Confrontation (pre-Necromunda) 1990.pdf

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CONFRONTATION
CONFRONTATION..................................................................................................................................... 3
An introduction to the new skirmish wargame set in the 41st millennium .............................................. 3
THE COMBAT SYSTEM .................................................................................................................... 3
THE BACKGROUND.......................................................................................................................... 4
NECROMUNDA.......................................................................................................................................... 5
IMPERIAL HIVE WORLD ..................................................................................................................... 5
WORLDS OF THE IMPERIUM.......................................................................................................... 5
HIVE WORLDS ................................................................................................................................... 5
NECROMUNDA.................................................................................................................................. 6
LORD HELMAWR .............................................................................................................................. 7
LANDSCAPE ............................................................................................................................................... 9
SOME NECROMUNDIAN CLUSTERS ................................................................................................... 10
The Palatine ......................................................................................................................................... 10
Trazior Hive ........................................................................................................................................ 10
Acropolis Hive .................................................................................................................................... 10
The Temenos....................................................................................................................................... 10
Quinspirus Cluster .............................................................................................................................. 11
The Skull ............................................................................................................................................. 11
THE ASH WASTES ............................................................................................................................... 12
THE SLUDGESEAS .......................................................................................................................... 13
ANATOMY OF A HIVE............................................................................................................................ 14
THE SPIRES....................................................................................................................................... 14
THE SHELL ....................................................................................................................................... 14
HEAT SINKS ..................................................................................................................................... 15
HAB LAYERS .................................................................................................................................... 15
THE FACTORY LEVELS ................................................................................................................. 16
OLD FACTORIES .............................................................................................................................. 16
THE UNDERCITY............................................................................................................................. 17
THE FORBIDDEN CITIES ............................................................................................................... 17
SPOOK................................................................................................................................................ 18
THE SHANTIES................................................................................................................................. 19
GANGS ....................................................................................................................................................... 20
General Characteristics of Hive Gangs ............................................................................................... 20
CLAN WARRIORS ............................................................................................................................ 21
BRAT GANGS ................................................................................................................................... 22
TECH GANGS ................................................................................................................................... 23
SCAVVIES ......................................................................................................................................... 24
NOMADS ........................................................................................................................................... 25
UNDERCITY GANGS....................................................................................................................... 26
MUTANT GANGS ............................................................................................................................. 26
PSYKER GANGS .............................................................................................................................. 27
TRADING EQUIPMENT .......................................................................................................................... 29
TRADED EQUIPMENT .................................................................................................................... 29
HOW TO TRADE BETWEEN GANGS ........................................................................................... 30
TRADING CONTACTS .................................................................................................................... 30
THE TRADING CHARTS ................................................................................................................. 31
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TRADING MODIFIERS .................................................................................................................... 31
TRADING CHARTS .................................................................................................................................. 33
Creating a gang ........................................................................................................................................... 38
GANG GENERATION SUMMARY ..................................................................................................... 38
CHOOSING A GANG....................................................................................................................... 38
THE TYPE OF GANG....................................................................................................................... 38
GANG DETERMINATION CHART ................................................................................................ 39
THE SIZE OF THE GANG................................................................................................................ 39
GANG MEMBERS CHART.............................................................................................................. 39
GENERATING FOLLOWERS .......................................................................................................... 39
PROFILES .......................................................................................................................................... 40
GENERATING PROFILES ............................................................................................................... 40
GANG TYPE VARIATIONS............................................................................................................. 41
GENERATING EQUIPMENT........................................................................................................... 42
LEADER’S INITIAL EQUIPMENT ................................................................................................. 44
HENCHMAN AND HARDENED GANG FIGHTER INITIAL EQUIPMENT............................... 45
RAW RECRUITS INITIAL EQUIPMENT....................................................................................... 46
STASH................................................................................................................................................ 46
AUTO WEAPONS ..................................................................................................................................... 47
AUTOCANNON................................................................................................................................ 47
AUTO GUNS...................................................................................................................................... 47
AUTO PISTOLS ................................................................................................................................. 47
BOLTERS ................................................................................................................................................... 48
BOLT PISTOL.................................................................................................................................... 48
BOLT GUN......................................................................................................................................... 48
HEAVY BOLTER .............................................................................................................................. 48
CONVERSION BEAM PROJECTOR ................................................................................................... 49
DISTORTION CANNON...................................................................................................................... 50
FLAMERS .................................................................................................................................................. 51
HANDFLAMER................................................................................................................................. 51
FLAMER ............................................................................................................................................ 52
LASER WEAPONS.................................................................................................................................... 52
LASCANNON .................................................................................................................................... 52
LASGUN ............................................................................................................................................ 53
LASPISTOL........................................................................................................................................ 53
MULTI-LASER.................................................................................................................................. 53
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CONFRONTATION
An introduction to the new skirmish wargame set in the 41st millennium
Ever since Warhammer 40,000 was published
players have been asking if a more detailed role
playing version was over going to appear. Well,
the idea was there right from the start - and in a
sense the 40,000 book provides sufficient
information for any innovative and reasonably
experienced gamer to develop a system if they
wanted to. I thought we’d probably never get
round to producing a special role playing version
as we’d simply been too busy working on the
main WH40,000 game. Then about a year ago
Bryan Ansell suggested that we revamp a game
he had designed some time ago - originally to
simulate World War 2 and contemporary combat
but later extended into a futuristic setting.
