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Post by: grey_death
=][=
Well, it needs a place to blossom ideas and really cultivate the collective thought process of the Dakka community, so I only thought it appropriate to put it in a more appropriate place!
For those not in the know, =][=munda is a unique mix of role playing and Necromunda style combat on the tabletop, with heavy influence on a story driven campaign system. There are many different takes (already!) on the rules/mix, but the general idea is all the same, get into the gritty gothic 40k universe have some real fun!
Feel free to post links, share ideas, list concerns, come up with rules sets and just about anything else that has to do with this great movement!
For starters here is a set of =][=munda modeling threads to whet your appetite:
Jade Vessel - an =I=munda Blog
=I=munda Ad-Mech
CMDante's =I=munda Blog - Blood Pact Gang
Xan´s =I=Munda Campaign: Of Dark Places and Shady Characters
Last of the Mezzan (Malika's potential =][=munda madness)
Rules Resources:
Necromunda Rules
Dark Eldar
I would really like to start organizing rules sets/methods of play that people are using for a possible article web set up to really help boost awareness of the 'revolution' that seems to be happening!
So please post your ideas here and be sure to check out the great threads above for inspiration! Don't forget to leave a few comments while you're checkin out the amazing modeling too ^_-...
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Post by: Warrior 50
Well having visited several of those pages and blogs, I have gotten the bug and want to start a gang. My FLGS had a group that has now spread to two stores in my area and may soon add a third store.
What I find interesting is the conversion possiblities for various gangs which has sparked my interest. So I am always looking for a discussion on how to build different gang members.
Thanks and keep up the effort.
Warrior 50
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Post by: Tacobake
this gak is cool, that is all I will say.
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Post by: grey_death
This is the current rules set being used by migsula and friends in the Jade Vessel =][=munda campaign.
Some additional formatting added in by me for ease of reading ^_-.
++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
This is the current rules document - Games Mastering and an RPG attitude is a HUGE part of the fun for us. I think I should ask the boys to start sharing the stories here too, instead of just the campaign forum we have.
“Keep your friends close and enemies closer” – ancient human adage
=I=munda
This coming July I will be Game Mastering an Inquisitor themed, narrative driven continuum of games based on tweaked and expanded Necromunda rules set. Initiative, cunning and situation savvy will be rewarded. There will be a strategic phase outside the games themselves, when the players need to prepare for future enemies, pursue the right trails, sometimes employ skilled noncombatants instead of buying more guns and generally outsmart the others. Bold, adventurous suggestion to the GM may sometimes be rewarded – or if deemed against the character they may back fire. Is it time to blow cover and induct a company of the PDF? Are you strong enough to harness the great enemy into a weapon against itself?
In tactical level, in the games players need to know when to fight when to run. The scenarios will reward teamwork, combination of right skills and equipment and fate to the Emperor or the Eight-pointed star if you so choose.
The GM will employ NPC gangs, of endless supplies of filth, or unimaginable horrors, or stalwart heroes – mostly to halt your efforts, sometimes to rip you apart, or rarer still to help you!
How does it start?
Starting right now – the players will choose a theme for their gang and briefly outline their character. In due time this will be expanded together with the GM, but according to the players wishes. The first theme will serve as a platform on which the team is shaped. Maybe you want a valiant witchhunter, with close ties to the church and possibly access to archoflagellants, maybe you are a thorian by nature, and decide to go radical in pursue of arcane lore and tools to bind daemons. Possibly the throne agents of the carcass Emperor are simply not your cup of tea, and you decide to steer towards the eight pointed star and promise of quick power, maybe you are a traveller of heart and choose to wear the mandate of a Rogue Trader – it is for you to choose, so choose wisely.
The gaming itself?
Will start in July 2008. The gang can consists of maximum 6 personae. You have 1500 credits at your disposal and access to any weaponry you choose – later you may seek or come across even more potent kit. You are not hive-scum – you are well resourced and extremely skilled. It may however be wise to save some cash for the strategy phase. Start-up rules set will be available soonish, but many rules will be tweaked and introduced as the gaming goes on.
Strategy phase
Everything goes, be imaginative, but true to your character – Dark Heresy will be mixed in! – fluffy and clever suggestions will be rewarded. This phase will see you rearm, recover, die from wounds, accumulate wealth, lose wealth, do detective work, pray for your gods and get ready for the next round. Sometimes narrative dictates your choises – you may need to go special condition or even, god emperor bless you – rogue!
GET CREATING!
The emperor protects.
Rules Addendum
Iron Will , =I= and agents if =I= alive and conscious (auto pass/fail bottle test, =I= auto pass LD tests) Those worshipping the eight stars, mork and gork, money or something else get a slightly modified set.
Arsenal, any equipment listed in the Necromunda rules book, or any of the supplements, can be bought for the cost listed (dice rolled together with GM), more advanced gear available later subject to negotiations, price and happenings in the campaign.
Team:"Leader" with udated stats and character specific special rules, up to two heavies, mimimum of two gangers or heavies and no other constraints, so Juves, or non combatants, newcharacter types you might suggest. (starting size max 10 models)
Several new character types fully explained when created/met in the campaign.
Psyker 20pts, access to physic powers at a cost.
Destiny Points
Each gang commander starts with one destiny point – representing his or her faith in the Emperor, Lucky Charm, or blessing of the 8pointed star. This is a narrative get out of jail card and more can be accumulated by heroic deeds. Should the character be down to 0 faith, grave carefulness is required.
PSYKERS
Some rare individuals have powers beyond the physical realm, yet rarer are those with the inner strength to use them and not succumb to the horror that is warp. It requires intense concentration and inner calm for a psyker to use one of his powers, not always easy in the middle of an inquisitorial firefight! In order to use one of his powers the psyker must first roll equal to or under his Leadership on 2D6. If this test is failed the psykers concentration has been broken and he may not use a power that turn. If the test is passed the power may be used!
PERILS OF THE WARP
Some Extremely dangerous individuals have the power to harness the psychic energies of the warp. This is a risky and very dangerous thing to do, for the warp is inhabited by those strange and unearthly creatures that are known to humanity as daemons.
In order to represent the chance of a daemonic attack, if a Psyker rolls a 2 when he takes the Leadership test in order to use his powers then he must roll a D6 on the Perils of the Warp Table below. Note that on a roll of 2 the psyker is allowed to use the power he was testing for before rolling on the Perils of the Warp Table.
PERILS OF THE WARP TABLE
D6 Result
Drawn into the Warp. Unless the psyker can roll equal to or under his Initiative he suffers severe trauma! The model goes out of action and is no longer able to use the power that he was using when he suffered the trauma.
Attacked. The psyker suffers 1 Strength 5 hit, with no armour save allowed.
6 Drawn into the Warp. The psyker “suffers” a relevation! His psychic abilities grow stronger and he may learn new skills, but this may become with a long time cost…
EQUIPMENT/ ARSENAL:
Generally speaking it is a good idea to consult the =I= rulebook, DH and WH codexes and BL material and consult the GM for a price and rules!
power armour 3+ armour save, doesn’t halve initiative, +1 S, cannot be hidden under clothes, 200pts
psyber skull/eagle/cherub, juve stats, no experience gain, armed with a laspistol, with an ammo roll of 6, gives +1 I to a predetermined model in your gang, if within 2”. 30pts
purity seals, model gets LD+1 30pts
force sword (power sword that auto “out of actions” a wound on a successful psychic test) 80pts
psycannon (boltpistol that wounds on 2+ all demons and psykers) 30pts
inferno cannon, like meltagun pistol w. 6” range 30pts
Jokaero Digital Weapons, as weapon, but one use per game and double the point cost.
Long Las Sniper, as lasgun, but long range 12-36 and +1 to hit, ammo roll 3+ and S4. Can fire hotshot pack at S5 and -2 sv, but this takes a turn to recharge. SPECIAL weapon 60pts
Las Carbine, as lasgun but short range +2 to hit and long range 12-24 and -1 to hit. 25pts
Fire Support rig, gives wearer “bulging biceps” skill. 50pts
Recources table (in addition to territories table)
Space transport: 1-2 rough runner, 3 paid rogue trader, 4 ally rogue trader, 5 own vessel, 6 friendly rogue trader (own vessel, with experienced captain and a network of associates.
Planet transport: 1-2 none, 3 4x4, 4 8wheel cargo, 5 valkyrie equivalent speeder, 6 gun cutter (requires 4,5,6 of space transport to be fully functional)
Land assets: 1-3 just the territories, 4 safe house, 5 secured safe house, 6 mansion with automated gun sentries, bio scanners, staff…
Mentor 1 – 3 no-one special, 4 senior =I=, 5 senior =I= with similar outlook to life, 6 Inquisitor Lord
WISHLIST – need a torture rack? Prefer upper hive accommodation? make your claim.
Starting experience
the leader gets enough experience for three freely chosen skills or stat upgrades from any table.
in addition one of the agents gets enough experience for two (or two agents for one) freely chosen skills or stat upgrades from tables he or she is entitled to.
WISHLIST – you should’ve learnt by now
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
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Post by: Malika2
Perhaps this might also be of some inspiration?
Necromunda in Space
It's a fan project that was being made on Eastern Fringe.
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Post by: grey_death
Another rules set that was recently found by Hammer:
World in Arms
It uses Mordheim as a base rules set instead of Necromunda. I haven't given it a read yet, but I thought it would be good to share with the community here.
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Post by: da-chaos-orks
This sounds very very good
Im so starting a gang *runs maddly into moddeling room*
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Post by: Malika2
Hmm intriguing! I got some old GorkaMorka rulebook lying around. I might check up on that too! Especially when it comes to potential Ork gangs for =I=munda. Some crazy goodies and weapons might be copied from there! Hmm, I remember a crazy scenario in a WD once which dealt with some escaped Dred which went all crazy and well...the Mobs had to destroy it. Might be able to find that scenario and translate into =I=munda!
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Post by: JD21290
thank you grey
i can now justify spending £50 or so building 1 model
(since GW dont sell bitz my conversions are getting very expensive :()
good timing with this thread aswell, ive been asking for help over the last few days, and now theres a whole thread
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Post by: Malika2
Look through your bitsbox, try to trade bits with people here! (perhaps somebody should start an =I=munda thread in the Swap/trade/sell section here?)
Also, try to look beyond the GW range of models might also be handy!
But yeah...this should be in the modelling or swap section!
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Post by: Xanthos
Hey all. Just thought I´d get into the rules and fluff thread.
Since I had a bit of a silly accident last weekend I´ll be doing no modelling for a few days. However, writing is fine (albeit slower with only nine usable digits atm...)
Anyways, I´ve been writing up osme fluff for my campaign, and here´s some of it.
The Inquisitorial mandate of one of the groups:
+++ Auth requested +++
...
Processing...
...
...
+++ Bio trace authenticated +++
...
+++ Auth accepted +++
...
++ Message begins ++
Inquisitor, I send you this missive in the greatest urgency. A task lies ahead of you, that could easily be the most important of your life.
Readings of the Tarot have told us, that a time of great upheaval lies in the near future.
With the recent events in the Segmentum, I´m sure I don´t have to explain to you, the importance of stability in the Antimar subsector.
The Emperor´s Tarot has revealed very little definite proof, but readings point to a cataclysmic event [level omicron or stronger] within three years.
Centered on Antimar sub in the Scarus sector, this event could lead to severe trauma in the region.
Warbands of the Inquisition are requested to pursue this matter, and stop the event from manifesting.
You have been chosen by the Ordo to investigate on our behalf.
Tread lightly, for there is a recurring reading that suggests the hand of a Rogue Inquisitor in the matter.
You will be acting on special condition, so you will not have the support of local militia and PDF.
The documents stating your charter and purpose are enclosed. They give you the rights of special condition for a total time of thirtysix months.
Bring with you that which is needed and travel with all speed to the Subsector capital of Sarum, where you will investigate the matter to it´s conclusion.
The Emperor protects!
By the hand of Inquisitor Caille.
++ Message ends ++
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Post by: Malika2
What about including GorkaMorka elements in there? Or would that become =I=Morka?  Stuff like vehicles, forts and perhaps even composition of gangs might be interesting. Perhaps GorkaMorka rules could be used to represent the Orks in =I=Munda?
So far it's all pretty human oriented...what about the Xenos?
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Post by: Xanthos
Well, we´ve been planning to use at least some Xenos in our campaign, so far we´ve been going off the stats from 2nd ed for the races represented there, and for tau/kroot we´ve converted them to 2nd ed.
But since we´re using them for gang members it´s pretty straight forward. Most races can be represented by using a ganger (or a juve for Tau), and giving them XP boosts.
As far as xenos weapons, kroot rifles are almost identical to boltguns in stat terms, and eldar can use las rifles (which their scouts/rangers use in the first place).
That kind of stuff is easy to balance. Once you get into new weapons, and radically changing stats, it gets trickier.
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Post by: JD21290
i intend to incorporate kroot into mine somehow
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Post by: Malika2
That kind of stuff is easy to balance. Once you get into new weapons, and radically changing stats, it gets trickier.
And that's what we have this forum for!  We can discuss and figure out how to include more complex stuff in the game or at least on how to deal with it!
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Post by: JD21290
im either trying to go for a kroot theme, or a variation of a stealer cult (which should work fine)
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Post by: Malika2
You going to build a unit of Kroot or just a single character to join a human group? A group of 5 or so Kroot would be amazing. You could have a Shaper, a few normal Kroot and maybe one or two Kroot Hounds!
You could go totally crazy with the wargear and have strange combinations since they travelled all around the place!
As for the Genestealer Cult, a Magos with a few Hybrids running around is way cool too!
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Post by: Malika2
Look what I found over at Warseer, a little something for those of you who want to include some Dark Eldar in the mix. The game posted there was originally meant to play Necromunda in Commorragh but I think that it would be very possible to create your own Dark Eldar warband for =I=munda based on those rules right?
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Post by: Xanthos
Nice find Malika, the more races the merrier really.
I actually put together an Eldar list for necro a long time ago. Not sure if it´s still in my notes somewhere, but I´ll have a look at least...
It was basically a warband led by an exarch, with low level farseer support. Played very differently than most gangs, in that we priced them high, os the gang was small, but not powerful in a standup fight, more like a "a fast strike, and then disappear" thing... Of course the fact that they had Movement 5 didn´t hurt either...
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Post by: Malika2
Hmm, would it then be an Exarch leading different kinds of Aspect warriors or more something like an Exarch leading a bunch of Guardians? Either way, perhaps you could have their game play and organisation be very different from normal gangs as in that each member has a very specialised task, similar to how they kind of (used to) work in 40k. This would also mean that losing members could have dangerous consequences (which is more than fitting for the Eldar).
