NCE [CE Update] Proposed Rule Changes - 2018

Isn't that the Warhammer close combat to-hit chart, not the strength-toughness to-wound chart (which is essentially the same as the one in Necromunda as it is)?
 
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Isn't that the Warhammer close combat to-hit chart, not the strength-toughness to-wound chart (which is essentially the same as the one in Necromunda as it is)?
No. The To-Hit chart is the same as it's always been. They have just done the job, and subtracted from 7 for you. Which means BS/WS 3, is WS/BS 4+ in the new system.
 
Two Heads: Replace extra attack with "starts with the Gunfighter skill."
This should increase the cost in my opinion, as Gunfighter is a lot nicer than 1 extra attack.

It means the extra shot that 2 heads grants, not +1A. I assume because they are exactly the same rule it is just for clarity of what happens if a model gains the skill later.

Other stuff:
I also think we should implement the strength and toughness table from 8th ed. Warhammer. It's just easier, and quicker, while still being basically the same. Equal str = 4+ to wound. Higher = 3+. Lower = 5+. Double either way = 6/2. It will make toughness 2 gangers slightly better, and T5 insignificantly worse. I know most of us old timers know the S/T charts by heart, but for new players it's a pain to refer to.

I quite like the 8th Ed 40k chart. A lot easier to remember. Equally, are we trying to write a new game to compete with N17 or are we just tidying up ORB/LRB? The protect really needs a set scope as this is far beyond simply removing bugs and tweaking rules for balance. This change has far reaching implications into weapon costs etc.
 
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It means the extra shot that 2 heads grants, not +1A. I assume because they are exactly the same rule it is just for clarity of what happens if a model gains the skill later.



I quite like the 8th Ed 40k chart. A lot easier to remember. Equally, are we trying to write a new game to compete with N17 or are we just tidying up ORB/LRB? The protect really needs a set scope as this is far beyond simply removing bugs and tweaking rules for balance. This change has far reaching implications into weapon costs etc.

Edited: Should not post when I am tired.:
We have played with it since 8th came, or at least close to it. Nobody has had any problems with the costs so far.

I do realize that one campaign does not make much of a playtest, and considering how mental some people got over the first plasma change, it might be seen as a big change, but I don't think anyone in the group actually gave it any thought at all. It's just nice that it all flows better, and even the new guy can calculate his dice throws without help. :)
 
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I strongly suggest we keep the to-wound chart as is. The new one is nice, sure, but it bears no resemblance to the ORB/LRB that NCE is based on and is an effectively unnecessary change to a key mechanic.

It's not just a case of the wounds... there are weapons of 3, 4, 5, 6 strength and so forth. Against a standard T3 ganger an S4 and S5 weapon become the same using that chart, so the costs of those weapons would need to be adjusted appropriately.
 
Tox Bombs: Reduce cost to 15cr. At the start of both players' turns roll a D6. On a 1 the marker is removed at the end of the turn.

Are you trying to make Scavvies as unplayable as possible? This is worse than they are currently and currently they're not exactly great. If this is the only way to "fix" them, leave them as they are.
 
- Broken Fighters: Replace "away from the enemy" with "away from the closest enemy fighter (ie he cannot end the move closer to that enemy)". Replace "towards cover" with "the closest position where all enemy fighters cannot draw line of sight to him."
Not sure about this one either, as the ganger panics, he runs to the closest cover, away from what he deems horrifying. He is not thinking straight. And might open himself up to other lanes of fire. It's another rule that is simple and makes play flow more fluently. Could be that the wording might be changed to: Any cover within the range of 2d6. Just to give the fleeing player some options, since taking control from a player is seldom a good thing. To find the one spot where he cannot be shot at, will take more time.

Perhaps it would be better to replace "towards cover" with "towards a place they could hide". That way the player has the option of which cover to go for.
 
Perhaps it would be better to replace "towards cover" with "towards a place they could hide". That way the player has the option of which cover to go for.
Depending on the hiding rule, that might not be possible. 'Any Cover', makes it the players choice. I should probably specify any cover, away from enemy fighters. Otherwise you could go forward. :p
 
Hm.. yeah I'm not so sure using something like "closest position" is feasible given it then just begs the question of the route of the move (e.g. will he jump off a ledge?) The official rules are very vague but they seem to leave a fair bit of allowance for exactly where the fighter must run to. As long as the requirement for recovering your nerve is "cannot be seen" then I think players will inherently try to run towards decent cover.

So I'm thinking the rules would be: Roll 2D6". The owning player may choose where and how far he runs with the following conditions. If he can stay where he is and hide then he may do so, otherwise he cannot end his move closer to the closest enemy fighter than at the start of the move. To recover he must either be hidden or the enemy not able to draw line of sight to him.
 
