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Made in us
Purposeful Hammerhead Pilot





Pullman, WA

I recently came into the possession of a copy of the Mordheim book, and was inspired to make fixes to my previous unpolished attempt attempt at a Mordheim conversion for KoW. As a result, I've come up with the following rule supplement to allow small-scale skirmish games using (mostly) the original Kings of War ruleset, with a few tweaks of course. This is a work in progress as I'm still trying to really polish it up for putting in the Mantic fan magazine either this or next issue, but until then I'd like to get feedback on what you think, especially how well it compares to the original Mordheim.

As always, comments & criticisms are welcome!

v2.1, updated as of 3/22/13
 Filename Star-StruckCityMordheimforKingsofWar.pdf [Disk] Download
 Description Star-Struck City: Main Rules
 File size 527 Kbytes

 Filename Star-StruckCityWarbands.pdf [Disk] Download
 Description Star-Struck City: Warbands
 File size 253 Kbytes

This message was edited 6 times. Last update was at 2013/04/16 23:22:36


Imagine the feeling when you position your tanks, engines idling, landing gear deployed for a low profile, with firing solutions along a key bottleneck. Then some fether lands a dreadnought behind them in a giant heat shielded coke can.

The Ironwatch Magazine

My personal blog 
   
Made in us
Purposeful Hammerhead Pilot





Pullman, WA

Updated the new version of the rules in the OP!

Changes include:
---Condensed statlines and more flavor and variability for items and equipment you can purchase

---Renaming the modified Nerve to Tough, and adding in the Bravery test for fleeing the field

---Inclusion of add-on models like Throwing Mastiffs and Undead Dogs/Rats as actual usable models (Yay Undead Dog/Rat hordes!)

---Clarification of rules for cavalry related to vertical movement

---Removed Tier system with something a bit simpler: Both armies must be equal in value, determined by the smaller (in value) warband.

This message was edited 1 time. Last update was at 2012/08/11 06:50:09


Imagine the feeling when you position your tanks, engines idling, landing gear deployed for a low profile, with firing solutions along a key bottleneck. Then some fether lands a dreadnought behind them in a giant heat shielded coke can.

The Ironwatch Magazine

My personal blog 
   
Made in us
Sneaky Sniper Drone



Cincinnati, Ohio

This is exactly what I was hoping Mantic would do. And they did. YES.
   
Made in us
Purposeful Hammerhead Pilot





Pullman, WA

Well, it's not official (Yet ), but it seemed like a logical fit, especially since I was looking for a way to get a more streamlined game system for a fantasy skirmish than Mordheim (Because WHFB's system is fairly klunky and hard to teach to beginners).

I'm glad you like it though

Imagine the feeling when you position your tanks, engines idling, landing gear deployed for a low profile, with firing solutions along a key bottleneck. Then some fether lands a dreadnought behind them in a giant heat shielded coke can.

The Ironwatch Magazine

My personal blog 
   
Made in us
Sneaky Sniper Drone



Cincinnati, Ohio

Hopefully they will make some awesome looking warband mini's too!
   
Made in us
Purposeful Hammerhead Pilot





Pullman, WA

I hope so too! Once the Warpath rules get ironed out some more and released for Beta 2, I'll probably try and get a Necromunda setup for that as well (Won't be too hard, since WP2.0 got shifted into becoming a smaller-scale skirmish game).

I really do hope Mantic releases at least one sprue for each army with gubbinx galore, sorta like GW's Empire Militia, as that makes for outstanding conversion material for games like Mordheim or Necromunda.

Imagine the feeling when you position your tanks, engines idling, landing gear deployed for a low profile, with firing solutions along a key bottleneck. Then some fether lands a dreadnought behind them in a giant heat shielded coke can.

The Ironwatch Magazine

My personal blog 
   
Made in us
Purposeful Hammerhead Pilot





Pullman, WA

New Update!

