Round 1 and Guiding Principles

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Re: Round 1 and Guiding Principles

Postby Dave » Wed Nov 13, 2019 7:57 pm

I was thinking one for the whole campaign, but see the merits of us each having our own deck, although if we have a deck each how would we decide from which deck the scenario is drawn from for any given game?
The Guard dies but it does not surrender
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Re: Round 1 and Guiding Principles

Postby Dave » Thu Nov 28, 2019 9:48 am

Loot Caskets

I don’t think I’ve ever seen anyone try and open one.....I like the direction GW have taken in the compilation rulebook, in that you now have a chance to gain credits from them but it’s a rather paltry D6 credits. I’m proposing we change this is D6x5.

From a narrative perspective think of it as the deeper into the dome the gangs explore the older and less plundered areas are being accessed, and so they find more shit.
The Guard dies but it does not surrender
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Re: Round 1 and Guiding Principles

Postby Tom » Thu Nov 28, 2019 10:07 am

That's something that would actually get me to take the risk!
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Re: Round 1 and Guiding Principles

Postby Brad85 » Thu Nov 28, 2019 10:08 am

Up for that, I spent the last game stood next to one the whole time ignoring it
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