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You can temporarily download the updated rulebooks here (NCE, OCE) if you want to have a look over the wording of changes. Final version will be uploaded to the vault on 1st Jan.

And the proposed changes have been updated.

- Moving: Clarify a fighter may turn before declaring his charge.
- Attacking Terrain - Demolition: Use striking conventions (base contact, hth phase).
- Broken Fighters: Replace the forced dash caveats with: The owning player may choose where and how far he runs, or he may hide but not move. The move cannot end closer to the closest enemy fighter than the start of the move.
- Recovering Your Nerve: Can only be attempted if he is either hidden or the enemy cannot draw line of sight to him.
- Falling Onto Another Model: Clarify the victim may be automatically taken out of action if the fall was more than 10". Replace "position the models 1" apart" with "reposition the fallen model so he is not in base contact".
//removed Tox Bomb change
 
Reading through the updated rules, I have a couple of questions.

1) in the Missing Games section it says:

However, you do not have to pay any upkeep costs for missing fighters.

What does it mean by "upkeep"? The term is not defined anywhere. Does it mean you don't have to pay them if the missing fighter is a hired gun? Or does it mean that the fighter is not counted towards the total number of models in the gang when determining income for House gangs?

2) I thought it was decided to allow charging of hidden fighters to balance the new reduced restrictions on hiding?
 
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1) in the Missing Games section it says:

However, you do not have to pay any upkeep costs for missing fighters.

What does it mean by "upkeep"? The term is not defined anywhere. Does it mean you don't have to pay them if the missing fighter is a hired gun? Or does it mean that the fighter is not counted towards the total number of models in the gang when determining income for House gangs?

They don't count as gang members for "gang tax", and if they're outlaws you don't need to feed them.
 
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Huh yeah. The hired gun's Hire Fee section does already state that they don't have to be paid if they were forced to miss the game, so I'm thinking the best way to clear it up is to add a similar sentence to the Collecting Income and So Many Mouths To Feed sections and remove the 'upkeep' sentence from the Missing Games section.

I think allowing hidden fighters to be charged would need a fair bit of playtesting, notably with horde outlander gangs since they may benefit a lot from it.
 
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Has the upkeep change been discussed?

I remember a discussion of captured fighters, but I don't know if it's the best way to handle OBWs and other injuries. These people would still need feeding and, perhaps, medical supplies.

Was there a change in hired gun fees? The newest NCE that I have to hand is Sept 2015, and that states that hired guns DO need to paid even after games they don't participate in (p. 100).

EDIT: Having managed to open the draft update above, I see there is a change for hired guns forced to miss a game. But what counts as being forced to?

If he misses a game because the scenario doesn't use your whole gang, is that forcing him to miss the game? If so, I don't see what the sentence about having to pay him for games he doesn't participate in means.

Further, being Captured is specifically used as an example. What if you play a Rescue scenario with him as the captive? Does he need paying for that?
 
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I think allowing hidden fighters to be charged would need a fair bit of playtesting, notably with horde outlander gangs since they may benefit a lot from it.

I am not experienced enough with the Outlanders gangs to be able to say one way or another. Perhaps the people that play by the LRB rules would be able to say, since you can charge hidden fighters in that ruleset.

Has the upkeep change been discussed?

I remember a discussion of captured fighters, but I don't know if it's the best way to handle OBWs and other injuries. These people would still need feeding and, perhaps, medical supplies.

In the case of Old Battle Wounds and Infected Wounds it would make sense to have them still count towards your gang tax, but perhaps not in the case of Captured. Both are currently treated the same, as fighters 'missing games'. For the sake of simplicity I would say that they should all be treated as still part of the gang in terms of gang tax or feeding. You could rationalise that for Captured fighters as the owning gang paying bribes for rumours of where their team-mate is being held.

EDIT: Having managed to open the draft update above, I see there is a change for hired guns forced to miss a game. But what counts as being forced to?

If he misses a game because the scenario doesn't use your whole gang, is that forcing him to miss the game? If so, I don't see what the sentence about having to pay him for games he doesn't participate in means.

Further, being Captured is specifically used as an example. What if you play a Rescue scenario with him as the captive? Does he need paying for that?

We have been struggling with these two ambiguities regarding Hired Guns in our campaign lately.

In the first case, if you cannot take your whole gang, but are still able to choose the hired gun, we assumed that you still have to pay them, even if you decide not to take them. For example, if you have the hired gun waiting in reinforcements that never arrive, they would still demand payment. In other scenarios it says that you can't take your whole gang because the others are doing something important elsewhere, so the hired gun can also be presumed to be working. Not sure what their excuse would be to be paid after a Shoot Out they don't attend though, but that's probably not worth worrying about.

