i.gif) 2009/05/15 07:59:55
Subject: The fate of Balfar IX (=I=munda campaign ruleset)
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Morphing Obliterator
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This is incredibly detailed. I love it (play a bit of Necro, bit of 40k), and these sorts of rules are a joy to write (and fun to play). Interested to see your escalation rules, how and when this occurs.
Dont be discouraged, this is a very difficult thing to comment on! I think at this early stage, the real issue will be balance of these new munda gangs.
Love the guard models with the shields - very effective use of the tank track guards - just great.
Youve inspired me, I will start a post with the 40 map campaign rules Ive created. And I wont expect any replies tho!
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![[Post New]](/s/i/i.gif) 2009/05/17 16:14:54
Subject: The fate of Balfar IX (=I=munda campaign ruleset)
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Dakka Veteran
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Thank you for commenting, I agree this is difficult to comment on as unlike with models etc. just saying that's great doesn't really help. I am not sure if i've posted this but a way of balancing is saying that mercs cannot own territories, nor can orks or inquisitors, I have been putting off an inquisitor list because it will hardest to balance.
It's nice to inspire people and I will be sure to look up your rules and comment if I can
May as well post a request here as other places have not worked, does anyone have a copy of the outlaw rules and if so please post it, as nowhere I can find has it.
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![[Post New]](/s/i/i.gif) 2009/06/08 17:40:53
Subject: Re:The fate of Balfar IX (=I=munda campaign ruleset)
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Dakka Veteran
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Tau weapon costs:
Hand to Hand
Knife (first knife free) 10
Club/Maul/Bludgeon 15
Massive Axe/Club/Sword 20
Chain/Flail 15
Master crafted sword 50
Sword 15
Pistols
Autopistol 20
Laspistol 15
Stub Gun 10
Basic
Autogun 20
Lasgun 25
Shotgun 20
Pulse rifle 35
Pulse carbine 30
Automatically Appended Next Post: Leader only
Power fist 70
special
Flamer 40
Grenade Launcher 150
Plasma Gun 70
Heavy
Missile Launcher 185
Heavy Stubber 120
Heavy Plasma Gun 285
Lascannon 400
Multimelta 320
Burst cannon 100
Fusion blaster 255
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This message was edited 1 time. Last update was at 2009/06/08 18:05:06
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![[Post New]](/s/i/i.gif) 2009/06/12 11:10:18
Subject: The fate of Balfar IX (=I=munda campaign ruleset)
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Boosting Space Marine Biker
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looks nice an good more rulez plzz..............go 1337 speak
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[http://www.youtube.com/user/sneekygreenman] |
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![[Post New]](/s/i/i.gif) 2009/06/21 20:27:12
Subject: Re:The fate of Balfar IX (=I=munda campaign ruleset)
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Dakka Veteran
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No more rules at the mo, I slacked a bit last week (month, year, decade...) but I hope to catch up this week. I'll try to keep the thread alive with minis though: An Arbites rhino I painted with pencils. TIP: if using pencils moistening them slightly can improve results P.S What's 1337 speak? Automatically Appended Next Post: A local police sniper:
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This message was edited 2 times. Last update was at 2009/06/21 21:12:19
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![[Post New]](/s/i/i.gif) 2009/06/22 11:12:29
Subject: The fate of Balfar IX (=I=munda campaign ruleset)
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Hardened Veteran Guardsman
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1337 speak is:  well you get it
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This message was edited 3 times. Last update was at 2009/06/22 11:14:07
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