N18 Another old school campaign for the new game

cronevald

Gang Hero
Jun 5, 2016
1,037
2,186
123
Missoula, MT
So here's a little something I've been working on since @Pacific posted his Sump Dwellers campaign thread and it rekindled my desire to match the new rules with the old campaign system. I think Pacific's rules document is an excellent framework but I wanted to see if I could put my own spin on it. I guess it's mainly a thought exercise as I don't presently have a group to start testing things out. It's still a work in progress, I've tried to keep the changes minimal and easy to digest. This first post will be the parts I'm most confident about, followed by some stuff I'm less confident about, and then some working ideas for bringing in the rules from House Books. I think the easy solution there would be to use the Gangs of the Underhive lists, but I wanted to see if I could work the new books in. (Honestly I don't hate the House books. I like a lot of the ideas within them, I just don't like the execution much.) There's still a couple of things to like taking a closer look at the old injury table and the thankless chore of new rare trade list, but let's just get into it already. Thoughts and comments are welcome, otherwise I wouldn't be posting here. It's not meant to be perfect but I feel like it's a lot closer to the game I want to play.


Old School Blues - A Necromunda Campaign System
This campaign system uses Pacific’s Sump Dwellers campaign rules as a foundation.

Deviations from Pacific’s Sump Dwellers Rules:
Use ORB references in place of NCE.
Do not use ORB grenade, area effect, high impact, exploding weapon, and catching fire rules.
Use the modified advance table below.
Use the random starting experience levels from ORB.
Use the modified Tactics Cards rules below.
Use the standard Hired Guns and Dramatis Personae rules as modified below.

Additional House Rules:

Core Rules:

Charge distance: M + d6: (1-3=2”, 4-5=3”, 6=4”)
Follow up moves can be used to engage.

House Gang Lists:
Specialist Champions are not hired. Instead they may be selected as House Agents. Specialist Champions do not gain experience or advances.

Prospects are combined with Juves. Juves gain the Hot Headed trait and may be given Prospect weapons and gear in addition to normal equipment when hired. Juves equipped in this manner still advance as Juves.

All gangs may purchase the following weapons at gang creation and when recruiting new fighters. They must be equipped by fighters able to use the appropriate weapon class: Heavy Stubber, Autogun, Lasgun, Shotgun with Solid and Scattershot, Autopistol, Lasgun, Stubgun, Club. Use the standard Trading post costs.

House equipment lists are only used at gang creation and when recruiting new fighters. All other purchases are made from the Trading Post. All gang fighters may use weapons and gear from the Trading Post. The three weapon limit from the current rules is retained.

Gang Leaders and Champions may equip weapons from any category. Gangers may equip Basic, Pistol, Simple , and Close Combat weapons. Juves may equip Pistol, Simple, and Close Combat weapons.

All gang fighters may change weapons and gear in the post battle sequence. Alternate loadouts are not used.

Campaign & Scenarios:
Experience and advances: Any gang member who reaches the Gang Champion level (61xp) may now equip Special Weapons.

Advance Roll Table
2d6
Result
2
New Skill - Choose any non-faction skill table, roll randomly.
3-4
New Skill - d6: 1-4 primary; 5-6 secondary, roll randomly.
5
Characteristic Increase - d6: 1-3: +1 Str; 4-6: +1 A
6
Characteristic Increase - d6: 1-3: +1 WS; 4-6: +1 BS
7
Characteristic Increase - d6: 1-3: +1 M; 4-6: +1 I
8
Characteristic Increase - d6: 1-2: +1 Ld; 3-4: +1 Cl; 5: +1 Will; 6: +1 Int
9
Characteristic Increase - d6: 1-3: +1 W; 4-6: +1 T
10-11
New Skill - d6: 1-4 primary; 5-6 secondary, roll randomly.
12
New Skill - Choose any non-faction skill table, roll randomly.

Tactics cards: Ignore the Tactics Card instructions in all scenarios. Starting Tactics Cards in all scenarios are a choice of two Generic or one House card. Tactics cards are always selected randomly. A maximum of three additional cards can be gained from Underdog bonuses and such.

Serious Injuries - Captured: As transporting multiple captives can be a tricky liability, most gangs will only take one captive at a time. If multiple fighters from the same gang are captives after prisoners have been exchanged the opposing gang may choose one to keep and abandon the rest. Abandoned captives are assumed to make a full recovery and eventually find their way home.

Skills:
Bulging Biceps imposes a -1 penalty to hit if used with a shooting attack.

Weapons & Traits:
Pistol variants that have the Template trait (hand flamers, web pistols, etc) use the old hand flamer template and have their cost reduced by -20 credits.
Sawn-off Shotguns are classed as pistols but do not have the Sidearm trait and cannot be used Twin Guns Blazing.
Bows and Throwing Knives are classed as Simple weapons and can be used by Juves.
Lasgun - Short range 16”
Club - AP -, 10 credits
All Bolt weapons - Scarce
Grenade Launcher with Frag and Krak - 75 credits (100 credits?)
Blast - -1 to hit if targeting the open.
Unstable - Replace with the firer takes a single hit from the weapon. Blast, Template, and Rapid Fire are ignored when resolving the hit.
Web - fighters webbed at the end of a game do not roll for injuries and are assumed to be captured. As noted above, most gangs will only retain a single captive after a battle.
 

cronevald

Gang Hero
Jun 5, 2016
1,037
2,186
123
Missoula, MT
Additional WIP Rules:

Trading:

In the post battle sequence a player may choose to seek a number of random items using the old campaign rules or may choose to seek specific items using a modified version of the new campaign rules.

