I am the owner of a FLGS in Renton, Washington and we have been discussing doing a Necromunda campaign. I played a ton of the original game, and have been talking up the campaign aspect to our players. The thing is, we wont have consistent play, so the structure of the given Dominion campaign, based on passage of real time, is not going to work. I think I have that part resolved, but there are a bunch of other questions I have.
I have been reading fan made rules, and have Bookromunda and Rulebook 1.03, but I cant find where to get the YCE. The only thing I see in the vault is the rules based on the previous edition. I have also found a Necromunda Comprehensive Rulebook v9.03, but that seems like it is just a compilation of rules without any edits. Are there any other good fan rules I should check? One thing I am quite interested in are updates to skills, so they are all viable.
Some other questions:
What do you do about challenges in the Dominion campaign? The way it sits now, there is a huge advantage to making the challenge, because you risk nothing. I was going to increase the home turf advantage to account for this, and possibly also add an XP bonus for defender, but I would also like to hear other solutions.
How do you adjust the cost of Chaos Familiars? They are incredibly powerful as they sit. They dont even have to actually take the hit they warn of! Can they be targeted instead of the fighter? I was thinking of making them normal cost for the first one in the gang, but having them be an extra 5 credits, cumulative, for each one after the first. Any other solutions?
I know there is an issue with close combat that has been mentioned, but I wanted to find any solutions people have. Its kind of strange that if you are amazing in close combat, the other guy can still charge you and probably take you out, with you having nothing to say about it. I was thinking of the following change:
1. Both fighters roll all of their attack dice.
2. Charging fighter chooses a die to resolve.
3. Defending fighter chooses a die to resolve.
4. Charging fighter makes an initiative roll. If successful, they choose a die to resolve.
5. Defending fighter makes and initiative roll. If successful, they choose a die to resolve.
6. Repeat steps 4-5 until all dice have been resolved.
Treat serious injuries as flesh wounds in close combat. At each resolution fighters have a chance to use skills, if applicable. So parry also is important on the charge as well as when being charged, especially since only one die is resolved at a time. Having two parries available via the skill means you could potentially get 3 attacks in before the opponent gets 1.
I already updated experience to use the randomized one, but I redid the chart slightly.
Any help is appreciated. Thanks
I have been reading fan made rules, and have Bookromunda and Rulebook 1.03, but I cant find where to get the YCE. The only thing I see in the vault is the rules based on the previous edition. I have also found a Necromunda Comprehensive Rulebook v9.03, but that seems like it is just a compilation of rules without any edits. Are there any other good fan rules I should check? One thing I am quite interested in are updates to skills, so they are all viable.
Some other questions:
What do you do about challenges in the Dominion campaign? The way it sits now, there is a huge advantage to making the challenge, because you risk nothing. I was going to increase the home turf advantage to account for this, and possibly also add an XP bonus for defender, but I would also like to hear other solutions.
How do you adjust the cost of Chaos Familiars? They are incredibly powerful as they sit. They dont even have to actually take the hit they warn of! Can they be targeted instead of the fighter? I was thinking of making them normal cost for the first one in the gang, but having them be an extra 5 credits, cumulative, for each one after the first. Any other solutions?
I know there is an issue with close combat that has been mentioned, but I wanted to find any solutions people have. Its kind of strange that if you are amazing in close combat, the other guy can still charge you and probably take you out, with you having nothing to say about it. I was thinking of the following change:
1. Both fighters roll all of their attack dice.
2. Charging fighter chooses a die to resolve.
3. Defending fighter chooses a die to resolve.
4. Charging fighter makes an initiative roll. If successful, they choose a die to resolve.
5. Defending fighter makes and initiative roll. If successful, they choose a die to resolve.
6. Repeat steps 4-5 until all dice have been resolved.
Treat serious injuries as flesh wounds in close combat. At each resolution fighters have a chance to use skills, if applicable. So parry also is important on the charge as well as when being charged, especially since only one die is resolved at a time. Having two parries available via the skill means you could potentially get 3 attacks in before the opponent gets 1.
I already updated experience to use the randomized one, but I redid the chart slightly.
Any help is appreciated. Thanks