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Made in dk
Bonkers Buggy Driver with Rockets




Denmark.

Death World - an unofficial fanmade specialist game based on Mordheim

For the past two years I've been working on adapting Mordheim and the fanmade expansion Border Town Burning to a Warhammer 40.000 setting. At first it was mostly just a project I did for the fun of it, but as I kept writing, it felt like I could actually make a legit, complete adaptation! I call it Death World, and it is set on the Death World (big surprise) of Pax Primus and pits seven Warbands against each other in the classic Mordheim style.

The goal of the game was to recreate Mordheim's gameplay and campaign mechanics pretty much faithfully to Mordheim, while portraying the new setting to make it feel like 40k as well. Many of the basic rules of the game are the same as Mordheim (don't fix what ain't broken!), but the Warbands are mostly new, as are the Random Happenings, the Exploration Chart, the Weapons, Equipment and Armor, the Hired Guns, the Bestiary and the Weather and Region rules.

The full rules are written and can be found below. Eventually I'd love to make a website with all the files and rules combined so it's easy to find them, as well as updated Weapon, Armor, Equipment Lists and so forth, so you won't have to flip through several books to find the items you need.

I hope you'll humor me with some CC


The Setting
Death World's setting is set on a Death World called Pax Primus in the Pax Aquilarum system, on the edge of the Halo Stars. Games are set in a region of the planet called the Wastes, which span from the ruined metropolis Morteum in the north to the ever-spanning deserts and flats of the Wailing Sea. The players take control of Warbands such as regular human Remnants, Orks and Dunedancer Eldar, natives of the planet who're out to win power, fame and sweet loot, but also off-worlders like the Witch Hunters or their prey, the Devoted to Chaos, nasty chaos cultists who aim to draw a Daemon Prince onto the planet and draw the world into the Warp.

The Wastes are an unforgiving place. Warriors can consider themselves lucky if they can afford a regular Bolt Pistol and much of the flora and fauna is dangerous to even the strongest mortal beings. Travellers and scavengers converge to Mektown, a shanty settlement built in and around the husk of an Mechanicum Ordinatus. Here humans, abhumans, mutants and greenskins mingle, though not always in a peaceful manner. To the north in the Imperial Palace of ruined Morteum is the Imperial Protectorate, who claim to be the last bastion of the Imperium of Man on the planet. To the east is the Shipyard, a great Ork city that spits out gunboats, hangar ships and guns aplenty. The Dunedancers live in hidden nomadic tribes to the south, hidden from the eyes of the lesser races.

The Wastes are still filled with ruins, cities and factories ready to be looted, but there are many warbands and groups out to take it first. There's no laws out there, so you'll have to learn to muscle your opposition out if you want to survive!

To read more about the setting of Death World, go here: https://www.dropbox.com/s/cojsq8le3svcy6k/40k%20Death%20World%20-%20Lore.docx?dl=0

THE RULEBOOK: This is the grand rulebook, where everything to play the game can be found! https://www.dropbox.com/s/mwbu8a0fd5pm1xm/40k%20Death%20World%20-%20Rulebook.odt?dl=0

Rules
As mentioned, most of the basic rules are similar to Mordheim's with a few changes.

- Rules Compilation: (A compilation of all rules in this section) https://www.dropbox.com/s/w9slppdbu2gwcce/40k%20Death%20World%20-%20Compilation.odt?dl=0

