Esher Chronicles

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This is a game that kongming is going to be running. As such, all of the rules and shit can go here where they're constantly available, rather than being buried in a thread or cluttering the "Come play my game or else!" thread and scaring people away with tl;dr text.

Note: the rules are adapted from Necromunda, which was created by Games Workshop. The Necromunda rules have been placed on their Specialist Games website for free access, so all this could do to their sales is boost popularity and cause people to wander into their stores asking to order in old Necromunda stuff.

For Skill lists and Equipment, see Esher: Skills and Equipment. For NPCs and creatures, see Esher: Creepy Crawlies.

The Setting:

In the grim darkness of the dark grimness of the far future, the majority of humans not being shot to pieces on the battlefield live in hive worlds. These planets are literally covered in towering spires of city, sky-scrapers penetrating the cloud barriers and even the basement level being one huge under-city. The city-planets house trillions of people, all held in closer proximity than they'd like, all working away at their dreary lives in service of the glorious God-Emperor of humanity, may he be praised for he is loving.

The city is basically built on itself - several layers are long-forgotten to nearly everyone, and it is here in the underhive, on the planet Necromunda, that this game takes place. This focuses on the gangs within House Esher, a rich family that nevertheless has many ties to the underworld (as they all do). House Esher, where a genetic weakness causes all males to be weak and sickly, a family known for its powerful militant females, the ones in control.

This game will involve battles against other Houses, and against the police (Enforcers and the Adeptus Arbites), or even against bounty hunters, mutants, the militia and possibly other gangs within House Esher.

Character Creation:

Right, to start with, you should decide whether you want to be a gang leader, a regular ganger, a heavy weapon specialist or an undercover enforcer. I am also toying with the idea of allowing Psykers, undercover Death Cultists and Half-Genestealers.

Gang Leader: you will have a small number of juves (inexperienced gangers) ready to help you out or look after stuff when you're out, have access to the most skills and a lot of equipment, and have superior stats. On the downside, you have the fewest credits to spend on yourself (at the start) due to all the work keeping your gang running.

Movement: 4m (8m running or charging)

Weapon Skill: 4

Ballistic Skill: 4

Strength: 3

Toughness: 3

Wounds: 1

Initiative: 4

Attacks: 1

Leadership: 8

Special: You always count as having an ally within 2m, so can always test to avoid being pinned in place. Any allies within 6m of you can use your Leadership value for Leadership tests.

Weapon Proficiencies: Melee, Pistol, Basic, Special, Grenades

Equipment: Knife, one randomly generated location for a base, 80 credits

Starting XP: 66 (next advancement at 81)

Skill categories available: Agility, Combat, Ferocity, Shooting, Stealth, Technology

Weapons you may buy to start with: -Melee: Knife, Sword, Chain/Flail, Club/Maul/Bludgeon, Chainsword -Pistol: Autopistol, Laspistol, Stub gun, Plasma Pistol -Basic: Autogun, Lasgun, Shotgun, Boltgun -Special: Plasma gun, Flamer -Grenades: Frag, Krak

Ganger: as a gang member, you have greater ease in just going about the place and getting things done - you can work territories for extra cash and can go on recruitment drives, and may elect to spend 35 credits on a Juvie who hangs around you and assists where possible. There are two types of Ganger: the experienced and the natural. Pick which one when you create your character.

Movement: 4m (8m running or charging)

Weapon Skill: 3 (experienced: 2)

Ballistic Skill: 3 (experienced: 2)

Strength: 3

Toughness: 3

Wounds: 1

Initiative: 3

Attacks: 1

Leadership: 7 (experienced: 6)

Special: The experienced Ganger may make 4 rolls on the advancement table (skill categories: Agility and Combat only).

Weapon Proficiencies: Melee, Pistol, Basic, Grenades

Equipment: Knife, 150 credits

Starting XP: 26 (next advancement at 31)

Skill categories available: Agility, Combat, Stealth

Weapons you may buy to start with: -Melee: Knife, Sword, Chain/Flail, Club/Maul/Bludgeon -Pistol: Autopistol, Laspistol, Stub gun -Basic: Autogun, Lasgun, Shotgun -Grenades: Frag, Krak

Heavy: heavies double as mechanics and heavy weapon users. They dish out the serious firepower and are probably also the kind you see thumping people for cash. This is the only character type who can use heavy weapons, aside from one exception below.

