The Gaming Geek! Forum Index The Gaming Geek!
Where Heroes Play!
 
 FAQFAQ   SearchSearch   MemberlistMemberlist   UsergroupsGallery   RegisterRegister 
 ProfileProfile   Log in to check your private messagesLog in to check your private messages   Log inLog in 

Battles In The Underhive-Necromunda At The Geek
Goto page 1, 2, 3 ... 13, 14, 15  Next
 
Post new topic   Reply to topic    The Gaming Geek! Forum Index -> Necromunda
View previous topic :: View next topic  
Author Message
Dracofav
noob!


Joined: 27 Mar 2007
Posts: 28
Location: Hilsdale

PostPosted: Fri Aug 24, 2007 5:18 pm    Post subject: Reply with quote

I took a look at the models and the rules on their website per Bill's suggestion.

And my interest is peaked.

Are the original Outlanders Rules the rules posted on their website? If so I was very much enamoured with the ratskins and would probably play them. If not can you give me a brief overview on the differences between the rules, or direct me to the original rules?

Help is much appreciated.
Back to top
View user's profile Send private message AIM Address
KidCthulhu
Master Painter


Joined: 12 Mar 2007
Posts: 189
Location: New Jersey

PostPosted: Mon Aug 27, 2007 9:17 pm    Post subject: Fight Like A Brave! Reply with quote

Ah, good ol' Ratskins. They present such interesting challenges and advantages. They would make a great addition to a campaign.

I've been reading over the PDF on http://www.specialist-games.com/assets/ratskinrenegades.pdf and for the most part, the rules are the same. There is one HUGE glaring difference that bothers me. You can use the PDF, but you have to do the following:

Firstly, delete any reference to "Totem Warriors". Also remove "Coup Sticks", "Spirit Staff", and "Spirit Totem".

Instead of the Totem Warriors, add the following

0-1 RATSKIN SHAMAN
Cost to recruit: 120 credits

M4 WS3 BS3 S3 T4 W1 I4 A1 LD7

WEAPONS: A Ratksin Shaman may be given equipment chosen from the Close Combat, Ranged and Special Weapons, plus the Grenades and Shotgun Shells section of the Ratskin Equipment Lists. He may be equipped with a Blindsnake pouch for 20 Credits.

SPECIAL RULES

Resilient-Per the normal Ratskin rules on Serious Injuries

Native-Immune to Treacherous Conditions, like any Ratskin gang member.

Spirit Lore-The Shaman is in communion with the Hive Spirits and may call on them to help him. When the shaman is recruited, roll up one power for him on the Spirit Lore Table. Each Archeotech site the gang controls will bring favor to the Hive Spirits and give the Shaman another power. If an Archeotech site is lost the Shaman will lose one of his powers chosen at random as the Hive Spirits show their disapproval.

The Shaman starts with 60+1D6 experience.
The Shaman can learn Agility, Combat, Ferocity, and Stealth Skills.


SPIRIT LORE POWERS TABLE (Roll 1D6)

1-Slime Dance-When Treacherous Conditions are rolled for at the beginning of the game, the Shaman can re-roll the dice if he can first pass a Leadership test on 2D6.

2-Curse-If the Shaman passes a Leadership test on 2D6 at the start of his turn and spends the round chanting (ie, doesn't move, shoot, or fight in close combat) he can curse the enemy for all the Ratskin's turn and the enemy's following turn. The curse affects all enemy gang members, forcing them to automatically fail all Initiative tests. If the Shaman is pinned, wounded, or engaged in close combat, the curse ends.

3-Ghost Dance- If the Shaman passes a Leadership test on 2D6 at the start of his turn and spends the round chanting (ie, doesn't move, shoot, or fight in close combat) he can weave a protection for his gang. The protection affects all Ratskins and gives them a 4+ saving through until the beginning of the next Ratskin turn. The saving throw is subject to all the normal saving throw modifiers. If the Shaman is pinned, wounded, or engaged in close combat, the curse ends.

