Necro mordheim

JmOz01

Ganger
Nov 30, 2017
69
31
23
Parshall ND, USA
jawedel01.wixsite.com
Has anybody thought about combining the two games. What you take from each game?

My first thoughts is using necromunda actions in mordheim. Probably have to adjust a number of things.

I would love to hear what other people are thinking
 

JmOz01

Ganger
Nov 30, 2017
69
31
23
Parshall ND, USA
jawedel01.wixsite.com
This is my first draft, can people tell me what they feel should be changed, was left out, etc...

NecroHeim

The goal of this project is to combine elements of the 2017 release of Necromunda with Mordheim. To use this document a familiarity with both games will be needed.

The basis of the game is Mordheim but with elements of Necromunda grafted:

What you will need (pg 5):

Add: 3x5 Cards for each hero and henchman group

Add to markers: markers can be placed on cards to prevent clutter. A new kind of marker is needed

Characteristics

Add to Characteristic Tests: A few attributes are written as #+, when taking a test with these skills you wish to roll above, not below the attribute

Turn (pg 8)

Remove this page, replace with page 45 of Necromunda Underhive. Remove all future references to phases. During the Priority Phase you can add the initiative of your highest leadership model (Your “Leader”) to the priority phase

Henchman groups are activated as a single character

Movement (pg 9-12)

The movement rules are written based on the phases, see the appendix for how various aspects are now Actions in the Action phase. As a general rule all modifiers are still in effect, but now occur when a character is activated (so a compulsory move happens when the fighter is activated, not at the start of the turn). Reference Index for interpose.

Shooting, Close Combat

Replace Closest shot and cover rules with Necromunda rules, replace character BS Score with the base to hit number from chart on page 14

Replace to wound chart with dice table from Necromunda.

Modify Knocked down as follows: When a character is knocked down they cannot move, except to make the crawl maneuver, furthermore they are -2 WS.

Replace Parry with the Parry rules from Necromunda

Leadership & Psychology

The rout test: Use the rules for bottle tests

Use Necromunda end phase, but the following changes: Bottle tests are called rout tests.

Do not use the recovery tests. All cool checks are based on leadership (calculate LD+ as 14 - Ld stat on original profile)

Leadership aura becomes 12” (any increases should be given a +6”). All heroes get an aura of 6”

All alone checks happen when a character is activated

Fear: Failed fear rolls cause a -2 WS instead of requiring a 6

Frenzied: Gives +1 attack, instead of doubling the attacks

Stupidity: A failed stupidity test causes the loss of one action

Weapons

Crossbows require the reload action after every firing, this replaces move and shoot, Reload (1)

Slings, Repeater Crossbow: Fire twice changes the action to Shoot (simple):

Thrown Weapon: Aim is a free action, replaces perfect balance

Blackpower Weapons: Require two reload actions to reload weapon. Reload must happen after every shot. A brace of pistols removes this limitation: Reload (2), Brace Reload (1)

Handguns & Long riffle have Reload (3): Requiring 3 reload actions to reload the weapon




------------Apendix--------

Following actions from necromunda. Pinned is the same as knocked down, Serious injuries count as stunned

Move, shoot, aim, charge, Take cover, Coup de grace, Fight, retreat

Clear Head (double): Recover from Stunned

Hide (Standard) per the rules in mordheim, a fighter may shoot prior to hiding, but once hidden cannot take any other action.

Cast (Standard): Wizards only, may cast a spell per the rules in Mordheim
 

Loriel

Gang Hero
Nov 27, 2013
1,643
3,070
173
32
Kangasala, Finland
Eventhough I have bough the n17 I still haven't played any real games with it other than theoryhammered some of the rules. I don't see no problem to implemet core rules for "mordheim" setting. I personally didn't like too much mordheims henchman group system (which lead for me to actually use 1 henchman per group during my own campaign and used them as "named characters")

Only "problem" I could see here if you have 5 x henchman in single activated at the same time it is really big advantage over regular champions heroes etc. I would probably think twice about making this as "core rule", it could be more like somekind of advanced rule or skill for hero to be able to command multiple hencman at the same time instead.
 

Ardavion

Gang Hero
Nov 22, 2011
713
1,012
103
I personally didn't like too much mordheims henchman group system (which lead for me to actually use 1 henchman per group during my own campaign and used them as "named characters")

Only "problem" I could see here if you have 5 x henchman in single activated at the same time it is really big advantage over regular champions heroes etc. I would probably think twice about making this as "core rule", it could be more like somekind of advanced rule or skill for hero to be able to command multiple hencman at the same time instead.
One way to consider it is that Gangers in N17 are considered pretty much "single-grouped henchmen" as they stand, so you wouldn't need to bring the henchmen groups over into the N17 ruleset and have the activation headache.
 
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JmOz01

Ganger
Nov 30, 2017
69
31
23
Parshall ND, USA
jawedel01.wixsite.com
Yah, that was kind of what I was thinking after Loriel's comments...I think for balance and feel reasons to keep them "grouped" (Same weapons, XP, etc...) but allow them to activate individually...I reread the Mordheim rules and released I have been doing something wrong for 20 years (Namely we always kept the groups within 1" of each other
 
May 25, 2016
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Would love to have N17's activation system in a new version of Mordheim. Especially making use of the willpower, cool, and intelligence stats for the setting.

Some of you may remember the old Insanity Rules from Town Cryer 8: "One of the things lacking in the Mordheim rulebook are rules to simulate the deteriorating effects the city has on the minds of those who brave its dangers. From the background stories in the rulebook one gets the feeling that madness and insanity are common occurrences in the City of the Damned but strangely there are no rules for this in the rulebook. "

I can imagine all kinds of fun rules and willpower tests being made with that system.

Some of the entries on the table would need to be balanced though. For instance, Multiple Personalities, where you could have the potential of a Youngblood having their stats indefinitely changed to a vampire and begin accruing skill advancements far too quickly.