Somehow i dont think an Imperial Fist Space marine wouldn't have any issues finding fights in the underhive. I also imagine a space marine would have no trouble moving through the hundreds of square kilometers of many levels of underhive with little detection. Whilst hivers may cling to small...
thanks, i always try to blend real world physics and ' real' stuff into my fiction. ' Pipe' zip guns are ridiculously real and can be made by any lawless muppet.
I will probably throw up another unofficial comp down the track. I think the next one will focus on equipment used downhive that is used by settlers away from hive city infrastructure. Generators, work tools etc. The focus will be on self-sufficiency survival/homestead type stuff.
here is...
Handbows/blunderbuss/musket all have 6+ ammo roll
Stubgun 0-8 short 8-16 long (-1 hit) S3 4+ ammo roll, close combat
Musket 0-12 short 12-24 long (-1 hit) S3 (-1save) 6+ ammo roll, Move or fire
Blunderbuss 0-6 short (+3 hit) 6-9 (-1 hit) S3 6+ Ammo roll
Handbow 0-8 short 8-16 long S3 6+ Ammo...
agreed on stubgun, think the blunderbuss/musket need to be cheaper than stubgun
as they are still pretty crap, musket is is Move or Fire but 24" , the blunderbuss has a max range of 9"... hits and pins like a champ at 6" but i guess a lot of people want to charge . A stubgun is comparatively a...
Whilst i appreciate the likes i would also like some input. :notworthy: Things like what price should the prolific items be? What should be added or removed from prolific item and why?
How much to generate a Territory considering the cheaper outlaw territory is 10credit (chose this as that is...
this is a rough sketch and needs work.
Basically i was thinking of something that would complement the other 'modules' i came up with last year.
I wanted to sort of bring out the hardship of the underhive frontier and change the starting 'meta' of gang wars.
By restricting available weapon...
HUMBLE ORIGINS:
In the heaviest of traffic regions of the underhive large gangs are backed by House contacts protecting House interests . Out in the Badlands and the less trod domes its a frontier . Trade caravans are infrequent and supplies are scarce . It is in these regions that green hivers...
basically i'm toying with the ideas of 'module' type rule expansion/variations with 'Surviving Dystopia' style. Sort of add more RPG campaign to necromunda without the need for a GM /arbitrator.
I like to concentrate on the 6 house core rule as i feel they give the best for a level playing...
Have to say Malo did an excellent job with the polling math... first it was 3 votes each being 50% of the vote and now its 5 votes each being 33%... wait a minute...
=)
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