4-Blindsnake Ritual-If he sucessfully passes a Leadership test on 2D6, he creates a blindsnake pouch for free that can be given to a Ratskin Renegade or sold at the Outlaw Trading Post for 30 credits.

5-Spirit Walk-If the Shaman can pass a Leadership test on 2D6 at the start of his turn, he can basically astral project. The spirit moves 3D6 in the movement phase and ignores all terrain. The spirit causes Fear and is immune to all shooting damage. The spirit can attack in close combat with the Shaman's profile, but counts as only being armed with a knife. Any wounds inflicted are real for the Shaman's victim, but if the Shaman loses combat, his spirit is immediately returned to his body and he suffers no damage. The spirit automatically returns to the Shaman at the end of his turn regardless.

6-Steal Prowess-This ritual can only be used on captured enemies and the enemy gang is allowed to stage a [i]Rescue Mission[i] before the ritual takes place. If the Shaman passes a Leadership test on 2D6, it allows him to steal one of the enemy's skills or characteristic increases and bestow it upon the Ratskin Chief. The Chief cannot exceed the normal Ratskin characteristic maximums and the victim cannot be reduced below their starting level. After the Ritual, the victim can be ransomed or exchanged or sold into slavery like any other captured fighter.


Other than that, the Ratskin PDF is basically the Outlanders Rules (including the Outlaw territory table and the Outlaw trading post).

As far as a miniature for the Shaman, just use a Totem Warrior piece, give him something to make him stand out (like a cloak or a staff or both). I can give you a furry Mordheim cloak from the Middenheimer's sprue that can make a good rat pelt. Or, you could always go to the Special Character's section for Necromunda and order the bits to make The Caller (Ratskin Shaman special character from the Redeemer comics) and arm him accordingly. Personally, I myself would just convert a Totem Warrior.

I hope this is useful to you and I look forward to seeing you punish Paleface Hivers for insulting the Spirits Of The Hive. Shreeee-yah!
_________________
"Brian the Painter, doodily doodily ding dong doodily doodily doo!"
Back to top
View user's profile Send private message Send e-mail Visit poster's website AIM Address Yahoo Messenger MSN Messenger
Justin
Nurgling


Joined: 19 Mar 2007
Posts: 102
Location: Back to Jersey

PostPosted: Tue Aug 28, 2007 6:46 pm    Post subject: Reply with quote

Just remember no one likes it when you use spyrers. I probally spelled that wrong but oh well its been a while since they came out to play. Maybe when i come home for christmas we can get a one off game going Bri.
Back to top
View user's profile Send private message
KidCthulhu
Master Painter


Joined: 12 Mar 2007
Posts: 189
Location: New Jersey

PostPosted: Wed Aug 29, 2007 7:30 pm    Post subject: No One Likes Spyrers Reply with quote

"Just remember no one likes it when you use spyrers. I probally spelled that wrong but oh well its been a while since they came out to play."

Well in a regular campaign setting, they're too hard to fit in. They can only play certain scenarious, normal enticements (like credits or hard to find gear) don't apply to them, and they can't ally with anyone except other Spyrers.

"Maybe when i come home for christmas we can get a one off game going Bri."

Are the Red Masks threatening my newly painted Van Saars allready? Or are you trying to see who has the better Spyrer killteam? Bring it on, Justin!
_________________
"Brian the Painter, doodily doodily ding dong doodily doodily doo!"
Back to top
View user's profile Send private message Send e-mail Visit poster's website AIM Address Yahoo Messenger MSN Messenger
Justin
Nurgling


Joined: 19 Mar 2007
Posts: 102
Location: Back to Jersey

PostPosted: Thu Aug 30, 2007 7:43 pm    Post subject: Reply with quote

I was just thinking a friendly little game, but if you wanna feel the wrait of cawdor your more then welcome to be crsuhed you heritic.
Back to top
View user's profile Send private message
KidCthulhu
Master Painter


Joined: 12 Mar 2007
Posts: 189
Location: New Jersey

PostPosted: Thu Aug 30, 2007 8:41 pm    Post subject: And Now Some Advice For New Players Reply with quote

I figured now is as good as any time to share a little Necromunda Wisdom with players who may be new to gang warfare in the Underhive.

