Author Topic: Which Paint Scheme?  (Read 20 times)

Offline Gearhead

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Necromunda Community Edition? Plus quick weapons review.
« on: February 03, 2012, 08:40:25 AM »
Have you guys seen this?

http://anthony-case.me.uk/necromunda

It’s a set of fan-modified necromunda rules. I really like it, it evens out the gangs pretty well (there’s a reason to run Goliath over Van Sarr), adds some new guns, and generally makes one of the best Specialist Games better. I’ll let you read through it yourself, but I’ll post a quick summary of the changes.

-Weapon Costs/Stats Modified

-Skill Tables Reworked

-New Weapons

-New Scenarios (“Pitch Black” is a favorite of mine)

-New Equipment (in a supplement, “New Equipment”)

-New Outlaws (in supplements, by name)

-Pinned gangers can move like downed gangers

-Overwatch reworked a bit.

What do you guys think?

Additionally, I’ll do a review of the weapons as they now stand, plus those in the supplement.

+++Close Combat Weapons+++

Knife: It’s still a knife, it’s still free, seconds are still 5 creds. Didn’t need fixing, didn’t touch it.

Club/Maul/Bludgeon: Same as ever

Massive Axe, etc.: Draws work differently, it cuts you Initiative in half to determine the winner. Still a risk.

Chainsword: Improved save modifier, still a good go to weapon for a leader.

Chain/Flail: Still risky (fumbles are BAD), still nullifies parries.

Swords: Are more expensive, since they’re really good. 50% price increase, which I feel is warranted.

Power Swords: Now scale with Strength, which is nice.

Power Axe:  Scales with Strength, still optional one handedness.

Power Fist: Scales with Strength and does d3 wounds, nasty bit of gear now.

Shock Maul: Bit more Dangerous, since they get a special injury chart. Police aren’t so nice now.

Longsword: Two handed sword, +1 Strength, Parry, Ponderous. Same price as a sword, for those that value offense as defense.

Chainaxe: YES. Like a chainsword, looses parry, gets +1 strength on the first swing. Chainsword’s still better due to parry, but it’s a ChainAXE, so it’s bitchin’.

Master Crafted Sword: I’d easily rank this up with the powerfist as far as great combat weapons. +1 Strength, parry, and double your initiative to work out draws. It’s expensive, and for a reason.

+++Pistols+++   

Autopistol: There it is, the Autopistol. Everyone likes it and after ten years of existing nobody has an issue with it. It’s exactly the same.

Stub Gun: Bonus to hit at short range, which makes it a little less klkn. Dum Dums are still pretty dangerous, but it’s now worthwhile as a gun.

Bolt Pistol: Look, there it is. Same.

Laspistol: Minus at short range is gone, making it better than the stub pistol. Now a competitor with the autopistol since they’re the same at long range and the laspistol has more reliable ammo rolls.

Needle Pistol: Now very dickish to shoot people who are down, since it forces them to roll on the chart from then on. Still an expensive item.

Plasma Pistol: KERPLOWEY! Much more risk/reward on the high power shot, might instantly explode, might not affect next turn’s shooting at all. Roll them bones padre, plasma pistols are for gamblers.

Web Pistol: Now actually a neat thing now that it’s not (as) pitifully short ranged.

Hand Flamer: Now Light people on fire on a 5+. Strength nerfed and armor mod adjusted accordingly.

Hunting Pistol: Resembling an Autopistol, it’s not as accurate at short range, but the long range is 20”. Pretty cool for heavies I guess, but that’s an obnoxious range for a pistol.

Hellpistol: Yep. Less accurate at long range, more accurate at short range, and dat lasweapon ammo roll, and boltgun strength to boot. Expensive though, it’s a rare trade for this machine.

+++Basic Weapons+++

Autogun: Left Alone

Boltgun: Left Alone

Lasgun: Short Range cut to 8”, lasgun’s better for long shots, autogun for firefights and ambushes.

Hunting Rifle: Cool Beans. Minus to hit at 8” short range, 32 max range. Ammo roll like an autogun, “Headshot” rule (“rend” is d3 wounds) is a nice touch. Seems to have different rules in the supplement, talk it over with your group.

Shotgun: Still good.

+Solid Slug: to hit bonus at short range, otherwise the same. Nice Manstopper saver at short range.

+Scatter: Identical

+Manstoppers: More accurate solid slugs, still a go-to.

+Hot-Shot Shells: Amusing, set on fire on a 5+. Great wrench to throw .

+Bolt Shells: Same

Hellgun: Scary. Doesn’t have the lasgun’s short range problem, still strength 4, still 2+ ammo roll. Costs double and then some compared to its cousin.

