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		<title><![CDATA[Latest posts for the thread "Killteam +: A Campaign Ruleset Project"]]></title>
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		<description><![CDATA[Latest messages posted in the thread "Killteam +: A Campaign Ruleset Project"]]></description>
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				<title>Killteam +: A Campaign Ruleset Project</title>
				<description><![CDATA[ Hey all,<br /> <br /> Just to start with I know Heralds of Ruin exists, however being that many of us game in the <span class="glossaryitem" onmouseover='gp(50);'>GW</span> stores, we are not allowed to run 3rd party rule sets like that. So that brings me to the post.<br /> <br /> I know I'm new on dakka, but I've been playing and organising local events for years, and with a recent change in locale have found myself having to organise those events in the local <span class="glossaryitem" onmouseover='gp(50);'>GW</span> store, which imposes far more limitations on what can be in the events. Now several players in my store and on here have lamented the missed opportunity to expand the old killteam rules with campaign rules, upgrades, consequences for death etc etc<br /> <br /> That's where I want to step in, I want to design a campaign Ruleset that only ADDS on top of the existing <span class="glossaryitem" onmouseover='gp(50);'>GW</span> killteam rules. This will create a far higher chance of success in implementing it in <span class="glossaryitem" onmouseover='gp(50);'>GW</span> stores. This means the following;<br /> <br /> NO changing of the core rules<br /> NO removing elements of the core rules<br /> NO rules that supersede the core rules<br /> <br /> For this to work at all all the core rules must remain in tact, which makes it tricky to balance that, and introducing a fair and interesting expansion on the existing play style. It also has to keep to KISS (keep is simple silly) and just be easy to learn and manage.<br /> <br /> -----------------------------<br /> <br /> To this end I have created a google doc, I've literally just started as I'm bored and inspired on a train but as its a live document you'll be able to see changes I make as I make them. I'll link it here and give everyone the power to look at it and maybe leave notes.<br /> <br /> What I'm here for are rules/systems/ideas that you would love to see implemented into this Ruleset, either leave your idea here or as a comment on the document. <br /> <br /> <div style="margin-top:5px; margin-bottom:10px;">
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<a href="https://docs.google.com/document/d/1kiZC763QbwzJHawYeQFIrasS9AEhw2Ka9xtUQjrIklE" target="_new" rel="nofollow">https://docs.google.com/document/d/1kiZC763QbwzJHawYeQFIrasS9AEhw2Ka9xtUQjrIklE</a>
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</div><br /> <br /> Cheers all,<br /> <br /> Qwerty]]></description>
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				<pubDate><![CDATA[Wed, 7 Sep 2016 10:16:52]]> GMT</pubDate>
				<author><![CDATA[ Qwerty2jam]]></author>
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				<title>Killteam +: A Campaign Ruleset Project</title>
				<description><![CDATA[ Increase point cost to 250, remove 2+ armor save restriction, and allow to take single models at the model cost.<br /> <br /> Boom problem solved you have a better kill team narative. ]]></description>
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				<pubDate><![CDATA[Wed, 7 Sep 2016 14:09:05]]> GMT</pubDate>
				<author><![CDATA[ Backspacehacker]]></author>
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				<title>Killteam +: A Campaign Ruleset Project</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/77de89ee93f57978239e896f2fc0dd08.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/701770/8887541.page"><b>Backspacehacker wrote:</b></a><br/>Increase point cost to 250, remove 2+ armor save restriction, and allow to take single models at the model cost. </div></blockquote>Agreed on the last point. As for the rest, couldn't disagree more.<br /> <br /> But <span class="glossaryitem" onmouseover='gp(280);'>OP</span>, good luck!]]></description>
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				<pubDate><![CDATA[Thu, 8 Sep 2016 02:08:26]]> GMT</pubDate>
				<author><![CDATA[ f4ction]]></author>
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				<title>Killteam +: A Campaign Ruleset Project</title>
				<description><![CDATA[ Sadly I can't change the core rules, as stated in the original post. If I could this would be so much easier but if this wants any chance of being accepted in <span class="glossaryitem" onmouseover='gp(50);'>GW</span> stores it has to keep those rules in tact.<br /> <br /> Sorry but keep the advice coming.]]></description>
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				<pubDate><![CDATA[Thu, 8 Sep 2016 02:40:21]]> GMT</pubDate>
				<author><![CDATA[ Qwerty2jam]]></author>
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				<title>Killteam +: A Campaign Ruleset Project</title>
				<description><![CDATA[ I'm not a fan of the global leadership losses as this REALLY hurts horde armies (imagine running the 30 boyz mob and losing a few post-game! The potential leadership changes could grind them to a halt instantly). I know the odds aren't high at all, but the potential for an army destroying result is still there.<br /> <br /> I'd look at:  Post game, each <span class="glossaryitem" onmouseover='gp(140);'>VP</span> earned in the last match grants you D3 points to spend on squad upgrades and/or wargear.<br /> <br /> You can purchase an individual model (as opposed to a squad) for twice the cost of a single model (got to make it costly so people don't just spam heavy weapons etc). This can't be done initially but can be taken after the first game (to represent reinforcements).<br /> <b>Alternatively, you can just purchase a new squad as per normal costs, restrictions etc.</b><br /> <br /> Stick with a max of three specialists and one leader and, after the first battle, only models that have taken part in a game may be upgraded to a specialist (or replace the leader). Although this could be tweaked to taste. Maybe increase the cost further if you bring in a newbie with a specialist skill?<br /> <br /> I like your injury chart, but I'd probably go with 1 - dead, 2 - serious injury, 3 minor injury, 4-6 full recovery just so it's not so unforgiving.]]></description>
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				<pubDate><![CDATA[Thu, 8 Sep 2016 02:52:41]]> GMT</pubDate>
				<author><![CDATA[ f4ction]]></author>
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