ramshackle_curtis
Member
Helsreach was so fun in 2017, so its on again in 2018.
This time around it will be me and hopefully Mattblackgod putting out the terrain. I should imagine I can get the desert cloth again of Scalene as we sort of have joint ownership! (By the way Scalene will be running a cool sounding AdMech game:http://forum.oldhammer.org.uk/viewtopic.php?f=6&t=12151)
In the last installment, Kevin made the most money, while Benamon took over control of the mayoral residence and installed a new mayor.
The vehicle rules sort of worked, in that we had plenty of vehicles on the table and the movement was fine. However, they proved to be flawed. The main issue was that everyone rocked up with an APC! This time round there will be stricter rules for vehicles. I plant to build and cast a set of parts to go with some rules, so there will be stuff available to use, or bring your own built using the rules outlines.
Suggestions and commentry would be greatly appreciated! I will thrash out some new vehicle rules and post them up here.
Other modifications will be around the disparity between a starting necromunda gangs and a starting list from Shadow War. The shadow war ones are alot tougher! Imagine 8 gangers vs 6 plague marines. It will be interesting to see what the new Necromunda rules will be like!
This time around it will be me and hopefully Mattblackgod putting out the terrain. I should imagine I can get the desert cloth again of Scalene as we sort of have joint ownership! (By the way Scalene will be running a cool sounding AdMech game:http://forum.oldhammer.org.uk/viewtopic.php?f=6&t=12151)
In the last installment, Kevin made the most money, while Benamon took over control of the mayoral residence and installed a new mayor.
The vehicle rules sort of worked, in that we had plenty of vehicles on the table and the movement was fine. However, they proved to be flawed. The main issue was that everyone rocked up with an APC! This time round there will be stricter rules for vehicles. I plant to build and cast a set of parts to go with some rules, so there will be stuff available to use, or bring your own built using the rules outlines.
Suggestions and commentry would be greatly appreciated! I will thrash out some new vehicle rules and post them up here.
Other modifications will be around the disparity between a starting necromunda gangs and a starting list from Shadow War. The shadow war ones are alot tougher! Imagine 8 gangers vs 6 plague marines. It will be interesting to see what the new Necromunda rules will be like!
Last year people brought a 1000 point gang, but this year I think everyone can take upgrades!
Each gang is 1000 points. You can choose from ANY necromunda publication, (I guess including the new one, although the fancy new weapons will not be supported.) This includes Inquisimunda, White Dwarves, Yaktribe pages, Fanatic Mag etc etc.
Experience: Experience may be bought for the gang at 5 creds per experience point.
Each gang can take vehicles as well for free, still have to work out exactly what these will be like, but the free vehicles will probably have movement about 20", Toughness 5 and be open. To make them better, take upgrades! You can have any amount of vehicles for free, if you want to do a bike gang, just dont be a power gamer
Shadow Wars gangs are allowed but you cant take any upgrades. Shadow Wars teams are pretty powerful compared to a basic 1000 point gang.
HELSREACH UPGRADES POINTS each gang can take 20 of these. I was thinking of limiting these to 3 per model, but in the end, do anything you want just not POWER GAMING!!!!
Each upgrade costs 1 upgrade point.
Stat increase: +1 to any stat. May not go above the human maximum which is below, although some discussion on this might be good.
M WS BS S T W I A Ld
10 7 7 7 7 6 8 6 10
Skill: Choose any skill from your gangs skill tables.
Armour: Each armour upgrade increases the armour save by one "pip". Minimum is obviously 2+
Cash: The gang gets +10 creds.
Cheat: If you want to do something that is against the rules, or just a bit overpowered or whatever then pay an "upgrade point" out of your 20 and just do it. Rule of cool takes precedent. You can if you want also add a DISADVANTAGE as a way of making your character or gang more fun, yes not over-powered.
Vehicle Upgrades are in the vehicle section. Vehicle Upgrades are "paid" of of your 20 "upgrade points"
HELSREACH ECONOMY 2018
Players must choose a faction to play as, either the (mostly)Honest Helsreach citizens or the Outlaws.
At the end of both days the player with the most Helsreach Victory Points (HVP) will be declared the days winner.
Players gain HVP by performing certain actions as follows:
1. Killing the opposition. Players get 1 HVP for each wound or vehicle damage point they inflict on the opposing faction.
2. Gather resources. A set number of boxes, crates and barrels will be placed around the board. Players may trade them in for 1 HVP each at the market or Outlaw Trading Post.
3. Hunting. Taking a dead animal to the Bush Meat Trader or Outlaw Trading post earns 1 HVP per wound of the animal.
4. Reassmbling the statue. A huge statue is missing 3 parts. Players who can re-fit a part will be rewarded with 10 HVP.
5. Other outstanding feats of bravery or amusing acts of ridiculous tomfoolery will also be awarded HVP at the Gms discretion.
SPENDING HVP
Players can also spend HVP. These are permanently removed from the gang's HVP total.
They may be spent on the following options:
1 HVP to respawn a model that is out of action. Models are either respawned at the Doc's or at the Outlaw Trading Post.
1 HVP may be spent to respawn a damaged or destroyed vehicle. This is then placed at the GMs discretion, probably very close to your gang unless that would be really unfair
1 HVP may be spent to purchase D6 weapon reloads at the market.
1 HVP may be spent to make a gang upgrade. These are the same as the 20 upgrade points for gang generation. This includes stat increases, new skills, vehicle upgrades etc.