- Basic Rules: (Statisitics, Movement, Psychic, Shooting, Combat, Terrain and Injury rules) https://www.dropbox.com/s/1lqrd5cxqp3tc1i/40k%20Death%20World%20-%20Basic%20Rules.odt?dl=0
- Making a Warband: https://www.dropbox.com/s/6w4gs3d4pt4z5vw/40k%20Death%20World%20-%20Creating%20a%20Warband.odt?dl=0
- Campaign Rules: (There are two Campaign types - Standard, which is much like Border Town Burning's Campaign system, and Classic, which is the regular Mordheim campaign!) https://www.dropbox.com/s/t7sy3rmw0wv65rz/40k%20Death%20World%20-%20Campaign%20Rules.odt?dl=0
-- Standard Campaign Rules: (Rules for playing a Standard Campaign) https://www.dropbox.com/s/3aq0fn1h1oostn6/40k%20Death%20World%20-%20Objectives%20and%20Campaign%20Play.odt?dl=0
- Missions: (Contains six Missions and eight(!) Special Missions) https://www.dropbox.com/s/h5g9q4z9gujkoh9/40k%20Death%20World%20-%20Missions.odt?dl=0
- Regions, Weather, Random Happenings and Bestiary: https://www.dropbox.com/s/nd1iiou8wpzogsq/40K%20Death%20World%20-%20Regions%2C%20Weather%2C%20Random%20Happenings%20and%20Bestiary.odt?dl=0
- Cheat Sheet: (To help with your games!) https://www.dropbox.com/s/gm1h32766phnqe6/40k%20Death%20World%20-%20Cheat%20Sheet.odt?dl=0


Items
You can find the different items, Hired Guns and Legendary Artefacts here.

- The Market: https://www.dropbox.com/s/2j2tg9c0ht68r9m/40k%20Death%20World%20-%20The%20Market.odt?dl=0 A compilation of all items available to Warbands, including Legendary Artifacts and Hired Guns.

- Weapons and Armor: https://www.dropbox.com/s/mhwgv1natdtvbqw/40k%20Death%20World%20-%20Weapons%20and%20Armor.odt?dl=0
- Equipment: https://www.dropbox.com/s/wyva9hstpn3p6cp/40k%20Death%20World%20-%20Equipment.odt?dl=0
- Hired Guns: https://www.dropbox.com/s/94h86b5p8tpy6go/40k%20Death%20World%20-%20Hired%20Guns.odt?dl=0


Warbands
- Remnants: The Remnants are the human Warbands found in the Wastes. Mordheim players will recognize them as very similar to the Mercenaries, which makes it an easy Warband for new players to start out with. Remnants are further divided into Mektowners, Wastelanders and Imperials. https://www.dropbox.com/s/959ewrzyb8n3iew/40k%20Death%20World%20-%20Remnants.odt?dl=0
- Orks: Where there's fighting, there's Orks! The Orks are a tough Warband with poweful Orks and sneaky Grots, alongside a flying rodent gak insane Cybork! Orks are once again very similar to the Orc and Goblins Warband from Mordheim. https://www.dropbox.com/s/rco46nsd5a4vu10/40k%20Death%20World%20-%20Orks.odt?dl=0
- Meks: Not all Orks are only out to fight; some want looting and massive guns as well! Meks are slightly more ranged-focused than the Orks Warband, and utilizes their Grots better as well. If a Campaign runs long enough, you might even be able to make Killa Kans or Deff Dreads... https://www.dropbox.com/s/1lzxtz9knshv8dz/40k%20Death%20World%20-%20Meks.odt?dl=0
- Devoted to Chaos: The Cultists of the Devoted to Chaos Warband are crazed lunatics who wish to end the world. They are led by the sole Psyker in the game, the Prophet, who can positively change a battlefield to their whims! The Devoted also has access to a Chaos Space Marine, a great opponent for the other Warbands. https://www.dropbox.com/s/609ulwsee968kl1/40k%20Death%20World%20-%20Devoted%20to%20Chaos.odt?dl=0
- Dunedancers: Dunedancers are the mysterious tribes of Eldar that travel the southern Wastes. They are fast and precise, but must take great care to not be caught in bloody melee! https://www.dropbox.com/s/pi03s0579poccon/40k%20Death%20World%20-%20Dunedancers.odt?dl=0
- Nurglites: The Death Guard's chosen have been sent to Pax Primus to change it to the Plaguefather wishes and to prepare it for ascension as a garden of Nurgle. They are led by a Plaguelord, one of the eight Plague Marines sent to the planet, as well as a host of afflicted humans. https://www.dropbox.com/s/a3g172p6j7s7zve/40k%20Death%20World%20-%20Nurglites.odt?dl=0
- Witch Hunters: Finally we have the Witch Hunters, who have been sent to the planet to root out the corruption and heresy present on the planet. The Witch Hunters are unique in that they don't have Henchmen - Instead, they use Hired Guns, which they can hire more easily. https://www.dropbox.com/s/wgyz19vphlxym25/40k%20Death%20World%20-%20Witch%20Hunters.odt?dl=0

-

If you have any questions, CC or otherwise, feel free to write Also, if any of you can give me a hint to how to title my links I'd love for you to tell me; I have no idea how to do it.

