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House Rules
|
Necromunda Vermin
Infestation Scenario Guidelines
-
Total the
ratings of all participating gangs and divide the sum by the
creature rating. Divide the quotient by 4 to determine the
number of creatures on the battlefield; this can be adjusted
upward to guarantee one gang can achieve a majority and/or
plurality of bounties.
-
Each player
places an equivalent number of creatures throughout the
battlefield; extra creatures are placed by the gang(s) with the
lowest gang rating.
-
Players roll
off to determine gang placement order. Players should be able to
move simultaneously unless they plan to treacherously attack one
another (perhaps inspired by hatred or greed for the reward).
Once all the players have moved, the creatures take a turn. Each
creature will run towards the closest gang fighter, including
down fighters, and will charge (or move and use ranged attack)
if possible. Crawler creatures automatically pass climb tests.
-
Each surviving
gang fighter receives d6 experience for the battle. Killing a
creature is worth experience equal to Creature Rating divided by
10 (round down) to the gang fighter that scored the killing
blow.
-
Bounty is worth
income (not profit) equal to Creature Rating divided by 10
(round down); this is not modified by Guilder Contact
territories.
-
Reward is worth
income (not profit) equal to 1% of the sum of all participating
gangs' ratings (round down) to the gang with the most bounties,
but this is only paid if a majority of the creatures
are killed (quelling the infestation). If a reward is paid, the
gang leader earns +10 experience.
- Vermin
rules can be found at:
http://www.specialist-games.com/, in Necromunda Articles
titled Did You Hear That? (Parts 1-3).
Designer's notes: My goal was to create a balanced,
un-arbitrated multi-player scenario similar to the concept used
in the old Outlanders Arbitrator Scenario, "Purge!" However, I
wanted to keep the risks and rewards reasonable for reuse within a campaign.
The reason the total combined creature rating is ¼ of the total
combined gang rating is most gangs bottle at around 25% losses,
but creatures don't bottle. The reason the experience awards for
killing blows are 10% is to keep them inline with experience
awards for wounding enemy gang fighters (that should be managed
more effectively by an opponent player). The reason the bounty
awards are 10% is to keep them inline with loot awards for
standard scenarios. If the players fail to quell the infestation
by killing a majority of the vermin in one battle, the battle
could be replayed until the players succeed, but
the creatures should be fully stocked each time maintain
the impression of an infestation and keep the battle
challenging. |
|
Vermin
Infestation
Scenario Example: Rat Hunt!
Introduction: A Ratskin Scout
ran into the community and raised an alarm... that factory the
gangs have been battling over is now swarming with Necromundan
Giant Rats! Where the swarm originated, or why the swarm is now
occupying the factory area, is unknown at this time, but the
swarm presents a danger to the whole
community and must be dealt with immediately. Everyone has
agreed to set aside rivalries for the moment, but treachery is
rampant throughout the Underhive, so watch your back! The
community is offering a bounty for each rat killed and a reward
for the gang that turns in the most bounties once the rats are
driven off.
Necromundan Giant Rat:
Creature Rating: 35
Move: 6
Weapons Skill: 4
Ballistic Skill: n/a
Strength: 3
Toughness: 2
Wounds: 1
Initiative: 4
Attacks: 1
Leadership: n/a
Dodge: 5+ unmodified save
Setup: If three gangs with
ratings of 1200 each participate then the total combined gang
ratings is 3600. Divide that by 35 (creature rating of rat), and
the quotient is about 103. Divide 103 by 4 and about 26 rats
riddle the battlefield. For relatively inexperienced gangs,
this could be adjusted down to 25 rats, meaning bounty plurality
for the reward is achieved at 8 kills, but a total of at least
13 rats must be killed during the battle before a reward will be
paid. If the gangs are relatively experienced, consider
adjusting the vermin count up to 31 rats, meaning bounty
plurality for the reward is achieved at 10 kills, but a total of
at least 16 rats must be killed during the battle before a
reward will be paid. In either case each rat will be worth 3
experience points and 3 credits of income, and the reward is
worth 36 credits of income.
