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Necromunda 3.0

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PostPosted: Thu Apr 15, 2010 4:57 am 
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There are actually several threads where both the weapons and the rules that govern them have been discussed. Here's the links to them:

General Weapons Discussion: http://easternfringe.com/forum/viewtopic.php?t=6465
Melee Weapons: http://easternfringe.com/forum/viewtopic.php?t=6470
Heavy Weapons: http://easternfringe.com/forum/viewtopic.php?t=6547
Skills and Leveling: http://easternfringe.com/forum/viewtopic.php?t=6817
Special Weapons: http://easternfringe.com/forum/viewtopic.php?t=6546
Pistols and Basic Weapons: http://easternfringe.com/forum/viewtopic.php?t=6509
Flamers: http://easternfringe.com/forum/viewtopic.php?t=6490
Grenades: http://easternfringe.com/forum/viewtopic.php?t=6650

(Caelwyn, you might want to put these links in the first post in this thread?)
Edit: Actually, he does have links to these in the first post. You just need to scroll down a bit.

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Last edited by Adoni-Zedek on Fri Jun 04, 2010 6:22 pm, edited 2 times in total.

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PostPosted: Thu Apr 15, 2010 5:36 am 
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ah, was just checking out of a desire for this project to succed (because right now I don't like the slant towards shooty gangs)

And yes, having the links in first post would be a grand help.


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PostPosted: Thu Apr 15, 2010 5:34 pm 
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Rosa_Diavolo wrote:
ah, was just checking out of a desire for this project to succed (because right now I don't like the slant towards shooty gangs)

And yes, having the links in first post would be a grand help.


the solution is to make so much cool terrain that everyone wants to use more, and cover the entire board ;)


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PostPosted: Thu Apr 15, 2010 11:21 pm 
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Yeah, I'm getting more terrain, but what I meant was how HtH in general from my reading just seems to suffer with it's inability to manauvere after a combat.


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PostPosted: Fri Apr 16, 2010 1:51 am 
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Rosa if it's a big issue to you & other players in your group you can always just implement a House Rule changing the Follow Up move to 3" and the Impetuos skill allow a 5" move.

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PostPosted: Fri Apr 30, 2010 2:42 am 
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Seems progress has slowed a bit on the ol' 3.0 front. Real life rearing its evil head no doubt.

So whats the main talking points right now?? See that most of the weapons threads have been resolved, just the skills/levelling one is up but long time since its been touched on.


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PostPosted: Tue Sep 28, 2010 3:31 pm 
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Not sure if I can weigh in much (since my only experience with necro is brief so far) but right now I feel there are somethings that feel rather strange:

First off: shooters gaining WS when they don't even fight in HtH in the first place. While it adds randomness to it, it could lead to a specialist being a monster at CC with only good shooting skills or such. In my opinion, there needs to be some 'predictable' method to it, you don't learn how to kung-fu someones head off while blowing their brains out. Not asking so predictable it's basicly maximise your gang but made in a way that the gang can level up in the general direction you want and not randomly having van saar juves going around with WS:5 kicking leader teeth out (it was very funny I have to admit). So maybe some house bonuses or changes to stat advances (example: if you roll for a weapon skill increase as van saar, you roll again: 4+ you gain +1BS instead but 3,2 or 1 you gain +1WS. Same for goliaths but BS becoming WS. This could be taken optionally by the player though, in other words, he can opt to do it or not. Maybe incur a penalty of some sort like lose D6 exp for it but cant be reduced below your new level you reached).

second: I agree with the ammo roll being a 1 rather than a 6. Since a ammo roll is supposed to represent a JAM or running out of ammo or some such similar event which would STOP the gun firing rather than firing a last shot.

third: Personally, I like HtH so it's fine to me. Quick and handy (and if you think parry is godlike, try playing space hulk where the terminator with storm shield and TH had a +2 in combat and let the stealer only have 2 dice to attack with and most times just plugged a corridor and put himself on guard. There are far more broken things than the parry system).

fourth: I also agree some weapons are just plain useless. I would say ether make the stub gun have some form of rapid fire or give laspistols and autopistols a price bump.

fifth: I would say the table for income is rather strange. I would say each gang member gets a certain amount depending on what they are. 'K guys, this is nigel our new juve who takes out total to 7 members now. This now means that suddenly we get far less creds per battle now than we should. Please welcome him with open arms' (yeah, open arms with knifes running down them!).

sixth: make getting territory easier. I mean DAMN, I think there is only a few scenerios where you can get territory and even then it's so unlikely you'll find yourself struggling. Needs to be a proper scenerio where winning = another territory (this represents two gangs by chance crossing each other trying to get the same territory or the other gang being called in to protect it by others with promise of compensation for their services).

seventh: can't remember, but I think the plasma pistols full power only benefit is a minor strength buff and some armour save modifier. Yeah, this is a weapon that can insta-gib humans, make the damage on it D3 at full power.

thats all I can say really.


