Switch Theme:

Better(?) levelling system for a Kill Team 2018 campaign  [RSS] Share on facebook Share on Twitter Submit to Reddit
»
Author Message
Advert


Forum adverts like this one are shown to any user who is not logged in. Join us by filling out a tiny 3 field form and you will get your own, free, dakka user account which gives a good range of benefits to you:
  • No adverts like this in the forums anymore.
  • Times and dates in your local timezone.
  • Full tracking of what you have read so you can skip to your first unread post, easily see what has changed since you last logged in, and easily see what is new at a glance.
  • Email notifications for threads you want to watch closely.
  • Being a part of the oldest wargaming community on the net.
If you are already a member then feel free to login now.




Made in us
Raging Ravener




East Orange

Hey guys if this is the wrong forum let me know and/or just move it.

Just finished reading a store copy of the rulebook for the new kill team and it doesn't quite scratch the itch of what I wanted from a really immersive skirmish/campaign for the 40k setting (happy to admit Im stuck in nostalgia of what I always dreamed a 40k mordheim might be). So I thought of a very simple fix - kill team 2018 rules with a single change (maybe 2) of using the mordheim roster for experience and mordheim level up chart, referencing new skills to the current (KIT'18) skill trees. Initiative is switched for 1" extra movement and youre done.

"Heroes" would be your specialists, lets say 5+leader and keeping the restriction of 3 specialists used during any match. The rules are a bit odd to me about who can be a specialist (literally anyone with a specialty - who the heck invented specialism. ....

My one other "fix" would be allowing any of your "heroes" a better selection of appropriate wargear from that army to offer some interesting conversions but this is just a fun thing and I probably won't implement it for the obvious balance reasons unless my whole group was on board.

The only actual leg work I can think of for this kind of port is figuring out max stats for the hero advancements.

Also anyone selected as a specialist/hero would still get the first ability free from their specialty as intended.


Thoughts, suggestions, help with which max stats would be appropriate?
   
Made in pl
Fixture of Dakka




"Heroes" would be your specialists, lets say 5+leader and keeping the restriction of 3 specialists used during any match. The rules are a bit odd to me about who can be a specialist (literally anyone with a specialty - who the heck invented specialism. ....

I think it was either the asyrians or hetits, both had engineers corps, and "tank" aka heavy chariot companies with raiders of those being treated by the ladies like WWI or WWII fighter aces.

If you have to kill, then kill in the best manner. If you slaughter, then slaughter in the best manner. Let one of you sharpen his knife so his animal feels no pain. 
   
Made in vn
Battlefortress Driver with Krusha Wheel






Meh, just play Heralds of the Ruins. It's Kill Team but made by fans. It's super in depth with so many options and paths for your characters.
   
Made in ca
Implacable Skitarii




Ottawa, Canada

 lolman1c wrote:
Meh, just play Heralds of the Ruins. It's Kill Team but made by fans. It's super in depth with so many options and paths for your characters.


I second this. I've been playing Heralds of Ruin with my buddies, and it definitely scratches the super customization itch.

| | Krieg | |
30k: Alpha Legion | | Blackshields 
   
Made in us
Raging Ravener




East Orange

Ive had enough trouble getting my friends to play 40k, they've only come back because of how streamlined 8th is so im hoping I can use that aspect of kill teams being 8th ed rules with the level up system from when we all played mordheim together to offer a lot more character.
   
 
Forum Index » 40K General Discussion
Go to: