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messyart on
URL: http://the-lost-and-the-damned.71.s1.nabble.com/Night-of-the-slightly-unpleasant-and-smelly-dead-people-tp6279851p6279896.html
Group game - Gang plans
**The following section is soon to be removed due to "better" ideas**
When playing with 3+ players, you may want to cut down gang sizes for game-speed.
If this is the case, use the following rules [As if used over a normal sized gang, it may well overpower them]
If such is the case, a gang consists of only three models. One of each of the following classes.
Use the following stat lines for gang members to denote their more veteran status;
Gang Leader
M Ws Bs S T W I A Ld
6 4 4 3 3 4 4 3 7
Gang heavy
M Ws Bs S T W I A Ld
6 4 4 3 3 3 4 2 6
Ganger
M Ws Bs S T W I A Ld
6 4 4 3 3 3 4 2 6
Weapon load-outs are as follows;
Gang Leader may pick one weapon in each of the following categories;
Basic
Pistol
Close Combat
Special
The heavy may pick one weapon in each of the following categories;
Basic
Heavy
Special
Gangers may pick one weapon in each of the following categories;
Basic X2
Pistol
Close Combat
Every member has Frag Grenades as standard, they all start with one knife and all ammo types available, if they pick weapons with a variety of ammo [Shotguns will have every ammo type available, they will have Dum-dum rounds if they have the Stub pitsol etc].
**the above will soon be removed due to "Better" ideas**
In addition;
Every gang member has the extra ammunition and medi-pack wargear and Flak armour [5+ armour roll]
Special, Close combat and Heavy weapon slots are not limited to base weaponry. Any ganger may pick any weapon within the class, whether usually reserved for the rare trade chances or not.
Thus, Goliath gangs may well equip Plasma cannons, Ratskins may be equipped with needle rifles and Eschers could well bring a power fist on both their Leader and their ganger.
Medi pack; Any fighter may use their medi-pack on a downed fighter. It is a single-use item.
His turn is forfieted by the use of the medi-pack, he may not move or shoot or do anything for himself while he uses it.
At the end of his turn, in the recovery phase, the downed fighter rolls the following;
1-4 Flesh wound
5 - Remains down
6 - Out of Action
They may not be used on the model holding them.
Unused medipacks MAY be taken from a deceased/ zombified ganger.
Extra ammo;
A model gains a +1 modifier to ammo rolls when taken. These guys are PREPARED!
On the other hand, all the extra ammo is VERY dangerous around gunfire and explosions, and as such, the model will go Out of Action on a 5-6 if hit by gunfire, or explosions.
They have a lesser use for weapons that automatically fail ammo rolls, like grenade launchers and flamers.
For these weapons, count how many gangers are present on the models own side and roll a D3 for each. If they can equal 6 or more, the roll is passed [to represent at least SOMEONE carrying spares]
Mankinds first mistake; Questioning why those around him, are dying.