[BOYL14 EVENT] The rogue trader quickening


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Post Fri May 23, 2014 9:00 am

Re: [BOYL14 EVENT] The rogue trader quickening

Well my sensei band wil lhave a halfling (not an option available in the charts normally) and I don't think it should be any problem.

regardeng teh game split, I've thought about it and changed my mind. I believe it's better to have th epirate game followed by the confrontation one on one hand and th esensei one no the other instead of merging evryting like I suggested sooner.
With your rules proposition, it actually ensure the sensei game can be a quicker one to leave romm for any other commitment. I haven't been playing for 4 years now so I'm a bit rusted, I'm trusting those of you who are more experienced gamers than I.
Oh and with the sensei survivability, we should end up with sensei only on the table in no time ;).
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Post Fri May 23, 2014 10:09 am

Re: [BOYL14 EVENT] The rogue trader quickening

You do realise that none of us know the rules that well and that there will be a lot of guessing, doing what feels right and making it up on the spot? :lol:
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Post Fri May 23, 2014 10:18 am

Re: [BOYL14 EVENT] The rogue trader quickening

whiskey priest wrote:You do realise that none of us know the rules that well and that there will be a lot of guessing, doing what feels right and making it up on the spot? :lol:


I do, and I also plan on the complete absence of any form of rules lawyering but that's a given in Oldhammer right? :D

Seriously, I was more talking about game length and such matters, we all know how to roll for "to hit", "to wound" and "to save" occasions, other issues will be dealt by the bearded guy with a strong accent (that could be multiple people around the table to british eyes and ears but I'm ws refering to me) AKA Game master.
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Post Fri May 23, 2014 10:30 am

Re: [BOYL14 EVENT] The rogue trader quickening

whiskey priest wrote:You do realise that none of us know the rules that well and that there will be a lot of guessing, doing what feels right and making it up on the spot? :lol:



I know the Necromunda/Second Ed era pretty well (although I am quite rusty). Thats the flavour of Oldhammer 40K that works the best for this sort of thing I think, but consensus may differ. Even back in the RT days I played primarily with the Battle Manual changes to the game (essentially the 2nd ed beta). I cant really remember the original RT close combat system at all and whenever I glance at that part of the old rulebook I get an urge to gouge my eyes out ;)

If we all want to sing from exactly the same hymn sheet, then the legitimately downloaded and therefore perfectly fine to distribute Necromunda Underhive ruleset is probably the easiest single document to use. Its essentially 2nd ed 40k, but with Pinning etc if we want to use that stuff. If someone is hell bent on using wacky equipment (they are Sensei after all) the rules for Neuro Disrupters, Conversion Beamers, Hallucinogen Grenades etc are all in the 2nd Wargear book and are 99% compatible (some issues with sustained fire dice/no sustained fire dice, but nothing very contentious).

Im off to take a look at the Sensei warband charts :)
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Post Fri May 23, 2014 10:59 am

Re: [BOYL14 EVENT] The rogue trader quickening

If you're all fine with it so am I and we can start working our character sheets then :D.
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Post Fri May 23, 2014 11:13 am

Re: [BOYL14 EVENT] The rogue trader quickening

I'm happy to go with it principal, I've just never loved combat from 2nd ed but in the name of group harmony I'll shut my pie hole and agree :lol: . I've got the necromunda books rather than the download but if memory serves they aren't that different content wise. I've even got a laminated playsheet!
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Post Fri May 23, 2014 11:27 am

Re: [BOYL14 EVENT] The rogue trader quickening

whiskey priest wrote:I'm happy to go with it principal, I've just never loved combat from 2nd ed but in the name of group harmony I'll shut my pie hole and agree :lol: .


Im definitely not wearing my autocrat hat in this regard. If you guys want to use another system then I am 100% fine with it :)

The 2nd ed close combat is ridiculously slow for large games, but its adequate for smaller, heroic actions I think. It also directly ties in with the various Necromunda skills in case we wanted to give each Sensei a skill or something (possibly drawn from a limited deck of pre-approved skill cards) to give each Sensei some unique character. Quick, easy and modular.

But seriously, if you guys want to use a different close combat system then I am utterly fine with it. I just wont be much use as a reference in that aspect of the rules in that case.


whiskey priest wrote:I've got the necromunda books rather than the download but if memory serves they aren't that different content wise.


You are right. They are very similar. Any differences in the game rules (rather than campaign rules) are minor tweaks that I suspect would make close to no difference for this having-a-laugh, shooting-from-the-hip, casual sort of thing.
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Post Fri May 23, 2014 11:40 am

Re: [BOYL14 EVENT] The rogue trader quickening

Nah it's fine honestly, it's just a 'feel' thing for me. Technically it doesn't make any difference. The Sensei will all be high WS and high wounds anyway so it should work out fine. :)
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Post Fri May 23, 2014 11:41 am

Re: [BOYL14 EVENT] The rogue trader quickening

The close combat in Necromunda has the advantage of tending towards conclusive encounters rather than long drawn out affairs involving multiple participants and would certainly suit a quicker game. RT close combat had a lot of hang up's from early editions of WHFB.
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Post Fri May 23, 2014 12:30 pm

Re: [BOYL14 EVENT] The rogue trader quickening

There are 7 players now which would mean 37 models on the table, how do we manage turns for 7 players? no one wold want to be the 7th to play !

Do we let characters play by order of initiative? After a quick look at the necromunda rules, initiatives for basic profiles will all be between 3 or 4 so that may not help much.

I 've been lead to think this is handled in Mordheim so i'm asking for some intel on the matter guys.
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