May 24, 2025, 01:03:29 AM

Author Topic: HOUSE RULES - BLOWING UP BARRELLS  (Read 7058 times)

Offline The Arbitrator General

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HOUSE RULES - BLOWING UP BARRELLS
« on: May 08, 2009, 09:38:43 PM »
Here is an example of a House I am working on.  Please take a look and let me know what you think...
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Offline Martini Henrie

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Re: HOUSE RULES - BLOWING UP BARRELLS
« Reply #1 on: May 09, 2009, 09:34:33 AM »
I've just had a look at the post, and will try them out.  The biggest problem I can see, with out playing, is that the barrels are too tough.  Maybe 3, 4 and 5 would be better as you need a good roll to follow it up.  Also maybe XP only if you cause another fig to be pinned/ injured?

I'll play a few games before making my mind up, and the above is just an initial reaction.  Good idea tho  8)
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Offline The Arbitrator General

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Re: HOUSE RULES - BLOWING UP BARRELLS
« Reply #2 on: May 10, 2009, 02:33:33 AM »
When i first started playing we used a lot of ground cover, wait, i still use as much ground cover as I can  ;D Well, we started using these and I wanted shooting the barrel to be a long shot to hurt a fighter, but still enough to stop campers, escpecially those on overwatch you cannot see.  We used to have great fun hiding a fighter and then going into overwatch and having a heavy light up the barrels or the dumpster, or that crate they were hunkered down behind.  It added a little flavour.  The intent was not to make them the easiest thing to hit all the time.

The exp was for actually penetrating the barrel.  We have a few fun scenarios too that focused on blowing up crates to find a certain cargo, ti was a blast, but still and again, I did not want shooting terrain to be the norm.

Any inoput is appreciated...
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Offline Ravendas

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Re: HOUSE RULES - BLOWING UP BARRELLS
« Reply #3 on: May 10, 2009, 05:20:11 AM »
Not too shabby, but if you want to make it more realistic and more often used, you could complicate the math a bit. If you are shooting at a model using a barrel as cover, a miss against that character that would have been a hit if there were no barrel hits the barrel instead.

Ex: A standard ganger with a boltgun shoots at a model at long range in hard cover behind some barrels. He would normally only need a 4 to hit, but needs a 6 due to cover. Therefore, on a 4 or 5 he would hit the barrel, and on a 6 he would hit his target. This way you could keep the toughness of the barrels high to show the rareness of your random fire actually doing something, but give a chance for people hiding behind potentially dangerous materials to regret that decision.

Offline Ant

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Re: HOUSE RULES - BLOWING UP BARRELLS
« Reply #4 on: May 10, 2009, 10:46:04 AM »
Not too shabby, but if you want to make it more realistic and more often used, you could complicate the math a bit. If you are shooting at a model using a barrel as cover, a miss against that character that would have been a hit if there were no barrel hits the barrel instead.

Yeah I think that's probably how we'd use it in most in our games since I wouldn't really want to risk an ammo roll shooting a crate that has such a small chance of exploding (though as AG mentioned that tactic would still be useful in certain circumstances).

The only suggestion I can think of is that it might be nice if you could attach certain attributes to the crates that then effect the damage they do. For example, a create marked 'explosive' would stand a greater chance of exploding. A crate marked 'toxic waste' could always emit a small cloud of filth when penetrated. Crates marked 'ammo' could maybe have a small chance of dropping ammo when destroyed, etc.

Offline Mask

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Re: HOUSE RULES - BLOWING UP BARRELLS
« Reply #5 on: June 17, 2009, 01:25:58 AM »
The first thought I had was that the explosions themselves could be simplifed by referencing to an already existing rule by saying something like "resolve a hit by a grenade with the gas cloud centered on the barrel".

Also, it would be cool if there were other results than explosions, because who knows what those barrels might contain. Maybe if you roll an explosion on the tables you get to roll again on something like;

D6 -- Resolve a hit with the gas cloud centered on the barrel by a Grenade of the following type;
1-4: Frag
4: Choke
5: Smoke
6: Roll a D6: 1-Hallucinogen, 2-Plasma, 3-Photon flash, 4-5-Frag Missile, 6-Roll twice and apply both results

I dunno, I just feel that it would be cool if you never knew what to expect from a barrel when you shot it, and that instead of reinventing the wheel by making a lot of special rules for this purpose you could benefit from using the already existing explosion rules.

Not too shabby, but if you want to make it more realistic and more often used, you could complicate the math a bit. If you are shooting at a model using a barrel as cover, a miss against that character that would have been a hit if there were no barrel hits the barrel instead.

Ex: A standard ganger with a boltgun shoots at a model at long range in hard cover behind some barrels. He would normally only need a 4 to hit, but needs a 6 due to cover. Therefore, on a 4 or 5 he would hit the barrel, and on a 6 he would hit his target. This way you could keep the toughness of the barrels high to show the rareness of your random fire actually doing something, but give a chance for people hiding behind potentially dangerous materials to regret that decision.

Couldn't that be worked out just using the normal Stray Shots rule? Just by treating the barrels as a model. But I totally agree that there should be a way to hit these by accident.
« Last Edit: June 17, 2009, 01:28:41 AM by Mask »

Offline Ravendas

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Re: HOUSE RULES - BLOWING UP BARRELLS
« Reply #6 on: June 17, 2009, 04:24:20 AM »
Couldn't that be worked out just using the normal Stray Shots rule? Just by treating the barrels as a model. But I totally agree that there should be a way to hit these by accident.

Ahh that would work too. I have a habit of over complicating things. Using the 'stray shots' rule, shooting at someone behind/around a barrel would mean every shot has a 1/36 chance of hitting the barrel and not the person. Kinda low, but still a chance.

Offline Mask

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Re: HOUSE RULES - BLOWING UP BARRELLS
« Reply #7 on: June 17, 2009, 03:02:48 PM »
Couldn't that be worked out just using the normal Stray Shots rule? Just by treating the barrels as a model. But I totally agree that there should be a way to hit these by accident.

Ahh that would work too. I have a habit of over complicating things. Using the 'stray shots' rule, shooting at someone behind/around a barrel would mean every shot has a 1/36 chance of hitting the barrel and not the person. Kinda low, but still a chance.

The odds could be tilted a bit by having barrels count as several models for this purpouse. So if you roll a stray shot you hit a small barrel on 1 and 2, for example, a larger on 1 2 and 3 etc. If this is indeed a problem at all.

I'm just generally in favour of re-using already existing rules. This would aslo make it possible to accidentally blow up barrels even when the target isn't gaining cover from it. Model A shoots at Enemy A, and misses. A barrel halfway between them, who gives cover to Enemy B, is hit instead. Kablooom.

Offline Mastermime

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Re: HOUSE RULES - BLOWING UP BARRELLS
« Reply #8 on: June 17, 2009, 08:54:10 PM »
I like the idea of using the cover modifyer but does that mean that scatter shot and Scavvy Blunderbusses/Scatter Cannons would hit both the barrel and the model on a sucessful hit as they ignore cover mods?
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