Movement: 4m (8m running or charging)

Weapon Skill: 3

Ballistic Skill: 3

Strength: 3

Toughness: 3

Wounds: 1

Initiative: 3

Attacks: 1

Leadership: 7

Weapon Proficiencies: all (Melee, Pistol, Basic, Grenades, Special, Heavy)

Equipment: Knife, 140 credits, workshop

Starting XP: 66 (next advancement at 81)

Skill categories available: Agility, Muscle, Shooting, Technology

Weapons you may buy to start with: -Melee: Knife, Sword, Chain/Flail, Club/Maul/Bludgeon -Pistol: Autopistol, Laspistol, Stub gun -Basic: Autogun, Lasgun, Shotgun -Special: Plasma gun, Flamer -Grenades: Frag, Krak -Heavy: Heavy Stubber

Enforcer: as an undercover member of the Enforcers or the Adeptus Arbites, you are very tough and well-equipped. Unfortunately, you don't have as much choice as the others, but that's not too big a deal.

Movement: 4m (8m running or charging)

Weapon Skill: 3

Ballistic Skill: 3

Strength: 3

Toughness: 3

Wounds: 1

Initiative: 3

Attacks: 1

Leadership: 7

Special: start with the skills Specialist and Nerves of Steel. Superior equipment allows you to ignore your first failed Ammo roll per scenario.

Weapon Proficiencies: Melee, Pistol, Basic, Grenades, Special, Heavy: Heavy Stubber only

Equipment: Knife, Bolt Pistol (or Las Pistol or Plasma Pistol), Choke Gas Grenades, Carapace Armour, Photo Visor, Infra Goggles, Respirator

Starting XP: 26 (next advancement at 31)

Skill categories available: Combat, Ferocity, Muscle, Shooting, Stealth

Weapon Package Options: -Heavy Stubber -Plasma Gun or Flamer or Grenade Laucher (with Frag, Krak and Choke Gas Grenades) -Boltgun or Shotgun or Power Maul or Suppression Shield -Replace Pistol with Power Maul AND Suppression Shield -Melta Bombs and Photon Flash Flares

Psyker: You may not be very skilled or tough, but on the plus side, you have a range of powerful psykic powers!

Movement: 4m (8m running or charging)

Weapon Skill: 2

Ballistic Skill: 2

Strength: 3

Toughness: 3

Wounds: 1

Initiative: 4

Attacks: 1

Leadership: 7

Special: You are a Psyker, and as such may use Psychic powers. You start with a single power of your choice, and one minor power of choice, and are subject to Perils of the Warp. To use a power you must succeed on a Leadership test. If you roll snake eyes or box cars, then although the power succeeds or fails as normal, you suffer the Perils. Roll 1d6:

1: A wave of psychic energy immediately sends you Out and causes a Strength 6 no-armour Damage 1d3 hit to everyone within 5m.

2. You are possessed by otherworldly forces and suffer from Frenzy immediately.

3. Visions of the warp send you briefly mad, causing Hallucinations until the scene is over.

4. A hideous psychic shriek causes Terror, making everyone within 1d6*100m test Leadership or panic.

5. The veil is weakened enough for a daemon to climb through (1-3: Daemonette, 4: Pink Horror, 5: 2d6 Nurglings, 6: Warp Beast)

6. A vortex opens, pulling you into the warp, along with anyone within 3m. This does not necessarily mean death. It can be avoided by rolling under your Initiative on 1d6.

Weapon Proficiencies: Melee, Pistol, Grenades

Equipment: Knife, 100 credits

Starting XP: 26 (next advancement at 31)

Skill categories available: Agility, Combat, Stealth, Any Psychic

Weapons you may buy to start with: -Melee: Knife, Sword, Chain/Flail, Club/Maul/Bludgeon -Pistol: Autopistol, Laspistol -Grenades: Frag, Krak

Half-Genestealer: You are one of the malignant - the offspring of those who have been altered by the genestealers. As such, you have certain mutations that can aid you. Additionally, for 50 points each you may have one or two allied half-genestealers from the same brood, or for the full hundred, a single genestealer or primarch that is looking out for you.

Movement: 6m (12m running or charging)

Weapon Skill: 4

Ballistic Skill: 2

Strength: 3

Toughness: 4

Wounds: 1

Initiative: 4

Attacks: 1 (2)

Leadership: 7

Malignant: Roll once on the Mutation table at character creation.

