Switch Theme:

[Campaigns] My =I=munda campaign 1st draft rules posted here so I can work on whilst I should be doing work!  [RSS] Share on facebook Share on Twitter Submit to Reddit
»
Author Message
Advert


Forum adverts like this one are shown to any user who is not logged in. Join us by filling out a tiny 3 field form and you will get your own, free, dakka user account which gives a good range of benefits to you:
  • No adverts like this in the forums anymore.
  • Times and dates in your local timezone.
  • Full tracking of what you have read so you can skip to your first unread post, easily see what has changed since you last logged in, and easily see what is new at a glance.
  • Email notifications for threads you want to watch closely.
  • Being a part of the oldest wargaming community on the net.
If you are already a member then feel free to login now.




Made in gb
Torch-Wielding Lunatic




Liverpool UK

Starting with what Migs has got
You have 1500 credits at your disposal and access to any weaponry you choose – later you may seek or come across even more potent kit. You are not hive-scum – you are well resourced and extremely skilled. It may however be wise to save some cash for the strategy phase. Start-up rules set will be available soonish, but many rules will be tweaked and introduced as the gaming goes on.

Strategy phase

Everything goes, be imaginative, but true to your character – Dark Heresy will be mixed in! – fluffy and clever suggestions will be rewarded. This phase will see you rearm, recover, die from wounds, accumulate wealth, lose wealth, do detective work, pray for your gods and get ready for the next round. Sometimes narrative dictates your choises – you may need to go special condition or even, god emperor bless you – rogue!

Rules Addendum:

Iron Will , =I= and agents if =I= alive and conscious (auto pass/fail bottle test, =I= auto pass LD tests) Those worshipping the eight stars, mork and gork, money or something else get a slightly modified set.

Arsenal, any equipment listed in the Necromunda rules book, or any of the supplements(and add on's see below), can be bought for the cost listed (dice rolled together with GM), more advanced gear available later subject to negotiations, price and happenings in the campaign.

Team:"Leader" with udated stats and character specific special rules, up to two heavies, mimimum of two gangers or heavies and no other constraints, so Juves, or non combatants, newcharacter types you might suggest. (starting size max 10 models)

Several new character types fully explained when created/met in the campaign.

Psyker 20pts, access to physic powers at a cost.

Each Psyker power will cost a set fee but for now majors will be 40-50 pts and minors 20-30 pts

Destiny Points

Each gang commander starts with one destiny point – representing his or her faith in the Emperor, Lucky Charm, or blessing of the 8pointed star. This is a narrative get out of jail card and more can be accumulated by heroic deeds. Should the character be down to 0 faith, grave carefulness is required.


PSYKERS

Some rare individuals have powers beyond the physical realm, yet rarer are those with the inner strength to use them and not succumb to the horror that is warp. It requires intense concentration and inner calm for a psyker to use one of his powers, not always easy in the middle of an inquisitorial firefight! In order to use one of his powers the psyker must first roll equal to or under his Leadership on 2D6. If this test is failed the psykers concentration has been broken and he may not use a power that turn. If the test is passed the power may be used!

PERILS OF THE WARP
As per Wyrd rules to be added here when ruleset complete

PERILS OF THE WARP TABLE
As per Wyrd rules to be added here when ruleset complete

ADD ONS to
EQUIPMENT/ ARSENAL(may be purchased from campaign start):

Generally speaking it is a good idea to consult the =I= rulebook, DH and WH codexes and BL material and consult the GM for a price and rules!

power armour 3+ armour save, doesn’t halve initiative, +1 S, cannot be hidden under clothes, 200pts

psyber skull/eagle/cherub, juve stats, no experience gain, armed with a laspistol, with an ammo roll of 6, gives +1 I to a predetermined model in your gang, if within 2”. 30pts

purity seals, model gets LD+1 30pts

force sword (power sword that auto “out of actions” a wound on a successful psychic test) 80pts

psycannon (boltpistol that wounds on 2+ all demons and psykers) 30pts

inferno cannon, like meltagun pistol w. 6” range 30pts

Jokaero Digital Weapons, as weapon, but one use per game and double the point cost.

Long Las Sniper, as lasgun, but long range 12-36 and +1 to hit, ammo roll 3+ and S4. Can fire hotshot pack at S5 and -2 sv, but this takes a turn to recharge. SPECIAL weapon 60pts

Las Carbine, as lasgun but short range +2 to hit and long range 12-24 and -1 to hit. 25pts

Fire Support rig, gives wearer “bulging biceps” skill. 50pts

The Following obtained from http://www.anthony-case.me.uk/necromunda.php is no way my own work and this is duely acknowledged here

Force Field - 40+4D6cr
Gives a 6+ special save against any ranged attacks.