In the second case, there isn't really a clear way to interpret the rules. Say the hired gun gets captured, they presumably aren't around to collect their payment afterwards if they never get rescued. But what if they do get rescued? Would they then demand payment for both the original mission and their brief participation in the Rescue mission? Personally, I think that's what should happen, as a rescued ganger would gain experience for the Rescue mission where they were the captive.
 
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The issue with including captives in upkeep is you have the oddity of outlaw captives potentially starving to death. The simplicity is nice but I'm not adverse to treating 'missing' and 'captured' differently for upkeep purposes now that their effects are explained in the relevant income sections, and it looks like they are going to have to be treated separately for hired gun fees (i.e. if a hired gun suffers an Infected Wound that game then he should still be paid for that game, but obviously cannot if he's captured).

Since some hired guns have uses outside of showing up to a fight I think the general principle is if they are capable of being useful then they should be paid. In the case of capture I'm thinking the simplest solution would be to defer payment until the next appropriate time. So in the case of a Rescue he would be paid twice (though I think you could argue he should only be paid once), in the case of a ransom he would be paid pretty much alongside the ransom (so it would also need clarifying ransoms are paid during step 5 of the post battle sequence).
 
The issue with including captives in upkeep is you have the oddity of outlaw captives potentially starving to death. The simplicity is nice but I'm not adverse to treating 'missing' and 'captured' differently for upkeep purposes now that their effects are explained in the relevant income sections, and it looks like they are going to have to be treated separately for hired gun fees (i.e. if a hired gun suffers an Infected Wound that game then he should still be paid for that game, but obviously cannot if he's captured).

Hmm, I hadn't thought about outlaws starving to death while captured. Maybe it would be better to treat Captured fighters separately and simply not count them towards gang tax or feeding. The Missing games section could have
However, you do not have to pay any upkeep costs for missing fighters.
changed to
However, you do not have to pay any upkeep costs for Captured fighters and they are not counted during income collection.
Putting the ransom in step 5 of the Post Battle Sequence would support this, since income collection happens in step 4.
Outlaw gangs follow the rules in those sections too.

Since some hired guns have uses outside of showing up to a fight I think the general principle is if they are capable of being useful then they should be paid. In the case of capture I'm thinking the simplest solution would be to defer payment until the next appropriate time. So in the case of a Rescue he would be paid twice (though I think you could argue he should only be paid once), in the case of a ransom he would be paid pretty much alongside the ransom (so it would also need clarifying ransoms are paid during step 5 of the post battle sequence).

This seems reasonable. I suppose players might feel its a bit unfair to pay a Hired Gun for the Rescue mission in which they were the captive. Especially since the Hired Gun can't use any of their normal equipment after being untied. The intricacies for Hired Guns regarding back-payments can be explained in their Hire Fee section.

On the subject of equipment it might be worthwhile mentioning somewhere that Hired Guns must be ransomed with their gear. Otherwise they would never be able to carry another weapon again. :confused:

EDIT: Merry Christmas to the YakTribe family! :)
 
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Just updated the draft NCE/OCE with the following changes.

- Missing Games: Remove upkeep reference.
- Collecting Income: Captured fighters are ignored from the model count.
- So Many Mouths To Feed: Captured fighters do not need to be given supplies.
- Hire Fee: If he was captured that game then he cannot be paid. If he is ransomed or rescued then he will not demand payment for the game he was captured in nor the rescue attempt. A hired gun must be ransomed together with all of their equipment.
- Changed the Missing Games and Hire Fee wording to make it clearer forcibly missing a game isn't the same as not showing up to a scenario with limited fighter numbers.
- Post Battle Sequence - 5: You may also pay ransoms if any of your fighters are captured.
 
I'm finding the bit about demolition charges in the Attacking Terrain section a bit confusing.

A fighter can use Krak grenades or Melta bombs as demolition charges. The device can be placed upon a structure in base contact of the fighter during his hand-to-hand phase as long as he didn't run or charge. This is considered to be shooting although no roll is required to hit. The bomb is fastened to the structure by means of its magnetic casing, it explodes, and the target is hit automatically.

The bomb is placed during the HtH phase, but is considered as shooting. Also, there is no stipulation that the model can't be engaged in HtH with another fighter while doing this, as it does in the subsequent paragraph on hacking structures with melee weapons. Perhaps the following would be better:

A fighter can use Krak grenades or Melta bombs as demolition charges. The device can be placed upon a structure in base contact of the fighter during his hand-to-hand phase as long as he didn't run, charge, or shoot, and is not engaged in hand-to-hand combat with another fighter. This is considered to be shooting although No roll is required to hit. The bomb is fastened to the structure by means of its magnetic casing, it explodes, and the target is hit automatically.
 
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