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N18 Does this sound like a idea for a great campaign idea?

JMISBEST

Ganger
Feb 15, 2021
50
7
8
My cousin has designed a campaign that his best friend has agreed to run and it will have a lot of things that unique to it. Here's what he's told me is in it. Does this sound like a idea for a great campaign idea? and on the times were I mention A GM its the times were The GM has changed my brothers changes

Your gang is the sad and battered yet still very large and fairly powerful remains of a once gigantic criminal Empire

The families of all Gang members have been loyal to mine for around over 340 years and the actual members of the gangs have been loyal to me/their leader, for around 20 years

This means up to 5 Champions, as many Brutes as they want/can afford and as many Hangers-on as they want/can afford

But that applies to 1’s recruited during gang creation

To put that in terms that are easier to understand it means that your reputation doesn’t limit the number of Champions, Hangers-on and Brutes you can have. Rather you can have up to 5 Champions and their is no limit on the number of Hangers-on and Brutes that you can recruit during gang creation

But that only applies during gang creation and once the campaign has started your reputation does limit the number of Champions, Hangers-on and Brutes you can have

That also means that you could start with 5 Champions and even if you don’t gain or lose any points of Rep you can still, when you can afford it, get 2 extra Champions that A Rep of 10 to 20 would normally let you have a maximum of

As well as which the normal limit on Hangers-on and Brutes recruited during the campaign has been changed so that you can have the same number of both, not in total

Like I each Gang is the sad and battered yet still large and fairly powerful remains of a once gigantic criminal Empire that once covered most of the hive and all Gangs start with a very powerful gang. See both above and below for more info

For example we all start with 1 Settlement and 8 other territories chosen at random that consist of 5 regular territories, 2 Territories from The Uprising Rules and 1 Territory from The Dominion Rules

As well as which all Gangs can gain Regular, Gang or House Specific and Special Favors and get 2 rackets, 2 intrigues, 1 each of guild, criminal and noble allies, A Reputation of 15(before modifiers) and A Turf of 12

As well as which we all get 4,000 Credits with which to buy regular members, 450 Credits with which you can spend on Hangers-on(not including any you start with) and up to 650 Credits each to spend on Brutes and Exotic Beasts

Due to all Gangs being able to spend up to 650 Credits on Exotic Beasts The GM changed the rules so that Leaders(or equivalents) can have up to 3, Champions(or equivalents) can have up to 2 and Specialists can have 1

Now changed to up to 4,300 Credits with which to buy regular members, 550 Credits with which you can spend on Hangers-on(not including any you start with) and to 750 Credits each to spend on Brutes and Exotic Beasts

Due to all Gangs being now able to spend up to 750 Credits on Exotic Beasts The GM changed the rules so that Leaders(or equivalents) can have up to 3, Champions(or equivalents) can have up to 2 and Specialists can have 1

As they represent Very Corrupt Enforcer Gang even Enforcers get those extra models, which is the only way for Enforcer Gangs to buy Hangers-on(not including any you start with), Brutes, Exotic Beasts and Pets

As they are among the best in this part of The hive all Juves(or equivalents), Exotic Beasts, Prospects, Hangers-on and Pets start with 2D2+2 experance, all of their Gangers(or equivalents) and Brutes start with 2D2+5 experance, all Champions(or equivalents) are start 1D3+12 experance and all Leaders(or equivalents) start with 2D2+14 experance

Using the new rules for House Gangs Prospects start with the same experance as A Juve(or equivalent) and The 1, or more if you are lucky, Ganger that starts out promoted to Specialist gets the same as A Ganger +1 more

That means that in all 8 Gangs all of their The hive all Juves(or equivalents), Exotic Beasts, Hangers-on and Pets start with 6 experance, all of their Gangers(or equivalents) and Brutes start with 8 experance, all of their Champions(or equivalents) are start 14 experance and their Leader(or equivalents) start with 17 experance

The GM has changed the rules so that whilst Exotic Beasts, Hangers-on, Pets and Brutes can gain experance their limited intelligence(or programming) means that they require double the normal EXP per advance

Saying that though at least The GM has decided that you don’t double the extra 2 EXP that you have to spend for every prior advance you have

Using the new rules for House Gangs Prospects start with 8 experance and The po or more if you are lucky, Ganger that starts out promoted to Specialist gets the same as A Ganger 8+1 or 9 experance

As well as which not only do all Gangs start out with 1 Ganger(or equivalent) promoted to A Prospect, theirs also the fact that all Gangers(or equivalent) start out with enough experance for 1 advance, which if you are lucky enough to get 1, or more, advance rolls of A 2 or 12 can result in your Gang starting with more then 1 Specialist

As well as which all members of those types(or equivalents) start with the same experance and the person playing them can either use them to buy advances before the campaign has even started d or spend them at a later date