Changes include:

---Revamped fluff! Now the city is an Atlantis-esque raised city, infested with lots of monsters as well as other bloodthirsty mercenaries. Plus mentioned the possible political interplay of machinations against enemy interests by using your hired swords in the raised city.

---Clarified rules for using Large models as Heroes.

---Removed the Bravery-based Flee tests, so now games always go for the 5 turns as per the KoW rules (No voluntary early fleeing except for the They Come scenario, since that'd be an unfair advantage for elite units vs mass-model units like Elves vs Goblins. They could kill a couple goblins easily and then "Flee" before the goblins could get the same value in kills)

---More Scenarios (3d6)! Now includes a Breakthrough-style trying to get onto a dock off of a boat and through the enemy warband, a defend-the-hill mission, and a VIP assassination mission.

---Changed Aftermath setup to be a bit simpler. Get a bonus for starmetal sold, and a penalty for very, very large warbands (Like -1 gp per piece for 10+ models, -2 for 20+, to discourage relying too much on cheap unit spam). Also, depending on # of 6s rolled (5+ gets starmetal), can get extra gp, starmetal, maps (Allow rerolls or picking of scenarios), cheaper Living Legend or Artillery renting, Artifacts, or a minigame where you can fight a bunch of Deeplings (The renamed "Star Minions" to get possible extra starmetal)

---More Injuries (3d6)! Now a much better chance for either dropping an item or sitting out a mission, and have the option to pick your disability (Including getting -1 for a Special Ability with (n)) to prevent total incapacitation of a character with one or two poor injury results.

---Now have option to pick a special rule at every 10 experience. If you have the rule already (Like Elite, Headstrong, or Crushing Strength) it stacks, but can't pick same Experience-based bonus twice.

---(BIG ONE!) Large model costs have been HALVED. Still not sure if they're exactly over/undercosted, but I think they're far closer than before and now not a complete waste of points anymore

---Humans finally got their Pistol


Possible future changes:
---Condensing any fan or fandex-derived warbands into the codex lists as well

---Separating warbands from the main rules

---More Starmetal-6s (Need a better name :( ), Scenario, or Injury results?

Imagine the feeling when you position your tanks, engines idling, landing gear deployed for a low profile, with firing solutions along a key bottleneck. Then some fether lands a dreadnought behind them in a giant heat shielded coke can.

The Ironwatch Magazine

My personal blog 
   
Made in us
Purposeful Hammerhead Pilot





Pullman, WA

Sorry for threadomancy, but there have been updates! And many of them! (Haven't been keeping this thread as updated as the one on the Mantic forums, sorry :( )

Overall, in a very huge nutshell:

---Re-added Flee Tests, to be more in-line with Mordheim

---Critical hits! Now have a chance to demolish the enemy with a very lucky shot!

---Aftermath has been tweaked a bit. Very low-model-count warbands aren't screwed anymore when rolling on the chart

---Skills!

---More army lists! Now including the Sons of Al'Babali (Arabian), Lord of the Rings, Demons, Warriors of Chaos, Lizardmen, Ratmen, and more!

---More Miscellaneous items, like maps, traps, posions/antivenoms, and holy water

---More injuries! (Moved to be closer to Mordheim's injury chart, although the chance of outright death has been approximately halved)

---Ability to hire Mercenaries (War Engines or H/M from your full army list, or units from other warbands) with an upkeep

---Large models now have a knockback effect, making them incredibly dangerous when they've got you cornered on a ledge or in a tight area/crowd

Let me know what you think!


Automatically Appended Next Post:
In addition, I now also have a thread for Point Insertion, a ruleset for a Necromunda-version skirmish game for Warpath. Be sure to give it a look!

This message was edited 1 time. Last update was at 2013/04/16 23:23:42


Imagine the feeling when you position your tanks, engines idling, landing gear deployed for a low profile, with firing solutions along a key bottleneck. Then some fether lands a dreadnought behind them in a giant heat shielded coke can.

The Ironwatch Magazine

My personal blog 
   
 
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