Necromunda Gameplay Discussion

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Re: Necromunda Gameplay Discussion

Postby Dave » Tue Jan 09, 2018 2:30 pm

Sounds like an elegant fix to me, assuming it’s any part of the template and not just the hole (?).

While we are talking grenade launchers it’s worth noting they will (according to internet wisdom) more than likely be re costed due to their incredible efficiency, the most probable fix being the price is increased to the cost shown in the underhive book. So don’t go making 5 dudes with grenade launchers just yet! ;)
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Re: Necromunda Gameplay Discussion

Postby JAC » Tue Jan 09, 2018 10:35 pm

I might have to disagree on this. If I had a GL or flamer and saw three guys close together I'd probably turn it on them rather than a lone guy a bit closer in...
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Re: Necromunda Gameplay Discussion

Postby Tom » Fri Jan 12, 2018 8:57 pm

Sure, if you were cool headed enough! Hence the check.
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Re: Necromunda Gameplay Discussion

Postby Tom » Wed Jan 17, 2018 11:08 am

Realised that the bonus rep for lower rated gangs does actually help them catch up in gang rating, but it's a slightly long winded process.

More rep = more champions = more work the turf actions!

Maybe it will all work out in the end. Eventually.
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Re: Necromunda Gameplay Discussion

Postby Dave » Wed Jan 17, 2018 11:13 am

That makes some sense! It might take a while though as I'm still only Rep 4!


EDIT: but don't you still have to abide by the 50% gangers rule?
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Re: Necromunda Gameplay Discussion

Postby Tom » Wed Jan 17, 2018 11:16 am

I was more thinking about the wild differences that might come in at the start of a second gang war with some fresh gangs and some carried over gangs rather than small differences coming out now.

You would indeed still have to abide by 50% Gangers.
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Re: Necromunda Gameplay Discussion

Postby Dave » Wed Jan 17, 2018 11:21 am

I see.

Well I'm sure it will work out in the end, the best way to earn rep does seem to be to play as the underdog.
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Re: Necromunda Gameplay Discussion

Postby Tom » Thu Feb 01, 2018 8:48 pm

Just noticed that the starting skill Leaders and Champs have counts as an advancement that increases the cost of subsequent level ups! Pg 14 in Gang War.

I guess my leader needs to defer that skill up then.
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Re: Necromunda Gameplay Discussion

Postby Tom » Thu Feb 01, 2018 8:56 pm

Which is then contradicted by the example on pg 16 where a Champion has received two stat up advancements and only pays a single level of tax. I'm thinking we should just ignore the bit on pg 14?
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Re: Necromunda Gameplay Discussion

Postby Dave » Thu Feb 01, 2018 9:27 pm

Judging by the amount of exp being earnt I agree that we should probably ignore the +2xp for the first level up (I’m even thinking maybe ignore it all together... however once the rules are expanded and Int and Wil become worthwhile stats then maybe not).

I’m easy though, having a blast with it so far!
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