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![[Post New]](/s/i/i.gif) 2018/12/23 01:06:50
Subject: Kill Team and adding extra rules?
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Impassive Inquisitorial Interrogator
U.K.
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Hello all,
I have Kill Team, and whilst it feels good to play i'd like it to have a bit more depth. I love the rules for weapons and ammo in Necromunda as well as the swathes of equipment that just adds more depth. Does anyone know of anyone that has added ammo rules and the like to Kill Team, perhaps just oporting some rules straight over? Alternatively taking forces from Kill Team and placing them in Necromunda?
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3 SPRUUUUUEESSSS!!!!
JWBS wrote:
I'm not going to re-read the lunacy that is the last few pages of this thread, but I'd be very surprised if anyone actually said that. Even that one guy banging on about how relatively difficult it might be for an Inquisitor to acquire power armour, I don't think even that guy said that. |
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![[Post New]](/s/i/i.gif) 2018/12/23 03:14:11
Subject: Kill Team and adding extra rules?
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Contagious Dreadnought of Nurgle
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I don't see why you couldn't port rules from Necromunda, 2nd edition etc. directly over to kill team. Try it out with a few games and see what works.
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![[Post New]](/s/i/i.gif) 2018/12/23 03:48:08
Subject: Kill Team and adding extra rules?
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Junior Officer with Laspistol
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You could always play Necromunda... Just sayin.
I think the best part of Kill Team is the relatively streamlined rules that let it play quickly and fairly cleanly.
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![[Post New]](/s/i/i.gif) 2018/12/24 16:23:54
Subject: Kill Team and adding extra rules?
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Committed Chaos Cult Marine
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I don't really see a need for Kill Team to worry about ammo and equipment like in Necromunda. These are, mostly, professional soldiers already armed with the best weaponry available to them and presumably outfitted with enough supplies to last the mission on hand. What they aren't, mostly, are a bunch underhivers who sometimes struggle to scrape together a couple full autorifle magazines worth of bullets. They are very different kinds of skirmish combat even though the number of combatants is about the same.
You could argue that the Kill Team isn't exactly the most elite forces (read: no marine veterans/chosen), but that is more of a balance/too many data sheets thing I suspect. I am not totally against Nercomunda gangs being used in Kill Team, but I am also not very in favor of it being a thing either. Right now, I think I prefer them separate as stated they are two different levels of combat and its not like Kill Team is hurting for choice of faction with the nearly 20 available.
As for rules complexity, I appreciate, to some extent, that Kill Team is basically just the 40k data sheet for a unit with only the options available in the current selling kit. Even if as a CSM player (who fields mostly marines) I feel really hamstrung by that decision. I like the stripped down, streamlined rules which is about the amount I want to deal with right now. I just think there is a bit of lack of detail to terrain (like 40k) and mission types. Both of which can be easily fixed by the players creating their own to match the terrain they have the kind of game they have. I only have to go as far as the 40k BRB to get some ideas for custom missions.
If you do want lots of weapon and/or wargear options the Space Marines have you covered. And if you don't like the basic Astartes, no one I have encountered had an issue with a player deciding on using their marines as Deathwatch (in fact, that is exactly what most players seem to do) who have all kinds of crazy ammo options as well.
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![[Post New]](/s/i/i.gif) 2018/12/27 15:34:48
Subject: Kill Team and adding extra rules?
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Impassive Inquisitorial Interrogator
U.K.
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Its more running out of ammo in clips and having to reload, hiding, line of sight, auto weapons acting how they should fluff wise compared to las weapons and so on. I don't really care about weapon and wargear options for Marines, they would generally not be used except for in rare cases as on offs utilizing the movie marine idea. Youre thinking along a very different line to me, id= suppose I could just port units from KT into Necromunda, with their special rules etc and add CL, NV and the like as well as other equipment
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3 SPRUUUUUEESSSS!!!!
JWBS wrote:
I'm not going to re-read the lunacy that is the last few pages of this thread, but I'd be very surprised if anyone actually said that. Even that one guy banging on about how relatively difficult it might be for an Inquisitor to acquire power armour, I don't think even that guy said that. |
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