Necromunda 2nd [p132-141] Post-Battle Sequence.pdf

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NECROMUNDA
POST-BATTLE SEQUENCE
After the battle is over the players work their way through the following sequence. You do not have
to work through the entire sequence at once, as you may wish to consider further purchases, but
any dice rolls required must be observed by both players or a neutral third party. It is convenient
to complete up to section 4 (Income) straight after the game.
1. INJURIES
Determine the extent of injuries for each fighter
out of action at the end of the game. Fighters who
were down at the end of the game are considered
to be out of action on the D6 roll of a 4, 5 or 6 and
must also roll for injuries. See the Serious Injuries
chart.
2. EXPERIENCE
Allocate Experience points for your fighters and
make any Advance rolls. See the Experience section
and Scenarios for details of how this works.
3. TERRITORY
Re-allocate territory if appropriate. Territory may
be lost or won according to the scenario you have
played.
4. INCOME
Collect income from territory as described in the
Te rritory section.
5. TRADING
Recruit new fighters and buy new equipment as
described in the Trading Post section.
6. UPDATE GANG ROSTER
Update your total gang rating and you are ready to
fight again.
1. INJURIES
After a game some fighters will be down or out of
action. You will need to determine the extent of
their injuries before the next game.
Out of Action. Make a roll on the Serious Injuries
Chart to find out what happens to the fighter.
Down. There is a chance that fighters who are
down at the end of a game may suffer a serious
injury. Roll a D6: on a roll of a 1-3 the fighter
recovers without further effect. On the roll of a 4-6
he goes out of action – make a roll on the Serious
Injuries Chart.
Flesh Wound. Models that suffer flesh wounds do
not sustain serious injuries and will always recover
fully in time for the next battle.
To use the Serious Injuries Chart, roll 2 dice. The
first dice roll represents 'tens' and the second
'units', so a roll of 1 and 5 is 15, a roll of 3 and 6 is
36, and so on. This type of dice roll is referred to as
a D66 roll.
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NECROMUNDA
GUNSIGHTS
Item
Cost
Availability
Red Dot Laser Sight
40+3D6 Rare
Mono Sight
40+3D6 Rare
Telescopic Sight
40+3D6 Rare
Infra Red Sight
30+3D6 Rare
ARMOUR
Item
Cost
Availability
Flak
10+2D6 Rare
Carapace
70+3D6 Rare
Mesh
25+3D6 Rare
BIONICS
Item
Cost
Availability
Arm
80+3D6 Rare
Eye
50+3D6 Rare
Leg
80+3D6 Rare
MISCELLANEOUS
Item Cost Availability
Auto-repairer 80+4D6 Rare
Bio-Booster 50+4D6 Rare
Bio-Scanner 50+3D6 Rare
Blindsnake Pouch 30+2D6 Rare
Clip Harness 10 Common
Concealed Blade 10+D6 Rare
Filter Plugs 10 Common
Grav Chute 40+4D6 Rare
Grapnel 30+4D6 Rare
Infra-Goggles 30+3D6 Rare
Isotropic Fuel Rod 50+4D6 Rare
Lobo-chip 20 Common
Medi-pack 80+4D6 Rare
Mung vase D6x10 Rare
One in a Million Weapon Weapon x 2 Rare
Photo-Contacts
15
Common
Photo-Visor
10
Common
Ratskin map
D6x10
Rare
Respirator
10
Common
Screamers
10+3D6 Rare
(one encounter)
Silencer
10+2D6 Rare
Skull Chip
30+3D6 Rare
Stummers
10+3D6 Rare
(one encounter)
Weapon reload
Half Weapon Rare
base cost
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NECROMUNDA
PRICE CHART
The chart below indicates the cost of items available for sale at the Trading Post. In some cases
the cost of an item is variable, and includes a base cost plus a variable extra amount, for example
40+3D6 credits.
