Necromunda

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This page is for Necromunda players at Wizards Keep Games. I am proposing the following to get us acclimated before attempting a full blown campaign.

Rationale

Though I have only played one game with the new rules, I have played literally hundreds of games in the original version. There are clearly significant differences between the two games, but some core concepts remain consistent, namely the campaign aspect.

This is very different than what you get from playing 40k or Age of Sigmar. Not only do you need to worry about your own loadouts, but you also should be concerned with the metagame going on with the other players. It would be very difficult to understand how these things change over time without having some experience in the campaign aspect. Taking a risk and losing a high point value model in a 40k battle might suck, but the sting only lasts a single game. Losing a leader or heavy weapon toting champion in Necromunda could make a huge impact on how your gang plays for the remainder of the campaign.

Therefore, I am proposing the following pseudo-campaign rules for us to use starting with the next game anyone plays at the store. This will allow us to play casual games without interfering with the summer 40k league, but still get some campaign experience with Necromunda.

Rules

Anytime rules are referenced, especially by page number, it can be assumed I am referring to the Necromunda Comprehensive Rulebook version 9.03, available at fireden.net. It can be found easily by searching the net. This book is a compilation of all of the official rule books, it is not a fan written pdf. The only additional content is FAQ/rules commentary and clarifications, and it is all clearly marked.

Alternatively we could explore using the NCE (Necromunda Community Edition rulebook) available at yaktribes. This is a fan written rules set, which is very close to the current rules, but with some added equipment and scenarios. I have not read it thoroughly yet, but I plan to do so in the coming weeks.

Gang Construction

Gangs will be constructed exactly as written in the current version of the rulebook. All gangs will start at 1000 credits unless they have other specific construction guidelines for their gang. Each gang will also generate starting territories as written in the Dominion campaign.

Reset Button

If, after any scenario, the player of a gang feels that their gang is no longer viable for any reason, they may recreate a gang at 1000 credits and start anew. This gang starts fresh, with beginning territories and 0 reputation. Players may choose to use the rules for creating splinter gangs if they wish.

Scenarios

In campaign games there are always stakes for any contest. Normally this is either an unclaimed territory, a piece of territory owned by one of the gangs, or a captured gang member. Since it is likely that gangs might cycle in and out a lot, generating a limited amount of territory is not the best choice for the campaign environment.

Stakes

The first time any two gangs play each other the stakes are one randomly generated territory using the Dominion campaign rules. Newly created gangs using the reset button rule above are considered new gangs. In second or subsequent games between gangs the stakes can be a captured gang member or a territory owned by one of the gangs as appropriate. If the stakes are a territory, it is chosen during a challenge exactly as written in the rulebook.

Scenario Selection

Scenarios are selected exactly as written in the Dominion campaign.

Post Scenario Actions

All post scenario phases must be rolled and witnessed either by the opponent or a member of store staff. Store staff members must have another staff member (or their opponent) as a witness. Results must be presented to store staff. Results will be posted on Discord in the appropriate channel.

Experience and Promotions

For some reason the campaign has the experience and promotions done before the scenario rather than after the previous one. This doesnt make sense to me, I propose we do it immediately after the game rather than before the next one. This is just a suggestion, not a hard and fast rule. As long as it is properly witnessed it can be done either time.

Juves are eligible to be promoted once every three games. If a new leader needs to be elected, it can happen immediately (as per the rules).

Mid-Campaign Buff

In the campaigns as written, around the middle of the campaign timeline everyone gets some amount of credits to use to buy new gang members and add equipment, etc. I think a lot of the reasoning here is if someone is really far behind, they might be better able to catch up with some infusion of much-needed supplies.

The issue is, everyone gets the same amount, so the leader can spend it all on premium gear and make themselves even tougher. Therefore, I propose the following:

During the pseudo-campaign, when we decide to do the mid-campaign buff, the leader gets 100 credits. Every other gang, starting with the 2nd place gang, gets either 100 credits OR enough credits to get halfway between their current value and the gang directly above them, rounded up to the nearest 5.

Example:

Leader has 1475 rating
Second place has 1400 rating
Third place has 1060 rating

The leader would add 100 credits, raising their rating to 1575. The second place gang would add 100 and go to 1500. The third place gang would add 220 (halfway between 1060 and 1500), going up to 1280.

More

If there is more that I forgot about, I will add it here.

Editors Suggestions

The rulebook includes many editors suggestions that we may consider. Each will be chosen on a case by case basis, and unless it is outlined here the default ruling is that it will not be used. Some examples below are ones I believe should be considered.

Shooting

Page 40. Target moved fast

Blast Templates in the Dark

Page 42.

Close Combat

Alternate hit chart, page 44. This should be tested/considered, but probably not used in your first game.

Weapon Chart

Page 80-88. We should consider these on a case by case basis after we have played some with the standard rules.

Weapon Accessories

Page 89. As with the weapon chart, above.

Armor

Page 94. Underlayments.

Field Armor

Page 97. Rarity

Gang and Personal Equipment

Page 107. Filter plugs
Page 107. Frenzon collar
Page 107. Grapnel Launcher
Page 110. Second Best
Page 111. Wild Snake

Status Items

Page 114. Harrier Skulls

Weapon Traits

Page 115. Blaze
Page 117. Hexagrammatic
Page 117. Paired
Page 119. Single Shot
Page 119. Unstable

Skills

Page 121-127. All updates

Gang Creation

Page 134. House Special Rules. This is listed here for Cawdor, but should be utilized for all gangs that do not yet have a book published. Each is listed separately in the doc, and those rules should be used.
Page 134. Equipment. Applies to all gangers.
Page 136. Juve promotion rules/Fast Learner. These apply to Juves of all gang types, not just Cawdor.
Page 161. Combat Chem Stash
Page 165. Uniqueness
Page 166. Limitations
Page 183. House Legacy
Page 187. Venator gang members
Page 191. Enforcer Patrolmen
Page 195. Haunt
Page 197. All updates
Page 198. All updates
Page 199. Palanite equipment updates
Page 202. Black Market trading limits
Page 213. Corruption
Page 215. Chaos juves
Page 216. Juve and ganger generation
Page 219. Secondary skills for Wyrds
Page 220. All updates
Page 221. All updates
Page 226. All updates
Page 232. All updates
Page 237. All updates

Weapon Cost Updates

The rulebook also offers a host of cost updates for weapons. They are on all gang lists as well as the trading post. My suggestion is we play the intro pseudo-campaign with costs as written in the standard rules, and vote on updates when we go on to the full campaign later.

Gang Fighter Profile Updates

As with the weapon cost updates, I suggest we play our guys as listed in the standard rulebook for a while before adopting the suggested profile updates. It will likely become clear which guys are underpowered and we can update them as appropriate.

Campaigning

The following updates are in the campaign sections.

Page 246. Advancement, including editors suggested cost updates
Page 247. Alternative advancement
Page 247. Toughness. <----This one cannot be stressed enough. We absolutely should use this one.
Page 251-252. Income. You will note that this will greatly slow the ability to buy big and powerful weapons. This is actually a good thing! They become something to work toward rather than something easily accessible, and it also means your fighters are more skilled when they get them. Flavor note, this is nearly identical to income from 1st edition Necromunda.