Gang Showdown - a complete rule overhaul

JawRippa

Gang Hero
Mar 31, 2017
1,749
2,637
138
Saint-Petersburg, Russia
Hello. I'd like to share a fan-made ruleset called a Gang Showdown that I have been baking for quite some time.
To describe it in a few words - it is a major rule overhaul, however the rules should remain familiar enough to be easy to swap to for any player with some Necromunda experience.

Currently it consists of a Main Rulebook and a Gang Creation document, with the Campaign Rules currently being in the works. The final goal of the project is to become something similar to a NCE for the first edition Necromunda or a Broheim for a Mordeheim, so I'm taking this project fairly seriously.


Gang Showdown - Main Rulebook - 1.2
Gang Showdown - Gang Creation Rules - 1.2
Gang Showdown - Campaign Rules - Alpha



I've been working on the Yaktribe Community Edition alongside many other yaktribe members, but the work stopped before any sort of document came out of our efforts. I've decided to borrow some ideas, adding a lot of my own, and rebranded it into a Gang Showdown. Firstly, it is a personal project and I want to avoid people confusing it with many other Necromunda rulesets (at this point a name "Necromunda" can mean an old ruleset, its fan rendition a.k.a NCE, a 2018 era books, ash wastelands, you get the idea). Secondly it brings so many changes to the game that calling it a "Necromunda" would be dishonest. Consider it being an evolution of a Yakrtibe Community Edition. It is a solo project in terms of editing and document creation, however I've received a lot of help from my local group, a gaming club community and some yaktribers who wanted to continue working on the YCE.

1. Why did you decide to make a different ruleset?
I'm not a fan of the current state of the game and so are a lot of other Necromunda players. To put it shortly, Games Workshop made a great base for a skirmish/rpg hybrid game, however they've made some critical design mistakes and instead of addressing them, started adding more bloat to the game, overcomplicating it in the process and making its design flaws into something permanent.
2. What are the changes?
Each document has a short description of the most interesting changes. To give some examples, LD/WIL/INT characteristics are actually useful now, getting into Close combat is a lot easier and the Fight sequence has been overhauled completely to become more cinematic; a lot of balance changes were introduced for gangs.
3. How hard is it to switch to it after playing the recent edition of Necromunda?
Fairly easy, as the general core ruleset remains more or less the same except for Fight and a Bottle system.
4. Is it completely free?
Yes.​
5. What comes next?
A Campaign overhaul to make the game less dependant on the arbitrator constant monitoring the players. Basically a more autonomous way of playing. Pets. An online excel template is currently in the works, the one which creates a Gang Showdown fighter cards automatically and allows a public sharing of your gang with other campaign members, somewhat similar to how a Yaktribe builder works.
6. Can I use your ideas for my own houserules?
Of course. In fact the ruleset is made modular specifically so if you plug-in only the parts you like, should your group desire to play original rules. Just make sure to give a shotout to the Gang Showdown if you publish it anywhere.
7. How can I help?
Spread the word, playtest it, suggest ideas. But most importantly, proofread and provide feedback, because unlike GW I'm willing to fix errors and typos.

  • Getting into close combat is easier (Charge is Mx2", enganging enemies is possible with other movement), but it is less deadly (a completely reworked CC similar to the Kill Team one)
  • Overhauled Psykers, who are no longer a joke.
  • General blast weapon nerfs.
  • Lots of quality of life improvements such as better movement system (jumping down, leaping gaps etc). The game should be generally faster.
  • No more tactic card decks (but they are kept as an option). Instead players use simplified 'Tactics' which do not require printing or purchasing decks from scalpers.
  • LD, WP, INT are useful now. For example bottling tests require LD and grant tactics, while Loot Caskets refund an action when opened as well as a tactic.
  • Clear and crispy definition for a lot of previously vague terms.
  • Overhauled XP and advancement system.
  • Giant killer and Underdog systems (called equalizer).
  • Lots of stuff really. Go check it out.
 