HAND-TO-HAND WEAPONS
Item
Cost
Availability
HEAVY WEAPONS
Item
Cost
Availability
Sword
10
Common
Auto-cannon
300
Common
Chainsword
25
Common
Heavy Stubber
120
Common
Club, maul or bludgeon 10
Common
Heavy Bolter
180
Common
Chain or flail
10
Common
Heavy Plasma Gun
285
Common
Knife (Nb 1 knife is free) 5
Common
Lascannon
400
Common
Massiveaxe, sword or club 15
Common
Missile Launcher
185
Common
Power Axe
35+3D6 Rare
(Missiles extra)
MISSILES
Item
Power Fist
85+3D6 Rare
Power Maul
35+3D6 Rare
Cost
Availability
Power Sword
40+3D6 Rare
Frag Missiles
35
Common
PISTOLS
Item Cost Availability Ammo Roll
Autopistol 15 Common
Bolt Pistol 20 Common
Hand Flamer 20 Common
Laspistol 15 Common
Needle Pistol 100+4D6 Rare
Plasma Pistol 25 Common
Stub Gun 10 Common
Web Pistol 120+4D6 Rare
BASIC WEAPONS
Item
Krak Missiles
115
Common
Cost
Availability
GRENADES
Item Cost Availability
Choke Gas Grenades 15+2D6 Rare
Frag Grenades 30 Common
Hallucinogen 40+4D6 Rare
Krak Grenades 50 Common
Melta Bomb 40+3D6 Rare
Photon Flash Flare 20+2D6 Rare
Plasma Grenade 30+3D6 Rare
Scare Gas Grenades 20+2D6 Rare
Smoke Bomb 10+3D6 Rare
SPECIAL AMMO
Item
Autogun
20
Common
Boltgun
35
Common
Cost
Availability
Lasgun
25
Common
Man-Stopper Shotgun shell 5
Common
Shotgun
20
Common
Hot-Shot Shotgun Shell
5
Common
(solid shot + scatter shells)
SPECIAL WEAPONS
Item
Bolt Shotgun Shell
15
Common
Hotshot Laser power pack 15
Rare
Cost
Availability
Dum-dum Bullets
5
Common
Flamer
40
Common
(for Stub Gun)
Grenade Launcher
130
Common
(Grenades extra)
Meltagun
95
Common
Needle Rifle
230+4D6 Rare
Plasma Gun
70
Common
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NECROMUNDA
WHEN TO BUY
Players should complete their recruiting and
trading after the battle is over, making any
appropriate dice rolls while both players are
present.
TRADING
Common items can be bought quite readily in any
Underhive settlement, and players can purchase as
many of these items as they want. The price for
common items is fixed, so players always pay the
same price for them.
Rare items are hard or even impossible to find. To
represent their scarcity each player makes a dice
roll at the start of his trading session to determine
what goods are offered to him. Roll a D3 (ie, a D6
counting 1-2 as 1, 3-4 as 2 and 5-6 as 3). This is the
number of items offered to the gang leader as he
scours the Trade Posts and visits his contacts.
Roll a D66 for each item and consult the Rare Trade
chart to discover what is on offer. The player may
buy any of the items offered, but only one of each
item unless the same result is rolled more than
once.
Each player rolls separately for his trading.
GANGERS AND TRADING
To improve his chance of finding rare items, a
player may use a ganger to search around the trade
post. A ganger who does this cannot collect income
from the gang’s territory that turn. For each ganger
employed in this fashion you may add a further +1
randomly generated rare items to the list of those
offered for sale.
SELLING
A player may wish to trade weapons at the same
time as he buys new ones. Gangs can automatically
sell equipment for half its listed price. In the case
of rare weapons which have a variable price the
gang receives half of the fixed cost component
only. Alternately, old weaponry can be hoarded for
future use.
RARE TRADE CHART
The following chart is used to determine what rare
trade items are offered for sale.
D66 Item D6 Roll
11-14 Power Weapon. Roll a D6.
1: Power Axe, 2: Power Fist,
3: Power Maul, 4-6: Power Sword
15 Rare Weapon. Roll a D6.
1-3: Needle Weapon
(D6 – 1-4: Needle Pistol, 5-6: Needle Rifle),
4-5: Web Pistol, 6: One in a Million
Weapon
16 Gas Grenades. Roll a D6.
1-2: Choke, 3-4: Scare, 5-6: Hallucinogen
21-22 Grenades. Roll a D6.