The Gang Leader, Champions, and any gang members with the Connected Savant skill may make a Trade action to seek specific items. Characters may make their Trade action individually or may combine their Trade actions to improve their chances. A single item may be purchased for each successful Trade action.
  • Choose one Rare item.
  • Roll vs. Rarity - d6 +1 per 10 gang Reputation + Character bonuses (+2 Gang Leader, +1 Champion, +1 Savvy Trader Savant skill)
  • If passed a single item may be purchased.
Reputation:
If used, a gang’s Reputation is equal to the number of territories they control. Gaining or losing territories will cause Reputation to go up or down. Reputation can also be gained from scenarios as normal.

Scenarios and Territories:
Use the special rule from Gang Fight and Ambush for taking over territories with the Stand Off, Tunnel Skirmish, and Border Dispute scenarios. Use the special rule for territories from The Raid with the Sabotage scenario.

Hangers-On:
Dome Runner - Gains the Guide and Explore rules from Ratskin Scouts.
Rogue Doc - Replace the Patch Up rule with the ability to re-roll one serious injury in the post battle sequence.
Slopper - Apply the Grub’s Up rule to fighters suffering from Old Battle Wounds in the pre battle sequence.

Hired Guns:
The hire cost of all Hired Guns and Dramatis Personae is one quarter of their total value. This accounts for participation in a single battle. Hired Guns will automatically leave the table if their gang has failed a bottle test.

Trading Post:
Jump Booster, Rarity 9 - 25cr
Grav Cutter/Grav Board, Rarity 11 - 40cr
 

cronevald

Gang Hero
Jun 5, 2016
1,037
2,186
123
Missoula, MT
House of Chains:

Juves - 35cr
M
WS
BS
S
T
W
I
A
Ld
Cl
Will
Int
5”​
3(4+)​
2(5+)​
3​
4​
1​
4+​
1​
9+​
7+​
9+​
9+​

Hot Headed
Storm Welder - 75cr
Heavy Rock Saw - 120cr

House Equipment Lists:
Grenade Launcher with Frag and Krak - 65cr (90cr?)

A Stimmer with 100cr of gear may be taken as a House Agent.

Gene Smithing rules are unchanged.

House of Blades:

Juves - 25cr
M
WS
BS
S
T
W
I
A
Ld
Cl
Will
Int
6”​
3(4+)​
2(5+)​
2​
3​
1​
3+​
1​
9+​
8+​
9+​
9+​

Hot Headed
Wild Bow - 15cr
- Poison Arrows - 15cr
- Explosive Arrows - 10cr
- Acid Arrows - 10cr
Whip - 15cr
0-3 Phelenx - 50cr

House Equipment Lists:
Lagun - 10cr
Laspistol - 5cr
Grenade Launcher with Frag and Krak - 75cr (100cr?)

A Death Maiden with 100cr of gear may be taken as a House Agent.

Apprentice Clan Chymist: Last Rites - If a Leader or Champion becomes a Death Maiden that fighter may be taken as a House Agent in place of a standard Death Maiden. The fighter retains their profile and advances, and they lose Group Activation while gaining Poison Blood. In addition they may retain their weapons and equipment or replace them in full with 100cr new gear from the Death Maiden entry.

The Chem-Alchemy rules can be used in one of two ways during the post battle sequence.
1. Use the rules as written but gain d3 doses of a single concoction.
2. Roll d6: on a 6 gain d3 random single trait chems at no cost. The player may choose the category and randomly generate the trait. These chems are cheaply made and will expire after the player’s next game. Having a Chymist or Chem Pits territory both add +1 to the initial roll. Multiple Chem Pits will provide no further benefit.

House of Iron:

Juves - 30cr
M
WS
BS
S
T
W
I
A
Ld
Cl
Will
Int
6”​
2(5+)​
2(5+)​
3​
3​
1​
3+​
1​
8+​
8+​
8+​
8+​

Hot Headed
Jump Booster - 20cr
Hand Flamer - 55cr

An Arms Master with a Partial Servo Harness and 100cr of gear may be taken as a House Agent. The Partial Servo Harness may be upgraded to a Full Servo Harness for 30cr.

A random Legendary Name may be taken in place of a Skill advance (3-4 or 10-11 on the advance table).

House of Artifice:

Juves - 35cr
M
WS
BS
S
T
W
I
A
Ld
Cl
Will
Int
5”​
2(5+)​
3(4+)​
3​
3​
1​
4+​
1​
9+​
8+​
9+​
7+​

Hot Headed
Grav Board - 35cr
Plasma Pistol - 50cr
Energy Shield - 50cr

An Archeotek with (???)cr gear may be taken as a House Agent.

