Imagine being able to run a large gang of weedy and wily little thieves. Nick your opponents weapons and credits. Breed your way out of a recruitment crisis. Rob blind, the crawling and injured bodies of your enemies. Strip them of their weapons and finally show Mankind what you think of the term "Sub-Human."
At the moment, there are no particular weapon lists for this tribe, though I will soon limit, further, what they will be allowed to use. For the sake of working with them for the moment, they are not allowed any heavy weapons. Special Weapons count as move or fire.
(Pack Leaders) Leaders can currently be equipped with any basic weapon as well as cc and pistols. They may only take a needle sniper rifle from the special weapons list. Grenades and shotguns allowed.
(Regulators) Heavies may currently be equipped with any basic weapon as well as cc and pistols. They may only take an aunto-slugger from the special weapons list. Grenades and shotguns allowed.
(Runners) Gangers may currently be equipped with any cc or pistol. Grenades allowed.
(Pests) Juves may currently be equipped with a free knife and club at the cost of 10 credits. There are also allowances for Juves to throw a Half-brick. Rules are included in this volume.
This is currently an untested rule-set that I will be updating over the next few weeks until it's completion... I have not play-tested them one bit but will be doing so during this time.
Still, I put a lot of thought into making them sensible and fun in equal measure and I feel that they should only need minor tweaking. Please feel free to try them out yourself with your own figures and let me know if I'm wrong. I would appreciate any feedback that leads to the betterment of this rule-set.
Thanks for your time. BL.
At the moment, there are no particular weapon lists for this tribe, though I will soon limit, further, what they will be allowed to use. For the sake of working with them for the moment, they are not allowed any heavy weapons. Special Weapons count as move or fire.
(Pack Leaders) Leaders can currently be equipped with any basic weapon as well as cc and pistols. They may only take a needle sniper rifle from the special weapons list. Grenades and shotguns allowed.
(Regulators) Heavies may currently be equipped with any basic weapon as well as cc and pistols. They may only take an aunto-slugger from the special weapons list. Grenades and shotguns allowed.
(Runners) Gangers may currently be equipped with any cc or pistol. Grenades allowed.
(Pests) Juves may currently be equipped with a free knife and club at the cost of 10 credits. There are also allowances for Juves to throw a Half-brick. Rules are included in this volume.
This is currently an untested rule-set that I will be updating over the next few weeks until it's completion... I have not play-tested them one bit but will be doing so during this time.
Still, I put a lot of thought into making them sensible and fun in equal measure and I feel that they should only need minor tweaking. Please feel free to try them out yourself with your own figures and let me know if I'm wrong. I would appreciate any feedback that leads to the betterment of this rule-set.
Thanks for your time. BL.
