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  1. Daganisoraan

    N18 Is this a fairly complete rule set for the current Necromunda game?

    @TopsyKretts has an up to date rulebook compilation and his own take on Necromunda called Bookromunda. Follow him in this post https://yaktribe.games/community/threads/bookromunda-complete-house-rules.9513/
  2. Daganisoraan

    Necromunda Custom Board Tiles

    I can understand that you may want to make money from those good looking images, but frankly, with shipping and everything, I would much prefer print everything on my side and I bet most other people too. The thing is, I'mplanning to host a Necromunda League and would need way more than just 22...
  3. Daganisoraan

    N18 Strange Fighter Categories

    Fighters type shouldn't evolve except for Juve into Ganger (under NCE rules) since they use the same mold. The current rules of prospect is just an excuse to force people to buy yet more minis and have bloated gangs.
  4. Daganisoraan

    Poll Test

    Psssh, not fair, didn't had the time to vote grrrr 🤬
  5. Daganisoraan

    N18 Starting a Van Saar gang in 1995/2003 Necromunda

    Yeah, if you plan to use N18 models, don't obey the rule of "what is on the mini is what you have". Heck, back then it was a nightmare to follow since we didn't even had plastic/resin kits. Ain't easy customizing pewter. Also, all your minis should be on 25 mm bases. Anyway, making an ORB gang...
  6. Daganisoraan

    Necromunda Small Scale Munda

    To show the game and keep things simple I would do the following Everyone has the same gang regardless of mini used and the guns on the mini. As for the gang, I would use one of the simpliest, Orlock. As for the value, skip that part and just make a selection, here's an exemple below (I've...
  7. Daganisoraan

    NCE Useless advancements - any complaints?

    In my opinion, skills should give fighters options they normally don't have. Stats increases just are that higher stats which means better die rolls, but skills should avoid the stats and allow to do something that "break" the rules.
  8. Daganisoraan

    NCE Useless advancements - any complaints?

    True that. N17+ solve the problem of bad advancements by removing randomness, although I do find the cost to upgrade things should be changed. And changing this system to a random system but keeping everything else identical is bound to have problems since a lot of fighters are ranged or melee...
  9. Daganisoraan

    N18 The fundamental flaw of all campaigns

    The problem of newmunda is that they kinda merged the oldmunda with mordheim without caring for the number of units you have. In Mordheim, you have your leader and usually up to 4 champion-like heroes, then you have your henchmen group and you can add to that hired swords. So we're talking up...
  10. Daganisoraan

    N18 NCE Random versus N18 non-random advancement options

    I misread If you fail, you have to randomise a skill. Also randomising skill gives a random +1 to a mental stat. With that small change, I guess it compensate, but I still find it weird.
  11. Daganisoraan

    N18 NCE Random versus N18 non-random advancement options

    I don't like that. Hurray if you play Van Saar, boo if you play Goliath or Ogryns. I hate the idea that some gangs will have better random improvement than others. While the varied stats of N18 fighters is a highly debated subject, the randomness of progression (if used) of fighters should be...
  12. Daganisoraan

    N18 NCE Random versus N18 non-random advancement options

    Yeah, I've read JayTee post about that in the Fundamental Flaws thread. A thing like that will have many opinions. But giving a better balanced table for non-specialist ganger isn't too hard for those that like this system. But I'm with you on that, I much prefer when every fighter develop over...
  13. Daganisoraan

    N18 NCE Random versus N18 non-random advancement options

    Analysis and Potential solution for a random system, gotta go to sleep, will write on this later
  14. Daganisoraan

    N18 NCE Random versus N18 non-random advancement options

    Analysis and Potential solution for a non-random system, gotta go to sleep, will write on this later
  15. Daganisoraan

    N18 NCE Random versus N18 non-random advancement options

    First, here's some probabilities related to the random advancement table. Math wise, there's no difference between rolling a 7 on 2d6 and rolling a result between 11 and 16 on d66. Both (group of) results have 1 on 6 chance to happen. Like wise, rolling a 2 on 2d6 has the same chances to happen...
  16. Daganisoraan

    N18 NCE Random versus N18 non-random advancement options

    Here's some thought I wanted to write about the advancement differences between NCE and N18 and attempts to adapt N18 to a random process like NCE. Old vs New vs FAN dichotomy One of the problem of NEWmunda (N17+) vs OLDmunda (OBR/NCE) is that people are comparing a non-random advancement...
  17. Daganisoraan

    N18 The fundamental flaw of all campaigns

    Guess I'll use this opportunity to make a new thread about my thoughts about the random and static advancement systems of the old and new systems and what lessons could be take from both. Altough in my case, my thinking only worry about the advancement system and the statistics behind it, less...
  18. Daganisoraan

    N18 The fundamental flaw of all campaigns

    (Funny that people talk about random advancement, I was planning to write a VERY long new thread about the subject of turning newmunda into random advancement, so talking about the subjet is easy currently since I've already thought of some things) One of the problem of newmunda vs oldmunda is...
  19. Daganisoraan

    N18 The fundamental flaw of all campaigns

    I come from a group that NEVER cared about what was on the model vs their equipement so yeah my point of view is a bit skewed compared to what most group play with. Back when I played OBR we were all jobless students and there was no way any of us would have been able to afford more than a basic...
  20. Daganisoraan

    N18 The fundamental flaw of all campaigns

    What I find stupid is locked equipment on fighters. Allowing to sell any equipment or any fighter for their 1:1 cost would solve the "stash is or isn't part of the gang value" problem. Every fighters plus the stash would become a slow progression of worse to better equipements. If having gangs...