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PostPosted: Tue Sep 28, 2010 10:40 pm 
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hey Shig :)

for Advances you could try what me & mates did on our last series of games was we worked out how many advances the gang in total got, rolled them all and then distributed them amongst the gang members that got advances.
So you're still rolling random advances but you get to decide who gets them, just gives you that bit more control of the direction your gangers advance in.

aye Income is busted, however it's not something I've got around to try and sort yet (it's on the list with many other things). Not sure if anyone else had got a changed system that works better?

there were additional scenarios made that allowed gangs a much better chance of gaining new territories, I think one was called Scouting Run or similar. check here for them http://www.wargamerau.com/forum/index.php?showtopic=79749

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PostPosted: Wed Sep 29, 2010 5:38 am 
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Event cards can also provide territories and are a fun addon to a game.

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PostPosted: Wed Sep 29, 2010 6:43 am 
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Well right now I am currently in a project of getting all the necromunda expansions (I plan in future, as my sig shows, to collect every last piece of expansions made for necromunda and all the other games) so I might find something in there.

Currently just found the rules for zombies, that could get real fun when there's tons of zombies running around: the scenerio becomes a side-mission while surviving is main!

I think I may come up with something yet. Well, back to getting those PDFs!

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 Post subject: Re: Necromunda 3.0
PostPosted: Mon Jan 21, 2013 6:03 am 
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actually me and m'colleague typed up a zombie survivor campaign rulest, I could throw that up?


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 Post subject: Re: Necromunda 3.0
PostPosted: Sun Feb 10, 2013 7:27 pm 
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Yarrow wrote:
actually me and m'colleague typed up a zombie survivor campaign rulest, I could throw that up?


Could you I would appreciate it. Thanks :wink:

I wish jumping would get rewritten, at the very least jumping horizontally. Currently you have to choose whether to jump across or move/run/charge. It feels more intuitive to be able to run/charge and still be able to leap across. My two cents. :guns02

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 Post subject: Re: Necromunda 3.0
PostPosted: Mon Mar 24, 2014 9:40 am 
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In May, when our yearly Blood Bowl League has completed, we are going to start up Necromunda. I havent' ran a Necro campaign in over 10 yrs now.

I was wondering where Necromunda 3.0 is at the moment? It doesn't seem like any posts have been made in a while.

And should I use Anthony Cases' Community Edition Rules in the interim?

Cheers,
Michael

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 Post subject: Re: Necromunda 3.0
PostPosted: Sat May 31, 2014 5:31 pm 
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kryptt wrote:
Yarrow wrote:
actually me and m'colleague typed up a zombie survivor campaign rulest, I could throw that up?


Could you I would appreciate it. Thanks :wink:

I wish jumping would get rewritten, at the very least jumping horizontally. Currently you have to choose whether to jump across or move/run/charge. It feels more intuitive to be able to run/charge and still be able to leap across. My two cents. :guns02
You could make it so your jump of 1d6" (or whatever you roll) is considered part of your move. If you run, and roll a 6 for your jump distance, you can move 1", then jump 6, then move your last inch. Or jump 6", then move 2", or move 2" and then jump 6".

You can always jump less than the amount rolled if desired. If you want to jump a 3" gap and then shoot, but you rolled a 5" (faster than you can move and still be able to shoot) then you only jump 4", allowing you to shoot on landing.

Once your jump is declared, you have to jump even if you don't have sufficient distance to clear your obstacle.

Running jumps are 1d4+2" long. Standing or walking jumps are 1d3+1" long (or 1dM+2 and 1d(M-1)+1 for those with different movement speeds).

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 Post subject: Re: Necromunda 3.0
PostPosted: Tue Nov 18, 2014 1:35 pm 
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celticgriffon wrote:
And should I use Anthony Cases' Community Edition Rules in the interim?

Cheers,
Michael


As someone who only uses the Community Edition, I say yes. Anyone can come over and grab it:
http://gaming.yaktribe.org/community/vault/necromunda-community-edition-rulebook.1/

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