Regardless of A Gangs starting Reputation, including Modifiers from Territories, Rackets, Intrigues and Members, they can all hire up to 5 Champions, as many Hangers-on as they can afford and as many Brutes as they can afford

On the subject of being able to recruit up to 5 Champions, as many Hangers-on as possible and as many Hangers-on as possible it only applies during Gang Creation, outside of it you can only have the 1’s you got at creation +1 more then the normal limit

As well as which Enforcers and Venotars can have Hangers-on, Brutes, Exotic Beasts and Pets that are normally only available to 1 or 2 Gangs

What’s more Corrupt Enforcers can buy any Illegal Items they can get, but the only Xenos Item they can have is The 1 they get for A Alliance with The Cold Trade

The limits on weapons and/or armour and/or grenades and/or Wargear and/or other stuff a model can have doesn’t apply to what Gang Members can own, rather they only apply to what they can use in A Game

As well as which all permanently recruited Special Characters can gain experance, but the only permanently recruited Hired Guns that can are Bounty Hunters

As well as which all permanently recruited Special Characters and all permanently recruited Bounty Hunters start with the same 3D3+3 or 11 extra experance and this applies regardless of if they are recruited at the start or join later

In the case of permanently recruited Special Characters that 11 extra experance is in edition to The EXP The GM rules that they already earned and spend. For example The GM ruled that Gaen, The Gunk Queen, Gorvos has already earned and spend 35 experance and gets another 11, extra, experance

The GM has ruled that whilst gangs can only hire 1 Bounty there is no limit to the number they can have from their reputations, territories, rackets, intrigues and events, but regardless of how many they have they can only use 1 per battle

The GM has made a decision about The Legendary Names available to House Orlock Gangs. Which is that because their Road Captains/Leader, and Road Sergeants/Champions, and Wreckers/Champions, can start with 1 and because the rules don’t say that they do have to pay for their Legendary Name that they don’t have to pay for their Legendary Name

The GM has changed the rules, which means that theirs no longer a limit on the number of gang members you can use in a battle

The GM has changed the rules back to what they were, which means that yet again there is a limit on the number of gang members you can use in a battle

As well as which The GM has changed the rules so that the normal limit on the total combined number of Brutes and Hangers-on you can have is now the number of each you can have, and that is in edition to any and all Brutes and Hangers-on that you start with and that is in edition to any you start with

Despite or perhaps because of that using all or even most of your most of your models in 1 game isn’t a good idea, after all the more you use in a game the more likely it is that several of them will suffer permanent injury or even death

For example I have a reputation of 18, which would normally mean I could have a combined total of 5 Brutes and Hangers-on, but in this campaign I can have 4 of each, and that is in edition to any and all Brutes and Hangers-on that you start with,

As well as which The GM has ruled that for every full 10 points of reputation you have over 25 you can take 1 more of both Brutes and Hangers-on. and that is in edition to any and all Brutes and Hangers-on that you start with

For 2 examples A Gang with A Reputation of 35 to 45 could have up to 6 of both Brutes and Hangers-on and A Gang with A Reputation of 46 to 55 could have up to 7 of both Brutes and Hangers-on and that is in edition to any and all Brutes and Hangers-on that you start with

Ooops sorry The GM made a mistake and has just informed me and that mistake is that in most campaigns for every 5 full or partial points your reputation is over 25 you can have 1 more Brute or Hanger-on, but in this 1 for every 5 full or partial points your reputation is over 25 you can have 1 more Brute or Hanger-on, and that’s as well as any that you start with

That means that in normal games A Gang with A Reputation of 26 to 30 could have a combined total of 6 Brute or Hanger-on, but in this 1 they could have up to 6 of both Brute’s and Hangers-on, and that’s as well as any that you start with

As well as which The GM has changed the rules so that any Bounty Hunters you get for your Reputation or from Intrigues, Rackets, The Mission or 1 or more Territories are permanent and come with up to 120 Credits worth of free stuff

Some Weekly Events can let you recruit members normally restricted to 1 House. The 1 that's my personal favorite has A very large part of A Clan House having serious money troubles and selling the services of its prospects

Some Settlements Events can also let you recruit members normally restricted to 1 House. The 1 that's my favorite has Slave Traders being willing to sell you Juves and Prospects that have committed minor crimes, were caught and as punishment were sentenced to slavery
 

almic85

Cranky Git
Tribe Council
Oct 30, 2014
1,805
3,067
163
Palmerston, ACT, Australia
This really belongs in the “rules and mechanics” section rather than the “Yakromunda Community Edition” section.

It’s a very different idea to what I like in Necromunda as it is essentially starting with an extremely developed gangs right from the start.

Also your writing contradicts itself from one oarapgeaph to the next. It makes it much easier for the end reader if you cut out all of the “and now the GN has done this...” followed by and now he has changed his mind. Just put the final agreed rules up in a coherent order if you want people to actually bother to read this.

