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Necromunda 3.0

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PostPosted: Sat Oct 03, 2009 7:35 am 
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So it looks like we've polished off close combat, pistols, and basic weapons, and the heavy weapons look pretty close. Should we open up another bunch of equipment for review?

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PostPosted: Sat Oct 03, 2009 5:58 pm 
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Certainly. I was waiting for feedback on how to proceed with outlander weapons. I will bump the weapons review thread.

Once we have addressed that (in generalities or in specifics) we need to pick the next area to address. A logical choice would be house weapon lists probably.

Edit: Just an FYI for those following this, I am currently working 6 days a week and my personal computer will not access websites (but strangely has no problem with msn messenger) so I have fairly limited time and access to contribute, hence my particular slow down.

I am currently trying to find time to sit down and look at the grenades, i am fairly sure all i have to do is knock up a pricing list which should be fairly similar to the grenade rounds list.

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PostPosted: Sun Oct 04, 2009 5:34 am 
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aha Cael I did wonder why you seemed to of disappeared off the face of the Hive :)

with the slow down I'd begun knocking up Hand Grenades price lists, pretty much the same as Laucnher Grenades with a slight reduction in price for the rares (i.e 1 less D6)

Outlanders I can't be of any help to you there, having never played an Outlander gang and with my current group of Necro players not being likely to ever play one I can offer advice/feedback on them.

But when we get to House Weapons and equipment I'll be onhand.

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PostPosted: Sun Oct 04, 2009 4:49 pm 
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Well when you get your list finished feel free to post it up in the grenades thread by all means.

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PostPosted: Wed Oct 14, 2009 7:03 pm 
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Well, from the little feedback i've gotten and my own preferences we're going to leave outlander weapons till we look at the gang as a whole.

The next thing on the list is skills. Once I've closed the two outstanding weapon threads (in about a week to give people one last chance to comment) I'll open up a skills thread for debating what we want to change.

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PostPosted: Fri Oct 23, 2009 4:29 am 
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is there anything i can do to help? me and my friends are always trying out new rules- our best recently is those for regular civilians and specific NPCs, such as bartenders and scrap dealers. post it soon.


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PostPosted: Fri Oct 23, 2009 4:00 pm 
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Well any playtesting of the rules we've suggested (so far just weapons, but we will do more) would be great.

Questions, comments, feedback and ideas on the active threads are always welcome. Although we do encourage you to read the whole thread before jumping in so as to avoid covering ground thats already been covered.

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PostPosted: Sat Oct 31, 2009 7:28 pm 
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Wounding hits has brought up an old issue for me.

I would like to see a change to the recovery table and the injury table for wounding hits. What I want to do is have a down result on the injury table also inflict a flesh wound, and have 1 on the recovery table just be recover from down.

This would mean that further wounding hits that resulted in a down roll had an applicable effect. Is this an issue that needs looking at?

edit: for clarity

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PostPosted: Sat Oct 31, 2009 9:17 pm 
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could delay the person's recovery roll if you get another down, then it would have an effect. (ie if they're already down, and they get caught in a grenade blast and take a down result, that counts as their recovery roll for the turn, no attempt allowed to recover this turn. if they got hit 3 times, they would be down for the next 3 turns, and so on).


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PostPosted: Mon Nov 02, 2009 11:18 am 
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I don't like the idea of delaying the recovery roll. One of the great things about Necro's rules is how easy things are to keep track of. Currently the model's position is all you need to keep track of whether they are pinned (face up), down (face down) or out of action (off the table).

Adding in a delay like this would just cause extra headache there, what with needing either a counter, or a note on the roster, to keep track of how long they are unable to recover.

I like Caelwyn's thoughts on making the initial Down result inflict a Flesh Wound as well, and have the recovery table simply be Up/Down/OOA. It really wouldn't change what happens from a single shot, but it would give us a good reason to keep shooting people who are down, other than the fact that we might get that 1-in-6 chance of an OOA.


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PostPosted: Fri Nov 13, 2009 8:39 am 
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it is strange the way you're down but fine for three turns. then recieve a flesh wound when you get back up. the problem with cael's idea is that wounded gangers will most likely be ooa on the next turn, making us all much closer to bottle point. i support the delay idea, but perhaps with your first down wounding. ?


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PostPosted: Sat Nov 14, 2009 8:16 am 
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Yarrow wrote:
the problem with cael's idea is that wounded gangers will most likely be ooa on the next turn, making us all much closer to bottle point.
True (partly). But downed gangers already count towards making you take a bottle test. You take a test when a quarter or more of your gang is "down or out of action." And while he's pouring fire into your already-down-and-no-longer-contributing ganger, he's not pouring fire into your still-ambulatory-and-effective gangers. And presumably your downed ganger is going to be crawling towards cover, making him that much harder to hit. While this change makes it easier to take someone out of action with ranged attacks, it's still much easier to do it in close combat.

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PostPosted: Wed Jan 20, 2010 2:13 am 
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Sorry for the downtime. I am on holiday and have had limited time to think about Necro related stuff. And limited motivation.

I will be on holidays for a few more weeks (till mid feb) and then will try to get back into the swing of things.

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PostPosted: Wed Jan 20, 2010 2:31 am 
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no worries man enjoy your hols :)

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PostPosted: Wed Apr 14, 2010 11:15 pm 
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Uhmm... not to be irritating (because I have just scan read *only* this thread before doing prep) but the way I'm reading makes it seem like your re-doing all the weapons and then looking over the core rules that govern those weapons >.> Just to say that seems slightly wrong.

Like I said, just read this thread right here so if that isn't how it's happening then I apologies, just thought I'd try and help to some degree XD


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