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Differences between Necromunda versions

 Post subject: Differences between Necromunda versions
PostPosted: Mon Apr 04, 2005 10:35 am 
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I've compared the old Necromunda rules to the LRB and spotted only the following differences:
-Dice: Only d6 used nowadays -> any weapon which used a die other than d6 for wounds does different amount of damage.
-Sustained fire: No ammo jams anymore; just normal ammo rolls.
-High Impact rule added.
-Hand Flamer is one-shot.

Are there any others? I have not gone through the campaign rules yet.

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 Post subject: Differences between Necromunda versions
PostPosted: Mon Apr 04, 2005 11:15 am 
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- Flame weapons don't set things on fire.
- Starting gang equipment is restricted dependant on the House.

There's a breakdown of the changes on the Necromunda site somewhere.

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 Post subject: Differences between Necromunda versions
PostPosted: Mon Apr 04, 2005 12:29 pm 
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Hi,

Look HERE

Download the "Underhive Summary" pdf

That should help.

Cheers,
Freshmetal

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 Post subject: Differences between Necromunda versions
PostPosted: Mon Apr 04, 2005 12:43 pm 
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Thanks!  :)

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 Post subject: Differences between Necromunda versions
PostPosted: Tue Apr 05, 2005 7:10 am 
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I played some Necromunda over the weekend, used the old rules (just because there are so few changes) except we added the new sustained fire bit.  I am not so sure about it, because it makes some of the heavy weapons that use it extremely deadly, ie, the heavy stubber.  Will have to play with that rule some more in the future...  

my 2cents,

iblisdrax

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 Post subject: Differences between Necromunda versions
PostPosted: Tue Apr 05, 2005 7:25 am 
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Well, with the old rule there's about 50% chance of having to make an ammo roll with just one sustained fire dice so I'm not so sure about that either. IMO the heavies should be deadly but I admit not having been played the game so the opinion is based just on the theory.

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 Post subject: Differences between Necromunda versions
PostPosted: Tue Apr 05, 2005 9:29 am 
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The old system was one roll to hit, then sustained dice for how many hits, wasn't it? So that's 1/6 chance of an ammo roll with each burst, and then another 1/6 for each sustained fire dice of a jam.

New system, you're rolling, say, 3 dice to hit, which is a 91/216 chance of at least one ammo roll, and each ammo roll is usually a 3/6 of a jam.

Pass the Reload.

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 Post subject: Differences between Necromunda versions
PostPosted: Tue Apr 05, 2005 12:07 pm 
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Doh! You are right. I forgot there was only one to-hit roll in the old system. You either missed with everything or hit with everything.  :blush:

In the old system it's 30.6% chance of an ammo roll with one sustained fire die, 42.4% with two and 51.8 with three.

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 Post subject: Differences between Necromunda versions
PostPosted: Tue Apr 05, 2005 3:55 pm 
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I am in the middle of a necromunda campiagn at the moment.  I never played the previous version though, so can't comment too much.

What I can say, is that big stubbers jam/runout of ammo quite frequently.  With 2D3 shots, on average you're getting 4 shots.  That is quite easy to get a 6 with, forcing an ammo roll.

What I have learned, is that my heavy stubber armed heavies need to armed with a secondary weapon.

It's turning out to be a great game so far though.  I have had to write a load of my own scenarios, though, as there is 3 of us, and we play all at once.  

This has meant a little rule modifying (at the start of each turn we all roll a dice to determine the order of play for that round)


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 Post subject: Differences between Necromunda versions
PostPosted: Tue Apr 05, 2005 8:07 pm 
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A shotgun is my heavy with the h/stubber's spare weapon; even with his couple of helpful tech skills it jams pretty regularly. :(

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 Post subject: Differences between Necromunda versions
PostPosted: Tue Apr 05, 2005 10:11 pm 
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Same here. 1 heavy has a shotgun, and i just afforded a stub gun for the other after the first game when his gun jamed after its first shot.  He spent the rest of the game running about like a lemon.

My skills are just building up.  My shotgun ganger has evade and S4 now.  This is useful since the shotgun is short range, and I will give him grenades too.  My plan to run him in quick, and throw grenades, using his evade as protection.

How does everyone find the 4" movement?  I know this is how far humans travel originally, but We've been finding it slow.

Admittedly we are having to fight on larger boards, as there are 3 of us on the table at once.  We've upped it to 6" with no probs so far.

My other concern are the rare items.  They are very overpriced, and often unnecessary.  I was just offered a power axe, but it is so overkill and expensive it just isn't worth it over a chainsword or even regular sword.


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 Post subject: Differences between Necromunda versions
PostPosted: Wed Apr 06, 2005 5:13 am 
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heh, just wait until you come across some Spyrers...


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 Post subject: Differences between Necromunda versions
PostPosted: Wed Apr 06, 2005 10:22 am 
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Quote (Shadow Hunter @ 05 2005 April,22:11)
How does everyone find the 4" movement?  I know this is how far humans travel originally, but We've been finding it slow.

Try Running. 8" movement.

My other concern are the rare items.  They are very overpriced, and often unnecessary.  I was just offered a power axe, but it is so overkill and expensive it just isn't worth it over a chainsword or even regular sword.

The axe is great when you go up against suppression shields, scalies, spyrers, any objectives that need destroying, and scenario specific horrors...

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 Post subject: Differences between Necromunda versions
PostPosted: Wed Apr 06, 2005 1:28 pm 
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Yep, just run! We've never had any problems with the speed... although leg injuries are horrible! :angry:

Some  of the special items are a little overpriced (I found the power fist pretty useless) ...but others are really handy and very characterful, as well as being good fun  to model.
One of my close combat ganger's grav chute is my favourite; leaping off 3-story buildings straight into combat is fun, and it  is ace for escaping with loot too!

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 Post subject: Differences between Necromunda versions
PostPosted: Wed Apr 06, 2005 6:40 pm 
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Some good ideas.

We do currently run, but I suppose as we're playing on a large table its still not very quick. We also have shed loads of terrain, so often you dont even move the full distance.  And then it takes even longer to track down a target.

We have been lucky on the serious injuries table (me most of all)

I'll tell you a little of aour narrative so far.

One of my opponents (player B) had his leader 'Down'  I got a ganger within 1" of him and shot him.

The way the models were positioned, made it look like he was shot in the arse.  Anyway, he was taken out of action.  Then after the game he got 'Old wounds' meaning he sometimes misses a battle.  We decided (me and player C ) that the injury to his ass means he cant control his bowles.  This gives him terrible cases of the runs, forcing him to miss battles;

Therefore earning the nickname 'Sh*t-break'

He was not happy.  :D  :laugh:

That is one thing I love about the game.  So many stories/grudges etc.


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