This message was edited 8 times. Last update was at 2018/02/01 22:53:41


 
   
Made in us
Posts with Authority





This actually sounds pretty awesome.

I'm actually in the market for a small-unit 40k game. This might be of interest to some folks I game with, but I can't find myself playing it simply because every faction here would require me to buy more models.

What I've been hoping for is someone to create a 40k 'Kill Team on Steroids' that does things a bit better than Shadow War did. I mean, the game was kinda fun but a bit absurd when an Autopistol knocks down a Chaos Marine. Scouts are cool and all, but I think a lot of folks would enjoy playing a Deathwatch Kill-Team or some Reivers skurking behind enemy lines. Some of the 'beefier' units.

How would you feel about working on this?

Mob Rule is not a rule. 
   
Made in dk
Bonkers Buggy Driver with Rockets




Denmark.

 Adeptus Doritos wrote:
This actually sounds pretty awesome.

I'm actually in the market for a small-unit 40k game. This might be of interest to some folks I game with, but I can't find myself playing it simply because every faction here would require me to buy more models.

What I've been hoping for is someone to create a 40k 'Kill Team on Steroids' that does things a bit better than Shadow War did. I mean, the game was kinda fun but a bit absurd when an Autopistol knocks down a Chaos Marine. Scouts are cool and all, but I think a lot of folks would enjoy playing a Deathwatch Kill-Team or some Reivers skurking behind enemy lines. Some of the 'beefier' units.

How would you feel about working on this?

Well, I'd like to avoid creating Warbands that are based around armies. What I always thought was slightly brilliant about Mordheim was that each Warband was mostly self-contained; they didn't have outside support and weren't supporting an army. This is ideal for a game like Mordheim, because it means that each Warband has essentially the same goals and powerlevel - They're scavening treasure hunters out to gain those sweet mons. Everyone uses the same types of gear, can steal it from others etc - It makes sure that all Warband exist on an equal level.

The issue is, if you add a Warband that is a part of an army or larger organization, the game's scope is skewed. The new Warband will have powers and conections beyond the others, and so the scavenging, cutt-throats-and-scum feel will go away - and if that's the case, you could as well just play Kill Team

But if you want a Shadow War-like game, I think the best bet would be either Heralds of Ruin's Kill Team or maybe Necromunda - I don't think I'll try my hand with such a game just yet I've already preoccupied with making this a thing.

I hope your mates might wanna check this out anyway though - Maybe they'll borrow you some models? C:
   
Made in us
Posts with Authority





 The Wise Dane wrote:
I hope your mates might wanna check this out anyway though - Maybe they'll borrow you some models? C:


Maybe. I'd do it to support them trying it. I've a few cultists laying about (and I mean 'enough cultists to populate a small town).

We may even experiment with adding other factions to it. I'll let you know how that turns out.

Mob Rule is not a rule. 
   
Made in gb
Mighty Vampire Count






UK

Hope to have a read through over the weekend - well done

I AM A MARINE PLAYER

"Unimaginably ancient xenos artefact somewhere on the planet, hive fleet poised above our heads, hidden 'stealer broods making an early start....and now a bloody Chaos cult crawling out of the woodwork just in case we were bored. Welcome to my world, Ciaphas."
Inquisitor Amberley Vail, Ordo Xenos

"I will admit that some Primachs like Russ or Horus could have a chance against an unarmed 12 year old novice but, a full Battle Sister??!! One to one? In close combat? Perhaps three Primarchs fighting together... but just one Primarch?" da001

www.dakkadakka.com/dakkaforum/posts/list/528517.page

A Bloody Road - my Warhammer Fantasy Fiction 
   
Made in dk
Bonkers Buggy Driver with Rockets




Denmark.

