Adoni-Zedek
Unydun
From the Crossroads of the West...
Posts: 551
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Post by Adoni-Zedek on Nov 30, 2008 1:21:39 GMT 1
Latest rules update: 12Dec2011 games.groups.yahoo.com/group/40k2nd/files/Warpstrike/Squats have now been added! Get them while they're short! ******************* Grey Knights added this time, as well as a bunch of minor corrections and some important changes to the Mark of Slaanesh and the Sonic Blaster. ************************************* Update time again. Catch the latest here: games.groups.yahoo.com/group/40k2nd/files/Warpstrike/Or you can pm me with your email address and I'll send you a copy that way. Download it today and start having fun. At once! ************************************ This time I have a new logo to go along with the new name, thanks to Jose Veiga (Cabalier) of creacionescuriosas.com. I've also update the Warband Roster as well. Be sure to download the latest version! And go have fun! At Once! Anyone interested, pm me with your email address, and I'll shoot you a copy.
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Post by carcerdominus on Nov 30, 2008 2:38:06 GMT 1
Adoni-Zedek you are welcome to post them on my yahoo groups site for Warhammer 40k 2nd you just have to join yahoo groups (its free). games.groups.yahoo.com/group/40k2nd/ You may also find a few thing there for ideas we have 33 different codices, 2 versions of the battle bible, a exile program for figureing the cost of a model, about 20 necromunda gangs, almost 20 scenarios and a new weapons list.
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Adoni-Zedek
Unydun
From the Crossroads of the West...
Posts: 551
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Post by Adoni-Zedek on Nov 30, 2008 4:13:04 GMT 1
Okay, here's the link where you can download them: games.groups.yahoo.com/group/40k2nd/files/Mord-40k/Please give them a look and see what you think. Those of you familiar with necromunda will recognize many similarities. Please note that it has not been extensively play-tested, only the Marines and Chaos forces have been played. They seemed fairly balanced against each other, but I really don't know yet how the other forces will fair against them and each other. So if you have any suggestions, please don't hesitate to let me know.
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Adoni-Zedek
Unydun
From the Crossroads of the West...
Posts: 551
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Post by Adoni-Zedek on Dec 11, 2008 1:26:02 GMT 1
Okay, I've updated the rules a bit. Anyone here interested? Or should I hit up the other 40k boards?
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Post by El Capitan on Dec 11, 2008 1:39:42 GMT 1
I'll have a read through when I have more time. We should get a link up on the main site ? ? ? Can't really do much else from over here though
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Post by tturen on Dec 11, 2008 3:50:37 GMT 1
I can look around Christmass time.
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Adoni-Zedek
Unydun
From the Crossroads of the West...
Posts: 551
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Post by Adoni-Zedek on Dec 26, 2008 4:35:43 GMT 1
I've updated the rules a fair bit, and added an Imperial Guard warband (Gazalem III PDF defense force survivors). PM me with your email address, and I'll send you a copy. Or check the link above (but you have to have a Yahoo/Flickr! account)
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Adoni-Zedek
Unydun
From the Crossroads of the West...
Posts: 551
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Post by Adoni-Zedek on Jan 28, 2009 14:06:54 GMT 1
I don't know if anyone's interested, but I've updated the rules quite a bit, and added a couple more Space Marine chapters. Just in case anyone cares.
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Post by El Capitan on Feb 4, 2009 8:26:47 GMT 1
ive been rolling around vietnam and cambodia this past week, jsut got one more week of teaching before I get paid to sit at my desk for almost 3 weeks, ill have a full look through then!!!!
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Adoni-Zedek
Unydun
From the Crossroads of the West...
Posts: 551
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Post by Adoni-Zedek on Feb 27, 2009 14:02:32 GMT 1
Time for another update. I've added Kroot and Vespid to the Tau warband. I've got plans to add servitors to the Marine lists, but I need to find the rules for Necromunda Pitslaves first for the various options. Straight 2nd Edition ones would be kind of boring. Let me know if you find any loopholes in the rules, or any that are unclear. My main concern now is balancing the various warbands against each other. If any of you have any suggestions, I'd love to hear them!
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Adoni-Zedek
Unydun
From the Crossroads of the West...
Posts: 551
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Post by Adoni-Zedek on Mar 31, 2009 13:59:21 GMT 1
Update time! I have added servitors to the Loyalist Space Marine warbands, and lowered the maximum warband size for all Space Marine warbands from 15 to 12. Eldar (Dark, Harlequin, or otherwise) and Sisters of Battle are still at 15, with Orks, Imperial Guard, and Tau limited to 20. The latest version is available at the Link in the first post.
Has anyone tried this out yet?
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Adoni-Zedek
Unydun
From the Crossroads of the West...
Posts: 551
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Post by Adoni-Zedek on Jun 26, 2009 17:45:20 GMT 1
Time for another update. I've clarified the Tau Stealth suit, and added a few more Tau wargear items. I've playtested a few other races, now, and Harlequins are looking quite deadly (especially against Tau). Eldar vs Blood Angels was quite a deadly match-both warbands were down to two standing models and both sides had 1/3 of their troops dead after the battle.
Again, either follow the link in the first post, or pm me with your email address for a copy.