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Post by: grey_death
Added the Dark eldar link to the OP.
And Xan, going outside of the original gangs isn't too hard to balance when you've got different eyes with different takes on a statline/selection.
Plus there is always playtesting ^_-.
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Post by: Malika2
It's a shame that the original site with those Dark Eldar rules is gone because there was a whole lot more stuff included on there such as wargear, units, slave gangs and even lone Chaos Space Marines running loose!
I just got my hands on Digganob, you know what that means right? Cavalry for your =I=munda warbands (you know you want those Muties in there).
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Post by: Platuan4th
Malika2 wrote:What about including GorkaMorka elements in there? Or would that become =I=Morka?  Stuff like vehicles, forts and perhaps even composition of gangs might be interesting. Perhaps GorkaMorka rules could be used to represent the Orks in =I=Munda?
So far it's all pretty human oriented...what about the Xenos?
I've got some WiP Gorkamorka gang updates to fit in with =I=munda, as well as a few new =I=munda Xenos weapons and WiP stats for other Xenos. I'd be willing to post if you guys want to see?
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Post by: grey_death
Oooo...I have a digganob model in my collection ^_^. Might be time to strip em and give him a fresh coat o' paint ^_-...
As for Orky warbands, it'd definitely be awesome to be able to integrate any race into the =][=munda party so that any campaign could be played out anywhere in the galaxy.
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Post by: Malika2
@Platuan4th: Put them up man! That's what this thread is for!
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Post by: Platuan4th
As Gorkamorka uses mostly the same rules as Necromunda, I haven't changed many rules yet. Ork Gangs Recruiting a gang Minimum 3 Fighters: A gang must have at least 3 Fighters Nob: Your gang must have one Nob, no more, no less. Meks: Your gang can include up to two Meks. Boys: You can include as many Boys within model limitations Tankbustas: A gang can have up to two Tankbustas but no more Yoofs: Your mob can include Yoofs up to a maximum of half of the total number of Orks in the mob. Slaver: Your gang may include up to one slaver. Grots: The first two Grots purchased do not count towards the maximum number of members in your gang. OR Every 2 Grots only count as a single model of your gang,ie. 4 grots = 2 models towards the max in your gang. You may not include more Grots than you have Orks in the gang. Nob - 120 Teef/Credits M WS BS S T W I A LD 4 | 4 | 3 | 3 | 4 | 3 | 3 | 1 | 8 Weapons:You can arm your Nob with weapons and equipment from the Hand-to-Hand Weapons, Gunz, Armour and Stikkbombz lists. In addition, your Nob may be equiped with equipment from the Necromunda or =I=munda lists. Special: Leader Mek - 60 Teef M WS BS S T W I A LD 4 | 3 | 3 | 3 | 4 | 1 | 2 | 1 | 7 Weapons:You can arm your Mek with weapons and equipment from the Hand-to-Hand Weapons, Gunz, Armour and Stikkbombz lists. In addition, your Mek may be equiped with equipment from the Necromunda or =I=munda lists. Tankbusta - 60 Teef M WS BS S T W I A LD 4 | 3 | 2 | 3 | 4 | 1 | 2 | 1 | 7 Weapons:You can arm your Tankbusta with weapons and equipment from the Hand-to-Hand Weapons, Gunz, Big Gunz, Armour and Stikkbombz lists. Boy - 50 Teef M WS BS S T W I A LD 4 | 3 | 2 | 3 | 4 | 1 | 2 | 1 | 7 Weapons:You can arm your Boy with weapons and equipment from the Hand-to-Hand Weapons, Gunz, Armour and Stikkbombz lists. Slaver - 60 Teef M WS BS S T W I A LD 4 | 3 | 2 | 3 | 4 | 1 | 2 | 1 | 7 Weapons:You can arm your Slaver with weapons and equipment from the Hand-to-Hand Weapons, Gunz, Slaverz' Stuff, Armour and Stikkbombz lists. Special: Allows Grots Grots - 20 Teef M WS BS S T W I A LD 4 | 2 | 3 | 3 | 3 | 1 | 2 | 1 | 5 Weapons:You can arm your Grot with weapons and equipment from the Hand-to-Hand Weapons and Gunz lists. Yoofs - 25 Teef M WS BS S T W I A LD 4 | 2 | 2 | 3 | 3 | 1 | 2 | 1 | 7 Weapons:You can arm your Yoof with weapons and equipment from the Hand-to-Hand Weapons, Gunz, Armour and Stikkbombz lists. Special: Gain +1 Toughness when they have earned enough experience to become a full Boy in addition to their normal advance. Orks/grots can choose from any of the Orky advancement tables from Gorkamorka: Da Uvver Book,except for Odd. Odd is limited to Nobs and Meks. Tankbustas may choose Bulging Biceps from Necromunda as a skill. Weapons Lists HAND-TO-HAND WEAPONS Hand-to-hand weapons include everything that can be used at close quarters such as pistols, knives and crude axes or spears. Some of these weapons can also be used for ranged combat, though the ranges tend to be very short. WEAPON TEEF Slugga . . . . . . . . . . . . . . . . . . 20 Six Shoota . . . . . . . . . . . . . . . . 20 ’Uge club or choppa . . . . . . . . . . . . 20 Club or choppa . . . . . . . . . . . . . . 10 Knives and knuckles . . . . . . . . . . Free Chain or Flail . . . . . . . . . . . . . . 10 Spear . . . . . . . . . . . . . . . . . . . 10 GUNZ Gunz are long range weapons, carried and fired with two hands. We’ve included bows and crossbows in with gunz because they don’t really fit in anywhere else and they get used for putting holes in people from a distance just like shootas and kannonz. WEAPON TEEF Bow . . . . . . . . . . . . . . . . . . . . . .10 Crossbow . . . . . . . . . . . . . . . . . 10 Blunderbuss . . . . . . . . . . . . . . . . 10 Shoota . . . . . . . . . . . . . . . . . . . . 20 Kannon . . . . . . . . . . . . . . . . . . . . 30 STIKKBOMBZ Stikkbombz are crude grenades made by filling a can with explosives and screwing it onto the end of a stick. If you buy a model some stikkbombz, he is assumed to have a supply of them which is replenished after each game WEAPON TEEF Frag . . . . . . . . . . . . . . . . . . . . . 30 Krak . . . . . . . . . . . . . . . . . . . . . 50 BIG GUNZ Big gunz are seriously huge, seriously loud and seriously destructive! WEAPON TEEF ’Eavy Shoota . . . . . . . . . . . . . . 150 Rokkit Launcher . . . . . . . . . . . . 130 Harpoon Gun . . . . . . . . . . . . . . 70 Spear Gun . . . . . . . . . . . . . . . 90 Scorcha . . . . . . . . . . . . . . . . 80 ARMOUR Even though Orks are tough and hard to kill, they’re not above wearing extra armour if they can afford it. ARMOUR TEEF Studded Armour . . . . . . . . . . . 10 Shield . . . . . . . . . . . . . . . . . . 10 Flak Armour . . . . . . . . . . . . . . 20 ’Eavy Armour . . . . . . . . . . . . . 70 SLAVERZ’ STUFF Equipment vital to the Slaverz’ trade: low-down sneaky stuff for catching people without having to fight them. WEAPON TEEF Grabba Stik . . . . . . . . . . . . . . 20 Net . . . . . . . . . . . . . . . . . . . . 20 Bolas . . . . . . . . . . . . . . . . . . . 10 Whip . . . . . . . . . . . . . . . . . . . 20
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Post by: Platuan4th
New Gear:
Laslock 25 Credits
Short 0-12 +1 Long 12-24 -1 Str 3 Damage 1 Save Mod. -2 Ammo Roll 4+
Shuriken Catapult 35 Credits
Short 0-9 +1 Long 10-18 - Str 4 Damage 1 Save Mod. -1 Ammo Roll 2+
Shuriken Pistol 20
Short 0-6 +1 Long 7-12 - Str 4 Damage 1 Save Mod. -1 Ammo Roll 2+
Splinter Rifle 20
Short 0-12 +1 Long 13-24 - Str 3 Damage 1 Save Mod -1 Ammo Roll 5+
Splinter Pistol 15
Short 0-8 +2 Long 9-16 - Str 3 Damage 1 Save Mod. -1 Ammo Roll 5+
Kroot Rifle 40
Short 0-12 +1 Long 13-24 -1 Str 4 Damage 1 Save Mod - Ammo Roll 5+
Special Rule:
War Staff: A Kroot Rifle has various spikes and blades attached to them so that Kroot may use them like their traditional war staves and thus may be used in Hand-to-hand with the following profile:
Close Combat Strength +1 Damage 1 Save Mod -1 Uses Two Hands
New Gang Member:
Zealot/Fanatic - 70 Credits
M WS BS S T W I A Ld
4 | 3 | 3 | 3 | 3 | 1 | 3 | 1 | 7
Weapons: Zealots/Fanatatics may be armed with weapons from the Hand-to-Hand, Pistols, Grenades, and Fanatics lists(not that it really matters, since the =I=munda rules allow everyone to take "search gear" from the start, just for completeness' sake).
Special Rules: Zealots/Fanatics are subject to Frenzy.
Fanatics Weapon list
Massive Axe, Sword, or Club 15 Creds
Eviscerator 30 Creds(as Redemptionists)
And a peek at what I'm working on for my gang(I'll start a P&M Log when we get a new cable for the digicam/get a new camera):
Purestrain Genestealer - 200 Credits
M WS BS S T W I A Ld
6 | 4 | 0 | 4 | 4 | 1 | 5 | 2 | 8
Weapons: Razor Sharp Claws. Purestrain Genestealers may not take any other equipment.
Special Rules:
Reinforced Chitin: Purestrain Genestealers have an armor save of 4+
Terror from beyond the Stars: Purestrain Genestealers cause fear.
Flesh Hooks: Purestrain Genestealers suffer no movement penalties for climbing without a ladder.
Brood Telepathy: Genestealers never lose their nerve (break). Cult members within 6" of a genestealer may roll to escape pinning, just as if the Purestrain Genestealer was the leader. Purestrain Genestealers always counts as within 2" of another Gang member. A Purestrain Genestealer may never be the gang leader.
Purestrain Genestealer advancements:
When available for advancement rolls, Genestealers may add one of the following:
+1 WS
+1 S
+1 T
+1 W
+1 I
+1 A
+1 LD
Choose one skill from one of the following lists: Agility, Combat, Ferocity, Muscle, Stealth, Tyranid
Tyranid Skills
In Touch with the Hive Mind: This model becomes immune to effects of Psychology.
Hive Node: This model becomes a Psyker and may purchase a single Psychic power. If the model is eligible for an advancement roll, it may purchase a new psychic power instead.
Regenerative Cocoon: This model may miss the next d3 games to remove one effect from Serious Injuries.
Fleet of Claw: This model gains +2 to its movement. This may push the model past its max Movement Characteristic.
Max
M WS BS S T W I A Ld
6 | 7 | 0 | 6 | 6 | 3 | 8 | 4 | 10
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Post by: Platuan4th
grey_death wrote:As for Orky warbands, it'd definitely be awesome to be able to integrate any race into the =][=munda party so that any campaign could be played out anywhere in the galaxy.
I'm gonna work on Eldar/Dark Eldar next when I relocate my 2nd edition book.
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Post by: Malika2
What role do Slavers and Meks fulfil in the "armylist" of yours? Are they nobs, boys, tankbustas, yoofs or grots?
Give the Nob the option of being armed with a heavy weapon as well, it's fitting since they can do the same in 40k.
Something else that might be included is the fact that Orks don't feel pain and can heal pretty fast. The no pain thing can be represented in the game itself. IIRC the 4th edition Chaos Codex kind of dealt into that? As for the fast healing, that might be something that can be represented in campaigns and post battle stuff as in that Orks won't die that fast.
Decrease the BS to 2 like in 40k. Yes I know that Necromunda is based on 2nd edition stuff, but we might as well update some of the stuff as well.
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Post by: Platuan4th
Malika2 wrote:What role do Slavers and Meks fulfil in the "armylist" of yours? Are they nobs, boys, tankbustas, yoofs or grots? Slavers and Meks are essentially Boyz, but Slavers allow you access to Grots and Meks allow you access to another model with non-Orky weapons. Nobs can't take heavies to limit the amount of heavies like in Necromunda. Edit: I see what you were alluding to and fixed the original post. I also lowered most of the Ballistic skills(Nob and Mek both get higher BS than everyone else).
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Post by: Malika2
Wow, really like the work you've been putting on here! I hope Migsula and ColHammer will take a look at this, especially since Migs mentioned that they are going to play a campaign revolving Genestealers after their Shades of Grey.
Another thing, isn't Kill Team also sort of " 40k on a small scale" like =I=munda? Or is it something completely different? Well...the fact that it's based on the later editions of 40k rules might make it oversimplified I guess. However, it is still an interesting thing to look into. Especially this little project over at Warseer.
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Post by: Col Hammer
Yes, altough Jade Vessel is still going on strong, I have started brainstorming with my friend Sickbunny a Genestealer cult campaign. I'm starting with building the models first and we'll figure out the rules later. Migsula has indicated that he wants to field his Alpha Legion gang (one marine and his followers) in the campaign, so things should get interesting... I'll post more stuff when we actually come up with some stats and rules (Purestrains, Magus, Patriarch, Hybrids... oh my!)
Note. Our combined Genestealer host (mine and Sickbunnys) is meant to be more or less a NPC force, so we might not follow the gang creation rules that closely...
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Post by: Malika2
Oi, if you need help for your storyline I have something which might interest you. The Horripilar of Subete is a Genestealer infected ghostship which has been terrorising worlds in the Anargo Sector and beyond. As you can see a whole bunch of artwork and schematics have already been made for it. It could add a whole other dimension to your campaign as in that you could show where in the ship the fighting is taking place and so on.
By the way, when you guys got the rules for those buggers you should post them here!
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Post by: Platuan4th
Hammer, I'd love to see your take on Purestrains, Hybrids, and Magus.
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Post by: Death_Master
I've been following this concept for a wee while now, especially the modelling threads (which are excellent). Its a very interesting ideas as I play DH and have always liked the detail involved in Necromunda.
I'm not sure if its been discussed and its one of the things that put me off about Necromunda. What do you do with the miniature when you upgrade a characters equipment? I wouldn't want to cut up models once they're already finished.