 Adeptus Doritos wrote:

Maybe. I'd do it to support them trying it. I've a few cultists laying about (and I mean 'enough cultists to populate a small town).

We may even experiment with adding other factions to it. I'll let you know how that turns out.

Feel free to I'll be looking forward to it.


Automatically Appended Next Post:
 Mr Morden wrote:
Hope to have a read through over the weekend - well done

Thanks I hope you'll like what you read!

This message was edited 1 time. Last update was at 2018/01/05 14:43:13


 
   
Made in dk
Bonkers Buggy Driver with Rockets




Denmark.

UPDATE - The Special Missions, as well as the Ending Missions have now been written, so now you can actually play an entire Death World campaign for real! All Missions can be found in the Missions file.

Now, onto turning all of this into finished PDF rulesets with pictures and all
   
Made in us
Veteran Knight Baron in a Crusader




Oakland, CA

Thanks for doing this! I'm looking forward to seeing the finished product!
   
Made in dk
Bonkers Buggy Driver with Rockets




Denmark.

I just remembered that one of my buds creates a picture-by-picture story of one of our Death World matches! Sadly it has no battle report attached, but that may come another time

Nevertheless, it should give you a decent idea of the size, scope and style of the game. I play the Meks, while my opponent plays Imperial Remnants, styled as Rogue Traders.

https://Pixton.com/ic:s3ihup0c
   
Made in dk
Bonkers Buggy Driver with Rockets




Denmark.

A compilation document of all items, Hired Guns and Legendary Artifacts has been created! It's called "The Market" and can be found up in the OP, under Items.

Edit: I had some time on my hands, so I up and made the Rulebook while I was here as well! Almost every single part of the game can be found in this one document.

Now, unto the Warbands!

This message was edited 1 time. Last update was at 2018/01/27 17:16:19


 
   
Made in us
Veteran Knight Baron in a Crusader




Oakland, CA

Thanks for putting this together - I'm looking forward to giving it a go.
   
Made in dk
Bonkers Buggy Driver with Rockets




Denmark.

The entire Rulebook is now complete, and with that, the game itself can be considered wholly complete and ready for play! And it only came out at 195 pages

Now, to kill my ink cartridge printing this monster!

You can find the rulebook here: https://www.dropbox.com/s/mwbu8a0fd5pm1xm/40k%20Death%20World%20-%20Rulebook.odt?dl=0

This message was edited 1 time. Last update was at 2018/01/29 23:34:34


 
   
Made in dk
Bonkers Buggy Driver with Rockets




Denmark.

Just this evening, I had a test game with one of my mates, first time playing with the physical rulebook! Here are some snapshots of the battle.



The battle was a Turf War between my Meks, Zapp'eads Workshop Krew, and my mate's Mektowner Remnants, the Rouge Raiders. The Raiders were spoiling for a fist-fight but the dusty Arids, where the game set place, had other plans... A strong Gale blew directly against them, reducing their movement and slowing down their advance. This played right into my Krew's hands as they set up comfortably in the nearby ruins.





The Raiders struggled on, and it looked very bleak for my two Heroes. While Boss Mek Zapp'ead managed a few hits with his Mekgun, his right-hand Ork completely whiffed with his Rokkit Stikk ("i's da wind, I swearz!"). The Raiders strode on with weapons ready...

But suddenly, the air rippled and tore open and a dread Chaos Spawn spilled out just beside the warring factions! We tried to find one of our club's Spawns, but sadly, we had to make do with a Bloodletter.





With a few lucky rolls, my Meks managed to mop up most of the raiding Raiders, but soon, the Spawn stopped attempting to eat my poor Grot holed up in the nearby building and looked to the green buttocks of my Mek Hero! Even more unlucky, the Spawn managed to have no less than 12 Attacks this turn, all with Strength 4... Luckily, my Mek managed to survive the onslaught; damaged and in the dust, but alive! Until the Raiders' Leader bumped him in the head and claimed the kill but still, pretty darn lucky if you ask me.



I thought the game was done - I owned one building and my mate only contested one with me, but he had been clever. One of his Henchmen had been hidden away in the last building, which secured him a bitterly-won Draw!

While I had come up on top all in all, the Post-Battle Sequence showed something else... I lost my trusty gunslinger Grot Helpa, who had died attempting to jump unto one of the Raiders! The Raiders had lost one of their Youngsters, the magnificent, the brave, the unstoppable Kenneth!... Until now of course. Another Youngster is sure to follow him soon enough. The Raiders bought themselves a Boltgun and several gizmos to aid them in the next fights, while my Meks hadn't found a lot of Loot and as such were starved for money. Luckily I managed to produce a Shotgun for free, which at least helped my disastrous Exploration roll!

While buying new items we imagined how the two Warbands must've gone to the Mektown markets and glared at each other with hate and vengeance in their hearts... It won't be long before these Warbands will clash again out into the Wastes!

I hope you liked this short Battle Report, and perhaps gave you an idea of what this game is about
   
Made in dk
Bonkers Buggy Driver with Rockets




Denmark.

Hey again! It's time for another small Battle Report (or two very small Battle Reports, rather), with a few pictures to follow. Me and two buds played a few games at our local store, with a couple of interested onlookers watching by as all our plans went to ruin



The first battle was against Imperial Remnants, with the Rising Horde Objective... So of course he brought about a dozen warriors against my measly eight-Greenskin Mek Warband! While a thick fog enveloped the battlegrounds, holding back the majority of his firepower, one of his Heroes had managed to gain the Longsabre Legendary Weapon, which ignores such sight-reducing nonsense! It was not looking well at all...



But then, out of nowhere, two Chaos Spawn suddenly appeared on the table, each of them close to his forces!... And of course, I forgot to take pictures of it -.- But regardless, my opponent decided that he'd rather face off the Spawns with me and gain the Experience boost that would entail (A specific rule only appliable when rolling the 61 result on the Random Happenings table. Yes, I managed to roll two Chaos Spawns on this roll...) but he never had the chance, as my Grots and the Meks ran tail the moment it was my turn! Not my best game, but I did survive in a better state than I expected!



In another game, the same Imperial Remnants fought the Rouge Raiders from the last Report, now with sweet, custom-made models! The Raiders had unearthed a Claim, and wished to keep it from the grubby Imperial's hands...



... By picking it up and running with it, using a Sprinting Youngster! No way the Imperial Horde would be able to catch him with that speed!



It didn't take long for the Imperials to begin to pick out the Mektowners one by one, and a few faulty Initiative rolls made their Heroes fall from their ruin and damage themselves in the process! The Mektown player soon decided to rout, to keep the rest of his warband safe... Is there nothing that can stop this Imperial Horde?

- - -

Throughout the last five games, I have been looking through the issues we've had while playing, and how to improve the experience. Here are a few issues I have spotted, which I aim to change in the next version of the basic ruleset.

* Negative Weather Effects are too prevelant: While the Weather of the game was always meant to be a fly in the lotion of the players, the current weather effects have a tendency to be focused in one area specifically (Negatively affecting ranged weapons). To improve upon this, the "Calm Weather" roll (which does not add Weather Effects) will be made more common. In addition, the "Fog" result will be heavily retooled to be less completely game-changing in scope. The Dusty Winds result may also be changed, in an attempt to make it less generally restrictive to the players.
* Weather Roll "The Storm" will be removed: We all agree: Having the Mission change just before a game starts is frustrating and often annoying to have to do over. "The Storm" Weather Effect had this effect, and will be removed and replaced.
* -1 WS modifier will be applied to dual-wielding models: In Mordheim, there are no negative effects to using two weapons, other than it doesn't allow a model to use a shield, which improves the model's resilience. This item does not exist in Death World however, so dual-wielding suddenly becomes extremely powerful when given to a host of Henchmen. Dual wielding will now garner a -1 WS modifier, or maybe something similar (Models have +1 to hit them, model has -1 to hit others?...).

This is the current changes that will be made, though there are many other issues left that I am still thinking over.

