Saturday 11 August 2018

Necromunda: ash wastes


I've updated the ash waste supplement to the new edition of Necromunda

ash wastes

I've also made a quick reference chart and an escher summary in spanish to ease my father's comprehension of the game:

referencia rápida

eschers


Ash Wastes addenda

Fighters can ignore any vehicle when shooting without taking cool tests. Vehicles can be equipped with weapons from the gang's lists (any) upon creation, during the campaign further guns can be bought from the trading post. When placed on a vehicle guns must me placed on a fixed facing shooting 90º.  Leaders and champions can activate more fighters inside the same transport


Moving backwards is done at half speed.
In order to fire or be fired on a passenger must be physically visible, gunners however an fire from inside the vehicle

Ramming: at least 6" in a straight line
If you ram a vehicle that has moved in a previous turn/activation head on you also suffer a ram
One crewman can fire the vehicle's guns with a basic action (no unwieldy)When making a head on ram both drivers need to pass a cool test or their vehicle will turn 45º left or right before the ram

Shooting
Ignore all traits save blaze and drag when firing on a vehicle
harpoon launchers/drag trait: if both have the same number of wounds  nothing happens, if no the vehicle with the lessed number of wounds is moved D3" towards the other
Unwieldy weapons lose this trait when mounted on a vehicle however if it moves more than half it's speed any to hit rolls will recieve a -1 to hit

When a vehicle explodes any mounted weapon can be recovered and added to the campaign roster at 4+

Turning: 2" to turn 45º, before turning move ahead 2" unless it's a bike, or a small hover/walker
Excepting the driver and gunner any passengers can shoot from a full throttle vehicle but have a -1 when doing so
shooting to wheels -1, to fighters cover as per rulebook
You can jump/board from one vehicle to another by passing a ld test (basic move)

Extra equipment:
boarding spikes -1 to ld tests when mounting on the vehicle: 25 creds
ramming spikes +1 to strength and damage when ramming: 40 creds
turret mount 50creds, the weapon can fire on a 360º arc.

Campaign
-vehicle starts with half damage instead of 1D6

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