kortholaxthedamned
04-01-2007, 17:49
Hi there. At our local gaming club (soon to be started) we're going to run a skirmish game set in the not-too-distant future, using a modified Necromunda ruleset. I imagine Answer_is_42 will post something similar to this at some point, but oh well. i just wanted to know what people thought of the weapons rules
Close combat
Massive Axe, Sword or Club- Same as regular rules
Clubs, mauls and bludgeons-same
chains and flails-same
Chainsaw-as chainsword, two handed with -1M
swords and knives-same
Pistols
High quality Autopistol- as autopistol, when purchasing roll a d6, on a 6 the gang has purchased an exceptionally high quality autopistol and the ammo roll is increased to 3+.
Poor quality autopistol-as autopistol except long range of 8-14 and ammo roll of 5+, when purchasing roll a d6, on a 1 the gang has purchased an exceptionally low quality autopistol, the ammo roll is reduced to 6+
High quality handgun- as stubgun, same special rule as high quality autopistol, can take armour piercing rounds (dum-dum bullets)
poor quality handgun- as stubgun, same special rule as poor quality autopistol, can't take armour piercing, long range changed to 8-14, ammo roll of 5+
Basic Weapons
High quality Automatic weapon- as autogun, same special rule as high quality autopistol
poor quality automatic weapon- as autogun, same special rule as poor quality autopistol
Shotgun- as Shotgun, only scatter and solid rounds available
SMG- new weapon, Short range 0-6
long range 6-12
to hit short +2
to hit long -2
Strengh 3
damage 1
save mod -
ammo roll 4+
special 1 sus. fire dice
Special Weaponry
Flamethrower- as flamer
Grenade Launcher- as Grenade Launcher
Sniper rifle- as Needle Rifle except S4, no toxin injury table
Heavy Weapons
LMG- as Heavy Stubber
HMG-as Heavy Bolter
Rocket Launcher-as Missile Launcher
Grenades
Frag-as Frag
Anti-Tank- as Krak
Gas grenades-as gas grenades, all types available
Flash-bang grenades-as photon flash flare
smoke grenades
Molotov Cocktails- small blast, S4, chance of being set on fire
Thermite grenade- Very Rare, as melta bombs
armour
all gangs- Flak
special forces teams- Flak or Full Flak armour (as mesh)
Gunsights
all except mono-sight
Bionics
Hell no.
Misc.
Unnamed painkilling Narcotic- as bio-booster
Rappel cable- as clip harness
concealed blade
Grapnel
Night Vision goggles- as infra-red goggles
Medi-pack
Crafted weapon- as one in a million weapon
Gas-mask- as respirator
Silencer
Weapon reloads
if something isn't mentioned, its not in our game.
post your thoughts. these are not all my idea, i don't take credit for them, i did help make them, but it wasn't just me. Nurgle__boy and Answer_is_42 contributed too.
So. what think?
Close combat
Massive Axe, Sword or Club- Same as regular rules
Clubs, mauls and bludgeons-same
chains and flails-same
Chainsaw-as chainsword, two handed with -1M
swords and knives-same
Pistols
High quality Autopistol- as autopistol, when purchasing roll a d6, on a 6 the gang has purchased an exceptionally high quality autopistol and the ammo roll is increased to 3+.
Poor quality autopistol-as autopistol except long range of 8-14 and ammo roll of 5+, when purchasing roll a d6, on a 1 the gang has purchased an exceptionally low quality autopistol, the ammo roll is reduced to 6+
High quality handgun- as stubgun, same special rule as high quality autopistol, can take armour piercing rounds (dum-dum bullets)
poor quality handgun- as stubgun, same special rule as poor quality autopistol, can't take armour piercing, long range changed to 8-14, ammo roll of 5+
Basic Weapons
High quality Automatic weapon- as autogun, same special rule as high quality autopistol
poor quality automatic weapon- as autogun, same special rule as poor quality autopistol
Shotgun- as Shotgun, only scatter and solid rounds available
SMG- new weapon, Short range 0-6
long range 6-12
to hit short +2
to hit long -2
Strengh 3
damage 1
save mod -
ammo roll 4+
special 1 sus. fire dice
Special Weaponry
Flamethrower- as flamer
Grenade Launcher- as Grenade Launcher
Sniper rifle- as Needle Rifle except S4, no toxin injury table
Heavy Weapons
LMG- as Heavy Stubber
HMG-as Heavy Bolter
Rocket Launcher-as Missile Launcher
Grenades
Frag-as Frag
Anti-Tank- as Krak
Gas grenades-as gas grenades, all types available
Flash-bang grenades-as photon flash flare
smoke grenades
Molotov Cocktails- small blast, S4, chance of being set on fire
Thermite grenade- Very Rare, as melta bombs
armour
all gangs- Flak
special forces teams- Flak or Full Flak armour (as mesh)
Gunsights
all except mono-sight
Bionics
Hell no.
Misc.
Unnamed painkilling Narcotic- as bio-booster
Rappel cable- as clip harness
concealed blade
Grapnel
Night Vision goggles- as infra-red goggles
Medi-pack
Crafted weapon- as one in a million weapon
Gas-mask- as respirator
Silencer
Weapon reloads
if something isn't mentioned, its not in our game.
post your thoughts. these are not all my idea, i don't take credit for them, i did help make them, but it wasn't just me. Nurgle__boy and Answer_is_42 contributed too.
So. what think?