Craig
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Post by: Col Hammer
We have gone round that by starting our bands with better/more equipment. We got more money to build our gangs and we sort of have ignored the shopping/moneygrubbing phases of the games. We just keep the equipment everybody has and if somebody dies we introduce new character with whatever equipment seems the best.
So, all in all, we have been very flexible with the equipment allowance and thus have found no need really to buy new equipment. Want sniper rifle? Fine, build the figure and you can have the sniper (with the rifle) and so on...
This approach needs people to play nice and wind down the power gamer side a bit so that you don't get too much advantage over the other players... (altough I asked if I could have a daemonhost for my gang and Migs (our GM) said, sure, build the fig and you can use it! lol!)
It helps that we have Game Master to keep things straight.
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Post by: Platuan4th
Yeah, GMs help the game out alot.
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Post by: Malika2
Death_Master wrote:I've been following this concept for a wee while now, especially the modelling threads (which are excellent). Its a very interesting ideas as I play DH and have always liked the detail involved in Necromunda.
I'm not sure if its been discussed and its one of the things that put me off about Necromunda. What do you do with the miniature when you upgrade a characters equipment? I wouldn't want to cut up models once they're already finished.
Craig
Perhaps no WYSIWYG rule then? You could also model new figures to symbolise the new equipment but that might not be the way to go either but it would be cool to see three different models of the same character, each in a different pose with different equipment. However this might take too long and be too expensive to just do.
But you play DH? Kick ass! I've been looking into that for some ideas for psychology and other RPG related stuff. So making your characters more itneresting, you would have a Inquisitorial warband for example but each figure might have specific rules/stats/etc because they have specific experiences/pasts.
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Post by: Death_Master
Thanks for the answers to my querie. I think dropping the WYSIWYG rule is the only practical way to address this issue.
I see you're using the 40k style presonal stats (WS 0-10 etc). Would it not be better to used the DH and Inqusitor way of using stats (WS 0-100 etc) and use some form of D10 way of testing them? Granted this would make the game more complicated to play but the additional detail and variety between characters would be immense.
One last thing...are you producing a ruleset for this game? I think it could be very interesting.
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Post by: Malika2
If you want to do WS 0-100...sounds interesting, you would have to change the roll-tables for stuff like hitting in close combat and S/T tables. As for moving to D10, personally I don't like those. Perhaps you could use 10D6 instead of a single D6 and then simply add up the numbers. Personally, if I would play these games I would have a laptop next to me (music n stuff) and I got a random dice roller program on there which would work perfectly for that!
But yeah, perhaps sticking to 40k styled stats is a better way to go. If you want to add detail this might perhaps be done with different rules for psychology and skills instead of purely the stats.
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Post by: Death_Master
Yes, thats true. I suggested it as DH uses D10 instead of D6. One dice being the tens and the second the units. That works well for shooting with 0-100 stats as the player has to roll under his BS for shooting (once modifiers are applied).
Is this concept a group effort or just random gamers pitching in ideas?
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Post by: Malika2
Right now it's just random people throwing in their ideas.
As for the D10, I wouldn't try moving it too far away from it's roots (Necromunda) since the fundamentals of the game are still Necromunda but with added madness to it.
Perhaps the Experience rules and such from Dark Heresy could be used instead of the Nec ones for example?
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Post by: Death_Master
I think the experience and skills from DH would be a good idea. The skills available in Necromunda seemed a little too limited from playing the game. I think theres alot of scope for this idea though, and look forward to seeing more about it.
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Post by: Malika2
Well, do you have any suggestions for it as well?  I'll try to look into it a little bit in the weekend. I like the RPG side of things as that it came make your characters truly individuals, each a single entity on it's own instead of being all practically the same but with different equipment.
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Post by: Death_Master
Where in DH there are set career paths that a character begins with and develops from there, it is possible to take this game in a similar direction. Alternatively a player could come up with backgrounds for each of their characters and from that, coupled with their physical look, the player could suggest skills he would like to purchase from a pool of skills. The GM then has the role of saying either yes or no to the proposal and puts a figure on how much EXP it will cost the player taking background, physical characteristics and game performance into consideration.
That was just an off the top of my head idea.
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Post by: Pariah Press
I've been playing something like this for a while now, making homebrewed "gang lists" and collecting models. I use a budget of 3000 credits for each gang. I have an Ordo Xenos Retinue, a Genestealer Cult, a Space Marine Tactical Squad, and a band of Squat Reavers. S'good fun. The 2nd edition 40K rules have all sorts of useful goodies.
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Post by: Arctik_Firangi
Just on Death_Master's posts... I loved Inquisitor myself, but from years of /GMDMing various games I know well enough by now that people aren't so interested in the overcomplication of what should be only a small part of the roleplaying experience (the bloody rules). I mean, in the eighties there wasn't so much to do, but it's hard to get a kid off the xbox to actually write up a character sheet, let alone know how to work with those numbers. I agree that sticking to D6s is important. The d20 mechanic is a similar example of a simple concept; as soon as you essentially NEED two dice to play, it gets more confronting. I've played Inquisitor with d10s instead of d100s and it sped things up a lot.
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Post by: Malika2
The thing is that you need to find a balance between detail and simplicity. The idea is that each character truly become it's own thing, very much like Inquisitor or an RPG. Necromunda still works as an entire gang, you customize the whole gang and use that as a basis. The idea of the individual members being the basis is more of an RPG thing.
However, while it's no real problem to have some sort of character sheet/backstory for each character, it does become problematic if you need to roll dices and such for hours for each character. Necromunda is a great skirmish game which isn't overly complicated. The challenge is thus to find a certain balance between oversimplified and overcomplicated.
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Post by: Pfreck
Talking about Genestealer Cults, I did some research on them. (Ie. I google'd until I found something interesting  )
And I found this on an old Necromunda site. I personally like the rules a lot, although I'm not sure it's balanced enough. I have never played Necromunda before, mainly because I didn't like the gang that where available.. So =I=munda is a good take as an alternative (or expansion!)
My plan was to do two gangs, good and evil like Migs said.
Evil:
Genestealer Cult - I already assembled two classic Space Hulk Genestealers (the mini's are, imho very nice! Especially because they have quite some detail!), and put them on some nice "Migsula Pattern Base".
A Magus as the leader of the gang. Hopefully I'm able to get my hands on the miniature!
Genestealer Familairs using as some sort of swarm or Grot/Ratling type of unit, would be cool!
Of course some Hybrids and Hybrid specialists.. Not to sure about these miniatures though, I might convert them myself instead!
And of course some regular Genestealer Cultists!
Good:
Ordo Xenos Inquisitor Gang - The idea was starting with the Art-scale Marine Migs did, I also wanted to include a Marine in my gang! So I did some research again, and came with the idea to make him a member of the Scythes of the Emperor. Mainly because the Scythes have good experience fighting 'Nids, basically almost their entire chapter got wiped out by Hive Fleet Kraken.. The idea was to either incorporate a Marine in the full service of the Scythes, or as a Death Watch Marine (with the Scythes of the Emperor chapter icon on his right pad), I haven't decided on that one yet..
The rest of the band will be (ofcourse) an Inquisitor using the brilliant Solomon Lok miniature by FW. And some other specialists and henchmen.
Any thoughts on this, guys?
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Post by: Malika2
I would suggest converting the Genestealer Cult from scratch, sort of "updated versions" of those ancient models. The Empire Wizard and Flagellant plastic kit would make great parts.
Add Genestealer bits to them for your hybrids, or use greenstuff. Problem I've seen with many people who convert Genestealer hybrids is that they simply add Genestealer limbs and heads to Imperial Guard models which looks odd since the Tyranid parts are way bigger.
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Post by: Col Hammer
Well, I currently face this exact challenge... how to build convincing Genestealer Cult Hybrids.
I bought several boxes of plastic figures (genestealers, ghouls, kroot, flagellants) for bits. Now I need to figure out a proper way to build the Hybrids.
I'll start a new blog on P&M blogs when I have something to show. Sickbunny is also working on his version of Hybrids (as we both will be cult players on an upcoming campaign starting next year). I'll pester him on starting his own blog or posting pics on my blog.
So, some hot hybrid action coming soon!
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Post by: Platuan4th
Col Hammer wrote:Well, I currently face this exact challenge... how to build convincing Genestealer Cult Hybrids.
I bought several boxes of plastic figures (genestealers, ghouls, kroot, flagellants) for bits. Now I need to figure out a proper way to build the Hybrids.
I'll start a new blog on P&M blogs when I have something to show. Sickbunny is also working on his version of Hybrids (as we both will be cult players on an upcoming campaign starting next year). I'll pester him on starting his own blog or posting pics on my blog.
So, some hot hybrid action coming soon!
That's interesting, cause I'm about to start my cult Plog, too. Just need to get some Green Stuff.
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Post by: Malika2
I suggest also taking a look at the Necromunda range, especially figures like Wyrds, Hive Scum and Bounty Hunters might come in handy!
Oh yeah...and start posting those blogs!
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Post by: Platuan4th
Malika2 wrote:I suggest also taking a look at the Necromunda range, especially figures like Wyrds, Hive Scum and Bounty Hunters might come in handy!
Oh yeah...and start posting those blogs!
I'm half way across the country at the moment, so I'm not near my camera nor the 5 figures I have in progress(2 Hybrids, 3 Brood Brothers). I'll post them up pre-greenstuff when I get back to Cali.
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Post by: Malika2
What parts did you use?
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Post by: Platuan4th
Malika2 wrote:What parts did you use? The two Hybrids are the old Metals(they were lying around), one was one of the ones without arms(except for a Stealer claw) and got a Kroot rifle(need Green stuff for a few more fingers). The Brood Brothers are made from Scout, IG, Eldar, Space Marine, Empire, and various other bits I had in my box and all of them need a little green stuff work before they're done. I'd also started work on a Hybrid Fanatic built around a Digganob torso with a Chain halberd and Splinter pistol.
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Post by: Malika2
We can stop this discussion now guys...soon it's going to be Broodheim  (check out Col Hammer's new thread in the modelling blog section)
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Post by: Da Boss
This stuff is really inspiring.
When I started my gaming group in college, we did a story based, GM adjucated necromunda spin off like this to let people build up miniature collections. We had Dark Eldar, Eldar, Inquisition, Tau Water Caste and Fire Caste and Chaos cultists.
It was great, although only the chaos player had even close to the modelling skills on display here. I'm going to link this at my group's forum, and see if anyone gets any juices flowing. I'd love to be able to convert to the level of some of you guys- the blood pact and the stealer cult are just amazing!
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Post by: Malika2
So...got any response from your group yet?
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Post by: ironKing
Ok, I have a ton of questions, but let me start by saying I started playing with "dolls" (credit my wife) last year or the year before when a friend of mine introduced me to 40k.
I never really got into the actual gaming, but enjoyed messing around with basic conversions and bits... I love bits. I sort of enjoy the lore, although what I enjoyed more is making my own stuff up and trying to insinuate it in the 40k universe.
Then I saw =][=munda... I really liked the inquisitorial forces in 40k, even themed the beginnings of my army on an inquisitor led faction (Ordo Veritas). Also read the Necromunda codex and liked the idea of small rpg style game (i have limited resources and time so this seems much better).
The questions I have here are basically to help me determine the route I want to take with =][=munda.
Questions:
Since Inquisitors have control of militant wings of their respective ordo's why would they use gangs? (unless of course they are rogue and use crazies and cultists)
How would a Space Marine or Sister or Inquisitors stats compare to a Mighty Ganger?
Could a SM be used as an Inquisitors honor guard, or a rogue / dishonored SM be used as a Gang Leader?
I imagine that IG, inquisitorial retinue / henchmen, SM scouts even some Eldar or Dark Eldar would work as bases for conversions into gang members - but how would a ganger compare in stature to a SM? (any resources for relatively easy BIGGERIZING?)
(I can see a possible scenario with a cultist gang finding something they ought not and an Inquisitor with a "purge" squad of SM's or SOM coming to sort them out. Might even have Genestealer cult gang finding and trying to use a purestrain to breed enough hybrids to create enough of a consciousness to attract the attentions of a Hive fleet - and requiring ORDO Xenos inquisitor and death watch squad to pay them a visit...
In such cases there could be a combination of over-confidence and under-estimation of the infection / infestation that the inquisitor may call on local mercs to help solve the problem... but i cannot forsee an outcome that would not end badly for the mercs or gang - even if they were sucessful the inquisitor would want them silenced?
Or am i just overcomplicating / overthinking this too much?)
Moving on under the proposed rules you specify 6 units: 1 HQ, max 2 hvy, 1special (being either special exotic/rare weapons or a psyker) and the rest made up of ganger or juve?
Where would snipers fit in - i saw that awesome sniper just yesterday and immediately opened my bits box to see if i could put something like that together.
I have more questions but I think this is a good start... look forward to the answers!
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Post by: Malika2
Since Inquisitors have control of militant wings of their respective ordo's why would they use gangs? (unless of course they are rogue and use crazies and cultists)
To be more discrete? You could come up with reasons for that. However, just because =I=munda uses Necromunda rules (or Mordheim) as a basis, doesn't mean that the henchmen have to be gangers, it's just that for the rules they count as gangers.
How would a Space Marine or Sister or Inquisitors stats compare to a Mighty Ganger?
A Space Marine would have pretty intense stats, there is some debate on what kind of exactly. A Sister of Battle would basically be a normal human but with power armour and better equipment. An Inquisitor could be a gang leader with a certain amount of experience and equipment.
Could a SM be used as an Inquisitors honor guard, or a rogue / dishonored SM be used as a Gang Leader?
Sure, why not? It's all how you do it!
I imagine that IG, inquisitorial retinue / henchmen, SM scouts even some Eldar or Dark Eldar would work as bases for conversions into gang members - but how would a ganger compare in stature to a SM? (any resources for relatively easy BIGGERIZING?)
It's a lot of "count as". =I=munda uses Necromunda as a basis, so there are leaders, gangers, heavies and juves. However, if you have a Inquisitor and a bunch of Storm Troopers you just put them in that organisational chart, this doesn't mean that the Storm Troopers are actual gangers, they just count as gangers for the organisation of the gang/warband.
Where would snipers fit in - i saw that awesome sniper just yesterday and immediately opened my bits box to see if i could put something like that together.
Heavy, special, hired gun? You pick! Or let the GM pick!