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Post by El Capitan on Jun 27, 2009 5:16:37 GMT 1
send them over ! I don't have a yahoo id
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Adoni-Zedek
Unydun
From the Crossroads of the West...
Posts: 551
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Post by Adoni-Zedek on Jun 27, 2009 14:56:12 GMT 1
There you go! Any other takers?
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Adoni-Zedek
Unydun
From the Crossroads of the West...
Posts: 551
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Post by Adoni-Zedek on Jul 28, 2009 14:34:16 GMT 1
Time for another update. I've reformatted it a bit, and added a table of contents. There's been some minor price adjusting, and some new equipment added. Let me know what you think.
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Adoni-Zedek
Unydun
From the Crossroads of the West...
Posts: 551
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Post by Adoni-Zedek on Aug 2, 2009 21:20:31 GMT 1
The only 'race' I don't really have implemented are the Daemon Hunters, the Grey Knights (aside from Black Templars, Blood Ravens, and several other chapters who did not have 2nd Edition rules). Initial ideas: Lead by a junior inquisitor, with Justicars and a Death Cult assassin being available as specialists, and Purgation marines filling the Heavy roll. Regular troops are Grey Knights and Storm Troopers. Do the Grey knights have access to Techmarines, Chaplains, or Apothecaries? Justicars fill the roll of Librarian pretty well, although there is currently the possibility of having 4 psykers (Inquisitor, and three Justicars) in a warband of 12, plus the fact that Grey Knight marines can "group cast" psychic powers. (Still not quite certain how I would handle that. Perhaps have individual grey knights be cable to initiate psychic powers with a -4 penalty, and a +1 bonus for each friendly grey knight within 6" of the initiating marine, who may not then initiate their own psychic powers) Having other specialist options could reduce the number of psykers available.
Thoughts?
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Adoni-Zedek
Unydun
From the Crossroads of the West...
Posts: 551
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Post by Adoni-Zedek on Aug 23, 2009 5:11:29 GMT 1
It’s that time again! This is a big update, as the close combat weapons have received a total overhaul. The sword has just lost its place as the be-all end-all of weapons. Now each weapon has its own benefits and drawbacks, and are all based on the wielding model’s strength. Physical shields have been adjusted as well, to work with the new weapons. Close combat just got a lot more interesting! Move-and-fire heavy weapons are now -1/-2 at short/long when the firing model moves the same turn he shoots. I’ve added some of the missing rules regarding armor penetration, and fixed some minor typos and miswordings. I’ve also given the Eldar Bloodsinger the Medic skill, as that was intended from the beginning, and updated the elder weapon lists so the exarch has access to more “Aspect Warrior” equipment, although they still can’t take heavy weapons. I’m not sure how to work the Fire Pike (12/24, +1/-, S8, D1d6, Sv-4). Currently I have it as a Special weapon. Does it need to be moved to Heavy? Fire Dragons currently can be either a Specialist or a Heavy, so you could take 5 in a 15-man warband if you didn’t want any psykers or Dark Reapers. Please let me know what you think. Should Kroot be subject to the Blood Greed rule? Blood Greed: If a warrior with Blood Greed dispatches all opponents in base contact with him, he must pass a leadership test or be unable to leave the corpse of his last victim, unable to do anything other than feed on its blood. If he fails, he may test again at the start of each of his following turns. If he is attacked in close combat while feeding, he will instantly Frenzy, and will be immune to Blood Greed as long as he remains so. As always, please let me know if you find anything broken or under-powered. There’s a lot here, so it takes a lot of balancing. Pricing is my main concern right now, and balancing the forces.
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Adoni-Zedek
Unydun
From the Crossroads of the West...
Posts: 551
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Post by Adoni-Zedek on Sept 2, 2009 22:50:09 GMT 1
I was just noticing that the Blacksun Filter as I have it in Mord-40k-Heim is the Infra-goggles combined with the infrared sight, which will eventually lead to the same problem of targeters stacking with Autosenses. In 40k, they are effectively low-light goggles, but I don't really have any "low-light" conditions. What are your thoughts on the effect they should have?
I suppose as they are exploring a ruined hive, I could impose nighttime conditions on all battles. I could have low-light optics included in Autosenses, and blacksun filters could then function in their normal role. Flash Flares could become more potent, and I could create traditional "parachute" flares that light up a large area. The Necromunda Treacherous Conditions have maximum ranges of 8" or 16". Maybe I could have optional rules dictating things like under-barrel flashlights and rules for spotting models that fired in the previous turn. Maybe you can automatically spot them, but you are -1 to hit if you don’t have nightvision? Infragoggles could help you spot models as well, maybe out to 24” for models not in hiding, and hidden models only within double your initiative…I’m just thinking out loud here again. What are your thoughts?
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Post by El Capitan on Sept 3, 2009 2:55:54 GMT 1
maybe have it so that you can place the heavy flamer template which removes certain bonuses such as -1 to hit for fast movement, or removes the effects of camomile etc within the cone?
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Post by El Capitan on Sept 12, 2009 3:04:11 GMT 1
Thinking I might give some of these rules a trial run with some friends here to show them what 40k is. Trouble is I only have Tau
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