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Post by Ah crap it's him on Oct 13, 2015 1:57:00 GMT -6
So... Who wants to play test the stupid super early phase of a mordheim style for 40k in a d10 world skirmish game?
I'm pretty much ready to go with phase 1 of this dirty little project. Attempting to build in a bit more rpgish aspect to the game which means fundamental mechanics won't change much but the spectrum range of dice rolls should.
Hoping to have a couple people play test out the first two army lists against eachother, and themselves, to see how it feels and if this is a monster worth pursuing, or if this disgusting mental love child should never see the light of day.
I'll post a link to Dropbox PDF rules tomorrow with the finest basic warband lists. Going with standards: vanilla marines and chocolate guardsmen.
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Post by Joelercoaster on Oct 13, 2015 7:11:07 GMT -6
Boner rating: +1
I really like Necromunda, and have been Mord-curious for a while now... so this sort of thing sounds right up my alley.
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Post by OneEyeRob on Oct 13, 2015 8:04:41 GMT -6
Most of what you said doesn't make any sense to me, because I have no exposure to Mordheim or Necromunda, but I like 40k, I like Rpgs, and I would be totally down to playtest.
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Post by Joelercoaster on Oct 13, 2015 9:10:22 GMT -6
Necromunda/Mordheim are the 40k/Fantasy Skirmish specialist games. I've never played Mordheim, but understand that it functions very similarly (although you can make a band out of most available Fantasy races).
In Necromunda, you take ownership of a Gang (Necromunda being a Hive planet, where gangers fight for territory/ancient tech/etc in the under-hive). So barring some special lists, you're all humans, where T3 is swell and the Lasgun is actually a great weapon to have. You'll probably start with 8-11 bodies on the field, but it can range a fair bit depending on how "elite" you want to be... your dude-mans all have the ability to level up gaining better stats, skills, and will also take lasting injuries over the course of their career. Different territories that you control will give you different benefits.
The rules are pretty in depth on the individual level, but it works because you're typically pushing around 10-or-less figs on the table. The base rules harken back to the days of 2nd ed/rogue trader, where "cover" is a to-hit modifier, charging into combat happens during the movement phase, and everybody has a movement stat.
Mind you, this homebrew will take as much or as little from the actual Necro/Mord rules as the minds behind it deem fit, but that should give you an idea as to the general style of the game.
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Post by rogerspacem on Oct 13, 2015 9:58:48 GMT -6
So in short you are combining d&d or exalted with warhammer? Interesting. I am willing to play test it as well. Ill keep my eyes on the forum when you post up the rules. Do you a idea in mind for us where to play test it? Dojo north?
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Post by Nick P on Oct 13, 2015 11:23:21 GMT -6
Kyle lives in AZ, so I'm assuming this is going to be more of a "hey guys, try this out if you have time and report back" than an organized play test with the creators ala Nick Baran's game Broken Contract. But we should definitely get a group together to playtest it officially once Kyle/CJ have the rules ready to go.
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Andy
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Post by Andy on Oct 13, 2015 13:49:54 GMT -6
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Post by Deleted on Oct 14, 2015 11:09:02 GMT -6
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