1: Melta Bomb, 2-3: Photon Flash Flare,
4: Plasma Grenade, 5-6: Smoke Bomb
23-24 Hotshot Laser power pack
25-31 Gunsight. Roll a D6.
1-2: Red Dot Laser Sight, 3: Mono Sight,
4: Telescopic Sight, 5-6: Infra Red Sight
32-34 Armour. Roll a D6.
1-4: Flak, 5: Carapace, 6: Mesh
35 Bionics: Choose one: Bionic Arm, Bionic
Eye, Bionic Leg.
36 Auto-repairer
41 Bio-Booster
42 Bio-Scanner
43 Blindsnake Pouch
44 Concealed Blade
45 Grav Chute
46 Grapnel
51 Infra-Goggles
52 Isotropic Fuel Rod
53-54 Medi Pack
55 Mung Vase
56 Ratskin map
61 Screamers
62 Skull Chip
63 Silencer
64 Stummers
65-66 Weapon reload
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NECROMUNDA
4. INCOME
At the end of a battle a gang can collect income
from its territories. This is done as soon as the
game is over so that players can witness each
other’s dice rolls.
Each ganger who survives the game without going
out of action can generate income from any one of
the gang’s territories. Fighters who go out of action
during or after a game cannot generate income as
they are recuperating from their wounds. Fighters
who sustain flesh wounds can collect income as
normal.
Leaders, heavies and juves never collect income –
only gangers may.
COLLECTING INCOME
Each ganger can generate income from one
territory. The player chooses the territories he
wishes to collect income from and adds up the
total amount generated. Most territories generate a
variable income, D6x10 or 2D6x10 credits, in
which case the player makes the appropriate dice
rolls to determine the total.
Regardless of how many territories or how many
gangers a gang has it may never collect income
from more than 10.
The gang must spend a proportion of its income on
basic necessities such as food, drink, ammunition
and general weapon maintenance. This is
determined by cross referencing the gang’s income
with the number of models in the gang.
The more models in a gang the more it costs to
maintain, to buy ammo, equipment, food and
other supplies. The number indicated on the chart
below is the profit in credits earned after deducting
basic maintenance costs. The profit is added to the
gang’s stash.
NUMBER OF MODELS IN GANG
INCOME
GIANT KILLER BONUS
The chart below shows the extra income a gang
earns after beating an enemy with a higher gang
rating. Note that this is added to the income earned
from territory not to its profit.
Difference In
Income Bonus
1-49
+5
50-99
+10
100-149
+15
150-199
+20
200-249
+25
250-499
+50
500-749
+100
750-999
+150
1,000-1,499
+200
1,500+
+250
1-3 4-6 7-9 10-12 13-15 16-18 19+
5. TRADING
Cash can be spent on recruiting new fighters and
buying new equipment. Fighters may trade in old
equipment, and also swap equipment between
themselves. Weapons purchased, swapped or taken
from storage must be of an appropriate type for the
fighter as indicated in the recruitment lists.
Weapons and equipment are purchased as shown
by the trading charts. Bear in mind that models
must always carry the appropriate weaponry. Any
weaponry or other equipment that the gang keeps
but does not give to a fighter is hoarded. New
recruits are recruited in the same way as original
gang members with the normal army list
restrictions applying. Players may hire mercenary
fighters for the gang if they wish. Refer to the Hired
Guns section for details.
0-29
15 10 5
0
0
0
0
30-49
25 20 15
5
0
0
0
50-79
35 30 25 15
5
0
0
80-119
50 45 40 30 20
5
0
120-169
65 60 55 45 35 15 0
170-229
85 80 75 65 55 35 15
230-299
105 100 95 85 75 55 35
300-379
120 115 110 100 90 65 45
380-459
135 130 125 115 105 80 55
460-559
145 140 135 125 115 90 65
560-669
155 150 145 135 125 100 70
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Gang Rating
For Winning
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