Play test
notes: Several gangs with an average rating of about 1300
and about 3 games each under their belt tried Rat Hunt! After
doing the math the battlefield was seeded with about 10 rats per
gang. The first thing that all the players noticed is the rats
move very fast. Gangs barely had time to move onto the board
and take a couple of initial shot before rats started charging
the fighters. Since the gangs didn’t have much experience, the
rats’ Weapons Skill of 4 meant a lot of fighters were outclassed
in melee combat. Every gang that played had at least 25% of its
fighters end up rolling on the Serious Injuries Chart by the end
of the scenario, but the gangs did manage to take out a majority
of the rats, if only just barely. One of the gangs was an
Outlanders faction, and the bounty income turned out to be a
huge windfall for that gang, because Outlanders income
translates directly to profit rather than being adjusted like
House Gang income is. Perhaps Outlander gangs should adjust the
bounty income for profit (using the Collecting Income table on
page 101 of the main rulebook) but keep their single territory
income as direct profit. After all, who wants to pay Outlanders
any bounties? I'd love to hear feedback
if anyone else tries this or similar scenarios out. |
|
Necromunda
Blip Scenario Guidelines
In the spirit of Rules Crusade at http://www.ironhands.com/
This is a treasure hunt style
scenario that borrows
from the Space Hulk/Space Crusade
"radar blip" concept, where there are
unknown encounters to deal with.
There is a significant risk of injury, but the payoff can be
quite substantial.
-
Each player
places an equivalent number of blips
throughout the battlefield.
-
Players roll
off to determine gang placement order. After
placement, players roll off to
determine which gang moves first. If all players agree,
gangs can play as teams to speed play.
-
Blips are revealed and resolved
as soon as a fighter touches one. Encounters automatically
count as charging.
-
Once all the players have moved,
any undefeated encounters take a turn. Each
creature will run towards the closest gang fighter, including
down fighters, and will charge (or move and use ranged attack)
if possible. Crawler creatures automatically pass climb tests.
-
If a fighter fails a hazard
check, the fighter suffers one wound. As soon as a fighter
suffers his last remaining wound roll on the injury chart as
normal
-
Each surviving
gang fighter receives d6 experience for the battle.
Revealing a blip is worth 1 experience.
Fighters earn +5 experience per wounding hit. The leader
of the gang that collects the most blips earns +5 experience.
The leader of the last gang on the battlefield earn +5
experience.
-
Loot cannot be used during the
battle, and it cannot be lost or stolen.
Preparation: If
you want to go all out, I used Avery 3/4" round labels and a
matching Microsoft Word template. You might have to adjust
the margins to your printer. I recommend test prints on a
4"x6" card. The reference card was also designed to print on a
4"x6" card. The label adhesive didn't adhere well to the
WH40K round bases, so I used ZAP-A-GAP CA+ (cyanoacrylates glue
with filler). I then spray coated the top side (radar screen
image) with gloss to seal and protect the label and ink, both to
protect both the blip and to protect players from getting ink on
their hands. If you prefer a quicker approach, cardstock
should work fine. Here is a link to my Necromunda Blips
File:

Designer's notes: My goal was to create a balanced,
un-arbitrated multi-player scenario similar to the concept used
in Rules Crusade campaigns. I also
wanted to create a scenario where fighter characteristics that
aren't often used played a more prominent role. Thus I
identified challenges that fit the Necromunda background, and
assigned each one to a characteristic that seemed reasonable for
testing against. Now that I'm writing this up, I realize
the Strength and Toughness
challenges
are potentially more dangerous than the Initiative and
Leadership
challenges, because the maximum characteristic potentials limit
the probability of success. I also didn't create a
challenge for the Movement characteristic, but I doubt one is
needed. Hazard is meant to represent an intellectual
rather than physical challenge such as a trap, potential
deadfall, or deadly slime. The loot chart favors common
items that might have been lost by other fighters, but there is
a small chance of finding a rare item. I tried to include
every common item yet keep the roll to a d66. If this were
played mid-campaign, I suspect the probably of obtaining high
value items might be too high... revising the loot chart might
be worthwhile. |
|
Introduction: Now that the Giant Rat
infestation is under control, the landscape of the factory has
changed somewhat. The rats have gnawed through wires, into
pipes, and damaged containers, and of course many rats still
remain. Yet for all the new danger, there are bound to be
valuables for the intrepid: equipment lost by those who fought
off the infestation, undiscovered archeotech exposed, not to
mention the trinkets hoarded by the rats themselves.
Setup: Each player starts with a set
of blips (Shock, Radiation, Toxic Cloud, Hazard, Encounter, 2x
Trash, 2x Loot). Combine and randomize the blips then
assign each player their allotment of blips to place.
Special:
Encounters are Necromudan Giant Rats.
Necromundan Giant Rat:
Creature Rating: 35
Move: 6
Weapons Skill: 4
Ballistic Skill: n/a
Strength: 3
Toughness: 2
Wounds: 1
Initiative: 4
Attacks: 1
Leadership: n/a
Dodge: 5+ unmodified save
Loot (d66)
|
1 |
Hand-to-Hand Weapon |
1 |
Sword |
|
2 |
Chainsword |
|
3-4 |
Club/Maul/Bludgeon |
|
5 |
Chain/Flail |
|
6 |
Massive Weapon |
|
2 |
Pistol |
1 |
Autopistol |
|
2 |
Bolt Pistol |
|
3 |
Lastpistol |
|
4 |
1-4: Hand Flamer
5-6: Plasma Pistol |
|
5 |
Stub Gun |
|
6 |
Dum-Dum Bullets for
Stub Gun |
|
3 |
Basic Weapon |
1-2 |
Autogun |
|
3 |
Boltgun |
|
4 |
Lasgun |
|
5 |
Shotgun |
|
6 |
Shotgun Shells
1-3: Manstopper
Shotgun Shells
4-5: Hot-Shot
Shotgun Shells
6: Bolt Shotgun
Shotgun Shells |
|
4 |
Special Weapon |
1 |
Flamer |
|
2 |
1-2: Grenade
Launcher
3-6: Meltagun |
|
3 |
Plasma Gun |
|
Heavy Weapon |
4 |
1-2: Auto-cannon
3-6: Heavy Stubber |
|
5 |
1-4: Heavy Bolter
5-6: Heavy Plasma
Gun |
|
6 |
1-2: Lascannon
3-6: Missile
Launcher |
|
5 |
Miscellaneous |
1 |
Clip Harness |
|
2 |
Filter Plugs |
|
3 |
Lobo-Chip |
|
4 |
Photo-Contacts |
|
5 |
Photo-Visor |
|
6 |
Respirator |
|
6 |
Grenades |
1 |
Frag Grenades |
|
2 |
Krak Grenades |
|
Missiles |
3 |
Frag Missiles |
|
4 |
Krak Missiles |
|
Rare Item |
5 |
Rare Trade Chart |
|
6 |
Outlaw Trade Table
(Re-roll Special
and Fixer = 1 Dose) |
Play test
notes: This was played as a follow
up to Rat Hunt! with a plan to close out the campaign. I created
my set of blips with 4 gangs in mind, but only 3 gangs played.
With only 3 players, we did not try to play as teams. The average
gang had a rating
of about 1350
and about 5 games each under their
belt. We ended up playing two
battles back to back. I realized after he first battle
that we should have used fewer blips, but I forgot to reduce the
number of blips for the second battle. The reason we
should have used fewer blips is to enforce scarcity and
encourage gang conflict. The gangs generally ended up with
about 25% of their
fighters rolling on the Serious Injuries Chart, but
we managed to clear the blips each time. One of the gangs was an
Outlanders faction, and the average reward
was probably higher than an Outlander gang should normally earn.
Since we were planning to take a break from the campaign, I
didn't really address this. Loot from the first game was
fairly mediocre, but loot from the second game turned out to be
some high value common items. I'd love to hear feedback
if anyone else tries this or similar scenarios out. |
Movement
The Mordheim rules state models can move over 1" obstacles without
a movement penalty, and the buildings that come with the Mordheim
set have floors about 2" high. If a 1" object (e.g. large barrel)
is suitably placed, models can use the object to access the adjacent
floor just like a ladder. Although animals cannot utilize ladders,
they can utilize 1" objects to traverse floors. For traversing
heights that exceed 2", use objects to create a set of stairs
where each step is no more than 1" in height. In addition to providing
a good visual aesthetic (ladders are not likely to be common in
a disaster riven area, and people frequently use things other
than ladders for vertical access), this terrain enhancement changes
the overall tactics for games with war dogs and the like.
|
Mordheim Expedition Campaign
This campaign background differs from standard Mordheim in that
each team is operating under the auspices of a national sponsor
rather than as independent mercenary/treasure hunting war bands.
Replacements are therefore provided by the sponsor instead of
the war band having to recruit new members. Given each scenario
is based on a sponsored expedition, the timeframe of the campaign
doesn't have to fall within the Mordheim timeline, and the locales
can change dramatically between each scenario. Game play generally
follows Mordheim rules, but the scenarios should generally favor
exploration as much as combat.
To reflect this change in campaign style, models are purchased
from WFB Army Lists rather than Mordheim War Band Lists. During
the course of their expeditions, the teams will probably acquire
skills and equipment that varies from their standard military
issue. Thus, each expedition team will be outfitted by three means:
Reputation (Rep), Gold, and Experience. Reputation is a measure
of the Sponsor's willingness to provide troops towards the expedition
team's endeavors. Reputation points equate to WFB Army List points.