Chosing a Gang
For new players, this is probably the hardest part, as each group has its strengths and weaknesses. There's two ways I suggest in selecting who to play. The first is to pick the group with the models you like best (my very first gang back in '95 were Eschers because I love Jes Goodwin's sculpts). The second is to get a little background and pick a group that best suits your playing style.

A Little About The Gangs

The six main Houses in Necromunda are essentially the same. Each gang has a leader, can have up to two heavies (gangers who can use special weapons or heavy weapons), any number of gangers, and up to half the models can be juves (young kids that are wannabe gangers).

There are subtle differences in the gangs (aside from how the models look) as the skills each House has access to varies. When a model gets enough experience, the model gets upgraded statistics and occasionally they get a new skill instead of a bonus to their profile. There are six groups of skills and not every model gets access to the same skills.

The Cawdor, for example, all can get Ferocity skills (even Juves). There's skills like the ability to cause Fear or charge further in combat and the like. The Eschers lean towards Combat and Agility, so you have very limber ladies that can kick your skull in during a fist fight. The Van Saar are a more "shooty" group, so they get Shooting skills like extended range on their weapons or rapid fire. The Van Saar also get access to Techno skills, which include things like being able to use special weapons (if you're not allready a heavy) or even creating rare items. The Delaque are all about Stealth, get all kinds of skills for sneaking around as well as Shooting skills. The Goliath all can get Muscle skills that help in close combat or that give heavies the ability to move & shoot with weapons that normally require them to be stationary. Most Goliaths also get Combat skills. Orlocks tend to be the most well rounded with almost everyone getting Shooting and Combat skills.

Outlander Gangs

The three playable Outlander gangs (Redemptionists, Ratskins, and Scavvies) are quite different from the ordinary gangs but again have their own pros and cons. The main difference between the Outlanders and the regular gangs is that they only get one territory (usually a pretty crappy one out in the wastes) and have to worry about things like starvation and being hunted for bounty by everyone else.

The Redemptionsist are basically amped up outlaw Cawdors and everyone from the lowliest Novice to the insane Redemptor Priest gets access to Ferocity skills. The Redemptionists have Deacons in lieu of heavies, but the weapons they have access to are limited. Redemptionists also get Zealots, which are frenzied close combat specialists. Brothers and Novices fill the roles of Gangers and Juves respectively. Another feature of these religious whackos is that almost any weapon can be fitted with a single-shot flamethrowing called an Exterminator. The Redemptionists also move territories after each game and have a special territory chart instead of the lousy list the Ratskins and Scavvies have to roll on.

The savage Ratskins are the equivalent of angry Native Americans fighting the people encroaching on their sacred lands. They mostly get Stealth skills and can never get Techno skills (aside from the Shaman using a power to steal one from a captured enemy with such a skill). The Ratskins tend to focus on close combat, rather than blasting away their enemies with the firepower a non-outlaw gang would have. They have no heavy equivalent, but have Ratskins acting in the Ganger role and Braves acting in the Juve role. They also get a Shaman, which I posted the rules for earlier. Ratskins get a nice bonus of everyone starting off with a maul, so that they don't have to puchase one. Ratskins also are harder to kill (they roll twice on the injury table and chose which result applies to them) and they are immune to Treacherous Conditions, which really is a bigger deal than it sounds.