I hope you have enjoyed this little update! More is sure to follow soon Stay strong out in the Wastes, and don't let the Nurglites get ya!
   
Made in nl
Fresh-Faced New User





AND I WOULD HAVE WON HAD I NOT LOST! NYEEEEEEEEEEEEEEH.

This message was edited 1 time. Last update was at 2018/02/09 21:57:08


 
   
Made in dk
Bonkers Buggy Driver with Rockets




Denmark.

Hello again survivors!

It's been some time since I updated last, but I've been very sick (Nurgle's being a real nuisance this winter, I have stuff to do dammit!) and haven't had the option to play much. However, I'm fresh now and ready for some Death World carnage!

First of all, we have some rule changes. We've spotted throughout our games that certain rules just didn't work as intended, so I've gone through the main rulebook and changed what needed to be changed.

- A new way of balancing Warbands: We've noticed that, no matter what we do, Low Rating Warbands cannot challenge High Rating Warbands in any proper way, which furthers the players from each other on the playing field and reduces the amount of players that can play each other collectively. To counteract this, a new rule-set will be set into place - If a Warband has a Rating higher than 50 compared to the enemy Warband, it must leave models at home until it is under 50 Rating Points over the enemy Warband. This reduces the Warband's strength and size, but not the model's own power; the underdog here is still in for some fight Of course, if the Warband does not bring a Hero or two, those Heroes can still aid in Exploration; it's not like they weren't ready in the first place!
- Dual-wielding now confers a -1 WS penalty: As mentioned in a previous post, dualwielding became very powerful early on, especially on cheap chaff Henchmen - Two mauls on a Fighter and you were good to go. However, this is not that balanced in this game, due to the absence of easy access to high armor saves. The dualwielding rule has been changed to reflect that.
- The Weather-table has been retooled: No more The Storm, rarer Night games and more regular Calm Weather should be the order of the day now! The two major Weather rules to give people issues have also be changed somewhat to be less annoying to work around (Dusty Winds and Fog, respectively).
- Shotguns now cost 15 gc: I did not realize that a 12" range hurts regular shooting weapons that bad, so for now, Shotguns are at half price, which should allow the players to get cheap S 4 weapons with some serious negatives to them as well.
- Most Drugs, Poisons, Special Ammo and Mods have been sightly reduced in price: As it stood, the price for these one-use items felt prohibitive, rather than a fair sacrifice for the power they give. With varying reductions between 5-15 gc for most of these items, hopefully they will be more attractive.
- Neutral Models cannot spawn during Showdown at Dawn: You'll see below. Gosh that was annoying.

So that is essentially it for changes! Here are a few pictures of one of my recent battles, the first Special Mission in fact! It was a Showdown at Dawn, and I had a score to settle with the Imperial Horde...



We met at a mountainous outpost out in the dry Wastes, and both of us chose a great champion to represent us! The Imperials, obsessed with this "honor" thing as they are put forth their leader, a nasty piece of work with Boltpistols to spare and a chip on his shoulders. My merry Meks were more inclined to spice the fight up a bit, so Rokkit Boy got the short straw - I just had to hope his Rokkit Stikk wouldn't hit anyone else!



Slowly but purposefully we inched towards each other, eyeing the opposition all the while. Who was going attack first? Were anyone even thinking of breaking the Code? The tension rose as both Warbands crawled through the rubble...

But wouldn't you f**king know it. A Chaos Spawn popped in to say hi.



... Well that was that duel I suppose.

The Imperials got rid of the monster quickly and turned their attention to me, but I was all ready to get out of dodge! I left with a bruised ego, but +1 CP for not breaking the Code!

- - - - -

And now, as a small bonus for you all, here is a WIP image for the future, illustrated rulebook for Death World! The proprietor of the Rouge Raiders from an earlier post has taken it on himself to create imagery for the rulebook in the vein of the original Mordheim rulebook. While it might not be as gothic as that old thing, I love it and believe it will fit the setting perfectly! Take a look, and make sure to check out Zcee Nok's stuff! (Get in here dude and share a link )



Isn't it great?

This was all I had for this post, but I hope you all will stay tuned for later!
   
 
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