Refractor Field - 100+4D6cr
Gives a 5+ special save against any ranged attacks.

Auxillery Launcher - 40+3D6
Can be fitted to any basic weapon. Same rules as GL except Range reduced to 8-16.

Auxillery Shotgun - 15+2D6
Can be fitted to any basic weapon. Same rules as Shotgun except Range reduced to 4-8.

Bayonet - 5cr
Can be fitted to basic/special weapon. If held with two hands confers +1 Combat Score bonus against an enemy fighter that charged him that turn or if the fighter charged that turn.

Armour Piercing Rounds - 10+D6cr
Can be used in autopistol or autogun. Gives it a -2 Save Modifier

The Following obtained from the Ash Wastes Rules Supplements once more their work gratefully acknowledged here

DOUBLE BLADE KNIFE (COMMON)
A common hand-to-hand weapon among Ash Wastes Nomads and other Outhivers is the Double Bladed Knife. This ritual
weapon was traditionally carried by members of House Catallus, but its use has become symbolic of the Ash Wastes
Nomad’s struggle. Although only a knife it allows the fighter to parry as if it was a sword.
Range Strength Damage Save Mod Cost
Close Combat As User 1 S Based 15 credits
Special: Parry

GLAIVE (COMMON)
The Glaive is a large, two-handed weapon that is usually used by mounted fighters. It is cumbersome, but deadly in the
proper hands.
Range Strength Damage Save Mod Cost
Close Combat As User +1 1 S Based 30 credits
Special: Two-Handed, if you wound at least once then you may roll one extra chance to wound

SPEAR (COMMON)
The spear is a primitive weapon that Ash Waste Denizens have learned to fashion for almost anything out there that they can
get their hands on.
Range Strength Damage Save Mod Cost
Close Combat As User 1 S Based 15 credits
Special: May be thrown once per game (Range 0-8) If this is done then it may no longer be used in HTH.

SAWED-OFF SHOTGUN (COMMON)
This is just what it sounds like. Ash Waste Denizens typically cut off the long barrels of shotguns for use on vehicles.
Range To Hit Save
Type Short Long Short Long Strength Dam Mod Ammo Cost
Pistol 0-4 4-12 +2 -1 ----------------By Shell-------------- 20 credits
Special: Uses standard shotgun rounds but cannot use Bolt rounds. All ranges are per this profile. Drivers and Bike Riders
can use this weapon without the –1 penalty. This pistol may not be used in HTH.

COMBAT SHOTGUN (RARE 40+3D6)
The Combat Shotgun is a military version of the standard shotgun. It has better parts and jams less often. Out in the Ash
Wastes this is a plus. In addition, the Combat Shotgun is the only type of shotgun capable of using special, or rather,
modified rounds called Executioner Shells.
Range To Hit Save
Type Short Long Short Long Strength Dam Mod Ammo Cost
Basic --- By Shell --- --- By Shell --- 60 credits
Special: Knockback, Can use Executioner Shells, All ammunition checks are 1 point better.

CROSSBOW (COMMON)
The crossbow is a mechanical bow that fires a sharp tipped something or other. Ash Waste Denizens will use almost
anything relatively straight in a crossbow.
Range To Hit Save
Type Short Long Short Long Strength Dam Mod Ammo Cost
Primitive 0-12 12-18 - -1 4 1 - 4+ 20 credits
Special: Knockback, Silent, Reload: It takes one turn to reload the Crossbow. No shooting may be done the next
turn with any other weapons while the crossbow is being reloaded and the fighter must be able to act next
turn as well.

ASSAULT GUN (RARE 70+3D6))
Some gangs have access to the Assault Gun. On the outside it looks like simply an autogun or bolt gun with extra
ammunition drum and an extra handle, but inside the weapon is complex and has an increased rate of fire. This weapon is
usually used to sweep and fill small rooms and vehicle compartments with lots of lead and rounds in short bursts.
Range To Hit Save
Type Short Long Short Long Strength Dam Mod Ammo Cost
Special 0-12 12-18 - -1 3 1 - 5+ 70+3D6 credits
Special: Must always use 1 SF, no gunsights

EXECUTIONER ROUNDS (RARE 20+2D6) For Shotgun only
Executioner Rounds are modified rounds that are better at penetrating armour and doing greater damage at longer ranges.
Range To Hit Save
Type Short Long Short Long Strength Dam Mod Ammo Cost
Shell 0-4 4-24 -1 +1 4 1 -2 6+ 20+2D6 credits