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Post by: ironKing
all good all good...
so im meeting a guy tomorrow who has "a bakkie load of bits" in the hopes of helping him solve what to do with all of them.
expect to see mediocre bits mashes and conversions coming from me soon! im so excited i feel like im half my age.
regarding rules and what not - if you send me nice artwork, good storylines and the rules etc I can / will put together a rulebook in the style of other rulebooks which can be used / printed - will make it available in pdf for those interested - incl. rosters, tables, stats etc. for units and weapons.
i've been thinking a lot about horrors and mutants and all the slimy disgusting little things that might drag their sorry carcasses out of the sump... these could be random encounters (as per the rules) but give you a fighting chance as opposed to just "hey you're dead". plus think of all the modelling opportunities.
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Post by: Malika2
The rules and stuff aren't really set, in other words...each group of people who play this have their own way of doing so. The two most important things in =I=munda probably are a cool narrative and cool models.
I can offer you a setting for your games which is the Anargo Sector. Stuff is still being uploaded on there (I doubt the project will ever get finished), but you can see what we've got so far over at our explore site
As for mutants and such, you might want to go kitbashing and oh yeah, check these out by Troll Forged Miniatures, expect more mutants, weapons and other goodies from there soon by the way!
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Post by: ironKing
Here are the humble beginningings of my proposed Mercenary Gang
Leader
Name: Jeriko 1 (ex SM)
m4 ws4 bs4 s4 t4 w1 i4 a1 ld8
Ex space marine left for dead (i gave him 1 extra strength for being a SM)
Power-chainsword
Bolter
Bionic Arm (not sure about this)
SM Armor (counts as carapace)
Filter Plugs
Heavy
Name: Roswell (Tau)
m4 ws3 bs4 s3 t2 w1 i3 a1 ld7
A Tau (not sure why he's there but i like their heads and wanted a xeno on the team) I traded 1pt toughness for 1pt balistic to rep. his Tau-ness
Plasma Rifle
Carbine Pistol (counts as autopistol)
Sword
Shield Generator (counts as carapace armor i guess)
Filter Plugs
Ganger
Name: Eve Valentine
m4 ws3 bs3 s3 t3 w1 i3 a1 ld7
Chainsword
Bolt Pistol
Shotgun (Bolt ammo)
Filter Plugs
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Post by: Da Boss
Malika2 wrote:So...got any response from your group yet?
I showed them the more impressive threads here and there was some oooo-ing and aaaaah-ing, and fond memories of our old skirmish campaign. If I get myself sorted I'm going to have a stab at a stealer cult, and if I start I'd say my mates will get interested. A few of them have gotten much better at modelling over the years.
I'd like to have Stealer Cult minis for my DH campaign planned for next year anyway.
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Post by: Malika2
Leader
Name: Jeriko 1 (ex SM)
m4 ws4 bs4 s4 t4 w1 i4 a1 ld8
Ex space marine left for dead (i gave him 1 extra strength for being a SM)
Power-chainsword
Bolter
Bionic Arm (not sure about this)
SM Armor (counts as carapace)
Filter Plugs
I doubt a Chapter would simply leave a marine for dead and leave, especially since they would harvest the geneseed from their dead brethern. Perhaps this marine could be a rogue, one that has gone AWOL or perhaps even a Fallen Angel who has turned into a mercenary since many of them did turn to mercenaries.
Why the carapace armour? Try to make some Power Armour like the one that Migsula made...you know you want to...
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Post by: ironKing
Malika2 wrote:I doubt a Chapter would simply leave a marine for dead and leave, especially since they would harvest the geneseed from their dead brethern. Perhaps this marine could be a rogue, one that has gone AWOL or perhaps even a Fallen Angel who has turned into a mercenary since many of them did turn to mercenaries.
Why the carapace armour? Try to make some Power Armour like the one that Migsula made...you know you want to... 
Well it will be powerarmor - im just doing the "counts as Carapace" for the points and save etc. Here is what I have in mind -
1x SM torso and legs (EN-BIG-U-LATED) and given some nice battle scars.
1x SM shoulder pad - torn and damaged - but with a name plate and painted with gang symbol (im thinking of something like Ace of Spades? help?)
1x Catachan musclebound arm
1x bionic arm
2 or 3x kroot armor plates for other shoulder and as replacement plates for missing armor pieces
old style bolter with extra clip out the side maybe
mixture of chainsword and powersword
My little group of friends and I are working on our own hiveworld back story. The hiveworld was attacked by nids, marines came in and forced nids out - nids got distracted and moved away. Jeriko was badly injured and left under tons of rubble - his squad all wiped out - some of the geneseed not able to be recovered - and those not accounted for assumed dead, eaten or otherwise no longer viable for geneseed recovery.
Marines left smoking ruins, critters and outcasts came out and started digging through rubble for stuff to sell to underhivers etc. found Jeriko and most of them died in a case of mistaken identity and battle frenzy/madness. Jeriko had lost his memories.
Or... AWOL rogue who started a merc. band cause he's just that kinda guy!
Short back story for 'Roswell'.
Roswell', a Shas'Ui assigned to escort the Tau Por' El delegation to Hive World X was lost in the underhive after joining a group of Spyrers on a DECENT. The spyrers abandoned 'Roswell' when they found themselves outnumbered by mutants. After managing a narrow escape he was picked up by Eve Valentine, who nicknamed him 'Roswell' and he found himself co-erced/press-ganged into working for Jeriko 1. His skill with ranged weapons greatly impressed the ex-marine and he soon rose to the rank of Heavy.
I need a good name for my gang... I was thinking Wildcards - and the symbol of a Spade, but it feels a little wimpy. Im also thinking about giving all my gang members a little yellow smily face button to wear... and on Jeriko 1 a little slogan - "Have a nice death"
Help.
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Post by: ironKing
I definately need help with Eve Valentine... I dont even know what to base her on... any suggestions? maybe a female assassin or a fantasy eldar babe?
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Post by: Malika2
Well it will be powerarmor - im just doing the "counts as Carapace" for the points and save etc. Here is what I have in mind -
1x SM torso and legs (EN-BIG-U-LATED) and given some nice battle scars.
1x SM shoulder pad - torn and damaged - but with a name plate and painted with gang symbol (im thinking of something like Ace of Spades? help?)
1x Catachan musclebound arm
1x bionic arm
2 or 3x kroot armor plates for other shoulder and as replacement plates for missing armor pieces
old style bolter with extra clip out the side maybe
mixture of chainsword and powersword
Intriguing, kind of makes sense if it would count as Carapace Armour then since it's quite damaged and all! Curious to see how this will go, do you have pictures of your other material if you have some?
Ganger
Name: Eve Valentine
m4 ws3 bs3 s3 t3 w1 i3 a1 ld7
Chainsword
Bolt Pistol
Shotgun (Bolt ammo)
Filter Plugs
It's a shame GW doesn't make that many female models, you could use the new plastic daemonettes as a basis and use greenstuff to add bits and clothes?
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Post by: ironKing
Malika2 wrote:
Intriguing, kind of makes sense if it would count as Carapace Armour then since it's quite damaged and all! Curious to see how this will go, do you have pictures of your other material if you have some?
I have'nt done any necromunda stuff, and have only put together about 40 mini's in total - most unpainted, some modded / converted.
Here are some images http://www.blankds.com/40kimg/
Malika2 wrote:
It's a shame GW doesn't make that many female models, you could use the new plastic daemonettes as a basis and use greenstuff to add bits and clothes?
Uurgh, the daemonettes are ugly! What did those other guys use - that cutesy girl in overalls? Maybe another 28mm girl from some other range?
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Post by: Malika2
Xanthos' stuff you mean? Those aren't GW, I know that for sure. You might want to check out Infinity, they;ve got some female models, or Hasselfree.
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Post by: Rahveel
Ive been giving some thought to the mighty SM in =I=munda. seems to me that using the 40k stats does not give a very accurate representation of these behemoths.
what do you guys think of this as template for a starting Marine character?
m5 ws4 bs4 s5 t5 w2 i4 a2 ld9
I also feel that a bolt weapon should be more reliable for a SM character, they have extensive training in their maintenance. basically, make them pass an ammo roll on a 4+ instead of a 6.
Astartes Power Armor - provides a 3+ save, halves the armor modifier (rounding up) of any ranged weapon it saves against. provides +1 Str. may only be worn by a Space Marine. (I think Astartes power armor should be better than normal power armor, I realize it seems like a lot, but a fair credit cost should mitigate that)
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Post by: Malika2
There are various discussions out there (Warseer, Bolter & Chainsword, etc) on how to represent Space Marines in Necromunda, perhaps those would be good to look at when interested to include Space Marines in =I=munda, or simply ask Migsula what kind of rules he is using for his Alpha Legionnaire.
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Post by: Rahveel
Hey Migsula, what kind of rules are you using for Alpharious? (sp?)
thanks for the tip Malika2, and links to some particularly good ones?
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Post by: Malika2
I think you will have more luck getting an answer from him by either sending him a PM or posting that in his LEGION thread.
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Post by: Lorek
I think your best bet for getting Space Marine stats for Necromunda is to use the 2nd Edition Space Marine stats. Necromunda came out at the same time, and the stats were comparable.
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Post by: Malika2
Yes but the marine stats from then were made purely for gaming balance. Necromunda goes into more detail than the second edition, so a Space Marine would be way more powerful than just a second edition unit.
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Post by: Rahveel
yeah, I'm not big on the necromunda SM's, i much more prefer the power level of marines in =][=, seems more realistic (if one can be allowed to use that word when referring to 8ft tall acid spitting supper humans in power armor exoskeletons wielding semi-automatic rocket launchers).
the SM char in my soon to be starting campaign will have start with the following characteristics:
Hiring Cost :220 creds
M4 WS4 BS4 S5 T5 A2 W2 I4 Ld9
come base with Astartes Power armor (3+ save, +1 S)
they also get their acid spitting attack ( no long range, 0-3" short range, Str 3, -2sv) and autosenses (targeter, doubles the marines I when calculating spotting distance).
they also may take one of the following skills/marks for free. Others they meet the requirements for may be selected in place of other skills when a model gains exp.
ATSKNF (may not be chosen by a model with a mark, if the model ever gains a mark, they loose ATSKNF) model may choose to pass any LD tests he must take.
Angel of Death - model now causes fear
-a model may only have one mark at any given time-
Mark of Khorne, model gains frenzy
Mark of Nurgle, model gains +1T and is immune to all but the most virulent of toxins.
Mark of Tzeentch, model may choose between; any mutation for free, or gain the psyker ability. may purchase powers at normal cost.
Mark of chaos Undivided, model may re-roll failed ld tests, friendly gang members using the SM's LD may also benefit from this.
Mark of slaneesh, model gains +1 movement and I.
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Post by: Da Boss
Your marine stats are cool.
Is the +1 S included in the S5?
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Post by: Rahveel
nope, so he is str 6 in his PA. (a real brute, deserving of his cred cost).
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Post by: Da Boss
I've been thinking after reading the cool stuff you guys have been posting, that I'd like to make some lesser Xenos for my Dark Heresy Ordo Xenos campaign later in the year.
I want to go for Hruud, Demiurg and Genestealer cults
Hruud:
I like the technomagi sorta jawa sorta skaven Hruud a lot more than the big rubber ape thingys. My idea for them would be as a psychically aware but weak race, who use technoarcana to amplify their innate abilities. I want a magitech look to them, distinct from Imperial, Eldar and Tau tech. I like the idea of more Warp tainted races, so I'm playing with that idea for these guys. They would worship chaos undivided as the silent darkness below the earth. I imagine that they are subterrainian and nocturnal. I also like the idea that they travel from planet to planet without space craft- they make warp portals deep underground, half warpcraft half stargate, and jump to another planet to start a new warren infestation. I want to incorporate mutant hruud too, as any race that worship chaos should have a few mutants.
What do you think? Comments and ideas are really welcome at this stage because I'm just messing with ideas. I plan on using Plague Monks for the basic Hruud with maybe Pig Iron heads or something. This'll mostly be kitbash because I have feeble sculpting skills.
Demiurg:
Well I've been playing mass effect and I really dig these guys:
http://masseffected.pbwiki.com/f/Volus.jpg
I'd love to make that my basic suited up demiurg. Except with big meaty fists instead of pincers. I'd imagine them as isolationist traders. I actually think they would avoid contact with the imperium, my plot idea for them is that the Ordo is trying to forment ill will between the Brotherhoods and the Tau Empire.
And modelling ideas on how to get to that kind of look without too much sculpting skill?
For the genestealer cult I'm mostly being inspired by the excellent Broodhiem blog. Also want to make some Kroot and maybe some various Tau.
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Post by: ironKing
Looks sorta like those guys from Fifth Element
Da Boss wrote:For the genestealer cult I'm mostly being inspired by the excellent Broodhiem blog. Also want to make some Kroot and maybe some various Tau.
Link please!
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Post by: Taarnak
Question: Have any of you folks considered a different rules system for =I=munda games?
I ask because I had started converting Inquisitor over to the SuperSystem rules a while ago.
It is an easy to learn game, with an internally consistent points system that allows creation of just about anything you want. This would make it easier for gamers with little experience to make balanced lists, and for GM types to make stuff on the fly. It also has a built in experience system.
It is inexpensive as far as rules go (@$11 US for the rules and @$2.50 US for the one supplement) and is supported well by its creators. It is one of my all-time favorite miniatures games.
For information:
Game home page
One of the creators' support pages
Yahoo Group
Just a thought.
~Eric
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Post by: Malika2
I dunno, there are a few pointers I would like to say "against" that:
-Why would people go for a system they don't know to play a game they already know? So why switch to this game when Necromunda and Mordheim already offer players what they want/need? In other words, what does this system have that the existing ones dont?
-With using another system comes the "translating", you've got to translate every little thing into SuperSystem stats, with Necromunda the thing doesn't become so hard because you got familiar reference points and all that.
-Why pay for it when you can get it for free?
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Post by: Taarnak
Malika2 wrote:I dunno, there are a few pointers I would like to say "against" that:
-Why would people go for a system they don't know to play a game they already know?
Well, I understand where you are coming from, especially with this point. I would say that wargamers in general play so many games that this is also probably rendered moot. The real reason to switch is that the new system offers something that the old doesn't. Which leads to your next point...
Malika2 wrote:
So why switch to this game when Necromunda and Mordheim already offer players what they want/need? In other words, what does this system have that the existing ones dont?
