This is the thread for the Questomunda/Necroquest/Hive Quest rules, as of yet very much a WIP (wittering, inanity, pontification)
Quick low down if this is new to you, this is an attempt at making a necro-style dungeon crawler, like a cross between heroquest and necromunda. This is not meant to be a slavish scifi copy of HQ, but I want to keep a bit of the flavour, and obviously save myself some work if I can by stealing certain mechanics....
Any suggestions or criticisms please post away. Here is where I'm at at the moment: still hashing out ideas for the turn sequence etc. but at the moment thinking to keep the necromunda sequence as that is what's familiar to us? Most of the ruleset (assume NCE whenever I talk about necro rules) can be kept pretty much as is, apart from a few things which it should be obvious are not applicable in this setting.
A few changes i think will be necessary, but fairly simple to implement:
Starting wounds to be something like D6+5, as otherwise the game is going to be very short.
All long and short ranges for weapons to be halved
Streamlined injury roll
I want to use the serious injury table at some point and have opportunities for characters to get injured as well as level up a little as they go, but obviously that table has things in it not applicable to this setting. Again I think it could be a simple fix.
What I'm up to at the moment is trying to accumulate a good deck of dungeon events and enemies, and some ideas for loot and items. been throwing a few things around in notepad so I'll just post them here so people can see where I'm going with this. please feel free to add or correct, or call for the removal of something altogether. Bear in mind this is just a C+P from notepad so it's messy and unformatted at the moment.
Characters:
[barbarian][Leader and cc specialist]
Items: Flashlight
Weapons: Chainsword, bolt pistol or plasma pistol, knife
Skills: Berserk charge
+1 S and WS and L
M Ws Bs S T I A W Ld
4 4 3 4 3 3 1 (D6+5) 8
[wizard][techno and navigator]
Items: Bio scanner,
Weapons: Lasgun or Stubgun with dum dum bullets, knife
Skills: Weaponsmith
+1 M and -1 WS
M Ws Bs S T I A W Ld
4 2 3 3 3 3 1 (D6+5) 7
[elf][long range specialist and medic]
Items: Medikit
Weapons: Lasgun or autogun or hunting rifle, sword, knife
Skills: evade
+1 BS and I
M Ws Bs S T I A W Ld
4 3 4 3 3 4 1 (D6+5) 7
[dwarf][Heavy support and entry specialist]
Items:Grapnel, demolition charge (x2)
Weapons:Autoslugger, shotgun (solid + scatter), knife
Skills: Rapid fire
+1 T and -1 I
M Ws Bs S T I A W Ld
4 3 3 3 4 2 1 (D6+5) 7
Starting items:
Bio scanner:
a model carrying a bio scanner recieves a +1 to their combat score [or negates the enemies +1 charge bonus]when attacked by an enemy that charges on the first turn it appears.
If he passes a leadership test then the same bonus will apply to the rest of the party for that turn of combat only.[this represents the character attempting to convince the rest of the party that it's not yet another false alarm!]
Flashlight:
The model carrying the flashlight is the designated leader of the group. The flashlight illuminates the tile the
character is on, and all adjacent tiles. If a model moves onto a section of board that is not illuminated by the
flashlight, or is left behind by the leader, he becomes lost in the dismal depths of the underhive, and is removedfrom the game.
Medikit:
A player can use the medikit in several different ways: He can use it to top up his own wound stat, but only if hehas at least one wound remaining. He can use it to top up another characters wound profile, or he can use it to treat a player that has had its wounds reduced to zero. In this last case, after using the medikit a roll must be made on the serious injuries table - note that the chracter could still die permanently at this stage! Once the effects of any serious injuries have been noted on the characters profile, roll a D6 - this will be the number of mounds the player now has remaining. Note that due to the powerful drugs in the medikit this may be more than the characters starting profile.
A medikit can only be used once.
[Note re: SI table. Where it says 'game'(e.g missing D3 games), read 'turn' in questomunda.
Treat old battle wound, bitter emnity, captured and survives against the odd results as full recovery]
Grapnel:
A player can use the grapnel to pull themselves or another player from a pit.
Demolition charge:
May be used to destroy an objective, blow open a door or clear a blocked path. must be four squares away before detonation or take an automatic wound.
Loot: (need 30ish of these)
Respirator:
Ignore the effects of any noxious fumes or gases.
Filter plugs: (x2)
Reroll the effects of any noxious fumes or gases.
Combat drugs:
If you decide to take the combat drugs then roll a D6: On a 1-3 the player is invigorated by the powerful combatstimulant and gains D3 wounds as well as +1 strength and initiative. On a roll of 4-6, the player has a bad reaction,loses one wound and their initiative and strength is reduced by -1.