The idea was appealing as Bryan’s game already
had a detailed model-based combat system and
rules for progressing characters. Taking this
system and adapting it into the WH40,000
environment would give us a new game which
would combine elements of role playing and
skirmish wargaming. At the same time we could
take the opportunity to write more about the
WH40,000 universe by describing one planet in
particular. Finally we decided that because the
game would be a cross between WH40,000 and
role playing it would be released by Flame
Publications who currently publish material for
Warhammer Fantasy Roleplay.
game’s title -Confrontation - was establishe d
early on, and it was decided that the setting
should be a crowded warfare-ridden hive world
called Necromunda.
The combat system was completed fairly
quickly. Like Warhammer Fantasy Roleplay the
game uses a percentage system to establish
whether weapons hit their target and hits
penetrate armour. By adopting the D100 existing
WH40,000 weapons could be given far more
detailed and different effects. It also gave us a
broader spread of possible ability levels for the
characters. This is the main advantage of using a
percentage system - it immediately increases the
range of dice results from 1-100 rather than the
very restrictive 1-6 on a D6. With vast and
highly detailed weapon and situation modifier
charts Confrontation is a very sophisticated
game indeed. A we anticipated players would
s
be using only a dozen or so models a side this
relative complexity didn’t worry us too much.
The benefit of using detailed systems was to
make the game very directly realistic. To put this
into perspective - if you can do something in real
life then a character can do it too because the
rules allow for literally any actions on behalf of
your characters. The result is a game which will
appeal to experienced players as well as those
who are prepared to invest a bit of extra effo rt in
the interests of a more detailed and realistic
simulation. Of course, this extra detail means
you have to think more than in the average game
- you must record and conserve your ammunition
rather than just blasting away, and you’ll find
that
wounds
have
an
inconveniently
incapacitating effect on your heroes’ actions.
THE COMBAT SYSTEM
We didn’t have much time as many other
projects were pressing - not the least of which
was (he new Realm of Chaos book The Lost and
the Damned - a massive tome which would lake
up months and months! The work was divided
up between myself (Rick Priestley) and fellow
designer Nigel Stillman. I was to sort out the
combat rules and convert details of weapons and
equipment from WH40,000 while was to Nigel
concentrate on the background, character
development and scenario generation. The
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THE BACKGROUND
The background was evolved by Nigel Stillman
working closely with Bryan Ansell - the
introductory section is printed in this White
Dwarf and other material will probably appear in
future issues as it is readied for publication. We
decided that it would be futile to attempt to
provide rules and details to cover the entire
Imperium - so it was decided to set the game
entirely on one world and to concentrate on
developing the cultural background to this world.
This would allow us to explore the relationship
of individual worlds within the Imperium, and
we would have to delve more deeply than ever
before into the way that Space Marines,
Inquisitors and other Imperial troops operate on
specific worlds of the Imperium.
We wanted a world where warfare was endemic
-where characters could indulge in mutual
conflict without any fear of too many social or
legal constrictions. The world we settled on is
called Necromunda. Necromunda has developed
into a background not only for Confrontation but
also for forthcoming WH40,000 novels, short
stories, and some tremendous artwork by John
Blanche.
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