Weapon Proficiencies: Melee, Pistol, Basic

Equipment: Claws (counts as a pair of knives), 120 credits

Starting XP: 26 (next advancement at 31)

Skill Categories: Stealth, Agility, Ferocity, Combat, Mutation

Weapons you may start with: -Melee: Sword, Axe, Bludgeoning -Pistols: Autopistol, Laspistol, Stub Gun -Basic: Autogun, Shotgun, Lasgun

If you ever gain all six Mutations, you also gain Brood Telepathy (telepathic communication with brood members, may always count as within 2m of them) and Shadow in the Warp (all Psykers attempting to use powers within your Leadership in metres must roll three dice and pick the two highest results).

Death Cultist: Although within the gang, your real calling in life is as a Death Cultist for the Emperor, and as such, this is really just the place you stay while you hone your skills and seek out enemies that need murdering. However it doesn't stop you from feeling loyal to the gang if you so wish.

Movement: 4m (8m running or charging)

Weapon Skill: 4

Ballistic Skill: 3

Strength: 3

Toughness: 3

Wounds: 1

Initiative: 4

Attacks: 1

Leadership: 8

Starting Skill: Infiltrator

Naturally Agile: You have a Dodge save of 6+. If you later get the Dodge feat, this improves to 5+. If you ever learn all 6 Agility Skills, this improves to 4+.

Weapon Proficiencies: Melee, Pistol, Basic, Grenades

Equipment: Sword and knife, 100 credits

Starting XP: 66 (next advancement at 81)

Skill Categories: Stealth, Agility, Ferocity, Combat

Weapons you may start with: -Melee: Sword, Axe, Bludgeoning, Knife, Chain, Power Sword -Pistols: Autopistol, Laspistol, Stub Gun, Needle Pistol -Basic: Autogun, Shotgun, Lasgun, Boltgun -Grenades: Frag, Choke Gas, Smoke

Having made your choices, now you can spend your credits (unless an Enforcer - in that case you're done!) You may choose to keep any amount saved for later, but you can also choose to spend any amount of it on common equipment and on the items specifically listed for your "class". Alternatively, you may spend it 1-for-1 on experience points and gain further advancements that way.

The Rules:

A lot of this is freeformed, or "magical tea party" as it has come to be known. Rules mainly come into play when there is a chance of you being shot or similar. Basically, when in a combat environment, the game breaks down to this:

Initiative: 1d6 + Initiative rating, highest to lowest.

On your turn, you may do the following, in order:
1. Make any compulsory or optional rolls such as recovering from certain conditions or seeing how you react in a Frenzy/Stupidity.
2. Declare your intent, and move up to your movement speed.
-You may move up to double this if running, but this will effectively end your turn - you can do nothing else.
-You may also move up to double this to charge into a foe. You will be unable to shoot, and HtH combat will ensue.
-Instead of moving you may brace yourself to fire a heavy weapon.
-You may also elect to hide (this ends your turn) or go into overwatch (this also ends your turn).
3. Fire one weapon. If you moved, you cannot fire a heavy weapon. Resolve the shooting here.
4. If you charged into hand to hand combat, that is now resolved.
5. Recovery phase - see if you recover from certain conditions such as being pinned or down.

Shooting: first, you must roll to hit, a simple process. Roll 1d6, and your BS (and certain situational modifiers) determines what you need to hit:
BS 1: 6+
BS 2: 5+
BS 3: 4+
BS 4: 3+
BS 5: 2+
BS 6: 2+, if you miss then roll again, 5+
BS 7: 2+, if you miss then roll again, 4+
BS 8: 2+, if you miss then roll again, 3+
BS 9: 2+, if you miss then roll again, 2+
BS 10: automatic hit

Apply modifiers to your BS directly, so if BS 2 and firing a pistol with +2 at close range, you are treated as having BS 4. Penalties may take you below BS 1, in which case:

BS 0: 6+, then 3+ on another die
BS -1: 6+, then 4+ on another die
BS -2: 6+, then 5+ on another die
BS -3: 6+, then 6+ on another die
BS -4: automatic miss

Note that if the target turns out to be out of range, you always miss, don't bother rolling. If you miss with a blast weapon, then a random direction and distance will be rolled to determine where the blast/explosion takes place. Anyone caught in the area is automatically hit, anyone at the edge is hit on a 4+. If you hit with a blast weapon, then the same applies to anyone close to the target. If using a template weapon, anyone in the area is hit automatically, anyone at the edge is hit on a 4+

Grenades are hurled up to 4" at Strength 3, +2" per point of Strength beyond this.