The Scavvies are the freaky, inbred boderline mutants that haunt the lower parts of the Underhive. If you can picture Deliverance meets Resident Evil , you're not too far off. The Domes Have Eyes! Scavvies are numerous but they are dirt poor have to make ammo rolls more often than anyone else because of the lousy conditions of their guns and ammo. Most of them get access to Stealth skills. The bulk of the gang is regular Scavvies and they can get mutants, which can be fun (basically Scavvies with a special mutation such as wings or a tentacle limb or another arm). Filling in for heavies are Scalies, big reptillian mutants that the Scavvy Boss hires with weapons unique to Scalies. Scavvies have no Juve equivalent, as the typical Scavvy is better than a Juve at most things but not as good a fighter as a Ganger. The Scavvies also can get zombies. Yes, that's right, zombies! For a mere 10 credits per battle, the Scavvy Boss leaves a trail of food for rabid Plague Zombies to follow. You get D6 zombies for every 10 credits you spend and the zombies leave after the battle. For 30 credits, you could potentially have 18 extra models on the table! So, if you play the numbers game, Scavvies are the way to go. And also, if you can't/don't want to scrounge around for enough credits to feed your gang, you can eat one of your own gang members (or preferably, a captured member of someone else's gang).

What Models Should I Buy?

Usually, buying the boxed set of any gang is a wise idea. With the House gangs, a boxed set will give you a leader, a heavy, four gangers, and two juves. This is a good starting size for any gang. It's always a good idea to have extra gangers ready, as juves eventually become gangers if they live long enough. The juve model is replaced by the ganger model and can be rearmed like a ganger. It's also a good idea to always have an extra juve or two as some territories can sometimes give you a free juve.

With Outlanders, the boxed set gives you a leader, a specialist of sorts (Scaly for the Scavvies, TotemWarrior/Shaman for Ratskins, a Deacon for the Redemptionists can be made with what's in the new boxed set), and six ganger and/or juve equivalents, depending on the gang. With Redemptionists and Scavvies, there's no juve-to-ganger type transitions, so the models remain the same, but the Ratskin Gang boxed set has two Braves that may eventually become full Ratskins. The same logic of having a few extra models is also a good idea, as gangs can always grow in size. This is especially true of Redemptionists, which have the possibility of converting captured enemies to the Red Brethren's cause. Scavvy Zombies/Ghouls should be puchased in groups of six models (if you chose to use them) as you get D6 each time you shell out 10 credits for them when you fight.

How Should I Arm My Gang?

This question is a little more difficult to answer. By buying the boxed sets, you get a good mix of weaponry. The newer models (like the Orlock and Goliath resculpts) have a sprue for their hands/weapons so you get more freedom in arming them, than say the Eschers (which are typically one-piece models). If you buy your models individually as bits like I usually do, you won't have that problem.

I do have some pointers. First, read up on the rules and get an idea of what you want in your gang, write up a trial roster, and work from there. Secondly, use the models that best suit what the gang does. The Eschers, for example, are good in close combat, so the bulk of your models should be armed with pistol/close combat weapon combos. Van Saars, for example, should mostly have long range weapons like lasguns and auto guns.

It's very important to remember that while a model gets an extra die in close combat for a pistol/melee weapon, pistol/pistol, melee weapon/melee weapon combination, they don't get the extra die if they also carry a basic, special, or heavy weapon. Only characters exclusively armed with weapons usuable in close combat get that bonus. I can't stress this enough.

As far as heavies, I suggest taking a heavy stubber. It's a reliable S4 weapon that shoots multiple times and isn't all that expensive in the grand scheme of things. I believe most boxed sets that include a heavy will have a heavy stubber. It may be tempting to take a Lascannor or Missile Launcher in the begining (as those pricey items may be harder to afford later on) but those weapons seriously drain your resources. Also, if that heavy with a pricey weapon goes down, you're in serious trouble. Should you buy a second heavy right from the begining? That's another tough call, although I would recomend giving the second heavy a special weapon (like a flamer or melta gun) instead of a heavy weapon. This way you don't go broke on credits and have two models that are move-or-shoot in a gang that allready has few members.