BIONIC HAND (RARE 50+3D6 credits)
The Bionic Hand is a just what is sounds like. The Bionic Hand is a cheaper relative to the Bionic Arm, but it is not as
invasive as replacing the entire arm. The Bionic Hand has the following special rules:
One User: Once equipped on a fighter this item may not be switched to another fighter.
Replacement: A fighter that equips a Bionic Hand to a hand that has suffered a Hand Injury (or more than one hand injury to
that hand) will cancel out the injury effects. Bionic Hands are not part of the Bionic Arm but may be used in conjunction
with a Bionic Arm.
Grab: A fighter equipped with a Bionic Hand will subtract one from the Initiative result to avoid falling due to the extra grip
that the Bionic Hand gives its user. Multiple Bionic Hands do not stack.
Further Injury: If a fighter equipped with a Bionic Hand suffers further ‘Hand Injury’ results to the hand that has been fitted
with a Bionic Hand then roll the appropriate number of fingers lost. Lost fingers may be replaced at a cost of 10 credits each
and can be done in any post game sequence.

BIONIC IMPLANT (RARE 100+4D6 credits)
The Bionic Implant is a mechanical device implanted into a fighter to cancel out any injury not covers by another piece of
bionics. The Bionic Implant has the following special rules:
One User: Once equipped on a fighter this item may not be switched to another fighter.
Replacement: A fighter that equips a Bionic Implant will cancel out any injury effects not covered by another piece of
bionics.
Further Injury: If a fighter equipped with a Bionic Implant suffers a further injury of the same type that it replaced will
destroy the implant and the injury will then take effect once more.

Neural Whip
+1 Str +1 Ini 40+3D6

Starting experience

The band also gets enough experience for five freely chosen skills or stat upgrades from any table to be distributed amongst the 'gang'. Players may wishing to play Inquisitor warbands may wish to spend the first two on their leader to increse his wounds and attacks, so as to be in line with the standard 40k Inquisitor stats of:

Inquisitor
-WS--BS---S----T----W-----I ----A----Ld---Sv
-4-----4----3 ----3 ----2-----4 ---2 ----8 ----4+

this is however OPTIONAL your Inquisitor may be old and/or crippled from his time serving the Emperor or may just not be a 'hands on' type seen commonly in 40k!

Credits in =I=munda may (if suitable modelling and/or background is provided and the player isn't trying to make an uber char) be used to puchase stat improvements this is not an excuse to big the bigest most deadly being live if you want that go play a bloodthirster or similar in 40k!

Movement- each increase costs 30 credits

Weapon Skill:- each increase costs 30 credits (maybe make this 20pts for 1st advance, 30 for 2nd, 40 for 3rd.)

Ballistic Skill:-each increase costs 30 credits (maybe make this 20pts for 1st advance, 30 for 2nd, 40 for 3rd.)

Strength:-50 credits for the first increase and 70 credits for each one after that.

Toughness:- 60 credits for the first increase and 90 credits for each one after that.

Wounds: 40 credits for the first increase and 60 credits for each one after that.

Initiative:-20 credits for each increase

Attacks:-50 for the first increase and 70 points for each once after

Leadership:- 30 credits for each increase. (maybe make this 20pts for 1st advance, 30 for 2nd, 40 for 3rd.)

Skills: A skill may be purchased for 40 credits [possibly the first 2 skills for 40 there after 50-60 credits each play testing needed]



Recources table (in addition to territories table)

Space transport: 1-2 rough runner, 3 paid rogue trader, 4 ally rogue trader, 5 own vessel, 6 friendly rogue trader (own vessel, with experienced captain and a network of associates.

Planet transport: 1-2 none, 3 4x4, 4 8wheel cargo, 5 valkyrie equivalent speeder, 6 gun cutter (requires 4,5,6 of space transport to be fully functional)

Land assets: 1-3 just the territories, 4 safe house, 5 secured safe house, 6 mansion with automated gun sentries, bio scanners, staff…

Mentor 1 – 3 no-one special, 4 senior =I=, 5 senior =I= with similar outlook to life, 6 Inquisitor Lord

This message was edited 21 times. Last update was at 2012/12/24 09:15:10



Looking for gamerws/group to start an munda campaign in Liverpool/Wirral UK area, see the link below for info and instructions

http://www.dakkadakka.com/dakkaforum/posts/list/236688.page#668604

 
   
Made in us
Ground Crew




USA

Hey that's a pretty good ruleset, kind of similar to what I was thinking about using.
   
 
Forum Index » 40K General Discussion
Go to: