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Author Topic: Converting CP2020 to Necromunda  (Read 3246 times)
Katsumoto
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« Reply #15 on: February 13, 2007, 12:54:31 PM »

I like the sounds of this.  From an "I'm lazy"  point of view.  I reckon D20 Modern, with D20 Future would also work.  You've got all the Laser guns, cybernetics, psionics and the like presented between those 2 supplements.
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Psyfer
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« Reply #16 on: February 13, 2007, 05:01:35 PM »

Eww.  I'd rather not.  Necro would be ruined by a class-based system.  You want something much more free-form then that.

Skill packs for the various Houses etc, but not classes.

Oh, and trust me, Colonel Blood, Necro is still up to it's eyeballs in effluent, disease and hazerdous waste.  It's why Van Saar run around in enviro-suits after all... Tongue
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Colonel Blood
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« Reply #17 on: February 13, 2007, 06:22:22 PM »

Ah White Dwarf back catalogue you never let me down. Necromunda was called Confrontation back in 1991 and was designed by the sainted Rick Priestley.

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Wraithshadow
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« Reply #18 on: February 13, 2007, 11:22:33 PM »

Ah- I'm going mostly by the rules by Jervis Johnson based on the rules by Andy Chambers based on the rules by Rick Priestley, I guess.  laugh
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Psyfer
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« Reply #19 on: February 14, 2007, 05:37:13 AM »

LOL.. I guess so... Tongue

Admittedly, there's little differance between 2nd and 2rd ed, althgough the ratskins from 2nd ed rock way more then the ones from 3rd ed. 

BTW, I've been thinking about bolt weapons.  In Necro, it doesn't seem so much that bolt weapons are rare (It seems every Bounty hunter and his dog has one), they're just expensive (25 Creds to 15 for a lasgun) and unreliable.   As a rule, you're better off with the humble lasrifle by virtue of the gun's rugged design and lower cost.  That, and you can re-load off of a power socket or a campfire if need be.
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Wraithshadow
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« Reply #20 on: February 14, 2007, 02:17:13 PM »

True- by the NPCs you'd expect everyone and their buddy to have a bolt pistol. But at least per the text, I'm thinking that it's not so much the guns that are hard to find, but the ammo. Particularly reliable ammo. So, I'm going to apply the following logic:

A gun you can't fire is useless. A gun that's likely to give out on you in the middle of a firefight even more so. Bolters themselves are just as reliable as any gun out there, and they're powerful, so there's a certain draw to them as they can drop somebody faster and harder (always a nice thing). However, the mass-reactive detonators and gyrojet rockets are hard to make properly without the right equipment and materials- so while the guns work just fine, there's little in the way of ammo and most of it is poor quality stuff that's likely as not to be duds or worse. Because of this, most folks avoid boltguns and pick up more reliable sidearms. And since most folks won't buy one, the Guild doesn't tend to keep 'em around. This means that it's difficult to find bolters, and they tend to be expensive- more because of the costs of dealing in small orders than any difficulty in manufacturing the weapons.

At the same time, because it's easy to carry several pistols (relative to the 'ease' of toting around two or more rifles) there's some market for bolt pistols among those people who expect to have need of the stopping power of a bolt without the requirement of lots of ammo. Thus, there's a slightly larger market for bolt pistols- although compared to autopistols and stub guns, even these are quite rare.

As for weaponry, I'm figuring on doing this:

Stub Guns - Revolvers
Autopistols - Light SMGs
Laspistols - Automatic Pistol stats

Lasgun/Autogun - Assault Rifle stats
Shotgun -  Shotguns
Boltgun - 25mm grenade launcher

Heavy Stubber - Machineguns, light or heavy
Autocannon - Big, big guns. Might need to get Maximum Metal.
Lascannon - The EM-25 Rhinemetall railgun (also known as 'TLMRPGICB2AIYKCB2TSS'*)

Flamers, Web Guns, Meltaguns, Plasma guns, and their relatives are all going to need special attention, so I'll do them specifically rather than just lifting stats from existing weapons and reusing them. I'm more concerned with making sure the weapons are balanced than anything else, since it should either be easy or a moot point. Fire is fire, webbing is webbing, and melta and plasma weaponry tends to just be overkill versus anything short of a Space Marine tactical squad.