Flares: (x2)
A player can use this to permanently illuminate one tile. It can only be used once and the flare cannot be
moved once in use. It does not light adjacent tiles. This allows a player to survive in a tile if the leader is more
than one tile away.
Weapon reload [Energy]: (x3)
A power pack that allows you to reload an enery based weapon such as a lasgun or plasma gun.
Weapon reload [projectile] (x3)
A canister of bullets that allows you to reload a projectile weapon such as a autoslugger, stubber or autogun.
Shotgun shells (solid and scatter)
Autopistol:
It's rusty but it works. There doesn't seem to be any ammunition for it though, unless you had a weapon reload handy?
Hotshot shotgun shells:
Flaming shotgun ammunition.
Empty flamer:
You find a flamer. it seems to be in working order but has no fuel.
Silencer:
Muffles the report of projectile weapons. Can be fitted to stubgun, autogun/pistol, hunting rifle or autoslugger.
When used in combat, if another event card must be taken after the fight, you may avoid it on a D6 roll of 4 5 or 6
Flak armour:
Mesh armour:
Hotshot powerpack:
Mono sight
Hellfire bolts:
Telescopic sight:
Old nutripacks:
You find a stash of elderly but still just about edible nutrition packs. All fighters receive +1 wound. However all
players must roll 2D6: on a roll of 12 they are wracked by stomach cramps and sweating, and lose -1 Toughness.
Events (need about 20-25 or so?):
Hive Quake!
The structure of the underhive shifts and settles, and various parts of the interior collapse or are crushed.
Place the 2x2 cave-in marker in a randomly assigned corner of the room. Any models underneath must pass an initiative test or
suffer one wound. Any enemy underneath the marker is crushed and killed.
Noxious fumes:
Some discharge from a pipe on the wall fills the room full of noxious, acrid gas. Players must pass a strength test or
suffer one wound.
Sump Dweller:
The party comes across a bedraggled looking sump dweller, who offers his services as a guide. You can take him up on
his offer, refuse, or attack him (it's an obvious trap...). Roll a D6 for each option.
Accept:
1-5 The dweller shows you a safe route through the maze of passages. While he is with your party you can avoid up to one event card of your choice. If the party is attacked at any point (and you choose to not ignore the event) the sump dweller will skitter off into the shadows and disappear.
6 The scavvy dog has led you into a trap! Draw 2 event cards. After you have dealt with the events, he is nowhere to be found.
Refuse:
1-3 No hard feelings - You part ways amicably with the dweller. No result.
4-6 Thief! as soon as the scavvy leaves you realise he has pickpocketed a member of the party. choose a random item from the party's stash (not starting equipment) and discard it.
Attack:1-3 you slaughter the frail scavvy easily and loot his body. You gain D3 credits and are not sure it was worth
going through his underwear for.
4-6 You kill the scavvy but he puts up a fight and stabs one of the team with a blade he had concealed on his person. A randomly assigned member of the team loses one wound. Draw another event card.
Snare:
You stumble into a series of animal traps laid
Monsters (need about 20 of these? Can be some duplicates obvs):
Giant Rats:
You are attacked by a pack of d3 necromundan giant rats. Charge on appearance.
After:Giant Rat pelts are worth D3 credits each.
Spiders:
D3 spiders appear and attack the party. The tile is covered in sticky strands of extremely strong webbing
Players must pass an initiative test or suffer a -1 to their combat score nfor that round.
After: Scattered in the strands of webs are the remains of previous victims and their gear - take a card from the item deck. Each spiders eyes are worth D6 credits each.
Bandit scum:
You are waylaid by D3 desparate thieves. (scummers with base stats). Fight your way out of the ambush! Scummers will appear within line of sight of a character and out of charging range. If there is no way for them to do this then they will appear at the edge of a tile.
After: You search the bodies and amongst their tattered gear find something of use. Pick a random card from the item
deck.
Carrion bats:
Clouds of carrion bats fly through the area. They whirl around fighters' heads making all but the most hardened duck and flinch. Roll a Leadership test for each model. If a model fails the test it is pinned at the start of the next turn and may fall if it is within 1" of a ledge
Plague Zombies:
D3+1 zombies appear and attack the party. They appear at the edge of the tile.
After: The commotion may have drawn more of the living dead. On a D6 roll of 4, 5 or 6, D3 more zombies will appear.
Milliasaurs:
The party has stumbled upon a milliasaur nest and are attacked immediately by D3 milliasaurs.
After: You find a clutch of D3 milliasaur eggs. Whilst not especially tasty, the eggs are very nutritious and have
restorative properties. Each egg can heal one wound.