Anyone hit by a firearm is immediately pinned unless they have an ally within 2m, in which case they may test Initiative on 1d6 (roll under or equal to pass) to not be pinned (being pinned merely means you are prone and cannot act on your next turn). Then roll to see if it Wounds them, by comparing Weapon Strength and their Toughness:
Equal values: Wounds on a 4+
For every point higher that the Strength is, decrease the roll needed (3+, 2+). If three points higher, it is still 2+. Higher than that and it automatically wounds.
For every point lower that the Strength is, increase the roll needed (5+, 6+). If three points lower, it is still 6+. Lower than that and it cannot wound the target.

Then, if they are wearing armour, they may make an Armour Save - by rolling higher than the save value listed on their armour, modified by certain weapons. If successful, they do not take the Wound. If they fail, they take the Wound (or in the case of some weapons, multiple Wounds).

Once reduced to zero Wounds, roll 1d6:
1: Flesh Wound - they may continue fighting, though at -1 to their WS and BS until they can rest up.
2-5: Down - they must re-test every round in the recovery phase, cannot attack at all, and can only crawl 2m per turn.
6: Out - they are knocked out or killed.

Multiple Flesh Wounds stack. No attribute can go lower than 1.

Special: if someone is in cover, then they gain a saving throw just like armour, but this cannot be lowered by weapons. Blasts and templates ignore cover, however.

Hand to Hand Combat:
Each combatant rolls 1d6 for each Attack they have. If they have 2 or more Pistols/Melee Weapons and no Basic/Special/Heavy weapons, they gain an extra d6. Select your single highest die and add your Weapon Skill. Also add +1 if fighting on higher ground than your opponent, +1 if you charged into combat, +1 for every extra 6 you roll beyond the first (the first is your number selected) and +1 for every 1 your opponent rolls.

Whoever rolled the highest wins. If a tie, whoever has the highest Initiative wins. Otherwise it is an actual tie and no-one strikes. Whoever wins the round automatically hits with a number of attacks equal to the difference. If wielding only one pistol or melee weapon (remember that everyone has a knife) then they are all with this weapon. If wielding two, then it alternates left-right-left-right. Roll to Wound for every hit just like with shooting, however there is no pinning in hand-to-hand combat. Even pinned people will get up and fight through the sheer terror.

Combat will remain ongoing until one combatant is Down or Out (or flees in fear). During hand to hand combat, neither participant may move or fire.

Those are the main rules. There are other ones, such as Hiding, Overwatch and special abilities, but they can be handled later.

What You'll be Doing:

This game is partly up to the players and what they decide to do. Feel like heading out shopping for rarities or going on a recruitment drive? Then sure, go ahead, you just might find what you want - or end up caught in a shoot-out or attract the wrong sort of attention and gain a stalker. Feel like exploring the ruins of the underhive in search of a new territory? Once again, feel free - I'll set the place out almost randomly so you can have adventure and excitement, and who knows what you'll find? Likewise, perhaps you want to get your peeps together and perform a raid on a rival gang, the Arbites or even a military base. You can go ahead, and if you end up driving away in a stolen tank and flattening your opposition, good for you. It's also possible you'll be killed - or captured.

Indeed, when someone goes Out, there isn't that great a chance that they actually die. Often it's just a minor injury (with a lasting penalty until surgery is performed or bionic replacements are given), scarring (either boosting your Leadership or causing Fear) or you are captured. If captured, well, terrible things may be done to your body...or you could escape with more than you went in with.

Additional Rules:

Here we cover some of the other things in the game:

Hiding:
Any character may elect to go into hiding at the beginning of their turn. They need some kind of terrain nearby that provides cover, but as long as that is there, it works. That concludes their entire turn. In following turns, they may continue to move about at the regular rate, and as long as they remain in cover, they are still hiding. The moment a hiding character shoots or does any other obvious action, they stop hiding and are seen. Hidden characters may not be intentionally targeted or fired upon, and indeed, foes do not know where they are exactly (if they are aware of their existence at all).

Additionally, if anyone gets closer than a number of metres equal to their own Initiative attribute, they notice the hidden character.

Overwatch:
At the start of their turn, a character may go into overwatch. They look out over a 90 degree cone, and if any enemy enters their field of vision, they may fire upon them at any point during the movement of the enemy. This ends their Overwatch status. They may elect to not fire, and can wait for another enemy to cross their vision instead. If the turn goes past without them taking a shot, it is effectively wasted but they may do the same again. A character who is hiding may go into overwatch, but you may not start hiding and enter overwatch in the same turn.