Tech Merchant: Techno-baubles - The rarity modifier can be applied to a single item per post battle sequence. If an item is reduced to Common rarity the player may purchase as many as they wish.

Cyberteknika (can probably be used unchanged but might give me some headaches matching up old and new injuries).

House of Faith:
(Let’s leave this one alone for now. The gang structure is pretty solid as is and doesn’t seem to have any major conflicts with the old campaign rules.)

House of Shadow:

Juves - 25cr
M
WS
BS
S
T
W
I
A
Ld
Cl
Will
Int
6”​
2(5+)​
2(5+)​
3​
3​
1​
3+​
1​
9+​
7+​
8+​
8+​

Hot Headed
Psychoteric Whispers - 30cr
Psychomancer’s Harness - 110cr
0-2 Psychoteric Wyrm - 70cr

A Nacht-Ghul with 100cr gear may be taken as a House Agent.

Psychoteric Whispers: A random Psy power may be taken in place of a Skill advance (3-4 or 10-11 on the advance table). Leaders and Champions may take Psychoteric Whispers when recruited as normal. Those who start without make take them in place of a Skill advance if they roll a 2 or 12 on the advance table. They gain one random starting power and their cost is increased by 30cr.
 
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Great work!
Honestly I've been fooling around with the same idea for a while, but I don't have the time or the ability to do something like that.
Sadly, I also find some resistance from players to trying heavily modified rulesets. So I'm finally preparing an Outcast-only campaign without Wyrd skills and with a leader profile of M5´´.
Anyway, great job and tell us how it worked :)
 
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cronevald

Gang Hero
Jun 5, 2016
1,037
2,186
123
Missoula, MT
Well, the quest to find players continues. In the meantime I've had some wild and crazy ideas for including Enforcers. I'm not sure if this works but I think it's got some interesting possibilities.

Palatine Enforcers:
Enforcers do not use Reputation. Enforcers do not purchase weapons and gear from the Trading Post. Instead they always make purchases from their house equipment list. Enforcer teams will only hold a single territory, their Palatine Precinct, which cannot be lost. The Precinct generates d6x10 income which is not reduced based on the size of gang. Existing rules for Enforcers, Precincts, and territories still apply. In addition a gang which receives a new territory after a battle with Enforcers can generate a new random territory to add to their roster.

Unlike other gangs, Enforcers can take multiple captives after a battle. Most gangs will not mount rescue missions against Enforcers (however a mass jail break/breakout scenario like the one from the Gang War books may be appropriate if an Arbitrator is available). Captives are not held indefinitely or sold to the Guilders. Captives will be released after they have missed d3 (or perhaps 2?) games. At any point before release a gang may pay their fines (d6x5 credits) to secure an early release. This is treated as income by the Enforcer team and is also not reduced based on the size of them gang.
 

Pacific

Ganger
Apr 10, 2018
109
196
78
South Wales
Really interesting @cronevald and thanks for the mention! Would love to see how you get on with these.

I may well steal a few of your ideas. We have our first game (intro game) coming up in a few weeks so will see how I get on, and will report back.

About finding players, about @Maliakh 's comment above, I think it helps I am introducing entirely new players (one guy has played before and is helping me run it, but that's it). As I am supplying terrain, miniatures, venue and setting up the whole campaign so some grace has been given to me run as I see fit - so I think that helps, I am sure it is harder with entrenched players who are used to the game in a certain way.
It's kind of like I trust another friend of mine to run D&D campaigns and set the scene for the game - perhaps more of a participation game rather than a competition, and so you trust the person running the game (you might have more luck approaching it like that?)
 

cronevald

Gang Hero
Jun 5, 2016
1,037
2,186
123
Missoula, MT
Really interesting @cronevald and thanks for the mention! Would love to see how you get on with these.

I may well steal a few of your ideas. We have our first game (intro game) coming up in a few weeks so will see how I get on, and will report back.

About finding players, about @Maliakh 's comment above, I think it helps I am introducing entirely new players (one guy has played before and is helping me run it, but that's it). As I am supplying terrain, miniatures, venue and setting up the whole campaign so some grace has been given to me run as I see fit - so I think that helps, I am sure it is harder with entrenched players who are used to the game in a certain way.
It's kind of like I trust another friend of mine to run D&D campaigns and set the scene for the game - perhaps more of a participation game rather than a competition, and so you trust the person running the game (you might have more luck approaching it like that?)
Feel free to steal away. I'm using your model as a foundation so it makes perfect sense that the one could feed the other. And the struggle to find players is purely due to location. I've found there's some strictly 40k players, some strictly D&D players, and then a whole lot of Magic players. Getting anyone to commit to something outside their comfort zone is always a challenge. We had an rpg group that met at my kitchen table for several years and I'd always bust out original Necromunda between campaigns. The real problem was that I'm an old (well, middle-aged) man and they were mostly college students. Enough of them graduate, or say, finish their phds and pursue research projects out of state and the group dissolves. I almost had a new group lined up pre-pandemic but covid threw a big monkey wrench in that plan.
 
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