Because those games really don't have everything. This entire project is about filling in the gaps that the two systems mentioned left out. The rules systems are similar to 40K and share stat names, but are entirely different games. SuperSystem in particular has an internal consistency that aids in world creation that Necromunda/Mordheim/Inquisitor just do not have. This consistency also makes it easier to have pick up/one-off games within this setting, since checks and balances exist outside of the individual gamers.
How about vehicles? Lots and lots of discourse on vehicles in Necromunda. Not a whole lot of agreement and the official rules are lacking a bit when it comes to variety. SuperSystem has vehicle rules built in to it, within the creation framework so they have that same internal consistency.
That internal consistency that I keep talking about is hugely important to me. But that is just me.
Malika2 wrote:
-With using another system comes the "translating", you've got to translate every little thing into SuperSystem stats, with Necromunda the thing doesn't become so hard because you got familiar reference points and all that.
Familiar reference points, yes. But useful ones? Maybe not. Case in point: Space Marines.
I understand what you are saying though. I didn't really want to do it initially either. But then I was going to have a game with Space Marines and Daemons in it and the external (player) balance was...lacking...  . Using a rules system made from the ground up to construct things took away that particular issue.
Malika2 wrote:
-Why pay for it when you can get it for free?
With regard to SuperSystem in particular I would say: Because it has scope beyond this setting. Can you do Superheroes with Necromunda or Mordheim? Yes, probably. Easily (relatively): No. Lots of work there. How about Gothic Horror? Again, yes. But not easily. These are two settings that the developer of the game have used the system (referred to as the Goal System) for.
Also, I would retort: How long do you think that will last? I hope it lasts a good long time, but I doubt that it will.
In the end, I am not trying to convert you folks to another rules set. I just wondered if anyone had the idea and tried it out yet.
Thanks for the comments though, I do appreciate it.
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Post by: Malika2
What exactly do you mean with consistency?
As for the vehicle rules, some modifications to the Ash Wastes rules could solve that right?
Now...I might be able to interest/convert you into this. Philip Sibbering (look up his 40k concepts, you will dig them I think) has been working on a little project for a while called Warspike which is basically a fully detailed wargame/simulator. It can be played on any scale, from the RPG styled games to skirmishes to battles involving thousands on each side with full logistics and politics in there. Now we've been discussing some of the stuff over here and started working on a game universe for it which you can find on the Troll Forged Miniatures forum. Do note that Warspike isn't stuck in a single game universe, you basically have the basic rules, then the various augments you can put on top (detailed stuff) and then the possibility to apply it to fictional universes, historical wars and so on. The possibilities are endless.
Oh yeah, it's quite WIP, but it's going to be free with lots of space for fan augmentations!
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Post by: Taarnak
Hmmmm...well, I guess I mean that there is no variance on how things work, as an example. i.e.: Shooting for me is shooting for you is shooting for the third guy, etc. There is no power creep or endless special rules. At least, no special rules that are not universal. Also, the points build system mean that your 100 point guy is basically equal to my 100 point guy.
Yeah, you could modify the Ash Wastes rules, or even the GorkaMorks rules. But with a game that has them built in, you would never have to. You just cost out your vehicle and go.
Looking back at my post it seems a little defensive or confrontational. Not my intent, sorry about that.
Off to look at Mr. Sibbering's Warspike ideas now. Thanks for the heads-up.
~Eric
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Post by: Malika2
Looking back at my post it seems a little defensive or confrontational. Not my intent, sorry about that.
No worries about that, I didn't see the post as defensive or confrontational. I guess it's the fact that you type it and well..typing kind of lacks the subtle expressions.
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Post by: Rahveel
For me, I wanted to stick with a GW set of rules, as they tend to be quite similar, and I do not care to learn yet another game from the ground up.
I also feel that a big draw of =][=munda\heim is that its rules are not so set in stone. a lot of flexibility and game play is up to the DM to manage. don’t have rules for vehicles? just use 40k's. any issues that arise from slight discrepancies can be smoothed over by a GM in just a few seconds.
I also feel that trying to factor 40k stats (both for units and weapons) into a different game system throws off game balance. the (dis)advantages of a weapon with a high rate of fire and a certain strength/range will be skewed in comparison to its ability in another game, with different profiles.
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Post by: Taarnak
Rahveel wrote:For me, I wanted to stick with a GW set of rules, as they tend to be quite similar, and I do not care to learn yet another game from the ground up.
Totally understand that.
Rahveel wrote:
I also feel that a big draw of =][=munda\heim is that its rules are not so set in stone. a lot of flexibility and game play is up to the DM to manage. don’t have rules for vehicles? just use 40k's. any issues that arise from slight discrepancies can be smoothed over by a GM in just a few seconds.
My quest was for a rule set that played well with a GM, but did not require one. A system that had rules for just about everything I needed and a way to build units/weapons/vehicles/etc. One system that I found that did this well was SuperSystem (referred to as S2 from now on.) No issues would arise that were not in the rules themselves (or FAQs/errata) and no need for an arbitrator.
Plus, with the group I was working with, a power framework was necessary. Some were less than level-headed about their gang rosters.
Rahveel wrote:
I also feel that trying to factor 40k stats (both for units and weapons) into a different game system throws off game balance. the (dis)advantages of a weapon with a high rate of fire and a certain strength/range will be skewed in comparison to its ability in another game, with different profiles.
Well, I think that would depend upon the game system. The one that I chose had the ability to create items and units as part of its core. It also has built-in advantages and disadvantages as part of the creation system. I think that I could recreate just about any (dis)advantage in the GW game systems.
That is cool though, like I said, I am not trying to make nay converts (unless some of you happen to be looking for a Supers mini rules set.  )
I actually bought all of the 2nd edition 40K Codices so that I could stat out anything I wanted into Necromunda. Which totally contradicts what I said above, I know. But, that is the fickle nature of my gaming group. At least, it was until I moved and no longer really have one, anyway...
~Eric
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Post by: Rahveel
whereabouts you move to?
and I can see how something like a more solid framework is important to some groups, and can understand the desire to not need a 3rd party. me, I just like GMing, and seeing as I abandoned paper rpgs some time ago, I am glad to have the opportunity to.
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Post by: Taarnak
I moved from Pittsburgh back to East Cesspool, erm, I mean, East Liverpool, Ohio.
No real gaming presence at all here. I have a few friends who like gaming but it is hard to sit down for long sessions or to get more than one or two of them together at a time.
That is kinda why I was looking for a small scale skirmish game.
I have run many a campaign, and I really would like to be able to just play this time. Even if it means that I do all of the conversion groundwork.
When it comes to rolling the dice I just want to be a player.
~Eric
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Post by: Rahveel
well, if you happen to convert all the 40k stuff over to S2, post it. dosent hurt to have options!
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Post by: ironKing
Dont know if this has been covered - but my buddy and I are working on this:
Vehicles in the Underhive:
Various factions and gangs make use ofsmaller vehicles although they are rare and their costrather prohibative.Bikes and ATVs are the most common form of transport (although enforcers have been known to make use of a rhino variant)
Vehicle Movement:
The underhive is a trecherous place and often ill suited to vehicle use. However some vehicles are to be found in use by various factions. A vehicle can move the distance shown on its profile (in inches), doing so requires that the controlling player must take a dangerous terrain test for the vehicle (the underhive is scattered with sharp and pointy bits after all). This test is done on a single D6 roll with 1's causing damage to the vehicle (see damage chart) If the controlling player wishes the vehicle may move up to twice its movement allowance (in inches), this is a very risky manouver in the rubble strewn underbelly of the hive, a dangerous terrain test needs to be taken on 2D6 with 1's causing damage to the vehicle and possibly passengers as well (see damage chart).
Vehicle moving slowly:
1 - Immobilised (roll damage)
2 - Ok
3 - Ok
4 - Stuck - Passengers to disembark
5 - Immobilised - Passengers to disembark
6 - Vehicle Wrecked - Passengers to disembark (pinned)
Vehicle moving fast:
1 -Immobilised (roll damage)
2 - Ok
3 - Stuck - Passengars to disembark
4 - Stuck - Passengers to disembark (pinned)
5 - Vehicle explodes (D6" ST5)
6 - Vehicle explodes (D6" ST5)
Its a WIP I think the movement charts need work - we sorta mixed the damage in with it...
My thinking is that 1 or 6 = critical
Some damage chart ideas:
1 Engine stalled (cannot move again for 1d6 turns)
2 Engine siezed (cannot move again this game)
3 Engine siezed - all passengers to take smoke / tear-gas damage rolls
4 - Engine explodes - driver KO
5 - Engine explodes - driver KO + all occupants to roll for damage
6 - Engine goes critical - whole vehicle explodes - driver and all occupants KO
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Post by: ThunderChild
Does anyone have any rules for psykers and wyrds from necro?
I'm trying to solidify some rules for =][=munda, but as I don't have a copy of any of the original necro books I don't have any rules for wyrds/psykers and their powers.
Additionally, for anyone that is playing =][=munda atm, what do you do about chaos and imperial psykers? What powers do you give them? As the necro ones were quite 'neutral' from what I can remember.
I'd rather not just make them all up from scratch, so any help would be appreciated!
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Post by: Llamahead
May be worth checking on the GW website they certainly had a living rulebook for Necromunda on there
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Post by: ThunderChild
Thanks for the help, Llamahead, but unfortunately I've already got the living rulebook and every pdf ever put up on the specialist games website. They never got around to including psykers and wyrds in the new rules, so you still need to use the outlanders book for them. I've tried getting hold of one, but I'm not paying £30 for it. Does anyone have a pdf, or scan of the pages from it? It's OOP, so presumably there wouldn't be an issue with that?
Anyone got the outlanders book?
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Post by: Xanthos
Hey hey, I do actually have some of the stuff from the old site. GW released the PDF´s themselves, so it should be cool.
Amongst the stuff that I (luckily) downloaded, are the Psyker rules, the rules for ogryns, rules for dogs (yes, really!), rules for a preacher, and rules for a trader warband.
I wish there was a place to put this stuff, it´s clearly not copyrighted, and I can´t understand why GW doesn´t have it on the new site..... :S
Anyways, if people need this, PM me, and we´ll figure something.
(I believe this to be fully legal, if it is not, please delete this post.)
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Post by: Bottle
Hi everyone. First Post.
I'm a long time Necromunda Fan, who returned to the Hobby recently with all sorts of crazy Necromunda Ideas, then my brother trapped me into playing 5th edition 40K... but once I've built my 1'500pt Tyranid army I plan to join all this =I=munda madness here on Dakka that has totally inspired me.
Anyway, I've been putting together a little ruleset of tweaked Necromunda rules, and I was just hoping to get some feedback for some Servitor rules I've just drafted:
-------------------------------------------------------------------------------
Servitors
Troop Type -Servitor- M4 WS3 BS4 S3 T4 W1 I4 A1 Ld7
Cost to recruit: 80 credits.
Equipment: Servitors come equipped with a Bio-Booster and Respirator. They can be armed with Heavy Weapons or Close Combat Weapons and can be given any additional equipment except grenades.
Servitor models often come with Bionic replacements (Eye, Leg, Arm). A model with these must have them purchased even though it has not yet been injured.
Immune to Psychology. Servitors are immune to all psychology, and do not have to take Leadership tests.
Mindlock. All Servitors operate under close supervision of their master (usually a TechPriest.) If their master goes Out of Action they will only be able to function normally on the D6 roll of a 4, 5 or a 6 made at the beginning of each turn. On the roll of a 1, 2 or a 3 they suffer Mindlock and are unable to do anything during that turn except fight back in close combat if they are already engaged.
Mechanised Body. Servitors have a mechanised body that confers a 5+ save.
Slow but Steady. Servitors cannot Run, Hide, Jump or Charge. However they are immune to pinning, even when they suffer a Flesh Wound they are not pinned. (Although still suffer –1 WS/BS). They are affected by Down and Out of Action in the same way as ordinary party members.
Mindless. Servitors never gain experience and cannot gain new skills or characteristic increase. However they all have the Weapon smith and Bulging Biceps skills.
Regenerate. Once a week, roll for any serious injuries the Servitor has and on the roll of a 6 the Servitor manages to repair the damage, removing the injury and all its effects.
------------------------------------------------------------------
Can you guys tell me what you think? Any help would be greatly appreciated!
Here's the few things I am questioning the most:
Do the rules capture the overall feel of a Servitor?
I am questioning the stat line a little, but I ripped it straight from Codex Imperialis (along with some of the special rules). However the I4 seems to make them expert sentries, is this good? The current SM codex gives them the stat line of a guardsmen with +1 Ld. I'm not sure which I prefer.
Is there too many special rules?
This is the most special rule heavy character archetype I have made yet. Would I just be better giving a ganger a certain equipment combination?
What do you think of the Slow and Steady special rule? It's all homebrew, but in my head that's how a servitor should function.
And lastly, is 80 credits a well costed amount? This is perhaps the most important because I'll want all the parties to have similar size gang ratings to help balance scenarios!
---
Thanks for any help. I look forward to coming part of the DakkaDakka =I=munda community. And all of your threads in the modeling section have kept me drooling for months now!
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Post by: Xanthos
I would probably cost him higher... Something like 100Pts I think.
The fact that he can´t get experience is a downside, and a huge one. But he gets so many plusses, including built in mesh armor, and five upgrades, ones that are perfect for his task if he becomes your gang´s heavy.
In addition, the fact that he´s immune to leadership tests, and can regenerate from injuries, very fluffy, but veeery powerful.
Excellent Servitor rules, but as mentioned, I´d probably go with 100 points.
Hope that helps you
Edit: Welcome to Dakka
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Post by: Xanthos
Righto, bit of an update on the sharing of PDF´s. I called GW england this morning, spoke with a guy called Paul, who´s in their specialist games department, and he confirmed that they don´t have a problem with us sharing the rules.
To quote him, "It´s a community thing, the more people have these rules, the more people will play the games, so this shouldn´t be a problem at all".
He did say, that if people start making a business out of them, GW has a tendency to "break [their] proverbial legs".
So it seems that we´re all good!
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Post by: Bottle
That's great news Xanthos. I think I took all the PDFs from the site before it closed, so if anyone is missing anything I am happy to share :]
I took all your servitor rules suggestions on too (and looked at the separate thread here!) at first I was simply going to port as much from 2nd edition 40K as I could, but now it really seems that only Xenos (if anything) should be getting the 2nd edition treatment. It really hit home as I was looking through the original Sisters of Battle codex for more =I=munda class archetypes, a preacher has WS 4/ BS 4! When in my eyes he warrants a Juve's stats with boosted Ld and no more!
