Editing
NiS/Post Game Phase
(section)
Jump to navigation
Jump to search
Warning:
You are not logged in. Your IP address will be publicly visible if you make any edits. If you
log in
or
create an account
, your edits will be attributed to your username, along with other benefits.
Anti-spam check. Do
not
fill this in!
===Negative Experience=== In Necromunda, it is usually the case that as a ganger gets more experienced he gets better... but this is not always the case. In fact, the opposite often applies: as gangers live longer, they are more likely to pick up bad habits. Certain less-than-heroic blunders will earn gang members negative experience points: once you have reached -10 xp, roll on the Bad Habits table. '''Negative Experience Circumstances'''<br> * Wound a member of your gang with friendly fire: -5 xp * Fail a break test: -1 xp * Fail a fear test against a model with a lower rank than you (i.e., if a ganger fails v. a Juve, or if a vetran ganger fails against a ganger): -1 xp * Weapon Explosion (not including dum dum rounds): -1 xp * Botch a Scenario (i.e., blow up your own territory gate, etc.): -5 xp * Wounding a Bystander: -5 xp '''''Bad Habits''''' # '''Lazy''': The ganger refuses to run unless he is within 2" of the leader. If he has sprint, he may run, but he will not sprint. The ganger may charge as normal, but if the charge fails, only move him 4" (he slows up when he realizes he isn't going to make it.) # '''Reckless''': The ganger doesn't use cover to its fullest advantage. Reduce any negatives to hit from cover by 1 (i.e., Hard cover gives -1 to hit, partial is no modifier). # '''Timid''': The ganger will not attempt to escape pinning even if there is a model within 2". In addition, the ganger does not count as a model within 2" to assist others in escaping pinning. # '''Sloppy''': The ganger doesn't upkeep his weapons properly. Subtract 1 from all his ammo rolls. # '''Coward''': When the going gets tough, the ganger runs like a little girl. He may not rally if there is an enemy within 16", and if he is holding a loot counter when he breaks, he drops it. # '''Wimp''': Double the penalties for flesh wounds.
Summary:
Please note that all contributions to RPGnet may be edited, altered, or removed by other contributors. If you do not want your writing to be edited mercilessly, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource (see
RPGnet:Copyrights
for details).
Do not submit copyrighted work without permission!
Cancel
Editing help
(opens in new window)
Navigation menu
Personal tools
Not logged in
Talk
Contributions
Create account
Log in
Namespaces
Page
Discussion
English
Views
Read
Edit
View history
More
Search
Navigation
RPGnet
Main Page
Major Projects
Categories
Recent changes
Random page
Help
Tools
What links here
Related changes
Special pages
Page information