Taken Out:
A character who is Taken Out at any point must roll on the Serious Injury table to determine what happens to them. Note that the one who defeated them may shift the result d6 points in any direction if they feel like it. Roll "1d66" (1d6 for tens, 1d6 for units, actually allowing only 36 values but whatever).

11-16: Dead. The character actually dies.
21: Multiple Injuries. Roll 1d6 times on this chart, ignoring "Dead", "Full Recovery" and this.
22: Chest Wound. The character reduces her Toughness by 1.
23: Leg Wound. The character reduces her Movement by 1m.
24: Arm Wound. The character reduces her Strength in one arm by 1.
25: Head Wound. Every combat situation, roll 1d6. On a 1-3 she is "Stupid", on a 4-6 she suffers from "Frenzy".
26: Blinded in One Eye. The character reduces her Ballistic Skill by 1. If both eyes are taken out, she is effectively useless.
31: Partially Deaf. The character is hard of hearing. Getting this result twice makes her fully deaf, with -1 Initiative.
32: Shell Shock. The character suffers from shell shock, taking a -1 penalty to Leadership.
33: Hand Injury. The character loses 1 point of Weapon Skill and 1d3 fingers. If 4 or more are lost from 1 hand, it becomes useless.
34-36: Old Battle Wound. The character gains a wound that occasionally returns to cause problems. Roll 1d6 at the start of combat situations. On a 1, she is troubled by pain and begins the battle Down and on zero Wounds (but can recover as normal).
41-55: Full Recovery. The character may have been knocked out, but suffers no lasting damage.
56: Bitter Enemy. The character develops Hatred for the enemy that dropped her.
61-63: Captured. The character is knocked out and captured by the enemy after the battle.
64: Horrible Scars. The character is scarred and from this point on causes Fear.
65: Impressive Scars. The character actually gains +1 Leadership due to the scars.
66: Survives Against All Odds: Somehow the character makes it through (if required to roll multiple times, this result negates all others, she's just that lucky) and lives to tell her tale. She gains +1d6 experience.

Advancement:

You know the deal. This covers experience, how much you need, and what it does.

Experience Chart:
All characters start with some amount of experience. The following chart shows at what points a character gains Advances by gaining XP. Note that if you start as a higher-ranked character, you do not get retroactive Advances, that is instead used in granting the benefits you already have.

0-5: Juve
6-10: Advancement
11-15: Advancement
16-20: Advancement
21-30: Ganger Status and Proficiencies
31-40: Advancement
41-50: Advancement
51-60: Advancement
61-80: Advancement / Heavy or Gang Leader
81-100: Gang Champion - Advancement
101-120: Advancement
121-140: Advancement
141-160: Advancement
161-180: Advancement
181-200: Advancement
201-240: Gang Hero - Advancement
241-280: Advancement
281-320: Advancement
321-360: Advancement
361-400: Advancement
401+: Legend - Advancement, may not advance any further

Advancement Chart:
Whenever you advance in this game, you get to roll on the table to see what you get. How exciting! Roll 2d6 and consult the Advance Table below, bearing in mind that your attributes have a maximum of Move 4m WS 6 BS 6 S 4 T 4 W 3 I 6 A 3 Ld 9*. If you are already at the maximum for the attribute rolled, then select any other attribute. If ALL are at their maximum, then treat the result as 3-4: New Skill.

2: New Skill (from ANY skill table, not just the ones you're usually limited to. Pick the skill category, then roll 1d6 to see what you get.)
3-4: New Skill (select a standard category, then roll 1d6 to see what you get.)
5: Damage Dealer (roll 1d6. 1-3: Increase Strength by 1, 4-6: Increase Attacks by 1.)
6. Skillful Fighter (roll 1d6. 1-3: Increase Weapon Skill by 1, 4-6: Increase Ballistic Skill by 1.)
7. The Brains (roll 1d6. 1-3: Increase Initiative by 1, 4-6: Increase Leadership by 1.)
8. Skillful Fighter (as 6.)
9. Survivor (roll 1d6. 1-3: Increase Toughness by 1, 4-6: Increase Wounds by 1.)
10-11: New Skill (as 3-4.)
12: New Skill (as 2.)

  • For half-Genestealers: Move 6m WS 6 BS 5 S 4 T 5 W 3 I 6 A 4 Ld 8