As a result I think I'll be dropping some of the servitor's stats- (Also I have noticed I made close combat servitors useless, so I'll change the no charging rule to state that he can charge his normal movement rate (4" usually) and does not receive the +1 A and WS.)
I can't wait to get my 40K army built (Tyranids) so I can start putting these ideas into practice! :]
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Post by: Xanthos
Sounds like some good calls there, and sit sounds like you´re starting to get into the spirit
I´m looking forward to seeing what you make of this, so hurry with the ´nids.
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Post by: Bottle
Thanks :] yeah I am totally getting into the spirit, and it's distracting me from my nids now >_>.
I'm picking up a box of Crypt Ghouls, green stuff and some tools today, so stay tuned ha!
For everyone putting together rules, I want to ask how you have dealt with leaders. Do you just use the Gang leader stats? Do you beef him up a little bit? Or do you give the Player options to say 4 advancements/skills of their choice. And how do you go about costing these so that the gang rating remains accurate?
Let's pool some ideas! :D
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Post by: Xanthos
In my group, we´ve gone with 5 upgrades for the gang, 3 of these can go on the leader. This is in addition to making the leader a 2W character.
Since all groups get this option, we haven´t worried about balance and costing issues. We have however ruled, that XP has to go up to match the upgrades given.
Meaning that a ganger who starts with one skill or stat upgrade has +10 XP, and for a leader or heavy +20XP, just like gaining upgrades through the campaign.
Also, we went with five special gear choices, stuff like armour and scopes, medikits and such. And no duplicates. So you can have whatever combo, but not more than one carapace armour for example.
Unless there are modeling/fluff reasons for it. We´re going easy on this rule, since the players are all geared towards the story aspect of the campaign. Therefore we´re not too worried about min-maxers.
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Post by: Malika2
I've been doing a little bit of pondering about some sort of "Apocalypse scale" version of =I=munda. Now I'm not talking about gigantic armies, Titans and orbital bombardments. I'm talking about really big and destructive battles between small groups or even individuals.
The idea kind of came from the Wars of Vindication. These wars were basically a conflict between two factions within the Officio Assessinorum: those loyal to Vandire and those loyal to the real Grand Master. Apparently all sorts of ancient and forbidden weapons were used and whole parts of the Imperial Palace were blown up.
Now imagine battles between just two Assassins who possess all those strange and powerful weapons, the game would be detailed and story driven like =I=munda, Dark Heresy and so on. But it would be wacky, fast paced and destructive like GorkaMorka, Space Hulk and so on but then to a more extreme level.
Small units of Space Marines, hordes of many being blown up as cannon fodder and so on.
Space Hulk/Warhammer Quest had some terrain generation rules if Im not mistaken. This could be combined. Imagine a squad of Chaos Space Marines and Loyalists battling it out in some hive city. Players would be able to blow up entire sections of the city and be forced to move to other (randomly generated) parts.
Battles in space ships could be played like that as well, but would include additional rules covering the risks of blowing up the ship and what not.
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Post by: Modhail
For those Wars of Vindication, you need to have stands of innocent bystanders (ecclessiarchy, adeptus adminstratum clerks etc.)!
And a chance of attracting the Arbites ofcourse. Well, in the early stages at least. After it really escalates, you'll be playing cat and mouse in abandoned buildings, á la Enemy at the Gates (but with Eversors...)
The terrain generation rules from Space Hulk consisted of so-called "geo-tiles": cards with small-scale pre-generated map sections on them, that you could arrange in various ways. Nice, but somewhat limited. You did manage to "pre-generate" fairly large maps, but it had no more flexibility than a set of modular trench boards.
WHQ had a deck of cards, with one card for each board sections. Exploration basically meant: walk to the edge of the known map, stare into the darkness. Pick a card and Poof! New corridor appears (along with some monsters). Great for an exploration game, but less so, if the battleground is meant to represent familiar ground.
Maybe you could hybridise the two?
 Blowing up the ship isn't a risk, it's an objective....
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Post by: Malika2
For those Wars of Vindication, you need to have stands of innocent bystanders (ecclessiarchy, adeptus adminstratum clerks etc.)!
And a chance of attracting the Arbites ofcourse. Well, in the early stages at least. After it really escalates, you'll be playing cat and mouse in abandoned buildings, á la Enemy at the Gates (but with Eversors...)
The more I'm thinking about it, the more I think this would work great as a scenario rather than an entire variant of the game. It could sort of be this climax game/final battle kind of thing in a campaign.
So the scenario would be divided into three phases:
-Introduction: civilians might still be around, the two parties start attacking each other. (one or two turns)
- NPC neutralisation: These guys (or girls) would be NPC's, they don't belong to either player. However, there is a possibility that they side with one of the players. This is determined by the narrative, but could also be decided by some sort of roll-test if wanted to. Another possibility (most common I guess) is that these NPC's would start attacking both sides. (one or two turns)
-Cat and mouse: With nobody left to stand in each others' way both parties move in for the kill. (two turns)
Note that from turn one terrain can be destroyed. Perhaps it's this destruction of terrain that forces the NPC's to step in. In theory everything can be destroyed, fast terrain generation (done either by GM or random d6) represent the fact that the players run to another part of the city/ship/etc to continue fighting.
This is the climactic and destructive battle, the objectives aren't to secure places but simply to destroy your enemy. The game is over until the enemies are all destroyed.
Blowing up the ship isn't a risk, it's an objective....
Might be a cool variant on the scenario. One player has to destroy the ship while the other has to prevent that. Charges could be set (or self destruct button pushed) and then the attacker would need to escape or something along those lines.
It would be a scenario kind of in the phases of:
-Entering the ship (Introduction)
-Getting to the reactor to set the charges ( NPC neutralisation...well variant of it)
-Escape the ship before it blows (Cat and mouse): this part would be great. the attacker needs to get to the escape pods or whatever while the defender will prevent that from happening. While this is happening stuff gets blown up ( GM or random roll) forcing the players to use another route than first.
The terrain generation rules from Space Hulk consisted of so-called "geo-tiles": cards with small-scale pre-generated map sections on them, that you could arrange in various ways. Nice, but somewhat limited. You did manage to "pre-generate" fairly large maps, but it had no more flexibility than a set of modular trench boards.
WHQ had a deck of cards, with one card for each board sections. Exploration basically meant: walk to the edge of the known map, stare into the darkness. Pick a card and Poof! New corridor appears (along with some monsters). Great for an exploration game, but less so, if the battleground is meant to represent familiar ground.
Maybe you could hybridise the two?
Maybe, I'll have to get my hands on Warhammer Quest for more on that. I like the idea of a GM (Game Master) being involved in the game, maybe the GM would thus generate the terrain and destruction while also controlling the NPC's.
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Post by: Malika2
Double post...
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Post by: Bottle
Small groups of OTT powered individuals demolishing terrain as they fight each other.... sounds like =I=Ball Z, to me 0:
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Post by: Malika2
Maybe so, but I assume a lot of battles in the 40k universe, especially when powerful psykers, daemons, assassins, marines are taking part would end up like that.
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Post by: Modhail
Most likely, just look at current day warfare/combat and multiply the damage tenfold.
Destroyable terrain would take an awful lot of work though, depending on the level of detail you want:
You could just have "whole" and "destroyed" versions of each terrain piece at minimal, or you could go crazy with multiple damage categories: "whole", "damaged", "compromised", "destroyed" and "annihilated" for example.*
On the other hand, such terrain could pull double duty for apocalypse battles...
*: crafting entire buildings uit of magnetised chunks of rubble would be insane. Very cool, but insane...
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Post by: jp400
I must say, I have been following this blog and several others for quite a while now and I am very Impressed.
If I wasnt in the middle of ATZ I would really love to introduce this to my FLGS. (Since we have a very large "Skirm" style gameplay following)
Also have you all considered starting a =][=munda for dummies/starters thread? Or even getting a "official" website going for it? Heck what is it..........Blogspot?..........Would be perfect for this!
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Post by: Malika2
@Modhail: you make a good point. However, you don't have several models of the same figure to show how wounded he is. In other words, you would simply have various pieces of terrain which can be interconnected (similar to your tunnels and such) or may not even be like that (just say they climbed on another level or broke through a wall etc) and change them when they get destroyed.
It doesn't even have to mean that the terrain got totally destroyed, could also be that players simply move to another part of the area. But the idea of destroying it is just too cool!
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Post by: Modhail
Destroying things is just too much fun, isn't it?
You did give me an idea though:
If you use a system of interconnected rooms and corridors, or something similar, consisting of interior spaces, all you really need is to mark where the buildings have been damaged to the point of collapse.
You can do that by simply leaving the terrain intact and creating (3D) "collapse" markers, that you place and/or slide forward inside the rooms. That way you can really give players a sense of getting closed in, and force them to shift to another location: A collapse marker touches you? You're now buried in rubble, time to die. (Maybe give terminators or other similarly tough brutes a one time chance to wrestle themselvers free.)
Since most of Holy Terra is roofed over anyway, this would suit the Wars of Vindication just fine...
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Post by: Malika2
Hmm, maybe some separate rules on breaking free. Strength will determine if the player breaks free (strong enough to break through) however, characters such as psykers tend to have lower strength but are capable to wrestle themselves free with their powers perhaps (separate rule for them).
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Post by: Malika2
Some of you (Dark Eldar fans) might be interested in this. I posted a "broken" version of it which appeared on Warseer, but this includes a little bit more. A real shame that it never got finished! :(
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Post by: Stoneblood
Hi all I'm looking to start a an =I=munda campaign shortly (provided I can find some peeps hence the sig!) and have a pretty good idea what I'm going to run with Ruleswise. Was reading earlier on in the thread that some of you have the Necromunda PDF's from the old Specialist games webite would be grateful if I could get some of those off someone  Am also looking to get hold of the revised version (2) of the skills for Necromunda. I'm not sure if that was on the specialist games site or not but I remeber having the PDF again would be MOST grateful if someone could share that with me too
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Post by: Bottle
@Malika and Modz, both your ideas sound really interesting. Where is the information on the vindication wars found? I haven't heard of it before (or can't remember it!).
@jp400, I think the start of this thread covers the basics really well! I would love for us to have our own site, but at the same time I wouldn't want it to be shied away, so I think it's good having it here on Dakka! :]
@Stoneblood, I think I have them all, how would be the best way to get them to you? I can't remember the Skill Table revision however, so I might not have that one. I still think you should just role with the original rules (or the ORB if you don't want the original rules) and just House rule the rest to suit you and your gamers' tastes :]
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Post by: Malika2
@Bottle: I can't find the exact fluff for some reason, but apparently the Ordo Sicarus was found as a result of the Wars of Vindication. During one part in the Age of Apostasy a internal conflict arose within the Officio Assessinorum. Vandire tried to have the Grand Master replaced by another assassin, a big fight ensues in the Imperial Palace, destroying entire sections with all sorts of forbidden weapons.
Check your PM by the way
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Post by: Modhail
Just had a quick check: the Wars of Vindication are described in the back of the old 3rd ed "Codex Assassins"-pamphlet (it was about a quarter of a minidex in thickness....)
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Post by: Bottle
Ah, I have that lurking somewhere, so I might give it another flick through. Malika sent me all the fluff on it anyway, it was a good read!
Just a question for those currently playing =I=munda, do you enforce the shooting at the closest target rule? It seems to me like it could be counter-narrative or just a poor representation of the highly trained individuals often encountered in the employ of an Inquisitor. I am pondering allowing players to shoot a more distant target on the passing of an Initiative Check, those with the Marksman skill don't have to roll and still get the range benefits of the skill.
I really need to get some test games in soon! I am hoping to roll with a hefty amount of house rules to help the narrative, such as rolling for serious injuries on the spot and revising the Bottle (w00p) System so that you don't just disappear when you decide to make a run for it!
What house rules do people use during the actual game-play rather than the post battle sequence?
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Post by: lord marcus
hi. i thought this would be a good plae to post this. i am looking for a pdf will any and or all rules addendums/additions to necromunda for =I= munda, as i really wanna convert a gang.
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Post by: Platuan4th
lord marcus wrote:hi. i thought this would be a good plae to post this. i am looking for a pdf will any and or all rules addendums/additions to necromunda for =I= munda, as i really wanna convert a gang.
There is no PDF, every =I=munda rule available online is in this very thread.
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Post by: lord marcus
ok. any way we can work on that as a comunnal project?
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Post by: Bottle
lord marcus wrote:ok. any way we can work on that as a comunnal project?
If you have any cool ideas for rules - feel free to post them here, and we'll all tell you what we think. ^^
The closest thing to a "ruleset" is Migsula's rules adapation quoted by Grey_Death at the start of this thread. Otherwise it's really just people throwing ideas around to help inspire would-be Arbitrators (the Campaign Host).
I'll open up my last question to everyone;
If you were to run an =I=munda campaign what House Rules would you roll with during the actual gameplay (the battle)?
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Post by: Septic
Right, some shameless self promotion here but I have been working on an =I=munda ruleset for campaigns, it also has how to construct odd gangs in detail. Probably too restrictive for some out there but I hope it inspires:
http://www.dakkadakka.com/dakkaforum/posts/list/233903.page
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Post by: lord marcus
well, in any case, what are the basic updates to the standard necromunda rules that everyone has agreed upon?
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Post by: Modhail
This is it. The rest is up to you, in a lovely interactive mix of mutual agreement within your group and/or GM's decree.
Use your imagination, have fun!
Edit: I just discovered we are not alone out there: http://easternfringe.com/forum/viewtopic.php?t=6244, http://easternfringe.com/forum/viewtopic.php?t=5326 and http://jerikoreach.blogspot.com/.
I particularly like the Jeriko Reach blog, nice and low key, and a lovely story...
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Post by: Bottle
Jeriko Reach is an awesome blog. Top class modeling and gaming going on there :] (love the drop pod house!)
I see they invade Warhammer World to play their games, damn I wanted to be the first to bring =I=munda to Warhammer world! Hopefully I'll get to see them one time I'm there though! (I only live about 20 miles away from it.)
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Post by: Malika2
The drop pod house looks cool, imagine a whole village like that!
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Post by: Fenris-77
There's at least one beta-test PDF floating around for a complete 40K-Mordheim conversion. All the current codex lists are represented. It's maybe not 'Necromunda' enough for some, but it's playable and easily expandable. There was even some rumblings about porting over all the Necro gangs too(although AFAIK that hasn't been done yet).
The PDF is about 50 pages with rules, army lists, and roster sheets.
