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Book of the Arbitrator - Necromunda/=I=Munda House Rulebook looking for feedback and critique  [RSS] Share on facebook Share on Twitter Submit to Reddit
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Made in dk
Conniving Informer



In a Hive of Scum and Villany

Greetings!

So, I've been rather busy hammering down some of my house rules for Necromunda (Underhive) and well, I'm done!

Go HERE to download it (warning it's a large file, and 99 pages long).

Cheers!

...

Oh, you might be wondering what it's all about?

Well, for a long time I've been looking at various RogueMunda and =I=Munda blogs around the web and was heavily inspired. However, I wanted to do more than simply kitbash some rules together and give it a go - so I changed around a whole lot of the basic rules for Necromunda, added detail here and there and before I knew it, I had over hundreds of pages of notes for the Dark Millennium.

So, what's included?

- An overhaul of some of the basic Necromunda mechanics (new turn sequence, new weapon system).
- A whole slew of archetypes and two campaign systems (territory based as Necromunda and exploration based as Mordheim).
- An attempt to squeeze in rules that allows for recreation of the actual setting material. Yes, Space Marines can possibly wipe out a whole planet (but they are not immortal)
- An open universe; although two sample settings have been included, they are by no means canon but more an example of what you can do with the rules.
- Simple yet effective vehicle rules
- Reworked psychic powers, chaos powers and waaagh-powers
- And a whole lot more...

So, if this has wetted your appetite then please download from the above link and tell me your thoughts; it would be highly appreciated.

Cheers!

The roadwarrior he lives... Only in my memories...
Port Maw - a blog about 40k, with a slightly different scope. 
   
Made in dk
Conniving Informer



In a Hive of Scum and Villany

No love for =I=Munda on these boards anymore?

The roadwarrior he lives... Only in my memories...
Port Maw - a blog about 40k, with a slightly different scope. 
   
Made in us
Neophyte Undergoing Surgeries



Midwest

Been a long while since I was on dakka. I downloaded your rulebook & reading through it. This is the kind of thing I get really interested in.
   
Made in ca
Phil Kelly




The 36th Chamber of Shaolin

This definitely looks sharp! Love the inclusion of extra stats, and the different weapon patterns are a great touch.

Will definitely pass this along to some other Necrofunda fans I know. Great work!

*GASP* Squats?! I fully endorse this heresy.
   
Made in us
Ground Crew




USA

The change in turn order, going from highest to lowest initiative, is a great idea! definitely an awesome ruleset, though i do have some ideas for improvement:

1. while the ruleset works great for low-level gangs and such, i didn't find any way to start out a campaign with higher level characters. For example, say you wanted to have a game with an inquisitor and retinue, fully equipped with rare and expensive items and already experienced, fighting a swarm of mutants or something. theres really no provision for creating characters with experience and and skills, as well as rare items, from the beginning. perhaps a way to convert the rarity of an item, or a skill, into a credit value, would work. characters could then start out with experience and skills, at the expense of more equipment and henchmen

2. in my opinion, one of necromunda's biggest issues has been the random assignment of skills. what if there was a way to choose how your character improved, other than by just rolling on a table. Maybe units could "train" or something during the post-battle sequence for a cost, in order to improve select characteristics, or choose their own skills.

3. check out this guy's idea, its definitely got a lot of potential. i know its complicated, but it would certainly be cool:
http://www.dakkadakka.com/dakkaforum/posts/list/281505.page

Great work!
   
Made in us
Homicidal Veteran Blood Angel Assault Marine





I love this...

 
   
Made in us
Neophyte Undergoing Surgeries



Midwest

I like a lot of what has been done here. Definitely well put together.

Rocketeer wrote: i didn't find any way to start out a campaign with higher level characters


That's one of the things to watch out for in a Necromunda mod. Necromunda assumes a Mad Max scavenger-level character - nothing wrong with that, but it doesn't scale up very well. You identify the problem yourself right away: characters whose stats bump up even a little bit get too powerful for the rules.

Rocketeer wrote:what if there was a way to choose how your character improved


I think in a narrative game like this, choosing your own skills is a must.
   
Made in us
Homicidal Veteran Blood Angel Assault Marine





I kinda only have one suggestion.

Make it so there are sets for certain campaigns for soldiers to get.