Diversity In The Underhive

Campaigns of this nature are usually a little more interesting when people don't all play the same gang. Bill will likely be playing Eschers and I'm pretty sure Dracofav is using Ratskins. If Burrfoot812 joins the fray, I know he has Delaques. The more different gangs the merrier!

Questions?
If you have any questions, by all means ask them in this thread.
_________________
"Brian the Painter, doodily doodily ding dong doodily doodily doo!"
Back to top
View user's profile Send private message Send e-mail Visit poster's website AIM Address Yahoo Messenger MSN Messenger
full_blooded_ork
Greater Deamon


Joined: 21 Apr 2007
Posts: 252
Location: Beachwood

PostPosted: Mon Sep 10, 2007 12:23 pm    Post subject: Reply with quote

Quote:
Note to veteran players: no Spyrers, Pit Slave Gangs, or Arbites, they tend to unbalance the campaign and are hard to fit in without much disruption.


No Arbites? Damn, I was going to join, but I have 11 enforcers (The modern rules arbites) and none of the other gangs interest me. You sure there's no way you can work enforcers in?
Back to top
View user's profile Send private message AIM Address
Justin
Nurgling


Joined: 19 Mar 2007
Posts: 102
Location: Back to Jersey

PostPosted: Mon Sep 10, 2007 6:36 pm    Post subject: Reply with quote

[quote="full_blooded_ork"]
Quote:
Note to veteran players: no Spyrers, Pit Slave Gangs, or Arbites, they tend to unbalance the campaign and are hard to fit in without much disruption.


Well Brian Spyrers don't really tend to unbalance campaigns, they are actually a disadvantage as are arbites as the campaign goes on, they tend to only be dangerous in the beginnings. Pits slaves just have different weapons that make early games alittle tougher. I would if you include arbities drop the outlaw rule. Other then that I think they should fit in fine.
Back to top
View user's profile Send private message
KidCthulhu
Master Painter


Joined: 12 Mar 2007
Posts: 189
Location: New Jersey

PostPosted: Mon Sep 10, 2007 7:04 pm    Post subject: I Am The Law Reply with quote

We'll have to see about that one.

While I don't have anything against Arbites (I prefer the original rules in Battles In The Underhive versus the new "Enforcers"), I do have issues with them in a campaign setting.

Firstly, anyone who fights them becomes automatically outlawed. That's pretty devastating. Win or lose, you would be completely screwed by even agreeing to have them as an opponent. As Justin suggested, perhaps that rule can be removed.

Secondly, most scenarios don't apply to them. They wouldn't be out looking for loot in Scavengers. The wouldn't be doing 4 out of the 5 objectives in Hit and Run and if they were out to take down a gang, it wouldn't be a 5 man patrol team. And they certainly wouldn't be involved in any of the outlaw scenarios except as maybe a victim in The Hit.

Thirdly (is that even a real word?), most of the enticements of certain scenarios (such as credits, new territories, or rare items) don't really apply to the Judges. They can't get new territories, they get everything from the precint, so it's not like money is an issue, and they certainly aren't going to scrap with gangs over a missing consignment of bolters or a crate of photon flash grenades.

I suppose we could -try- to fit the Judges in, but it would be rather cumbersome. We'll have to try a few games "off the record" to see how it would go and perhaps they could be considered.

And FBO, is there any particular reason you have an "Enforcers or not at all" leaning? I'm just curious.
_________________
"Brian the Painter, doodily doodily ding dong doodily doodily doo!"
Back to top
View user's profile Send private message Send e-mail Visit poster's website AIM Address Yahoo Messenger MSN Messenger
full_blooded_ork
Greater Deamon


Joined: 21 Apr 2007
Posts: 252
Location: Beachwood

PostPosted: Tue Sep 11, 2007 5:00 pm    Post subject: Reply with quote

Well I plan to become a cop when the civil service test opens up again, my father is a retired cop. Also I love how they look, and spent the money on the box set and even set up my whole squad. I converted the other 3, one has minor conversions from the special edition which hunter.