All that said there are a few issues with the rule set that would make the game boring for me.

4000 credits (or is it 4300 or is it 6000 or some other number!!!!) can buy an awful lot of fighters for some of the gangs with cheap fighters and/or weapons, and even for more expensive gangs you are still going to end up with lots of fighters on the tabletop and your games may bog down.

If someone really decides to go down the cheap fighter spam route you could end up with an imperial guard army on the table. I can fit 22 Van Saar juves with lasguns into 1000 credits, so 88 in a 4000 credit gang. And I would because having 88 fighters activate in a single turn is going to beat everything and take so long that the opponent is going to give up before the end of the first turn.

I would suggest countering this by the GM placing a hard limit on the total number of fighters that can be in a gang as well as the total number that can be used in a game. It will encourage people to take better skilled and equipped fighters over hoardes of juves.

You don’t really cover how additional fighters are hired or what they can spend their credits on, but the gangs are going to be earning an obscene amount of credits from the number of territories and rackets they have. So many credits that they are going to be not just replacing those 88 juves but actively expanding the number of fighters they have.

Honestly I think you will find that you might be better off playing small games of 40K by the time you realise how many models are going to be on the table. At the least I would be either limiting the number of fighters on the board or introducing some sort of squad movement mechanic to speed up play.
 
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almic85

Cranky Git
Tribe Council
Oct 30, 2014
1,805
3,067
163
Palmerston, ACT, Australia
Is this a parody?

It just looks like a new player joining a heavily house ruled campaign.

It’s a big wall of text though and it contradicts itself a few times so it could still be that the arbitrator is still finalising the house rules and is asking for feedback.

For the OP is this the same campaign that you posted about This starting Orlock gang for?

Given the size of the gangs taking part I will again warn that your games are going to take an excessive amount of time. A game with 15-20 fighters on the board will take about 2 hours to play through of people are quick. A game with 40 fighters on the board will take an hour per turn.
 
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ntw3001

Gang Hero
Feb 17, 2011
1,162
1,948
118
34
Essex, UK
This seems to be essentially three or so endgame gangs in one. I don't think there's a lot of benefit to giving so much starting money (along with so much territory, for even more boosted income); gangs are likely going to run to around 40 models. Either the games will use full gangs (hope you have seven ambots built and a week off to play each game), or they won't (so most of those members, and their models, won't actually hit the table).

The idea of starting off with a developed gang is fine, give some extra bonuses. But this is way beyond anything that's really workable in the game system. If you're new, then try a few normal games first, maybe a three-or-four game mini-campaign to work out the scale you want to think at. If you do want to play with units of giant robots and squads of melee fighters, you'd probably be better off using a ruleset built to work at that scale.
 

Kiro The Avenger

Gang Hero
Apr 4, 2018
1,197
1,571
128
Bristol, UK
I've had a gang reach 4000 credits before, although after about 3000 credits there wasn't much left to buy.
Starting as established gangs is an interesting and viable campaign concept. Although 4000 is too high even for that imo, and you'd want to do something more interesting than just a normal campaign. I've been toying for a while with a concept in which gangs start strong, but decline over the course of the campaign, that's one way you could do it.
 
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JMISBEST

Ganger
Feb 15, 2021
50
7
8
My cousin has had what he thinks is A Better Idea. What do you think?

The old idea was that all the gangs are the tiny remnants of A Once Vast Criminal Empire were they all get 4,000 Credits with which to buy regular members, 450 Credits with which you can spend on Hangers-on(not including any you start with) and up to 650 Credits each to spend on Brutes and Exotic Beasts, can start with up to 4 Champions and as many Hangers-on, Brutes and Exotic Beasts as they can afford and the 1's they start with don't count against the normal limit, they get 2 free Rackets, 2 free Intrigues and 1 alliance of each type that can't be broke and start with A Reputation of 17+1(for A Settlement) and A Turf of 8

The new idea is that they are still the tiny remnants of A Once Vast Criminal Empire, they start with start with A Reputation of 17+1(for A Settlement) and A Turf 8, but they now each get 2,000 Credits with which to buy regular members and they each get either 4 Random-Hangers-on or 2 chosen by the player, get 1 free Brute and 1 Exotic Beast that can't have upgrades and up to 2 of their starting champions and their 4 Random-Hangers-on or 2 chosen by the player and 1 free Brute don't count against the normal limit
 

Vonvilkee

Gang Hero
Jan 7, 2018
805
589
108
Bellingham, Washington USA
I read these rules and wonder why campaign that? Big part of the fun in campaign is building up to those things...

I'd counter with trying 3 skirmish games under those rules before committing to a campaign.

You can take note of the injuries and experience so you know what the campaign effect might be but at those levels without attrition to get there, it is gonna be a little nuts.