Post by fosner1703 on Feb 14, 2011 1:21:00 GMT -5
**Queue wall o'Text**
Okay, so me and my friends were going over the rules that Mr Olsen has so painstakingly provided for the communities use. We like them over all, but there is just a few things that we were going to change.
1. Ignore the rules for income on the Warband lists. Everyone gets territories and you put into effect the Excommunicate Rules. They are exactly the same as the "Outlaw" rules from the Outlander Ruleset. If you need to get a hold of these, just send me a PM and I can send you in the right direction.
2. We are dropping the Subversion and Investigation stats completely from the warband lists. It is nice idea, we just can't seem to really fit them into how we intend to play Iquisimunda. We are playing a GM Oriented campaign eventually once we get our gangs up a little bit, but it is more going to be along the lines of special scenarios, not gang leader assassinations.
3. Allies rules: We are changing the ally rules to the following because we thought they were just too overpowering for some warbands:
Inquisition Cells: Roll a d6, before the game. On a 6, they get one Ally for the following battle, as per their corresponding Ordos. Add the appropriate Warband Rating increase per the Ally listing for this battle only.
Arbrites: Roll a d6, before the game. On a 6, the warband gets support from a Neighboring Precinct. For the battle they get 3 Human Arbitrators armed with Shotguns and Heavy Armor. Add 315 to the warband's rating for this battle only.
Precinct Transfer or Early Retirement: Arbrite Warbands may replace any member with a recruit after any game, just transfer the equipment over to the new recruit and scratch off the old member from the roster. Adjust the Warband Rating accordingly.
Expurgators: Roll a d6 before the game, on a 6 the warband gets one Officio Assassin for the following battle. Add the appropriate Warband Rating increase per the Ally listing for this battle only.
Mutants: Various "pets" are attracted to mutant warbands. You may add up to 150 pts worth of beasts for the upcoming battle. Add the total points of beasts used to your warband rating for the upcoming battle only.
Genestealer Cults: Roll a d6 before the game, on a 6 the warband gets one Purestrain Genestealer for the following battle. Add the appropriate Warband Rating increase per the Ally listing for this battle only.
Puritan AdMech: Roll a d6 before the game, on a 6 the warband is joined by one Techmarine for the following battle. This is a Tactical Astartes Marine w/Servo Arm. Add 350 pts to the Warband Rating for this battle only.
Guard Kill Team: Roll a D6 before the game, on a 6 the warband gets one Officio Assassin for the following battle. Add the appropriate Warband Rating increase per the Ally listing for this battle only.
4. Changes to the Outlaw rules. Basically, after the game, both sides can report the other warband to the Inquisition. You need to have one, normal human that did not go out of action to make a report to the Inquisition. Arbrites can never be reported to the Inquisition. After income and experience is done, each accused warband must roll 2d6 and use the following table to get a final total.
Scenario
-1 Game was an ambush and you were attacking
-1 Game was a shoot-out and you drew second
-2 Game was a shoot-out and you drew first
-3 Game was an outlaw scenario and you were attacking
Warband
-1 for each pit slave, mutant, wyrd, or xenos (Xenos Kill Teams can not be more that -2) this includes any allies you have for the game
+1/+2 if you are an Inquisition Cell (+1 if Radical, +2 if Puritan)
+1 if your Warband is below 1000 rating
-1/+1 if your Warband is above 2000 rating (roll a d6 1-3=-1, 4-6=+1)
-2/+2 if your Warband is above 3000 rating (roll a d6 1-3=-2, 4-6=+2)
Other
-3 if you attacked any Arbrite, Inquisitor, or other "law official" in the game
+1 if no negatives have ever applied to any of your rolls.
After you have your total has been determined, it is pretty easy. On a 2 or less, you have been Excommunicated/Outcast/Outlawed, and you follow all rules along those lines. 3 to 11, you are fine, nothing you have done has attracted the attention of the inquisition. On a 12, your reported exploits have impressed the local inquisitor. The inquisitor has decided to hire your gang to hunt down excommunicated warbands. If you choose to accept, you receive an income bonus of 25 credits and impose an additional -1 on any warband you report. Mark you roster as your warband being official Watchmen of the Inquisition.
5. Pinning!!! After the few games that we have played, we just do not have the amount of terrain that is needed for Necromunda so we have more open space than what should be on the board. Basically, if your guy is pinned and fails to recover, you can still move up to 2", just like being down. So, if you get into cover, you can Hide if you so choose. We think this will bring a better balance to the game and it makes sense to us.
