Necromunda Mord Hive (Mordheim 40K)

Necromunda
The author, Nick, explains why he's done it in his introduction.

The appeal for me is the widening the scope on some rules that I like and am very familiar with, the riffing on the original Mordheim warbands and the opportunity to field snazzy some Oldhammer and/or Middle hammer 40K figures. The chance, for example, to field the old metal Gaunt's Ghosts as a small squad sounds peachy to me. Ditto the Last Chancers or the Forge World chaos militia etc.
 
That is weird given that Mordheim is just fantasy Necromunda. It's easy to use 'regular' 40k miniatures in Necromunda, you just take the stats and equipment from 2nd ed. Or even better, play Inq28/Inquisimunda.
 
maybe it's compared to a 2nd edition of Necromunda or something? as I said before, I only have a brief experience playing Necromunda, and I didn't like it at all (though it was probably due to other factors) and Mordheim was too modern for me to ever get around to playing.
 
That is weird given that Mordheim is just fantasy Necromunda.
🤔 Necromunda's evolved and better looking descendant.

I never really took a shine to Necromunda nor its bastard offspring. I'm not 100% sure why though the gang member restrictions, campaign mechanism and running out of ammo (a lot) are part of it. That said, and for all I know, the newest versions might be better than the NCE stuff that I dabbled with.

Are you certain I can't talk you into a game of Mord Hive, Fimm?
 
I enjoyed Necromunda (1995) gang generation, skirmishes, skill charts and character progression. The rules felt familiar to a group of 40K2nd players. The weak bit was the territory management which I found irksome. Necromunda had some rules for non-human forces but they were tacked onto the back of the Outlanders supplement for GM vs gangs scenarios.

Can't remember if I was a participant or observer but one memorable battle had random members of each gang doing a gunfight at the O.K. Corral with special rules for the tense stand-off before shooting started.

I expect Mordheim has a greater emphasis on close combat. As far as I can tell it dumps territory management in favour of a loot mechanic, which can't be any worse.
 
Necromunda (the original, or better still Community Edition, not the bullsh*t newcromunda GW put out in recent years) is still one of my favourite systems. For pure elegance though it is surpassed by the LotR skirmish game. That could be decently reworked into something grimdark I am sure.

One of the key things I liked about Necromunda is the 'civilian' nature of it. Room for all kinds of cool settings and NPCs. I'd be far less interested in another game of space smurfs vs green gorillaz.
 
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