Ripper jacks:
The party is attacked by D3 ripper jacks,
Quick low down if this is new to you, this is an attempt at making a necro-style dungeon crawler, like a cross between heroquest and necromunda. This is not meant to be a slavish scifi copy of HQ, but I want to keep a bit of the flavour, and obviously save myself some work if I can by stealing certain mechanics....
Any suggestions or criticisms please post away. Here is where I'm at at the moment: still hashing out ideas for the turn sequence etc. but at the moment thinking to keep the necromunda sequence as that is what's familiar to us? Most of the ruleset (assume NCE whenever I talk about necro rules) can be kept pretty much as is, apart from a few things which it should be obvious are not applicable in this setting.
A few changes i think will be necessary, but fairly simple to implement:
Starting wounds to be something like D6+5, as otherwise the game is going to be very short.
All long and short ranges for weapons to be halved
Streamlined injury roll
I want to use the serious injury table at some point and have opportunities for characters to get injured as well as level up a little as they go, but obviously that table has things in it not applicable to this setting. Again I think it could be a simple fix.
What I'm up to at the moment is trying to accumulate a good deck of dungeon events and enemies, and some ideas for loot and items. been throwing a few things around in notepad so I'll just post them here so people can see where I'm going with this. please feel free to add or correct, or call for the removal of something altogether. Bear in mind this is just a C+P from notepad so it's messy and unformatted at the moment.
Characters:
[barbarian][Leader and cc specialist]
Items: Flashlight
Weapons: Chainsword, bolt pistol or plasma pistol, knife
Skills: Berserk charge
+1 S and WS and L
M Ws Bs S T I A W Ld
4 4 3 4 3 3 1 (D6+5) 8
[wizard][techno and navigator]
Items: Bio scanner,
Weapons: Lasgun or Stubgun with dum dum bullets, knife
Skills: Weaponsmith
+1 M and -1 WS
M Ws Bs S T I A W Ld
4 2 3 3 3 3 1 (D6+5) 7
[elf][long range specialist and medic]
Items: Medikit
Weapons: Lasgun or autogun or hunting rifle, sword, knife
Skills: evade
+1 BS and I
M Ws Bs S T I A W Ld
4 3 4 3 3 4 1 (D6+5) 7
[dwarf][Heavy support and entry specialist]
Items:Grapnel, demolition charge (x2)
Weapons:Autoslugger, shotgun (solid + scatter), knife
Skills: Rapid fire
+1 T and -1 I
M Ws Bs S T I A W Ld
4 3 3 3 4 2 1 (D6+5) 7
Starting items:
Bio scanner:
a model carrying a bio scanner recieves a +1 to their combat score [or negates the enemies +1 charge bonus]when attacked by an enemy that charges on the first turn it appears.
If he passes a leadership test then the same bonus will apply to the rest of the party for that turn of combat only.[this represents the character attempting to convince the rest of the party that it's not yet another false alarm!]
Flashlight:
The model carrying the flashlight is the designated leader of the group. The flashlight illuminates the tile the
character is on, and all adjacent tiles. If a model moves onto a section of board that is not illuminated by the
flashlight, or is left behind by the leader, he becomes lost in the dismal depths of the underhive, and is removedfrom the game.
Medikit:
A player can use the medikit in several different ways: He can use it to top up his own wound stat, but only if hehas at least one wound remaining. He can use it to top up another characters wound profile, or he can use it to treat a player that has had its wounds reduced to zero. In this last case, after using the medikit a roll must be made on the serious injuries table - note that the chracter could still die permanently at this stage! Once the effects of any serious injuries have been noted on the characters profile, roll a D6 - this will be the number of mounds the player now has remaining. Note that due to the powerful drugs in the medikit this may be more than the characters starting profile.
A medikit can only be used once.
[Note re: SI table. Where it says 'game'(e.g missing D3 games), read 'turn' in questomunda.
Treat old battle wound, bitter emnity, captured and survives against the odd results as full recovery]
Grapnel:
A player can use the grapnel to pull themselves or another player from a pit.
Demolition charge:
May be used to destroy an objective, blow open a door or clear a blocked path. must be four squares away before detonation or take an automatic wound.
Loot: (need 30ish of these)
Respirator:
Ignore the effects of any noxious fumes or gases.
Filter plugs: (x2)
Reroll the effects of any noxious fumes or gases.
Combat drugs:
If you decide to take the combat drugs then roll a D6: On a 1-3 the player is invigorated by the powerful combatstimulant and gains D3 wounds as well as +1 strength and initiative. On a roll of 4-6, the player has a bad reaction,loses one wound and their initiative and strength is reduced by -1.
