"Retirement" plan for end of campaign

joeturn

Juve
Feb 10, 2024
15
33
13


The sands of the skid shifted and exposed something too tempting for my and a mates' mobs. Heartily recommend mixing it up, much as I love orks and oddmobs.

Had a lot of fun cooking up rules. Deliberately overtuned so I think no GM mob could take them on, but after being taking to bits individually we finished a nail biter where we successfully 2v1ed the Necrons.
 
I don't know what rules you cooked up, but do you remember the original 2nd edition 40k Necron rules? They were pretty tough. (A Necron warrior was around 45 points, IIRC, in a world where space marines were 30.)
 
I don't know what rules you cooked up, but do you remember the original 2nd edition 40k Necron rules? They were pretty tough. (A Necron warrior was around 45 points, IIRC, in a world where space marines were 30.)
That was the first white dwarf I ever bought! As such I wasn't really that aware of the rules. It took some willpower not to scour ebay to populate that tomb with original metal warriors though, for nostalgia purposes.
 
If you still have it, then 2nd edition 40k rules/stats should be quite easy to transfer over to GoMo. Except guns are generally less powerful in GoMo.
 
Oh yeah I had forgotten about that! Definitely a subconscious inspiration. Ours were a little different. We did Necrons only go OOA after 5 flesh wounds/down results, can't suffer coup-de-gras and reanimate each of those on a 6 in their recovery phase so you had to really focus to take one out. Scarabs started with 5 wounds 5 attacks and lost one attack per wound suffered, and did auto pen to vehicles. Otherwise pretty similar, I went with 3+ instead of 2+ except on Necron characters (my warriors are modelled as decaying/flawed and a 2+ in GM is insane).