Any thoughts on these changes would be greatly appreciated.
Okay, so me and my friends were going over the rules that Mr Olsen has so painstakingly provided for the communities use. We like them over all, but there is just a few things that we were going to change.
1. Ignore the rules for income on the Warband lists. Everyone gets territories and you put into effect the Excommunicate Rules. They are exactly the same as the "Outlaw" rules from the Outlander Ruleset. If you need to get a hold of these, just send me a PM and I can send you in the right direction.
2. We are dropping the Subversion and Investigation stats completely from the warband lists. It is nice idea, we just can't seem to really fit them into how we intend to play Iquisimunda. We are playing a GM Oriented campaign eventually once we get our gangs up a little bit, but it is more going to be along the lines of special scenarios, not gang leader assassinations.
3. Allies rules: We are changing the ally rules to the following because we thought they were just too overpowering for some warbands:
Inquisition Cells: Roll a d6, before the game. On a 6, they get one Ally for the following battle, as per their corresponding Ordos. Add the appropriate Warband Rating increase per the Ally listing for this battle only.
Arbrites: Roll a d6, before the game. On a 6, the warband gets support from a Neighboring Precinct. For the battle they get 3 Human Arbitrators armed with Shotguns and Heavy Armor. Add 315 to the warband's rating for this battle only.
Precinct Transfer or Early Retirement: Arbrite Warbands may replace any member with a recruit after any game, just transfer the equipment over to the new recruit and scratch off the old member from the roster. Adjust the Warband Rating accordingly.
Expurgators: Roll a d6 before the game, on a 6 the warband gets one Officio Assassin for the following battle. Add the appropriate Warband Rating increase per the Ally listing for this battle only.
Mutants: Various "pets" are attracted to mutant warbands. You may add up to 150 pts worth of beasts for the upcoming battle. Add the total points of beasts used to your warband rating for the upcoming battle only.
Genestealer Cults: Roll a d6 before the game, on a 6 the warband gets one Purestrain Genestealer for the following battle. Add the appropriate Warband Rating increase per the Ally listing for this battle only.
Puritan AdMech: Roll a d6 before the game, on a 6 the warband is joined by one Techmarine for the following battle. This is a Tactical Astartes Marine w/Servo Arm. Add 350 pts to the Warband Rating for this battle only.
Guard Kill Team: Roll a D6 before the game, on a 6 the warband gets one Officio Assassin for the following battle. Add the appropriate Warband Rating increase per the Ally listing for this battle only.
4. Changes to the Outlaw rules. Basically, after the game, both sides can report the other warband to the Inquisition. You need to have one, normal human that did not go out of action to make a report to the Inquisition. Arbrites can never be reported to the Inquisition. After income and experience is done, each accused warband must roll 2d6 and use the following table to get a final total.
Scenario
-1 Game was an ambush and you were attacking
-1 Game was a shoot-out and you drew second
-2 Game was a shoot-out and you drew first
-3 Game was an outlaw scenario and you were attacking
Warband
-1 for each pit slave, mutant, wyrd, or xenos (Xenos Kill Teams can not be more that -2) this includes any allies you have for the game
+1/+2 if you are an Inquisition Cell (+1 if Radical, +2 if Puritan)
+1 if your Warband is below 1000 rating
-1/+1 if your Warband is above 2000 rating (roll a d6 1-3=-1, 4-6=+1)
-2/+2 if your Warband is above 3000 rating (roll a d6 1-3=-2, 4-6=+2)
Other
-3 if you attacked any Arbrite, Inquisitor, or other "law official" in the game
+1 if no negatives have ever applied to any of your rolls.
After you have your total has been determined, it is pretty easy. On a 2 or less, you have been Excommunicated/Outcast/Outlawed, and you follow all rules along those lines. 3 to 11, you are fine, nothing you have done has attracted the attention of the inquisition. On a 12, your reported exploits have impressed the local inquisitor. The inquisitor has decided to hire your gang to hunt down excommunicated warbands. If you choose to accept, you receive an income bonus of 25 credits and impose an additional -1 on any warband you report. Mark you roster as your warband being official Watchmen of the Inquisition.
5. Pinning!!! After the few games that we have played, we just do not have the amount of terrain that is needed for Necromunda so we have more open space than what should be on the board. Basically, if your guy is pinned and fails to recover, you can still move up to 2", just like being down. So, if you get into cover, you can Hide if you so choose. We think this will bring a better balance to the game and it makes sense to us.
Any thoughts on these changes would be greatly appreciated.