As far as skills, this is what I'm thinking for the basic Juve career skill package:

Awareness/Notice
Brawling
Handgun
Submachineguns
Athletics
Melee

Figure that with 15 skill points should allow a Juve to be half decent at things, and allow some flexibility. Now, for Gangers, I'd up that to 30 points and add in the following skills:

Rifle
Streetwise
Operate Heavy Equipment
Intimidate

Then you've got the various skill packs for the Houses. Enforcers (aka Adeptus Arbites), Ratskins, and a few others will get dealt with later.

House Orlock
         
House Goliath
         
House Escher
Handgun +1
         
Endurance +1
         
Athletics +2
Submachinegun +1
         
Strength Feat +1
         
Dodge & Escape +2
Rifle +1
         
Brawling +1
         
Brawling +1
Brawling +1
         
Athletics +1
         
Melee +1
Melee +1l
         
Handgun +1
         
Fencing +1
Operate Heavy Machinery +1
         
Rifle +1
         
Submachinegun +1
Endurance +1
         
Athletics +1
         
Handgun +1
Intimidate +1
         
Intimidate +1
         
Stealth +1
Geology +1
         
Operate Heavy Machinery +1
         
Awareness/Notice +1
         
Resist Torture/Drugs +1
         
                   
                   
House Van Saar
         
House Delaque
         
House Cawdor
Handguns +1
         
Awareness/Notice +1
         
Interrogation +1
Submachineguns +1
         
Streetwise +1
         
Intimidate +2
Rifles +1
         
Hide/Evade +1
         
Expert (Cult of the Remption) +1
Brawling +1
         
Shadow/Track +1
         
Oratory +1
Melee +1
         
Stealth +1
         
Handgun +1
Basic Tech +1
         
Handgun +1
         
Submachinegun +1
Electronics +1
         
Submachinegun +1
         
Brawling +1
Weaponsmith +1
         
Rifle +1
         
Melee +1
Cybertech +1
         
Disguise +1
         
Athletics +1
Operate Heavy Machinery +1
         
Persuasion & Fast Talk +1
         



TLMRPGICB2AIYKCB2TSS: The Largest, Most Rediculously Powerful Gun In Chromebook 2, And If You Know Chromebook 2, That's Saying Something
 
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Psyfer
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« Reply #21 on: February 14, 2007, 11:00:49 PM »

Looks pretty good...

The only sticking point with the 'list' I can see is that you may get puritans pointing out that Stubbers come in both the revolver and auto-pistol configurations? but nutz to them Tongue

As for you're arguments concerning Bolter ammo, I'd argue something similar, but not quite the same angle as where you seem  to be coming from.  I'd imagine that the Guild has quite a large stash of Bolter rounds, as Bounty Hunters etc. seem to chew through the things like candy.  However, here's the catch:

Any shmuck with a press, some moulds and a rudimentary knowledge of chemistry can make autogun/stubber rounds, but need some fancy s#!t to make bolter rounds.  As such, this pretty much means that any gang that wants a reliable supply of bolter or heavy bolter rounds (bolt pistols, botguns and storm bolters all use the same ammo) is reliant on the Guild's good graces to get new rounds, which is something the average Gang would try to avoid/not want to be relying on. 

There are ways around this.  I could see a gang (particularly Van Saar) smuggling down the gear needed to manufacture the rounds, maybe even building it themselve from archeaotech or somesuch (now HERE'S a recipe for disaster...   Grin ), but that would be the exception, not the rule, and the Guild may not take to kindly to someone horning in on their racket.

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Wraithshadow
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« Reply #22 on: February 14, 2007, 11:47:06 PM »

Looks pretty good...