That way you don't have to wait to get rare items.

Like I'd much rather have my Space Marines start off with Power Armor a Boltgun and a Boltpistol, but following the rules for a Campaign, the spacemarines are more akin to having Super-Humans that randomly find power armor.

These could be done for every race, but make it cost more for certain races, even if the items seperately do not cost more, due to the fact that it is special for that race and that they are getting the items altogether without any of the stress. Also the thought has to be put into it that some sets are stronger for a race that others.

Meaning that a Space Marine with his Power Armor set should cost quite a bit more because he's a Space Marine and will be at least 4 times stronger with the Power Armor.

 
   
Made in us
Neophyte Undergoing Surgeries



Midwest

Yeah, I think you're kind of saying the same thing, that there needs to be a way to start off a campaign with the kinds of characters you want to play. Maybe those characters are a lot more powerful, like an entire squad of Space Marines in power armor with Astartes bolters, and the game should be able to accommodate that.
   
Made in gb
Cultist of Nurgle with Open Sores





York, UK

I've been having a bit of a read and I'm quite interested. I haven't read it all yet but definitely liking the re-introduction of the 1st edition LD style Characteristics. Also loving the Pschic stuff and Prayers. Really interesting ideas. Quick question: Are you using Dreadnaughts as a single crewed vehicle that can be exited or entered during the game? You mentioned that the front was an entry point in the statline. I see no real problem with this as it's a good way of scaling Dreads down to Skirmish based games. I haven't read the rules about vehicles thoroughly yet (I've had a flick through and have just started reading it through in order. Can the crew men in a vehicle be hurt or killed while leaving the vehicle intact to be crewed by another model?

Sorry to ramble on. Cheers.

Slottabases for the Slottabase God!

Daemon host - 2000
Death Guard & Iron Wraiths Chaos Space Marines - 1500 pts incl. mini's from my Daemon Host

Beastmen Warherd - between 1000-1250 points (depending on magic items etc.)

Necromunda/RT Genestealer Cult

Necromunda/RT Beastmen Cult
Old West Lawmen + Cowboys posses

VSF British

Hasslefree Mesaan Army (wip)

Various Post Apocalyptic minis and vehicles for Wasteland 3 Meltdown 
   
Made in us
Regular Dakkanaut





So I m also working on =][=munda house rules, and I wish you the very best of luck with yours. I may very well end up "borrowing" a couple of your ideas.

That being said, your book seems more like a new game rather than "House Rules." This is just my opinion, but in many many places you have taken a dramatic departure from the nuts and bolts of Necromunda. I've given your work an in-depth cursory look (meaning I haven't read it cover to cover, but I've at least eyeballed everything), and for me alot of what makes Necro Necro - the grimdarkiness, the atmosphere - is gone. What you do have are some great new ideas on how to tackle rules issues.

Now, I don't say that as a criticism (well, not as NEGATIVE criticism, anyway), but rather as an intro to this: You should seriously think about retooling what YOU have done into its own game. There are many many miniature lines you might borrow models from to create your own universe (and with enough modeling skills any look is possible), so models to work with shouldn't be an issue.

You're halfway done with a new skirmish game anyways, why not finish the job?

There is an attitude that not having an insanely optimized, one shot, six stage, omnidirectional, inevitable, mousetrap of an assassin list army somehow means that you have foolishly wasted your life building 500 points of pure, 24 karat, hand rolled, fine, cuban fail. That attitude has been shown, under laboratory conditions, to cause cancer of the fun gland.

- palaeomerus


 
   
Made in us
Homicidal Veteran Blood Angel Assault Marine





I'm confused what you mean by the 'grimdarkiness' of Necromunda being gone...

One point I should make is that this is just taking the rules of Necromunda and improving and mixing them with the Fluff from the books.

Basically it even says in there that you should really come up with your own campaign, and not have it be gang fights.

 
   
Made in dk
Conniving Informer



In a Hive of Scum and Villany

Bit of a threadomancy but I just wanted to tell you good folks that I've recently updated Book of the Arbitrator.

Check out the details right here

I will, hopefully, be able to return to this thread and respond to various comments and questions later today!

The roadwarrior he lives... Only in my memories...
Port Maw - a blog about 40k, with a slightly different scope. 
   
 
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