Hey if we are ever at the geek at the same time, can you show me the arbites rules themselves? I only have the enforcer ones.

I wouldn't mind the guilder rule taken out, but do the modifiers pile on in games? Minus 3 dosn't seem bad when you only get in trouble on a two.

Would any of you be up to one of's then? I've been wanting to play necromunda since I've gotten them. If so, for the actual campaign I could use orks as goliaths if you guys would allow that, I just don't feel up to buying another box set of guys.
Back to top
View user's profile Send private message AIM Address
KidCthulhu
Master Painter


Joined: 12 Mar 2007
Posts: 189
Location: New Jersey

PostPosted: Wed Sep 12, 2007 8:33 pm    Post subject: Respect The Badge Reply with quote

To FBO:

Well I plan to become a cop when the civil service test opens up again, my father is a retired cop. Also I love how they look, and spent the money on the box set and even set up my whole squad. I converted the other 3, one has minor conversions from the special edition which hunter.

Well at least you want to play them for the right reasons. Too often people choose the Judges for power-gamey reasons.

...but do the modifiers pile on in games? Minus 3 dosn't seem bad when you only get in trouble on a two.

Oh yes, the Outlaw Table penalties do indeed stack. So, for example, drawing first in a Shoot Out against Imperial Forces, you get a -5 penalty. You'd have to roll an eight or better not to be Outlawed.

I spent the better part of two days reading and rereading the original Arbites rules and the Enforcer rules and I have come to an interesting conclusion; Enforcers and The Adeptus Arbites are not the same. The Enforcer fluff states, "Necromunda Enforcers are modelled closely on the Adeptus Arbites." This explains why Enforcers don't cause Fear/Terror and why they still get initiative penalties for wearing Carapace Armor while the Arbites don't. Think of Enforcers as "Arbites In Training". When the drek really hits the fan and the local Enforcers can't handle it, the Adeptus Arbites come in to enforce The Emperor's Will. This may also explain why the Adeptus Arbites models are bigger and more imposing sculpts (okay, that's a lie, all the Fanatic sculpts are slimmer and shorter).

I reviewed the Outlaw Table modifiers and reread the endgame portion of some scenarios, such as Triple Cross. You apparently only get a -1 penalty for scrapping with Arbites, as opposed to a -3 penalty for fighting an Inquisitor or being automatically Outlawed.

So, in the grand scheme of things, given their limitations, I see no problem with you playing the Enforcers. A few scenarios may need some tweaking, but shouldn't be too difficult to accomodate. FBO, you would be the only player to do so, as we want as diverse a campaign as possible. But I ultimately leave this decision in the hands of the other players.

TO ALL OUR OTHER PLAYERS:

Here's basically the deal with the Enforcers. They're a 10 man and 1 dog team, but only five (six if the Handler and the Dog come out; they always have to be together) are ever on the table at a time. They get some gear, decent armor (that halves their initiative, making them prone to falling off buildings), and nice weapons. Their dead members are automatically replaced. They get the equivalent of a leader, two heavies, and gangers. The Handler is a K-9 type with a decent robotic dog that doesn't earn experience points. An Enforcer cannot be in more than two consecutive games, so the 5 man roster on the battlefield always rotates.

Sure, -if- you are reported after a game with them, you get a -1 penalty to the Outlaw Table. This means if no other modifiers apply, you need to be a 3 on 2d6 to not be outlawed. Naturually for Scavvies, Ratskins, and Redemptionists, you're already an outlaw and it doesn't matter.

So, with the fancy gear and free replacement troops, what do the Enforcers have against them? Unless the enemy's gang rating is over 2000, the Enforcers get only 5 or 6 models on the table. They can't ever get any larger. They don't have territories to get money from and never get new weapons or gear. They never get hired guns. Also, while they do have nice armor, being restricted in it makes them rather clumsy (they treat their initiative as halved). So, if you hit 'em but don't wound 'em, they still will very likely fall off any edges they're close to. Trust me, falls kill more models than any gun.

