@Platuan4th
I had a couple of ideas in mind... There seemed to be a couple of things that come up again and again on the forums.
1. The campaign system for the game (as well as the Necromunda system) is a little static - it doesn't give you much in the decision making process - it is a lot of just rolling dice to see what happens to you gang. I think they tried to improve upon this in the Mordheim, and they did a good step in the right direction... this system could easily be re-incorporated into the GorkaMorka Rules.
2. There is a lot of flavor in the game fluff, but in the actual game, you can only be a Gorker mob or a Morker mob... In Necromunda there were 6 basic flavors, then about that many again (about 12 or so different gangs in total). In necromunda, the six basic gangs just had different choices of skills (with some skills overlapping between gangs). But in Mordheim the gangs have much more development and they all seem unique with different tacticts for each gang type. Maybe GorkaMorka could never reach this level because no matter how creative somebody is with the Mob rules, they just wouldn't have the variety that we saw in Mordheim.
3. In smaller gaming groups (of 3 or 4 mobs), which I would venture to guess that about 90% of people who play this game only play with 2 or 3 other people, If a gang looses the first couple of games, they never have a chance to catch up. The classic run away loser syndrome... it was a problem with all of GW's Skifmish games, as well as Bloodbowl.
4. The game is based on 2nd or 3rd edition rules of WH40k, so it would just need a overhaul to 5th edition. The 5th edition rules seem very streamlined.
As long as I am laying out some ideas for some changes... here I go...everybody, please let me know what you think:
Inspiration
I have been really inspired by the Artwork on page 29 of Da Roolz, Artwork on page 91 of Da Uver Book
1. .D6Waaagh! This is a concept that not only is a 6 always a success, but it give you an additional benifit, such as you get to roll an extra dice to-hit (shooting and close combat), or if you roll 6" to thrust, then you get to thrust an additional D6", and other cool things.
2. I wanted to use the "luck" rules that are in Legends of the Old West. The luck let you add or subtract 1 from a dice roll, or re-roll - I think... I can't remember exactly.
3. More variety of mob types: Crazy Mekboy Gang Leader, Mad Doc Mob Leader, Morker Nob, Gorker Nob, Runtherder Mob, Muties/Kroot (Ratskin rengades w/ booby traps), Reble grots, Scrap Prostertor Mob, "Arms Dealer" Mob, Fuel Salesmen. - Each mob type has access to different skills, unique weapons, equipment, vehicles, and special equipment. - commidies (scrap, food, ammo, gunz, special scrap for story arc, etc.)
4. Like I said above, streamlined rules like we see in 5th edition.
5. .I had an Idea for something I call the" Thrust-o-Matic 3000" for determining a vehicle’s next action. basically, it is a selector that makes you choose (in secret) the next action for your vehicles - this way you have to commit to a thrust before hand. Adds a little more planning to the game and works well for" tailing and racing rules" if number 6 below is also used.
6. Possibly, a interlaced turn sequence, instead of the IGO-UGO that is so typical to GW games, I was thinking it would be neat to alternate activation - this might even be better for multi player games, such as Da Rumble. I would hope it would feel like you are always doing somehting besides waiting for the other guy to complete his turn.
As you can see, these are just rough ideas at this point, but I think they could really help to make the game 'sing'.
The key concepts I would want to keep in mind while developing these rules are:
Ramshackle
Fast Paced Play - Waaagh!
Elegant and easy to remember rules (not too may charts or tables to bog down play)
Also, I had no idea that the Necromunda living rulebook had not been updated in years!
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