The only sticking point with the 'list' I can see is that you may get puritans pointing out that Stubbers come in both the revolver and auto-pistol configurations? but nutz to them Tongue

Well then, I'll just use the semiauto stats as well as revolver stats. And if they're really puritans, I'm sure they'll have plenty more to complain about before I'm done with it.

Quote
As for you're arguments concerning Bolter ammo, I'd argue something similar, but not quite the same angle as where you seem  to be coming from.  I'd imagine that the Guild has quite a large stash of Bolter rounds, as Bounty Hunters etc. seem to chew through the things like candy.  However, here's the catch:

Any shmuck with a press, some moulds and a rudimentary knowledge of chemistry can make autogun/stubber rounds, but need some fancy s#!t to make bolter rounds.  As such, this pretty much means that any gang that wants a reliable supply of bolter or heavy bolter rounds (bolt pistols, botguns and storm bolters all use the same ammo) is reliant on the Guild's good graces to get new rounds, which is something the average Gang would try to avoid/not want to be relying on. 

There are ways around this.  I could see a gang (particularly Van Saar) smuggling down the gear needed to manufacture the rounds, maybe even building it themselve from archeaotech or somesuch (now HERE'S a recipe for disaster...   Grin ), but that would be the exception, not the rule, and the Guild may not take to kindly to someone horning in on their racket.

See, I just don't see that as happening- for instance, the bounty hunters chewing through the ammo. I tend to see it more as a situation where bounty hunters on average use one or two shots, in a one on one encounter. Getting hired by a gang is out of the norm- they track down, say, an escaped pit slave, and if the situation requires it, put a bolt or two in them. The slave drops, and they drag 'em back for the bounty. More often they use a shotgun, or a lasgun, at a distance where the target can't respond in kind. Bounty Hunters are subject to ammo rolls the same as anybody else- that says to me that they have a few reliable bolts, with the bolter being the weapon of a highly successful bounty hunter.

As for the Van Saar- given their description I'd bet they make most of the reliable bolter ammo in Hive Primus. It's just a case that 99.9% of that ammo is sent out to a Noble House to fulfill a contract (with the Noble House likely sending the ammo onwards to the Imperial Guard or some other Imperial organization) and the other 0.1% is what they skim off the top, marking them down as defective. Some of that 1% goes to Van Saar with enough pull, the rest goes on the black market, where it gets traded and sold among more bolter ammo that was made with substandard tools and materials. So if you're lucky, you get some of that Van Saar ammo, and it works just right. But odds are good that in a given half dozen bolts, at least one's a dud, and four or more aren't up to Imperial standards.
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Wraithshadow
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« Reply #23 on: February 16, 2007, 09:15:37 PM »

And now, just because I can (and nobody's likely to object) here's a short armory. We'll go with single versions of all the 'normal' pistols.


NameTypeWACon.Avail.Damage/Ammo#ShotsROFRel.RangeCost
Stub Gun
P
0
J
E
2d6+1
15
1
ST
50m
Autopistol
P
+1
J
E
2d6+1
20
4
ST
150m
Laspistol
P
+0
J
E
2d6+1
30
1
ST
50m
Bolt Pistol
P
0
J
E
HEP 5d6
6
2
UR
50m
Needle Pistol
P
0
J
E
APk 1d6/2+d
6
1
UR
50m
Hand Flamer
EX
0
J
P
Fire1
4
1
ST
4m

HEP = Cratering. Damage is 1/2 real, 1/2 stun. Armor has no effect and loses 2 SP per hit.
APk = Soft armors count as half SP, damage is not halved.
d = May include drugs or poisons as specified by the user.
Flame1 = Does 2d6 damage to 2 body areas on first round, 1d6 to 1 area second round, only hard armor or SP15+ soft armor protects


Yes, bolt pistols are nasty- figure on an average roll you're looking at 17 damage, with about 8 real and 9 stun. You put a bolt in someone's limb they're probably going to lose the limb. But I think it's also pretty accurate for a weapon that will drop your average guy 2/3rds of the time with one shot.
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