Cheers
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Post by: Malika2
Necromordheim? =I=heim? Or my favorite Mord=I= (pronounced as "Mordy)
Is that thing called World in Arms?
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Post by: Fenris-77
Malika2 wrote:Necromordheim? =I=heim? Or my favorite Mord=I= (pronounced as "Mordy)
Is that thing called World in Arms?
Nope, not World in Arms. The final title is apparently still up in the air, although it's referred to both as Fortyheim and Thunderhawk Down by some of the playtesters. It's really more of a 40K Mordheim than it is a different Necromunda. The ruleset is pretty much Mordheim all the way with some fixes and balances tossed in to make it mesh with the current 40K rules. So it's got the scenarios and a 'Recon' phase with the doubles/triples chart, a 40K wyrdstone equivalent, and all the skills and upgrades you'd expect, except for 40K (as well as 'Strike Force' lists for every 40K codex). The basic 'Strike Force' sounds like it will be pretty familiar to Mordheim players, with the heroes/henchmen setup and the same sort of experience progression. Some of the trickier races, like Tyranids and Necrons have some special rules and skills. They've also added a whack of custom equipment and whatnot.
The PDF isn't easy to get a hold of though, as they have some legitimate concerns about GW's IP and haven't put it up for download anywhere yet. The playtesting is in full swing though, in a word of mouth sort of way.
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Post by: Cruentus
@ Fenris-77: Well that's a bit of a tease. Links, copy via pm, anything? I'd be interested to see it and playtest it. I have a group that has been playing and modifying World In Arms (whose website seems to be down and out now, though), but I'm not sold, especially as it dovetails with the newer rules.
With re: to =I= Munda, how do you all handle the 'after battle' stuff. Do you use the Necro rules for income, does the Administrator handle it, is it ignored for the sake of story? Any help would be appreciated.
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Post by: Malika2
The idea behind =I=munda is that it's story driven. The "art" (be it artwork, or the modelling) and the narrative are dominant. I think you could use the Necromunda rules, but with added GM elements and ignore certain things when needed.
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Post by: Bottle
The beauty of =I=munda is that it is 100% tailored to your (and your gaming group's) tastes. I think this is largely why no-one seems to want to put together a codified ruleset, but rather we just bounce ideas around that people can take or leave :]
As for my campaign. I have come up with some heavily modified rules to run the campaign phase. I totally understand that some people will hate these rules for being over complicated, others think them a bit 'meh' anyway, but it suits our group and that's really all that should concern you :]
____________________________________________________________________________________
My Rules:
Territories
We completely remove territories. Certain gangs may have a source of income (the revenue for a Rogue Trader or Merchant Guilder for example.) Others have no fixed source of income. (Bounty Hunters, Mercenaries.)
Bounty Hunters/ Mercenaries and anyone else with no fixed income have to be imaginative to make some money (Bounties and Contacts etc). It's also advisable that gangs put a lot of money in their stash out of the 2000 credits they get to begin with, (Rather than blowing the lot on 5 Needle Sniper Rifles!)
As the campaign is being organised, we sort out who has fixed income as a way of giving a handicap to players who want it/ need it. (For example I intend to get my little brother in on the campaign, as he hasn't grown up playing 40K/Necro, and we'll give him an easier time money wise.)
Gang Maintenance
The =I=munda post battle sequence is controlled by the Campaign Arbitrator. However for estimation of gang costs, the expenses of a gang are broken down weekly. It is therefore the Arbitrator who decides how often these payments will be made, but for a semi-active gang this would likely be after every battle.
So many mouths to feed…
Each week every ganger requires 3 credits to be spent on him to provide sufficient food.
Starving
If 3 credits cannot be provided for a member of the gang then he begins to starve. The models suffers –1 to their Strength and Toughness characteristics. If the gang member is not provided with 3 credits of food in subsequent weeks his Strength and Toughness characteristics will decrease each week by a further –1. If either characteristic reaches 0 due to starvation, the model dies. As soon as the model is provided with 3 credits of food all characteristic penalties due to starvation are recovered immediately.
I’m full up boss…
When times are booming you can choose to spend 10 credits on each member of the party rather than 3 credits. These extra credits provide ample food, drink, and anything else your gangers wish to spend their hard earned cash on. During a week where a model has had 10 credits spent on him, the ganger will automatically pass the first leadership test he is required to make in any game (Including your Leader).
-note that favouritism creates discontent within a gang. 10 credits must be spent on each member of the party, the leader cannot give 10 credits to some whilst 3 credits to others.
Damaged Guns
Guns and equipment can be expensive to run. After each battle any Gang Member who failed his ammo roll must buy extra ammunition/ pay for repairs for that gun. The cost is 10% of the basic weapon price rounded down (Taken from the Necromunda Trading Post.) Therefore the cost for a Shotgun would be 2 credits (20 /10 = 2), a Lasgun would also be 2 credits (25 /10 =2.5, rounded down = 2)
When working out the cost for rare items, use 10% of the base cost and ignore any variable cost. (For example a Needle Sniper Rifle costs 230+4D6. Use only the base 230 credits; therefore the item costs 23 credits for additional ammunition.)
Damaged Guns cannot be used until they are repaired.
Damaged equipment and Close Combat weapons
If a Gang Member was removed as a casualty in the last game there is a chance some of his equipment was damaged. Roll a D6 for each piece of equipment (including armour) and for each Close Combat weapon. On the roll of a 1 the piece of equipment has been damaged.
Just like Guns, the cost to repair equipment or Close Combat weapons is 10% of the base cost (do not take any variable cost for rare items into account). Generally speaking these items cannot be used until they are repaired. However with Close Combat weapons there are a few exceptions:
- Clubs (etc), Flails (etc) and Knives, can never be broken.
- Power Swords that are broken count as normal Swords until they are repaired. However they can be broken a second time (and will subsequently count as Clubs.)
- Power Axes follow the same rules as Power Swords in regard to breaking, however after breaking the first time will count as an axe, and if broken again before repairing will also count as a club.
- Being broken a second time (before repairing) does not alter the cost of repairs, and one repair will restore it as a Power Sword/Axe
- All other Close Combat weapons that are broken and not mentioned above, count as Clubs until they are repaired.
Buying Supplies
If the gang is in a large settlement or close to a Trading Post, then food and Gun maintenance can be bought at anytime outside of battle. However if they plan to make a trip through an isolated region (badzones/ ash wastes/ no mans land) then supplies must be purchased before hand. For simplicity this is done in a very generic way; Gangs can purchase a certain credits worth of food for the same price (Buy 200 credits of food for 200 credits) or buy general repairs for Guns and Equipment (500 credits of repairs for Gun and Equipment costs 500 credits.)
Whilst in these remote regions, during the post-battle sequence any ganger that needs to be fed or have his equipment repaired can take from the general supply pools if there are credits available. If supplies run out, then equipment will remain broken and gang members will begin to starve.
_______________________________________________________________________
These rules may seem a little complicated. But I think they are quite easy to get your head around. What I wanted to create with them were situations that would drive the narrative such as gangs running out of Supplies and having to turn back, or *evil* gangs resorting to crime to stock up, but risking giving away their position to their pursuers etc.
With the removal of Territories the "Fixer" Techno skill becomes useless. The plan is to re-work the skill so that you can help repair a certain amount of equipment after a battle for free, (still working on the particulars).
Tell me what you guys think of the rules, (if you took the time to read them :] ) and also I'd love to see how other people deal with the Post-Battle sequence. Does everyone have no rules what so ever and just Role-Plays the whole thing?
Also a Fluff question. Do Inquisitors have an infinite source of money? If so how do they access it? (I can't imagine interplanetary banking in 40K!)
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Post by: Fenris-77
Lowering the BS is key if you're allowing access to the current Big Shoota (although that appears to not be the case above). Friggin' Assault 3 with that kind of range bends the Necriomunda shooting balance pretty badly, even with the BS drop.
If you're putting this up against Necro style gangs then the limit of one Nob is probably spot on too. The T4 across the board is enough of a boost in that metagame without adding in multiple 2W Nobs.
I like the unlocking thing too, lists with that kind of synergy are way more interesting.
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Post by: Da Bank
Mordheimer and myself are currently working on such an endeavor also.
You may know Mordheimer from Mordheimer.com. The utlimate Mordheim resource Creator and I am DaBank AKA: ANSWER_MOD_DABANK from SG Games or bankofmarienburghs.
Our 40K Skirmish game is towards its final stages. Our Rulebook is at 200 pages. It includes 4 races: IG, Imperial Renegades, Eldar and Orks. We have others in the pipeline.
There are some interesting twists with the game.
Our game is called Death Squads and can be found by doing a few good searches. The rules aren't out there but there are a few things on a few web sites about it in small doses.
The whole thing evolved from us wanting to play Gorka Morka and Space Hulk as I never understand why Necromunda didn't inlclude other races (yes, I know there are a myriad of reasons)
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Post by: Fenris-77
Cruentus wrote:@ Fenris-77: Well that's a bit of a tease. Links, copy via pm, anything? I'd be interested to see it and playtest it. I have a group that has been playing and modifying World In Arms (whose website seems to be down and out now, though), but I'm not sold, especially as it dovetails with the newer rules.
With re: to =I= Munda, how do you all handle the 'after battle' stuff. Do you use the Necro rules for income, does the Administrator handle it, is it ignored for the sake of story? Any help would be appreciated.
Yeah, sorry about the vagueness. The rules haven't been posted yet because the writers aren't satisfied that their butts are as covered as can be from the IP side. That should be sorted out in the next week or so, at which point the rules PDF will be vailable via email to groups who are interested in doing some playtesting. That should coincide, more or less, with the release of the Beta 3 rules. The rules are specifically set to dovetail with the current rules and Codexes too, so you shouldn't have any issues on that score. There's even a list already done for the new Guard Codex.  It seems, at the moment anyway, that the Bets 3 rules scale well all the way up to the 300-400 Band rating that was the defacto retirement level for Mordheim bands, and that's about where the rules needed to be in order to selectively send them out to outside playtesters.
Anyone who's interested in a copy of the rules PDF can pm me with their email and I'll do my best to get you a copy of the PDF as soon as it's available. I'm also pretty well set up to answer general questions about game play and balance, should anyone have questions that don"t require the entire rules on hand to answer. It shouldn't be more than a week before the Beta 3 rules are ready to go out anyway, so we're not talking about a huge wait.
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Post by: Captain Jack
Bottle wrote:Jeriko Reach is an awesome blog. Top class modeling and gaming going on there :] (love the drop pod house!)
I see they invade Warhammer World to play their games, damn I wanted to be the first to bring =I=munda to Warhammer world! Hopefully I'll get to see them one time I'm there though! (I only live about 20 miles away from it.)
Thanks for the kind words, the majority of the terrain that you see in game is Col Kane's. We do play the odd game at WHW, using some of the fine terrain that the Q-Lab boys let us borrow. As for what we do, we GM all the games and come up with scenarios that fit the background to the world we're developing. What happens next is upto the dice gods!
I've been watching these ]I[munda threads with interest. Seems like a great idea.
Martini Henrie
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Post by: Mordheimer
Hello everyone!
As my friend DaBank mentioned couple posts ago, we have been working on a similar (yet different) project. I found SUPER interesting that you guys are developing a skirmish for 40k. We have seen other attempts, and we understand 1st hand how hard this project is. I feel honestly proud your guys are working hard on a skirmish game.  Allow me to introduce the game a little further... maybe we could work together.
Our skirmish, Death Squads, is aimed towards filling a void on the 40k skirmish level. We do not want to make 'Mordheim-in-Space', nor 'Updated Necromunda', nor 'few-models- 40k'... we want to create a balanced skirmish game based on the 40k Universe. The difference between Death Squads and other projects I have seen (and I have not seen your PDF yet... feel free to PM me!) is that our goal is not to confine the game to a particular temporal or spatial scale (i.e. one world in a particular time). You can think of it as a natural progression... from Death Squads to 40k to Apocalypse. Our manual is 200 pages; it includes all the rules (no need for other references), all weapon, armor and wargear, 4 Squads, over 25 Scenarios, a Squad generator system, etc. We plan to introduce many optional elements and rules such as how to simulate ship to ship boarding or underground caves, minor vehicles (small machinery like Gorka Morka) as well as all the races. Definitely a labor of love.
I would love to know more about =][=munda. Seems your approach to a 40k skirmish is different than ours... and maybe our development teams could meet and exchange experiences. Rather than competing, I see this as a true opportunity to make a better approach. We understand the limitations that 40k-scale, so we could help each other out!
Hope to hear from you!
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Post by: Malika2
Well, how about you tell us what you've got so far. The whole =I=munda thing isn't meant as a single set of rules. Everybody kind of uses their own way of creating narrative games. The main goals of =I=munda are great models and great stories. The game (and especially balance) are of secondary importance.
As for "Mordheim in space" (or Mordi/MORD=I= as I call it), I think Mordheim is sort of GW's perfection when it comes to skirmish games. Not saying that it's the best thing every made, but Mordheim is the "final level" GW have come up with for skirmish scaled games.
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Post by: Fenris-77
It really depends on what you're after. A group that's firmly headed in the direction of "role playing with figs" likely wouldn't be satisfied with a Mordheim level of detail. On the other hand, people who want to play a 40K skirmish game specifically would probably be more than satisfied with the base Mordheim mechanics. Personally, I like the level of detail in Mordheim and enjoy playing it more than any of the other skirmish games GW has put out. The game I made reference to above is just that, 40K Mordheim, with no real attempt to make it more "role play-ish". The basic mechanic could certainly be fleshed out with more details I suppose, but that wasn't really the end goal of the project in this case. Mind you the rules PDF covers all the current codexes and Modheim mechanics in about 60 pages (mostly because there's no duplication of rules from the BGB unless the skirmish level rule is different).
I think that when we're talking about game design that the slickness and playability of the basic mechanics are of primary importance. And when we're talking about slick and playable GW skirmish rules we're talking about Mordheim.
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Post by: RiTides
Alright, silly question  I got directed over here asking what =][=Munda is, and voila! here's a thread on it
I just wanted to make sure- does everyone use the Inquisitor range, 54mm models for this sort of thing, or are you using the smaller, standard size for games like 40k and necromunda?
This is probably obvious, so please forgive my current level of ignorance  (I am trying to rectify it as quickly as possible...)
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Post by: Deff Dread red Edition
I was told that it is sort of a different way to look at wargaming focusing more on modeling and story than actually building huge armies and making killer lists.I also believe standard models are usually used,but since its your =][=munda gang/crew and your friends and opponents agree that you could use it I see no reason why you cannot use inquisitor scale models.
