I’ve had a chance this year to hack Meridian into a playable state, and do some actual testing, and discover some holes in my original concept. Some of it works. Some of it I’ve edited and works slightly better than it did. Some of it I know definitely doesn’t work. But it’s playable now! The links page has links to enough content to play right now; it’s still organized like classic Mordheim and hence requires a lot of flipping back and forth between documents, but it all works!
Stuff currently in the game:
- Core rules: The core rules article from January still accurately represents the basic function of the game; it’s still largely a hack on N17 with a few elements slightly simplified and a bit of extra content added in.
- Warbands: I’ve currently got a basic representative set of forces written up; Space Marines, Imperial Guard/generic humans, Mechanicus, Chaos, Eldar Corsairs, Tau, and Necrons. These may not be the most obvious choices to start us off, but they were the simplest to write, and each has faction-wide rules, several sub-factions, a good selection of profiles, and a fairly complete arsenal.
- Equipment: Almost but not quite a complete arsenal; we’re still missing Chaos Gifts and some of the more esoteric faction-specific equipment, but the equipment list does have stuff for everyone, including draft profiles for the Tyranids and Orks.
- Campaigns: At the moment it’s fairly basic; income is currently just a straight roll, experience advances are all purchased rather than rolled, and there are five fairly generic scenarios.
Things that have been Fixed
- Cost Balance: One major issue that’s plagued every edition of Warhammer I’ve played is trying to balance the cost of equipment for expensive base bodies versus cheap base bodies. Older editions of 40k and Mordheim often had equipment priced for characters that were far too expensive to take on units, and later editions price the items for units and they’re far too cheap to take on characters. Rather than trying to make separate prices for characters and for grunts on everything (which would be very complicated and raise further questions about whether it’s fair to charge the same price for equipment on expensive grunts as on cheap grunts) I’m experimenting with a system where grunt teams pay the price of most equipment just once to put it on the whole team. I haven’t done a lot of pricing out what that means more broadly, but it seems to have the desired effect in test games at the moment.
What’s Happening Next
- Hit Rolls: At the moment we’re using the basic Necromunda structure where any attack rolls to hit exactly once and rapid-fire weapons get bonus hits after the fact if that one initial attack hits. The goal was to make rapid-fire weapons stronger shooting at groups in the open and force players to take blast and template weapons to suppress or clear enemies out of cover rather than just throwing more dice at them; at the moment it’s leading to stalemates where both players get to positions in cover where they can see each other and then just fish for 6s to hit the targets in cover without moving. In theory smoke, grenade launchers, fast mounts, or simply designing tables with easier approaches to cross the center break up this stalemate, but I’m worried that I might need to somehow make it clearer to people what’s going on.
- Too Many Documents: I’m working on reformatting everything to put force lists, their equipment, and their costs into one document in one place to reduce the amount of flipping back and forth between documents and doing a stat-edit pass while doing so. This may take a while given the sheer quantity of tables and it’s going to produce a very large document given the quantity of repeated stuff, but when it’s done I should be able to present something easier to use, even if it is bigger.
- Damage: The Damage stat is based too heavily on Necromunda right now; when boltguns in Necromunda are D2 that’s not that much of an issue because it’s a rare and shiny weapon that’s difficult to get ahold of, but in Meridian I think handing out D2 basic weapons is devaluing H2 models, and combined with the adjusted wound table at bare minimum the T5/H3 profile on things like Ogryn isn’t tough enough. I’m probably going to end up backing off on the damage stat rather than pumping Health, just because it’ll make the bookkeeping issue of tracking damage on the table easier.
And that’s the state of Meridian. Hopefully it won’t take me a year to come back and post more about it this time!