Last edited:
I'm working on the tidying up the Main Rulebook after provided feedback. After that, perhaps, a short document with gangs and rebalanced weapons, similar to GoTU.
Have a simplified climbing example in the meanwhile.

5mAMC2D9y2E.jpg
 
Has there been any more work on this? I'm very curious to read more of your ideas
Yes, however I'm currently working on a russian rulebook update for the Gang Showdown. My playergroup is made of russian-speakers, so the rulebook is mainly written in russian. An english version of the rules is always lagging behind because of this.

If you can read russian or you'd settle for google translating some text, then check out this group in vk. There should be a major release between middle of the Febraury and start of the March. An english update should come on Yaktribe in the middle-end of summer - that is if IRL stuff won't ruin my plans.
 
Last edited:
I've made a quick translation of Gang Showdown Trading Post. It has most of the usual weapons as well as reworked weapon traits.

The translation was done in a hurry using google translate and quick proofread with light touchups, so it might have weird wording. But at least it should provide a glimpse of what I was planning to implement later on.

A lot of weapon traits got reworked from scratch. They no longer require tideous rolling to save time (Scattershot is double the number of bullet holes on firepower dice instead of a separate D6 roll), most are conditionally triggered rather than on a natural 6. For example, Rending is triggered when the weapon causes any injury dice to be rolled and causes one additional injury die to be rolled.
Most OP weapons got a hefty nerf, Boltguns are 12"/24" +1/- S4 AP-1 D1 AM5+ Rapid Fire, Rending (note that the Rending got changed). This means that they still murder common gangers with 1 wound, but they might struggle chewing through multiple wounded enemies in one salvo. A grenade launcher's krak is now Limited and Limited got also reworked - now it forces an Ammo check whenever the profile is used similar to Grenades.

Anyways, hope you like the changes and any feedback would be welcome!
 
Last edited:
Updated the main rulebook translation (now the OP has the link to a mega, which I'll try to keep updated) and editing.
I consider the core rules to be finished and properly playtested at this point (woo!), so now onto the gang creation and campaign mechanics.
 
How is the English translation of the Gang Creation PDF coming along? Super excited to try and playtest this soon.
 
  • Like
Reactions: GQuail
How is the English translation of the Gang Creation PDF coming along? Super excited to try and playtest this soon.
I've been working on the translation, and it is about 50% done, but recently I had to put a temporarily stop to it, because of job-related stuff. The gang creation PDF is gigantic, so it is a lot of tedious work.
This does not mean that I've abandoned the project, my middle-end of summer estimate still stands and I'll be putting my best effort to finish it.
 
Long time, no see. I'm finally down to finishing the translation, it is going to include brutes, unique champions for the gangs and other delicious stuff that we've added and playtested over the year. It is going slowly, but steadily, since my workload is not as big as it was during the summer.
 
Any significant updates? Do you need any help with translations?
Hello! I'm still working on the project but if anyone would be okay helping me out with russian-english translation, I'd be grateful for any help.

I had to take a long pause on the project for two reasons:
  • We've finished another test campaign and we've uncovered some major problems with Gang Showdown ruleset, which went so deep they required some core rule fixes, which always leads to a cascade of miniscule changes. Luckily this problem seems to be solved.
  • I got a mortage and learned what kind of a can of worms it can be.
Anyway, back to the translation and document editing! Pic is from our finished campaign.
Bu-34Jo2ggs.jpg
 
I've finished a Core Rulebook as well as a Gang Creation book and updated the links in the Original Post. The campaign book translation is comming next.
Would be grateful for any help with the documents proofreading and any kind of feedback.

The new stuff: a lot of traits overhaul, skills and wyrd powers overhaul, the brutes are scary now and gang structures are more streamlined.
 
Last edited:
  • Like
Reactions: GQuail and Mr. M
A small update, currently I've translated about 60% of the Campaign Book. The vacation I took allows translating it at a much faster pace - lots of tasty-tasty rules comming soon.

Also there is a small bonus feature that I'm very exited to share, but it'll come after the Campaign Book is properly finished!
 
  • Love
Reactions: Mr. M