So, Bill, Teclis, Dracofav, Burrfoot, all other potential players, what do you think? Do we allow FullBloodedEnforcer in with his Necromunda Cops?
_________________
"Brian the Painter, doodily doodily ding dong doodily doodily doo!"
Back to top
View user's profile Send private message Send e-mail Visit poster's website AIM Address Yahoo Messenger MSN Messenger
full_blooded_ork
Greater Deamon


Joined: 21 Apr 2007
Posts: 252
Location: Beachwood

PostPosted: Thu Sep 13, 2007 5:34 pm    Post subject: Reply with quote

So the arbites were stronger?

Btw, isn't the table -3 for enforcers? Or do some senerios overide the table? Granted I don't have the old rules, and am going by the online pdf found here. http://www.specialist-games.com/assets/deadoralive.pdf

Granted as I said, I'm perfectly willing to compromise and go with the -1 if -3 is to much, or no negative modifier at all, I'm just confused on where the -1 is comming from.
Back to top
View user's profile Send private message AIM Address
KidCthulhu
Master Painter


Joined: 12 Mar 2007
Posts: 189
Location: New Jersey

PostPosted: Thu Sep 13, 2007 8:04 pm    Post subject: He Fights Crime With His LawGiver Reply with quote

To FBO:

The Arbites are stronger? Well, yes they have a few advantages. Firstly, since they've been wearing carapace armor since they were toddlers, there's no initiative penalty. They also all cause Fear in Gangers and Terror in Juves. Otherwise, they more or less are the same.

The -3 penalty in the Outlander's book is for fighting "Imperium Forces", but Andy Chamber's scenario "Triple Cross" indicates that there's only a -1 penalty for being in that encounter and that scenario does involve Arbites. I used this as basis of the -1 penalty for Enforcers, as I felt -3 was too much for simply fighting a player oponent before the other modifiers are stacked.

I wasn't aware of the Dead Or Alive PDF you refer to. Admittedly, I don't know -all- the Fanatic stuff. A good deal of it just doesn't have Andy's or Rick's or Jervis's regard for continuity. Jervis Johnson wrote the Enforcer rules, which is partly why they fit into the existing rules as well, as opposed to say, the Totem Warriors in the altered Fanatic Ratskin list.

So, I propose allowing the current Enforcer's rules from their existing PDF, but including only a -1 penalty on the Outlaw Table. The only x-factor now is if the other players agree with it.
_________________
"Brian the Painter, doodily doodily ding dong doodily doodily doo!"
Back to top
View user's profile Send private message Send e-mail Visit poster's website AIM Address Yahoo Messenger MSN Messenger
full_blooded_ork
Greater Deamon


Joined: 21 Apr 2007
Posts: 252
Location: Beachwood

PostPosted: Thu Sep 13, 2007 8:24 pm    Post subject: Reply with quote

Well the dead or alive PDF is the newer rules, and you mentioned we are going to be using the older ones, which would mean that the older version takes precedant anyway.

But the -1 sounds like a good compromise to me, expecially if that's how it was in the older outlander rules.

My brother may or maynot join, he if he does will probably go redemptionists.
Back to top
View user's profile Send private message AIM Address
Justin
Nurgling


Joined: 19 Mar 2007
Posts: 102
Location: Back to Jersey

PostPosted: Thu Sep 13, 2007 10:32 pm    Post subject: Reply with quote

Cawdor still owns the underhive. Arbities last time we played brian got sent running back to the barracks to hide in shame.
Back to top
View user's profile Send private message
Display posts from previous:   
Post new topic   Reply to topic    The Gaming Geek! Forum Index -> Necromunda All times are GMT - 5 Hours
Goto page 1, 2, 3 ... 13, 14, 15  Next
Page 1 of 15

 
Jump to:  
You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot vote in polls in this forum


Powered by phpBB © 2001, 2005 phpBB Group
Return to The Gaming Geek