50 Rep per team is a good starting amount for an entry level campaign
as that will allow most teams to start with a few Core Troops
and 1 Special Troop. Gold can be used to purchase equipment from
Mordheim lists, or any other mutually agreeable list, beyond what
is provided in the WFB Army Lists. Experience can be used to purchase
Mordheim skills beyond the basic skills/abilities listed for each
troop type in the WFB Army Lists. Entry level campaigns can probably
start with 0 Gold and Experience per team.
Like WFB Skirmish and Mordheim, models are purchased independently
rather than in units. Heroes and Lords of the Realms aren't generally
available for most expeditions so that some restrictions are placed
on what types of troops are available to expedition teams. The
majority of expedition teams are drawn from Core Troops that want
to make a name for themselves. Special Troops are generally already
experienced and often too valuable to be spared. Therefore, only
1 Special Troop choice is available for every 3 Core Troops. Rare
Troops are just that, and only 1 Rare Troop choice is available
for every 7 Core and Special choices combined. For example, if
the team has 6 Core Troops and 1 Special Troop, the team will
also have access to 1 Rare Troop. Heroes and Lords are 10-to-1
and 15-to-1, respectively. Since expeditions tend to draw from
a wide range of talents, troops from Allied Army Lists may also
be available, but they tend to be more difficult for the sponsor
to secure.
| Troop Type |
Minimum Ratio
|
Allied Ratio
|
| Core |
0
|
3:1
|
| Special |
3:1
|
7:1
|
| Rare |
7:1
|
12:1
|
| Hero |
10:1
|
15:1
|
| Lord |
15:1
|
20:1
|
To encourage the exploration aspect of expeditions, scenarios
can borrow from the Space Crusade/Space Hulk "radar blip"
idea, where there are unknown obstacles to overcome. Some scenarios
might encourage alliances (e.g. big monsters), and others might
encourage fighting amongst the teams (e.g. big prize), but most
will probably lean towards overcoming as many obstacles as possible.
Unlike moving the blips that represent Genestealers in Space Crusade
& Space Hulk, however, expedition obstacles will largely be
static. Most scenarios should have a variety of obstacle markers
spread throughout the board. 10 obstacle markers per team are
probably enough to keep players busy for a couple of hours. Try
to keep the obstacles challenging enough that most teams won't
end the game completely intact. Presumably, the expeditions are
considered important enough that sponsors are willing to risk
resources and team members are willing to risk life and limb.
Therefore, Mordheim rules for war band Route Tests generally shouldn't
be used; departing the expedition should be voluntary. The nature
of each obstacle probably won't be known until an expedition member
explores it. There are a couple of options for representing the
variety of obstacles possible in an expedition. One option is
to create a variety of markers that can be placed face down until
explored; once revealed, the designated obstacle occurs. Another
option is to roll on a table, or set of tables, to determine what
each obstacle marker represents. The following tables are generic
examples; feel free to modify them to match the setting and/or
difficulty of the scenario:
Obstacle: d6
|
1
|
Trap |
|
2-4
|
Encounter |
|
5-6
|
Loot |
Roll again on the indicated table.
Trap: d6
|
1-2
|
Initiative Check |
|
3-4
|
Toughness Check |
|
5-6
|
Leadership Check |
If check is failed, model suffers a Wound. Roll an armor save,
if the armor save is failed, and the model has lost its last wound,
roll on the Mordheim Injury chart.
Basic Encounters: d6 or use specific table below
|
1
|
Swarm |
|
2-5
|
d3 Monsters |
|
6
|
Big Monster |
Low Level Orc & Goblin Related Encounters: 2d6
|
2
|
Troll |
|
3
|
Snotling Swarm |
|
4
|
d3 Savage Orc Boyz |
|
5
|
d3 Orc Boyz |
|
6
|
d3 Night Goblins |
|
7
|
d3 Goblins |
|
8
|
d3 Goblin Archers |
|
9
|
d3 Fire Kobolds (Warhammer Chronicles 2003, Goblin Ecology) |
|
10
|
d3 Orc Arrer Boyz |
|
11
|
d3 Black Orcs |
|
12
|
Ogre |
Note: 3 Black Orcs wiped out half of a 50 Rep team, so choose
opponents balanced with the team.