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Post by: Pfreck
RiTides Nids wrote:Alright, silly question  I got directed over here asking what =][=Munda is, and voila! here's a thread on it
I just wanted to make sure- does everyone use the Inquisitor range, 54mm models for this sort of thing, or are you using the smaller, standard size for games like 40k and necromunda?
This is probably obvious, so please forgive my current level of ignorance  (I am trying to rectify it as quickly as possible...)
At the moment, basically all =I=munda modellers are using 40K scale miniatures. Simply because the 40K scale range has a lot more bits and pieces to offer. Using WHFB bits are also great to customize your gang, it has lots of nice plastic kits to use!
Do you have any plans on a gang yet? It'd be cool to see what you have in mind.
Get cracking!
PS.
Is anyone with me that the word "=I=munda" should be added to the glossary on this board to prevent further confusion with new members?
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Post by: Fenris-77
Using 40K scale models also means you can reuse all your 40K terrain. The 54mm scalle stuff is really cool looking, but it's not really a practial scale for home play unless you really, really, like to build terrain.
Not everyone here is completely story based either. I'm strictly a skirmish gamer myself. I've played bags of D&D in my time, and I think I'd look elsewhere if I wanted a role playing fix. That's just personal taste of course. Some of the sets of rules alluded to here do a better or worse job of supporting the story-telling end of the spectrum, depending on what you want. All are good, you just need to know what you want of a given rules set.
Cheers
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Post by: RiTides
Great, thanks for the answer
I read through the Inquisitor rulebook pdf, now I need to read the necromunda one  . I'm still not completely clear on the differences in the game mechanics (and how both differ from =][=Munda) having not played either of them!
An addition to the dakka glossary is a great idea, since the term is being pretty commonly used!
For my gang (regardless of the ruleset I end up using for it, or possibly I'll try it in more than one!) I'm going to be making a group as closely as possible resembling the characters from the novel The Electric Church.
I haven't even finished reading the novel yet, but I'm hooked on the idea! I also want to use Inquisitor scale models, since I'll have so few. The characters I know I'll be including so far are Avery Cates (gunslinger, already purchased a Kal Jerico model painted by Dakka user jah-joshua for him), Kev Gatz (known as the Pusher; he is basically a psycher) and Ty Keith (an incredible techie/hacker).
Still trying to figure out what models could represent those last two, any ideas appreciated  . Since I'd like to use them in a GW store, they'll have to be GW models from the Inquisitor range, but maybe I can find some oop ones to match... or mix and match
Thanks for the great info guys!
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Post by: Boss Julian
Da Boss wrote:
Demiurg:
Well I've been playing mass effect and I really dig these guys:
http://masseffected.pbwiki.com/f/Volus.jpg
I'd love to make that my basic suited up demiurg. Except with big meaty fists instead of pincers. I'd imagine them as isolationist traders. I actually think they would avoid contact with the imperium, my plot idea for them is that the Ordo is trying to forment ill will between the Brotherhoods and the Tau Empire.
And modelling ideas on how to get to that kind of look without too much sculpting skill?
From what I've read about the demiurg on lexicanum they were kind of created to replace the squats as the generic space dwarf guys. In my mind the demiurge are just a different name for squats so possibly working with a squat or dwarf model would be a good way to go...
Edit: Also just found these dudes: http://www.hasslefreeminiatures.co.uk/range.php?range_id=25
If you're willing to look beyond the GW range that is...
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Post by: Gniknok
I just wanted to say that this stuff really has my interest, necromunda is one of my favourite games and 40K skirmish has so much potential. I'm stoked to explore all of the work that you folks have done so far! I hope to do some skirmish 40k development of my own in the future, so thanks to all of you for all of the work you've put into this
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Post by: Fenris-77
OK, the 40k skirmish rules I've been alluding to will be availble via email by the end of next week at the latest. We're going to be running these rules at GD Toronto and we'll need a solid beta 4 rules set to distribute and you guys can have that same rules set. The only caveat is that we'd like feedback from anyone who gets a copy of the rules. SO if there's anyone who'd interested and who hasn't given me their email, just shoot me a pm with your email and I'll make sure you gbet a copy oif the rules.
Cheers
Adam
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Post by: Da Bank
Fenris...sounds great. I fully understand how long it takes to write up and playtest and not wanting to release until it is finished. It seems like when you think you are ready something else comes up.
Balancing a rulebook around different army lists is not as easy as most people believe it is.
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Post by: Fenris-77
Yeah, it's a challenge. What we wanted to avoid was having any "OMG stupid" things slips through into this version of the rules. I think we've managed that, but I guess we'll find out after we've gotten some playtest results back.  Moving to public playtesting is always a dose of reality. Getting our table ready for Gamesday has also been a lot of work, so we've a busy week ahead of us.
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Post by: Da Bank
Fenris
Do you need any terrain? I would be happy to "lend" you some if needed. I have 8 new pieces of 40K ruined buildings I just purchased off ebay that are now sitting in my garage.
Yes, public playtesting is a wake up call as when you read the rules you know exactly what you meant to have happen and then someone else reads it and gets a totally different picture.
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Post by: Fenris-77
Actually no, we're solid on the terrain side, but that's mighty generous of you and thanks.  My buddy owns a about as much of that GW terrain as you do anyway (you terrain freaks  ), but the table we're taking is a fully sculpted 4x4 that we put together pretty much specifically to play skirmish on for GD. As of yesterday the table is 98% finished, so I think we're off without a hitch (other than having to get up ungodly early tomorrow to get to the event). If you're going to GD you'll know you've found our table when you see the one with a big ruined factory building and a landing pad. We should also have PDFs of the rules available on CD for anyone who actually tries the game out on the table. We're going to be running a monster hunt scenario, so it should be good fun.
As far as the playtesting goes, I agree. One of the challenges is that both myself and the other fellow who are authoring the rules have played a LOT of Mordheim. That familiarity makes it easy to miss explanatory issues in cases where people who have never played Mordheim won't connect the dots. I'll be interested how much of that sort of thing is left in the rules actually. We have a solid contingent of playtesters who never played Mordheim, so it should be mostly gone, but I guess we'll see.
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Post by: Da Bank
Cool! Just willing to help as I know how it is.
A sculpted 4 x4 table??? I want to see some pics!!!
Great! Keep me posted.
You are going to GD Toronto, correct?
I am too broke to go to any GD but I want to.
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Post by: jp400
Agreed. Take PLENTY of pics!
Looking forward to a copy of the rules!
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Post by: Fenris-77
Yeah, we took lots of pics. Not on my camera, so I don;t have them on me, but I'll see if I can get a couple that show the table off. A great all round really, we had lots of people playing and some very positive feedback.
We're a little burnt out after a very busy week, so you guys may have to patient for a day or two before the rules get mailed out, but I should be able to get them out by Tuesday latest. Right now I'm going to go to bed and recover from a sleepless night of Golden Daemon painting.
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Post by: Da Bank
Fenris
Hey! Sounds Great! Can't wait to see what you have done.
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Post by: Fenris-77
Well, you should have a copy of the rules in your inbox either tonight or tomorrow. Since we publicly released the beta 4 for playtest on Saturday I can tell you that the game is called Thunderhawk Down: The Ruins of Icarus Prime. The fluff is still just a piddly little bit of filler, but it'll get there.
I'll go over this again in the email I send out, but we're particularly interested in feedback on the minor psychic powers and the Mercenaries and Heroes of Legend (Dramatis Personae for you MH guys). Those are both pretty new to the rules and they need to be stress tested pretty badly. Feedback on everything is welcome of course, but those are two key areas of concern.
We're also looking at doing a scenario pack since the scenario generator in the rules is pretty basic, so we'll take scenario ideas too. If we use anything anyone sends they'll get playtest credit in the rules too.
As usual, anyone who wants a copy and is willing to do a little reading and/or playtesting can pm me their email and I'll get them a copy of the PDF.
Cheers
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Post by: abhorsen950
Im stuck between Necromunda and Mordheim there both excellent and im thinking of not setting out playing Bloodbowl and the other too instead
what are the ups and downs of Necromunda?
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Post by: DrunkenSamurai
abhorsen950 wrote:Im stuck between Necromunda and Mordheim there both excellent and im thinking of not setting out playing Bloodbowl and the other too instead
what are the ups and downs of Necromunda?
I have played Necro for a long time and love the game. There really are not downs as far as I am concerned. It do think the HtoH can be too decisive sometimes. It is ironic that Necro is a shooting game that is easier to kill someone in HtoH and Mordhiem is a HtoH game that has lethal shooting. Maybe merge the two...
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Post by: General Stubbs
Hi everyone, I'm just getting into Necromunda (started reading the rules 2 days ago) and I really am confused on this.
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Post by: DrunkenSamurai
General Stubbs wrote:Hi everyone, I'm just getting into Necromunda (started reading the rules 2 days ago) and I really am confused on this.
What has you confused?
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Post by: General Stubbs
Just how it all work cos all I see are some extra rules with people playing the game. I don't get any of the rules and how people manage to play it.
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Post by: Fenris-77
One of the challenges in playing Necromunda now is that the game still uses 2nd 40K mechanics, which can be confusing as they're a lot different from 5th ed. They do work though, I promise.
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Post by: DrunkenSamurai
General Stubbs wrote:Just how it all work cos all I see are some extra rules with people playing the game. I don't get any of the rules and how people manage to play it.
Step one is to focus on the rules as they are. I assume you are reading the second edition downloaded from GW? Much of what is deing discussed here is made-up rules and rules merged from other GW systems. It is very hard to follow so don't let it distract you from learning and enjoying the core game. Once you have a couple of games in much of this thread will make sense.
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Post by: General Stubbs
Ok, thanks Samurai.
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Post by: Captain Jack
Snip
Edit: Also just found these dudes: http://www.hasslefreeminiatures.co.uk/range.php?range_id=25
If you're willing to look beyond the GW range that is...
I've used the hasslefree range, and they are great. Simple to convert to lasguns.
Link to some terrain that I'm working on http://www.dakkadakka.com/dakkaforum/posts/list/251320.page
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Post by: Goodge
im thinking of starting a necromunda force comprised of both in production and out of production redemptionists and making them like a cult of slive drivers who fiddle with radiation. they worship there own god. one day while digging graves in the Fields,a deacon found a glowing substance in the ground and later that night had strange dreams of a faceless visage which could only be the god that sent them this material.
just wondering what boundries should be set as i havn't read the rules yet
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Post by: McNutty
Been lurking on this thread for awhile and figured it was time to jump in...
I'm trying to get a good rules set together and wanted to get some feedback on Ammo Checks. They make sense for gangers or random cultists, but you would think that inquisitors and their retinues would have access to better maintained equipment than this.
Thoughts?
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Post by: Captain Jack
I would still go with ammo checks, as there is still a possibility to run out at an inoportune time. You can reduce this by giving the Inq or gangers access to the Techno table. This will give you the chance to get the armorer skill
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Post by: Müller
I was wondering if there a set of rules around (I know there's no complete rulebook or so but at least a collection of all rules that have been created up until now).
I can't really seem to follow the exsisting ruleset that great from just reading in this thread
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Post by: Captain Jack
Well, the way we go about it is to use the (free) necromunda ruleset from the GW website, and then blend in miniature rules from 2nd ed/ rogue trader games. It is better to discus any big changes you make before playing, and there are plenty of blogs for you to look at to get an idea. Have a look at the Jeriko Reach blog, shameless plug...
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Post by: crossbonesx11
Can someone send me the World in Arms pdf?
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Post by: Taarnak
Just throwing this out there:
http://www.peginc.com/Downloads/Showdown/Showdown.pdf
Savage Worlds is a solid rules set. RPG with miniatures firmly in mind, and the Showdown version is specifically for miniatures.
Will require a bit of groundwork, but useful for those (like me) who want an in-built point system to avoid any silliness.
~Eric
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Post by: ghosty
i have a question
i did this thread in the 40k backround but here seems like a better place to ask,
im hosting an ][ munda campaign with my mates, and it revovles around a semi molten necron tomb world, where msot of the necrons have all been destroyed bythe sudden volcanic activity that has struck the world.
also, the imperium were oblivious to the necrons presance on the world and have heavily inhabited the night side of it. (think chronicles of riddic half and half planet) either way. i have 2 questions. firstly, if necrons were cut off from their origonal tombs (cos the majority of tombs were filled with molten rock, and a huge amount of necrons were melted down) and could not use their own energy weapons anymore, would they adapt their weapons, and if so, what stats could they have (see having normal necron weps seems a bit OP in ][munda, hell necrons are a bit OP) and secondly, what stats would those metal tentacles (mechandarites or summit) have?
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Post by: Lord of battles
If anybody can, could you pm me th files everybody uses for =][=munda? I want to Write up a full rule book,which I will then post here on Dakka Dakka.
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Post by: Colonel Krieg
Hello,
I would also be thankful whenever a PDF file of some sort would be available. Just to know how should I start with my modelling
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Post by: The Good Green
I'm working on an Harlequin/Exodite gang and an ork gang with a couple kroot in it. This is proving to be a great resource. Thanks for the work everyone is doing.
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Post by: grayspark
So is a big PDF of all the compiled information going to be released anytime soon?
Or is that what the 'Book of the Arbitrator' is...
Because I expect to see more indepth rules for every race.
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Post by: The Good Green
Well, Fantasy Flight Games seems to be coming out with RPG rules for more and more races. Other than that I haven't been hearing about anything being close to ready, as far as a pdf is concerned. Though I have seen a few in progress prfs on another forum. There might be one or two on here somewhere too. I'll try to remember where I saw them.
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Post by: grayspark
That's Deathwatch... I'm talking about this... =I=munda...
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Post by: The Good Green
No, no. They've got some Inquisition and Rouge Trader rule sets. Loyalist and radical.
On a more homebrew/forum type scope, though, there is more bubbling up even on Dakka:
http://www.dakkadakka.com/dakkaforum/posts/list/317654.page
I just found it. I figure everyone that's subscribed to this one would be interested.
Cheers!
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Post by: DeathGod
The Good Green wrote:No, no. They've got some Inquisition and Rouge Trader rule sets. Loyalist and radical.
On a more homebrew/forum type scope, though, there is more bubbling up even on Dakka:
http://www.dakkadakka.com/dakkaforum/posts/list/317654.page
I just found it. I figure everyone that's subscribed to this one would be interested.
Cheers!
Thanks for the recognition... I just added my house rules packet, though it isn't quite done yet...
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