Slann
Lord Agragax of Lunaxoatl
Eleventh Spawning
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My first thought was to homebrew a set of rules for Westhammer matches because I really like homebrewing game rule sets.
Though reviewing the Mordheim rules, it would be a lot easier to modify the Mordheim rules rather than invent something whole cloth.
So I guess Westhammer would drastically reduce the number of available armor and melee weapons and reduce their general effectiveness while greatly increasing the options and raw power of ranged weapons.
I think the existing rules for hiding in Mordheim are extremely limited. I pondered this and had the thought of adding a Stealth trait. I have the basic theory down but not the specific numbers.
Many characters would have a Stealth trait of 0, and many characters would have a Stealth of 1 or 2 which means Stealth is a last desperation ploy that probably won't work but you might get lucky. Most teams would probably only have one character option with a high Stealth rating but skaven and goblins would have high stealth all around.
A stealth roll of some kind would have a base difficulty modified by the availability of cover and and the distance to the nearest enemy. A failed Stealth roll means the character wasted his/her action. A successful stealth roll means that the character's model is pulled from the table and a counter is placed in their last spot representing that the character is "hiding."
A hiding character cannot attack or be attacked. You keep adding counters to the first counter until the player wants to make the hidden character reappear. They declare where they want the character to pop (within limits based on the character's movement) and then make another Stealth roll. If they succeed they reappear where the controlling player wants. If they fail the roll the opponent moves the reappearing player a number of inches equal to how badly the Stealth roll is failed.
Stealthy characters would have more options for initial deployment too, they could start out hidden, but again if they fail their Stealth roll to reappear their opponent can move them.
Characters could perform a "search" action based on Initiative (which seems to be the stand in for smarts and perception in Mordheim) to force a hidden character to pop up. A searching character would still be able to attack that round (allowing you to swing at or shoot at the would-be hider at least once before they disappear again) but would suffer a penalty to attack rolls (to prevent people from searching every round).
So for weapons I figure primitive weapons like throwing knives, bows, blowpipes, and crossbows would be generally inferior to Westhammer firearms, but they don't go "BANG." An attacker with a quiet weapon can make a Stealth roll in the same turn he fires (assuming the enemy is not face on when he gets shot).
There would probably be some variation but firearms would probably fit into four categories.
Buffalo rifles and other high powered rifles are move or fire but they get an accuracy bonus and do crazy damage weapons.
Repeating rifles, revolvers, or carbines do moderate damage and can be fired twice a round under most circumstances. But they are probably the most common weapons.
Primitive black powder weapons and cheaper modern weapons do moderate damage but can only be fired once a round. They would be the province of primitive teams with limited technology or melee characters that only want a firearm as a secondary option.
Deringers have poor range and damaging power but they could be fired out of sequence such as in response to being attacked in melee.
Of course there would be some super expensive high end weapons that are enhanced by magic or steam punk technology for extra damaging power, extra fire rate, or in rare cases enhanced Stealth.
Orcs and ogres (if they are included) would almost certainly lean towards high damage weapons.
Elves and the Order of the Silver Hammer would probably lean towards high accuracy weapons.
Dwarves would probably lean towards high fire rate weapons.
Rangos, Albion, or any other primitives would probably lean towards Stealth weapons.
Pleased to see this thread has been raised from the dead, I loved this alternative setting.
Given that this game will be skirmish-oriented and revolving more around ranged combat, it might be a good idea to look at the original Necromunda rules for inspiration - Necromunda gangs were historically designed in a similar way to the gang structure ideas we talked about previously, with a Leader, regular Gangers, Juves and Heavies, and it involves similar mechanics of revolving primarily around shooting but with a bit of melee involved as well - though we want to make our own game, porting over some rules for things like ammo rolls, climbing, falling e.t.c might be a good idea to save time and effort.
