I have spent some time since the last necromunda post thinking about what I should do for the 6 of a kind results when exploring. I have talked to the players as well as taking on board what you guys have suggested and I think the results are characterful, relatively powerful while not game braking and fun (hopefully). So I would like you guys, the whole 4 of you who read this, and let me know what you think and how I can balance them.
Fresh water, something very important these days. Keep a note you have found the well. After each game you gain 3D6 credits, if you roll over 15, the well dries up.
(2,2,2,2,2,2) Some Added muscle
On your way back to camp, you hear a fire fight, a small ban of cultist is fighting something. You go to their aid, but by the time you get there all you find nothing but a bloody mess and a single Ogryn standing in the middle of it.
Take a Leadership test, if you pass you gain a Ogryn bodyguard to your group and 2D6 worth of credits from the corpses. If you fail he wonders off and you gain 4D6 credits.
Looking up high you find what looks like a snipers nest. Select a survivor and make an initiative test as they attempt to climb to the nest, if you fail make an injury roll for the survivor, and some one else can try.
If you pass you find:
A corpse (eat it, have some fun with it, do what ever)
One in a million needle rifle
(4,4,4,4,4,4) Slave pit
Sounds of ringing come out of the tunnels, you can check it out or leave it. If you leave it gain 3D6 credits. If you explore the sound you come across a chaos slave pit, hivers beaten and forced into slave labour. Your next game is Attack the Slave pit. You can not rest between games, any one injured in this game can not take part.
(5,5,5,5,5,5) Bag of Maps
It looks like some one has been trying to map out the underhive but have left their maps. The maps appear to map out the local area quite accurately, but there are a few little inaccuracies. You can only hope the rest of the maps are as good.
If you wish to use one, roll a D6 before each game.
1 – Maps a Fake: The game starts at the 3rd level of noise, as you stumble right into an enemy held zone.
2 – Not very accurate: Its not worth following, nothing happens
3 – good: It maps out the terrain well, you can set up D3 models any where on the board more than 10 inches from an enemy model.
4 – Great: You can move around and wait, remove up to 2D3 enemy models at the start of the game.
5+ - Perfect: It doesn't help in the mission but you can re-roll 2 dice in the exploration phase.
(6,6,6,6,6,6) Mechanicum Foundry
Deep in the bowls of the underhive you find a tunnel, above it an old half worn away Cog Mechanicum. Following the tunnel it goes deeper down, until it eventually opens up into a vast cavern, and in it, a foundry. What the mechanicum where doing down here, you don't know, not even stories exist of them being there. But you know enough about the mechanicum they have the tech, loot the place!
Roll a D6 for each on the following:
3+ D3 One in a million bolters
4+ Plasma gun
5+ Heavy Plasma gun
4+ Power sword
4+ Power axe
5+ Power axe
4+ Power maul
5+ Power fist
6+ Bionic eyes
6+ Bionic arm
6+ Bionic leg
Also Roll 2D6, on an 11+ you find (or rather stumble upon) something that you really shouldn't have. Automated systems come online. You have to run for it, roll a D6 for each survivor, on a 1 take an injury roll.
Aim for the Head
A rule that was suggested to me by Kraggi was that depending on your ballistic skill the better you will be at hitting them in the head. However it takes time to realise that its better to shoot a zombie in the head. So I will add the rule 'HeadShot' after a survivor has survived 3 games.
Get +1 to injury chart vs plague zombies, gain an additional +1 if you have Bs5 or more.
That will do for now, just a little update for you all, I am hosting a game soon so I will have a report for you all soon enough.