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Necromunda Quick and Dirty Rules for Xenos Gangs v3 v3

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If you update the original it allows you to change the version number to keep everything in one thread. The write up seems good though, I think the +2 Initiative to escape pinning early for Orks is a really clean way to represent their normally unpinnable nature (a la GoMo) within the balance of Necro rules.
 
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So you can replace the original file with the updated one? I'll do that next update. Which might be pretty soon as I spotted a couple typos and mistakes already...... The +2 seemed to be the simplest way to represent that Waaaagh factor. Didn't want to clutter it up with a lot of special rules.
I was musing giving the Eldar\Dark Eldar a +1 Initiative, but with a special rule "Not in the Face/ Oooh, Yes in the Face" that gave them a -1 In to escape pinning. Sure, they are quick, but all that dodging about and you could mess up your hair.......
 
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