100 pt Warband Skaven Related Encounters: 2d6
|
2
|
d3 Plague Censer Bearers |
|
3
|
d3 Poisoned Wind Globadiers |
|
4
|
Rat Swarm (Roll d6, 5-6 = Plague Rat Swarm) |
|
5
|
d3 Plague Monks & Deacon w/ 2 Hand Weapons |
|
6
|
d3 Stormvermin & Fangleader |
|
7
|
d6 Clanrat Slaves & Pawleader w/ Spears & Shields |
|
8
|
d3 Clanrats & Clawleader w/ Spears |
|
9
|
d3 Nightrunners & Nightleader w/ 2 Hand Weapons |
|
10
|
6 Giant Rats w/ Packmaster |
|
11
|
d3 Gutter Runners w/ Poisoned Throwing Stars |
|
12
|
Rat Ogre w/ Packmaster |
Loot: d6
|
1
|
d3 Gold
|
|
2-5
|
Valuable Object: Must be carried off, worth
2d6 Gold Reward from sponsor
|
|
6
|
Mundane Item: Roll again on chart below
|
Mundane Item: d6
|
1-3
|
Melee Weapon: Roll again on chart below
|
|
4
|
Missile Weapon: Roll again on chart below
|
|
5-6
|
Armor & Misc.: Roll again on chart below
|
Melee Weapon: d6
|
1
|
Dagger
|
|
2
|
Sword
|
|
3
|
Axe
|
| 4 |
Hammer |
| 5 |
Spear |
| 6 |
Halberd |
Missile Weapon: d6
|
1
|
Sling
|
|
2
|
Short Bow
|
|
3
|
Bow
|
| 4 |
Long Bow
|
| 5 |
Crossbow
|
| 6 |
Throwing Knives
|
Armor & Misc.: d6
|
1
|
Shield
|
|
2
|
Buckler
|
|
3
|
Helmet
|
| 4 |
Rope & Hook
|
| 5 |
Net
|
| 6 |
Lantern
|
Post Battle Sequence
-
Injuries
Per Mordheim Heroes' Serious Injury Chart (pg. 119).
- Experience
Team earns 1 XP per opponent taken Out of Action. Each team
member may only earn a maximum of 1 new skill/ability per game.
Any unspent XP is lost. Mordheim skills from any agreeable Skill
List may be purchased for any team member. The XP cost for the
new skill is the total number of skills/abilities the model
already has, plus 1. For example, Troll Slayers start with Slayer
& Unbreakable, so the first skill would cost 3XP. Abilities
acquired from the Heroes' Serious Injury Chart, like Immune
to Fear and Fear count against the cost.
In WFB, few beings are powerful enough to cast Battle Magic,
and they are generally considered Characters (Heroes &
Lords). The skirmish level spells found in Mordheim are easier
to learn, but casters are still relatively scarce. The Mordheim
Academic skill of Arcane Lore skill is replaced with Casting.
If a team member learns the Casting skill, the sponsor will
make resources available between expeditions for the caster
to learn spells from appropriate lists. Each spell counts
as an additional skill/ability. Thus, a prospective caster
must participate in at least 2 expeditions before being able
to cast spells during a subsequent scenario. Casting is per
Mordheim rules.
Disarm Traps Skill
Character may subtract 1 from the die/dice roll to disarm
traps.
-
Recruiting/Replacement
1 Rep is earned for each Obstacle Marker that is successfully
resolved. If a team member is killed or no longer able to
effectively contribute to the expedition team, the team can
appeal to the sponsor for a replacement. The sponsor will
provide additional/replacement troops up to the total Rep
of the Expedition Team, in accordance with the allowable Troop
Type Ratios, but any experience earned by the former team
member(s) is forfeit.
-
Trading
Mundane treasure and items found by the expedition team may
be kept by the team. Valuable objects should be turned over
to the sponsor, usually for a reward, because most teams won't
have access to the right buyers, and fences don't pay well;
teams are working to promote their sponsor's interests after
all! Unneeded items acquired by the team (not those provided
by the sponsor via WFB Army Lists or Scenarios), may be sold
or traded for half their Mordheim (or agreeable) value. Since
upkeep and maintenance for the team will generally be provided
by the sponsor, reward money and mundane loot may be used
by the team as it sees fit as described in the Gold section
above.
- Update Expedition Team Ratings
The Team Rating is the total of Rep, spent XP, Gold, and value
of any non-sponsor provided items held by the team. Sponsors
don't generally liked to be outdone by their rivals, and to
keep their team competitive, the last place team will provide
additional training to the most junior member of their team,
determined by the member with the least Rep, XP, and equipment.
