1. JawRippa

    N18 Guidelines for playing Necromunda as RPG

    I had the idea to write a loose guide on how to run RPG module like this for a while and I wanted to share my experience after running numerous games. Any thoughts, or ideas on the matter?
  2. JawRippa

    Gang Showdown - a complete rule overhaul

    Hello. I'd like to share a translated ruleset that I have been baking for quite some time. It is the Main Rulebook and a demo version of Campaign Rules as well as overhauled skill tables. Everything here is somewhat compatible with Gangs of the Underhive or House of X series, whichever you...
  3. JawRippa

    Pet Overhaul ideas

    I'm starting to think that pets in Necromunda need a complete overhaul. Currently they are overcomplicated and next to useless. I was thinking of 2 ways: 1. Completely simplify pets into a glorified token, but they give the owner an extra attack, maybe an extra wound. The pet's model is a token...
  4. JawRippa

    N18 Simplifying how the tactic cards work

    I love the idea of tactic cards, but the way Games Workshop has implemented them leaves a lot to be desired. My biggest gripe is that they scare new players away because they are an extra layer of rules and preparation in a game which is very hard to get into already. So, I suggest the...
  5. JawRippa

    N18 Blast Rework

    While this is an idea for a YCE rulebook, I feel that it could be easily slotted into the original ruleset. Here is a reworked blast ruleset, to tone down any non-grenade blast weapons and make them stop ignoring target priority. For people too lazy to download PDF
  6. G

    The Return to Chempoint Forge - terrain and campaign showcase

    Hi! I have been working on this terrain and custom campaign for my local gaming group for the past 5-6 months. I finally finished it! The terrain is now at the FLGS and the campaign starts this week. The campaign is set inside a ancient, unforgotten Badzone called "Chempoint Forge" for which...
  7. JawRippa

    N18 Reworking LOS and Cover

    I had an idea that could improve the flow of the game. I'm not fan of how subjective full cover versus partial cover can get - this can lead to arguments and even without arguments it could slow the game down, as you are trying to make sure that your fighters are in full cover against enemy...
  8. JawRippa

    Radical YCE: Campaign organisation

    My group has been testing a pseudo 'eternal' campaign system for a few campaigns by now and I wanted to share what we came up with. Sadly I did not have the time to put up a proper document due to time constraints, but I wanted to share key features and ask your opinion on them. The goal of the...
  9. JawRippa

    N18 Lore accurate Hotshot.

    How would you go about lore accurate hotshots? I think that the current profile does not properly represent what a hotshot is. 1). First of all, there are hot-shot power packs, a one-time use battery which is usually used in long-las, but can be used with lasguns, laspistols and even...
  10. ThatLuckyLoser

    N18 Living Necromunda (Complete Homebrew)

    Living YCE Rulebook: link Living YCE House Legacy: link Living YCE Campaign: link So this is something that I have been working on for awhile. It is a google translation of JawRippa's own homebrew ruleset that I have modified for my own interpretation of the game. My influences are both...
  11. JawRippa

    Radical YCE: Advancement system

    I've made a draft for the reworked Advancement system. It is supposed to unify costs of fighters and make progression of Ganger->Champion->Leader natural and consistent. It is meant to be compatible with modern Necromunda system in terms of XP costs. Also it takes heavy inspiration from the way...
  12. U

    N18 Hotshot Long Las

    i was suprised to find that the long las was the only las weapon excluded from using a hotshot laspack, in most games id shrug and continue on but necromunda is more narrative and loose with the rules so i figured id ask the community what they think...
  13. JawRippa

    Radical YCE: Jumping down and Falling

    I wanted to simplify jumping down and falling down routine. A table below properly reflects current GW rules on falling down and jumping down and is taken from @TopsyKretts rule compilation Necrodamus. The current rules are extremely clunky to use mid-game and initiative modifiers are mismatched...
  14. S

    N18 Ash waste Nomads 'House of' type rules

    Hi, I've been wondering would anyone have an idea for a 'House of' type of rules for Ash waste nomads? Van saar have their archeotech, Esher their drugs, Goliath genesmithing... We're gonna play a dominion campaign soon and I'd like to add something similar to my Nomad gang but don't have any...
  15. JawRippa

    (Finished!) YCE House Legacy draft (Proofread, Discussion)

    Hello! I've completed the first draft of House Legacy for YCE. The document offers rules for creating your gangs and includes almost all released gangs for playtesting. In there you will also find overhauled weapon traits and reworked skill tables. The prices of all weapons were changed; base...
  16. RandomTerror

    N18 Special rules for a custom gang?

    Hello there fellow icrotic slime zombies! As the title says, is there a way to add custom special rules to your custom gang? I've been playing around with the customize tools aswell as the custom gangers, weapons and so on, but can't seem to find this opstion. Maybe I've missed it, but any...
  17. JawRippa

    Radical YCE: skill tables

    So after some tinkering, here is a 1.1 draft for the reworked skill tables. My goal was to make it possible to roll randomly on any skill table with no chance of duds. You can select skills in two ways: pick from primary (but you can't pick a skill which someone else in your gang already knows)...
  18. JawRippa

    Radical YCE: suggestions

    Current list of suggestions for YCE. Old list is hidden in spoilers now. 2). Because of previous change, fighting 1v2 and splitting attack dice between 2 targets is resolved as 2 separate fight sequences, resolved 1 by 1. 3). Double weapons (any combination of 2 melee and sidearm weapons)...
  19. S

    N18 AHQ as Necromunda Dungeon Crawl (dreamy madness on my part?)

    I had a strange idea last night: has anyone thought of adapting Advanced Heroquest rules for Necromunda dungeon crawls?? Hear me out! In Necromunda, there's a whole lot of exploration of ruined Hive stuff, and it seems like not a stretch to say that a Warband might pick up a guilder assignment...
  20. L

    Mutie Chariots

    Gorkamorka Mutie Raiders don't use vehicles. It's the main thing that differentiates them from the other types of mob (Apart from the fan-made ork Snortas). However, the Mutie Beasts have definite limitations, in that they are incapable of carrying fixed weapons and you can't easily have...