Flares: (x2)
A player can use this to permanently illuminate one tile. It can only be used once and the flare cannot be
moved once in use. It does not light adjacent tiles. This allows a player to survive in a tile if the leader is more
than one tile away.
Weapon reload [Energy]: (x3)
A power pack that allows you to reload an enery based weapon such as a lasgun or plasma gun.
Weapon reload [projectile] (x3)
A canister of bullets that allows you to reload a projectile weapon such as a autoslugger, stubber or autogun.
Shotgun shells (solid and scatter)
Autopistol:
It's rusty but it works. There doesn't seem to be any ammunition for it though, unless you had a weapon reload handy?
Hotshot shotgun shells:
Flaming shotgun ammunition.
Empty flamer:
You find a flamer. it seems to be in working order but has no fuel.
Silencer:
Muffles the report of projectile weapons. Can be fitted to stubgun, autogun/pistol, hunting rifle or autoslugger.
When used in combat, if another event card must be taken after the fight, you may avoid it on a D6 roll of 4 5 or 6
Flak armour:
Mesh armour:
Hotshot powerpack:
Mono sight
Hellfire bolts:
Telescopic sight:
Old nutripacks:
You find a stash of elderly but still just about edible nutrition packs. All fighters receive +1 wound. However all
players must roll 2D6: on a roll of 12 they are wracked by stomach cramps and sweating, and lose -1 Toughness.
Events (need about 20-25 or so?):
Hive Quake!
The structure of the underhive shifts and settles, and various parts of the interior collapse or are crushed.
Place the 2x2 cave-in marker in a randomly assigned corner of the room. Any models underneath must pass an initiative test or
suffer one wound. Any enemy underneath the marker is crushed and killed.
Noxious fumes:
Some discharge from a pipe on the wall fills the room full of noxious, acrid gas. Players must pass a strength test or
suffer one wound.
Sump Dweller:
The party comes across a bedraggled looking sump dweller, who offers his services as a guide. You can take him up on
his offer, refuse, or attack him (it's an obvious trap...). Roll a D6 for each option.
Accept:
1-5 The dweller shows you a safe route through the maze of passages. While he is with your party you can avoid up to one event card of your choice. If the party is attacked at any point (and you choose to not ignore the event) the sump dweller will skitter off into the shadows and disappear.
6 The scavvy dog has led you into a trap! Draw 2 event cards. After you have dealt with the events, he is nowhere to be found.
Refuse:
1-3 No hard feelings - You part ways amicably with the dweller. No result.
4-6 Thief! as soon as the scavvy leaves you realise he has pickpocketed a member of the party. choose a random item from the party's stash (not starting equipment) and discard it.
Attack:1-3 you slaughter the frail scavvy easily and loot his body. You gain D3 credits and are not sure it was worth
going through his underwear for.
4-6 You kill the scavvy but he puts up a fight and stabs one of the team with a blade he had concealed on his person. A randomly assigned member of the team loses one wound. Draw another event card.
Snare:
You stumble into a series of animal traps laid
Monsters (need about 20 of these? Can be some duplicates obvs):
Giant Rats:
You are attacked by a pack of d3 necromundan giant rats. Charge on appearance.
After:Giant Rat pelts are worth D3 credits each.
Spiders:
D3 spiders appear and attack the party. The tile is covered in sticky strands of extremely strong webbing
Players must pass an initiative test or suffer a -1 to their combat score nfor that round.
After: Scattered in the strands of webs are the remains of previous victims and their gear - take a card from the item deck. Each spiders eyes are worth D6 credits each.
Bandit scum:
You are waylaid by D3 desparate thieves. (scummers with base stats). Fight your way out of the ambush! Scummers will appear within line of sight of a character and out of charging range. If there is no way for them to do this then they will appear at the edge of a tile.
After: You search the bodies and amongst their tattered gear find something of use. Pick a random card from the item
deck.
Carrion bats:
Clouds of carrion bats fly through the area. They whirl around fighters' heads making all but the most hardened duck and flinch. Roll a Leadership test for each model. If a model fails the test it is pinned at the start of the next turn and may fall if it is within 1" of a ledge
Plague Zombies:
D3+1 zombies appear and attack the party. They appear at the edge of the tile.
After: The commotion may have drawn more of the living dead. On a D6 roll of 4, 5 or 6, D3 more zombies will appear.
Milliasaurs:
The party has stumbled upon a milliasaur nest and are attacked immediately by D3 milliasaurs.
After: You find a clutch of D3 milliasaur eggs. Whilst not especially tasty, the eggs are very nutritious and have
restorative properties. Each egg can heal one wound.
Ripper jacks:
The party is attacked by D3 ripper jacks,