Remember to update the Team Rating based on the additional XP
earned by this team member during their extra training.
Designer's Notes
I drew a lot of ideas from Sean Patten's Space Crusade style
campaigns outlined in his Rules Crusade
web site (he runs a great campaign), where troops are easily replaced
between games, team configuration is easily modified, and team
growth is governed by three separate resources (Rep/Fame, XP &
Gold), each acquired through separate channels. To keep team growth
better balanced, I introduced the Sponsor jealousy rule as I don't
like campaigns where team balance falls apart in the first few
games. I kept the system closely aligned with GW hoping that it
might appeal to a wider audience than a less well known system.
I originally planned to limit troop choices to base stats for
each type (i.e. no Champions or additional equipment) and grow
them like Mordheim, but my friends wanted the WFB Army Lists open.
We decided to restrict XP advances to skills only; stats would
have to be bought with Rep (e.g. upgrade your Core troop to a
Champion or Special by paying the Rep difference, maintaining
required team ratios
if your team gets too good, your sponsor
may recall some members for other roles/battles). In my original
idea, additional equipment was more precious. Accordingly, the
reward for loot was only a d6, and loot was scarce. Now a sword
that would cost 10 gold on the Mordheim list may only be 1 Rep,
devaluing gold considerably. To adjust, I increased the frequency
of loot and increased the reward to 2d6. I'm not sure this is
enough, but I plan to play test more before making another adjustment.
The devaluation of gold is likely to throw of my original Team
Rating formula, and I'll probably need to modify the formula to
something like Rep + XP + (Gold & Equipment/10).
The first few games have been played in Dungeon style settings,
but future games will probably be played in ruins and more exotic
locales. I'll expand the campaign material as I get more experience
and/or input, and I especially welcome constructive feedback.
|
| Ever notice how cool the Trukks in White Dwarf look
with tracks? Try these rules out to have any vehicle with wheels
or TRAXX. Base vehicles have wheels. Per the rulz, Traxx
have no movement penalties in difficult terrain, but only 5" thrust.
|
|
Bike
Trike
Quad (BUGGY or TRUKK)
Traxx (Add to base vehicle)
|
10 TEEF
14 TEEF
20 TEEF
+1 TEEF
|
| Sidecar for a bike, considered a Gubbin. Bike must now
make Thrust test on first thrust. |
+3 TEEF |
| Big Gun Mount for Sidecar |
+2 TEEF |
| What's da point of a buggy? Costs as much as a TRUKK, but no room
for Da Boyz. Try a SWIVEL GUN MOUNT! 360 degree fire, no
Sidecars. |
+3 TEEF |
To use a swivel gun mount in a TRUKK, a MOUNT ADAPTER must
be installed in da bed first. Beware of firing a swivel gun with boyz
ridin' tho, coz there's a 50/50 chance of hittin' 'em! |
+3 TEEF |
|
Allowing characters to execute all their actions at once, even
only an average of half their actions are actally executed, gives
rise to devastating attack sequences with no chance of retaliation
or reprieve. Most characters have speeds from 4 to 6, which are
relatively close. Therefore, characters with a speed of 4 should
have some opportunities to act before a character of with speed
6 can complete their entire turn. An impulse chart is a reasonably
equitable way to achieve this. Be forewarned, however, that increased
realism and fairness can considerably slow play. Games that used
to take 20 minutes may now take 2 hours, but my friends and I
find the tradeoff very worthwhile.
To use the Impulse chart, create a list with all the characters,
sorted by speed, then sub-sorted by initiative within each speed.
Start at impulse 1, Speed 9. All characters with speed 9 have
an opportunity to act. In initiative order, each player declares
their intent, then rolls a d6. If the roll is 4 or higher, the
character can attempt to execute their intended action. Once all
Speed 9 characters have completed their impulse, move on to Speed
8, then Speed 7. Looking at the chart, Speeds 6 through 1 do not
have an imulse. Move on to impulse 2, Speed 9, and progress through
the chart until Impulse 9, Speed 1 is complete.
|
Inquisitor Impulse Chart
|
| . |
Speed
|
| 1 |
2 |
3 |
4 |
5 |
6 |
7 |
8 |
9 |
| Impulse |
1 |
- |
- |
- |
- |
- |
- |
1 |
1 |
1 |
| 2 |
- |
- |
- |
- |
1 |
1 |
- |
2 |
2 |
| 3 |
- |
- |
1 |
| |