=]17[=

=]17[= 1.7

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1.7 change log:
  • Updated to be in line with the new Necromunda rulebooks.
  • Removed reliance on any one campaign type, hopefully to future proof.
  • Removed power armor, it can be emulated with current gear.
  • Made a lot of the lesser tweaks optional.
  • Added hints for more role playing style actions.
  • Additional layout and text changes for clarity and efficiency of space.
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Change log:
  • Updated for Gang War 3 and Venators. Venators are great for this type of thing, having been designed with Inq28 in mind, but their rare trade rules clash with what I have already. The overlap of rules is left intentionally vague for the Arbitrator to sort out.
  • Added Genestealer Cult as the mutant template.
  • Some terminology, and probably some things I forgot
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Version 1.4 Change-log

  • I have allowed fighters to be hired as henchmen for people who like the random advancement of Gangers. No point difference because that sort of thing is difficult to gauge.
  • Added power armor to the trade post, as a lot of Inquisitors have power armor. It's rare and expensive enough to discourage having more than one set in your Cohort, price is just a wild guess. (note that this does not include all the bells and whistles a helmet would provide, just buy photo-goggles and a respirator separately)
  • Removed some Tactics Card restrictions, while introducing some optional restrictions.
  • Removed the flesh wound house rule, it was ill conceived and not within the scope of the project.
  • Fixed a plethory of formatting and spelling errors thanks to Taikkuus on Discord.
  • Explained what Carapace armor does.
  • Better explained the interaction between legacy lists house lists and the trading post.
  • Fixed incorrect inverted stat minimums.
  • Rare item multiplier when founding cohorts changed from 25% increase, to a flat +2 per additional item.
  • Fixed some formatting errors and typos.
  • Fixed some terminology so as to adhere to Necromunda (equipment sets instead of loadouts, type instead of rank, ect...)
  • Adjusted armor prices/rarity.
  • Further explained moving equipment off of cards and how that interacts with equipment sets.

Looking for feedback on how flesh wounds affect the game as I currently have them written (reduce all characteristics by -1)