Stub Rifle: For those of you who are incredibly cheap or short on creds, there’s this thing. Not sure what the point of a long range penalty is on a rifle, but I’d save up five more creds for a hunting rifle or autogun. It takes dum dums, if you really don’t like the user.

Scatter Rifle: Better than Autoguns for short ranged firefights, but worse at range. Otherwise the same, down to strength and cost.

+++Special Weapons+++

Flamer: Flamers are pretty much the same with the bonus of setting people on fire 50% of the time they hit.

Storm Bolter: Where did you get this? You cwazy. Like a bolter with sustained fire, pretty much direct from space hulk. Gab some extra ammo, you’ll need it.

Grenade Launcher: “Move or Fire” is crossed out with a vengeance; in return you get a not ridiculous range of 24” tops. Ammo roll’s a little better, and grenades have to be chosen weather they are grenade or thrown, can’t be both.

Meltagun: This is a GW game in which melta spam is terrible. -5 save modifier though, so anything you hit will probably not have a great time. Good objective killer too.

Needle Rifle: Same changes as the needle Pistol, still great for making sure people stay down.

Plasmagun: Again, the risk/reward factor comes in. Could explode, could not impede you at all after a high power shot. Cook with plasma, get horrible (or impressive) scars.

Sniper Rifle: Dear Jesus I want this weapon nowhere near any ganger with a High BS and Specialist. Actually gets a bonus to hit at its 36” long range, S4, and has the headshot rule.  Frightening weapon in the right hands, Good thing it’s expensive.

Combi-Weapon: Really weird, cost depends on what’s slapped onto your bolter. Can fire the combi part once per game, either alone or with the bolter part. If the latter, there’s a -1 penalty that stacks with any others.

Electrogun: You wanted this the very instant you saw the name. Works like a huge tazer; +3 bonus to hit at 8”, -1 to 12”. S4, ignores armor, does d3 wounds and d6 to things like cyber-mastiffs. Mean gun for mean men, but it’s an expensive and short ranged giant tazer.

Autoslugger: If you can’t afford a Heavy Stubber (wat), are full on heavies but want more heavies (understandable), or are outlaws, this is a good substitute. Not quite the bullet chucker it’s big brother is, it still gets a sustained fire die and can move and fire. At less than half the cost, not a bad investment at all, S3 aside.

+++Heavy Weapons+++

Autocannon: Still the way it was, but rips away armor like slabs of meat. Still has that obnoxious range, so you won’t be missing that.

Heavy Bolter: The same! Funny how that bolt family is.

Heavy Plasma Gun: Y’know, I kind of with the risk/reward factor went up the bigger your plasma weapon got, but no dice. Still a good gun, you’re just not getting S 10 anymore.

Lascannon: Now has Lasweapon Ammo roll, which is kind of nuts. Updated Weapon list also give it the “killer” rule, in which any would roll of 6 means an 11 on the serious injuries chart. Seriously, don’t shoot lascannons in the underhive, it’s dangerous. Also cheaper, but still nowhere near affordable.

Heavy Flamer: I don’t know how much 40k you play, but probably enough to know that Heavy Flamers are really dangerous in tight spaces. Like, say, a hive city. Heavy flamers will kill you. They can move and fire, carry much more fuel than their cousins, and catch people on fire on a regular basis. They’re very very deadly and come with a complimentary bullseye. Cheap for a heavy weapon, but you miss out on the whole Long ranged death thing. Also requires risking a heavy on the front lines, which isn’t a problem if you’re a combat gang, but could be for more conservative types.

Heavy Stubber: Didn’t change it, still a machine.

Missile Launcher: considerably cheaper, much more affordable and much more viable. Smoke and Plasma Missile added in a supplement.

Webber: Like a giant Web Pistol, this can incapacitate huge groups of people. I’d rather cook ‘em with plasma, but that’s me. It’s basically a web pistol with a blast template, and it’s a good way to shut down a chunk of a gang.

Multimelta: Since the lascannon has had a price reduction, this is the new king of expensive guns. It’s a meltagun with a blast template and it will kill you to death.
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Offline Enderwiggin

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Re: Necromunda Community Edition? Plus quick weapons review.
« Reply #1 on: February 03, 2012, 09:21:26 AM »
Thank you very much for sharing, I'll check it out. :)


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Offline SILKiam

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Re: Necromunda Community Edition? Plus quick weapons review.
« Reply #2 on: February 04, 2012, 10:55:36 PM »
Thanks for sharing Gearhead, looks like a good collection of changes :D

Offline Dra'Tuisisch-Novae

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Re: Necromunda Community Edition? Plus quick weapons review.
« Reply #3 on: February 04, 2012, 11:59:59 PM »
Downloading now, will definately give this a look-over. Thanks for sharing!
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