This is the current rules set being used by migsula and friends in the
Jade Vessel =][=munda campaign.
Some additional formatting added in by me for ease of reading ^_-.
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This is the current rules document - Games Mastering and an
RPG attitude is a HUGE part of the fun for us. I think I should ask the boys to start sharing the stories here too, instead of just the campaign forum we have.
“Keep your friends close and enemies closer” – ancient human adage
=I=munda
This coming July I will be Game Mastering an Inquisitor themed, narrative driven continuum of games based on tweaked and expanded Necromunda rules set. Initiative, cunning and situation savvy will be rewarded. There will be a strategic phase outside the games themselves, when the players need to prepare for future enemies, pursue the right trails, sometimes employ skilled noncombatants instead of buying more guns and generally outsmart the others. Bold, adventurous suggestion to the
GM may sometimes be rewarded – or if deemed against the character they may back fire. Is it time to blow cover and induct a company of the PDF? Are you strong enough to harness the great enemy into a weapon against itself?
In tactical level, in the games players need to know when to fight when to run. The scenarios will reward teamwork, combination of right skills and equipment and fate to the Emperor or the Eight-pointed star if you so choose.
The
GM will employ
NPC gangs, of endless supplies of filth, or unimaginable horrors, or stalwart heroes – mostly to halt your efforts, sometimes to rip you apart, or rarer still to help you!
How does it start?
Starting right now – the players will choose a theme for their gang and briefly outline their character. In due time this will be expanded together with the
GM, but according to the players wishes. The first theme will serve as a platform on which the team is shaped. Maybe you want a valiant witchhunter, with close ties to the church and possibly access to archoflagellants, maybe you are a thorian by nature, and decide to go radical in pursue of arcane lore and tools to bind daemons. Possibly the throne agents of the carcass Emperor are simply not your cup of tea, and you decide to steer towards the eight pointed star and promise of quick power, maybe you are a traveller of heart and choose to wear the mandate of a Rogue Trader – it is for you to choose, so choose wisely.
The gaming itself?
Will start in July 2008. The gang can consists of maximum 6 personae. 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!
GET CREATING!
The emperor protects.
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, 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.
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
Some Extremely dangerous individuals have the power to harness the psychic energies of the warp. This is a risky and very dangerous thing to do, for the warp is inhabited by those strange and unearthly creatures that are known to humanity as daemons.
In order to represent the chance of a daemonic attack, if a Psyker rolls a 2 when he takes the Leadership test in order to use his powers then he must roll a
D6 on the Perils of the Warp Table below. Note that on a roll of 2 the psyker is allowed to use the power he was testing for before rolling on the Perils of the Warp Table.
PERILS OF THE WARP TABLE
D6 Result
Drawn into the Warp. Unless the psyker can roll equal to or under his Initiative he suffers severe trauma! The model goes out of action and is no longer able to use the power that he was using when he suffered the trauma.
Attacked. The psyker suffers 1 Strength 5 hit, with no armour save allowed.
6 Drawn into the Warp. The psyker “suffers” a relevation! His psychic abilities grow stronger and he may learn new skills, but this may become with a long time cost…
EQUIPMENT/ ARSENAL:
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
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
WISHLIST – need a torture rack? Prefer upper hive accommodation? make your claim.
Starting experience
the leader gets enough experience for three freely chosen skills or stat upgrades from any table.
in addition one of the agents gets enough experience for two (or two agents for one) freely chosen skills or stat upgrades from tables he or she is entitled to.
WISHLIST – you should’ve learnt by now
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