At least until Games Workshop finish releasing all the auxiliary rule supplements for N17, in our SOGG campaign we’re experimenting with porting a simple version of the alternating activation rules into our beloved NCE. To that end this thread will compile our attempts.
So far our experience with alternating activation has made for much more engaging play, however porting such a drastic change naturally creates all kinds of small problems for the way things interact with each other in the game. In the spirit of fun narrative play we found that we were able to make decisions to cover any inconsistencies that came up, or failing that we rolled for it. As we discover these small problems I will add our solutions to this thread and others are welcome to chip in.
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Turn Sequence
Roll for first turn as usual. In every turn both players will activate all their fighters, however it still helps nominally to say that turn 1 is player A’s turn, and turn 2 is player B’s turn, and so on. (This helps to decide priority as well as the order for taking bottle rolls etc.)
Each turn is now split into three phases:
The Beginning Phase
During the beginning phase bottle rolls are taken. If both players are taking bottle rolls the player whose turn it is takes their bottle roll first.
If there are any specific actions that take place at the beginning of either player’s turn they happen now, for example in Scavengers scenario you would now make the monster roll. In order to retain the same frequency as when playing without alternating activation you may need to make some rolls twice. For example, with the monster roll: in each turn both players now have the option of making the roll, meaning potentially there can be two monster rolls per turn.
Finally place a counter by every fighter on the board.
The Action Phase
The player whose turn it is gets priority. They choose one of their fighters and remove the counter next to that fighter. That model can now have one full turn in this order: movement, shooting, hand to hand.
If they are pinned and are able to test to escape pinning (for example if a friendly fighter is within 2”) they can do that first, exactly as if it was their own movement phase. However they can only test to escape pinning if they were pinned in the turn before (and not that same action phase).
After that model has completed its turn the other player can choose one of their fighters to activate and so on until all fighters have been activated.
The End Phase
In the end phase roll nerve tests for any fighters who were broken in the previous turn.
Roll recovery for all fighters who were already down from the previous turn.
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Rules clarifications
Multiple combats
If you are fighting a multiple combat and you have another fighter in the combat who has already activated and fought, then you get the +1 to the combat resolution and +1 attack dice when the second fighter gets activated. Meanwhile for the outnumbered ganger they have to fight each of their opponents in turn when they activate.
Pinning
It is ok for a friendly fighter to position themselves next to a pinned fighter during their activation. When that pinned fighter is activated they can now test to escape pinning. (This is not possible if they were pinned in that same turn).
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@The Duke @Ptrix
So far our experience with alternating activation has made for much more engaging play, however porting such a drastic change naturally creates all kinds of small problems for the way things interact with each other in the game. In the spirit of fun narrative play we found that we were able to make decisions to cover any inconsistencies that came up, or failing that we rolled for it. As we discover these small problems I will add our solutions to this thread and others are welcome to chip in.
---
Turn Sequence
Roll for first turn as usual. In every turn both players will activate all their fighters, however it still helps nominally to say that turn 1 is player A’s turn, and turn 2 is player B’s turn, and so on. (This helps to decide priority as well as the order for taking bottle rolls etc.)
Each turn is now split into three phases:
- Beginning Phase
- Action Phase
- End Phase
The Beginning Phase
During the beginning phase bottle rolls are taken. If both players are taking bottle rolls the player whose turn it is takes their bottle roll first.
If there are any specific actions that take place at the beginning of either player’s turn they happen now, for example in Scavengers scenario you would now make the monster roll. In order to retain the same frequency as when playing without alternating activation you may need to make some rolls twice. For example, with the monster roll: in each turn both players now have the option of making the roll, meaning potentially there can be two monster rolls per turn.
Finally place a counter by every fighter on the board.
The Action Phase
The player whose turn it is gets priority. They choose one of their fighters and remove the counter next to that fighter. That model can now have one full turn in this order: movement, shooting, hand to hand.
If they are pinned and are able to test to escape pinning (for example if a friendly fighter is within 2”) they can do that first, exactly as if it was their own movement phase. However they can only test to escape pinning if they were pinned in the turn before (and not that same action phase).
After that model has completed its turn the other player can choose one of their fighters to activate and so on until all fighters have been activated.
The End Phase
In the end phase roll nerve tests for any fighters who were broken in the previous turn.
Roll recovery for all fighters who were already down from the previous turn.
---
Rules clarifications
Multiple combats
If you are fighting a multiple combat and you have another fighter in the combat who has already activated and fought, then you get the +1 to the combat resolution and +1 attack dice when the second fighter gets activated. Meanwhile for the outnumbered ganger they have to fight each of their opponents in turn when they activate.
Pinning
It is ok for a friendly fighter to position themselves next to a pinned fighter during their activation. When that pinned fighter is activated they can now test to escape pinning. (This is not possible if they were pinned in that same turn).
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@The Duke @Ptrix
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