Hey all,
So. during this Quarantine situation the Tabletop Simulator community for Necromunda has been digging up NCE to play. This is both out of nostalgia and out of my frustration with the unwieldy volume of content that is out for the conceptually very fun Underhive edition. The enjoyment of the contemporary alt-activation system has provoked another experiment with alt-activation in NCE. This is the overview for how we run it in 2020:
Turn Sequence
Each turn is split into three phases:
During the beginning phase, the following steps are performed:
Specific Cases of Clarification
I don't know how to end this post, so ummm: What if we could shoot lasers out of our feet?
So. during this Quarantine situation the Tabletop Simulator community for Necromunda has been digging up NCE to play. This is both out of nostalgia and out of my frustration with the unwieldy volume of content that is out for the conceptually very fun Underhive edition. The enjoyment of the contemporary alt-activation system has provoked another experiment with alt-activation in NCE. This is the overview for how we run it in 2020:
Turn Sequence
Each turn is split into three phases:
- Beginning Phase
- Activation Phase
- Hand to Hand Phase
- End Phase
During the beginning phase, the following steps are performed:
- Roll for Priority - in which the players roll off to see who has priority in the turn, ties going to the player who did not have it previously. They will activate first and decide the order of fights as if it were their turn in the standard game. Priority also determines the order for things like which gangs choose to bottle and who can trigger the monster first.
- Bottle Rolls
- Scenario Specific Events - finally, any events that would begin at the beginning of the turn, such as Reinforcements in Caravan or the Monster Roll in Scavengers, would occur at this time.
- The player with priority starts activations by choosing one of their fighters and marking the model as activated. They now take that model through a full turn up until the hand-to-hand phase.
- If a model was pinned, and are able to test to escape pinning (ie: friendly fighter within 2"), they can do that first, just like if it were there own movement phase.
- If a model goes on Overwatch, they may use their Overwatch the turn they activated or the Activation Phase, however if they use their Overwatch during the next Activation Phase then it will count as their activation for that phase. Of course, they can be disrupted by being pinned as normal.
- If a model is broken, they must follow Broken protocol with until they have recovered their nerve.
- As normal, but the ordering of fights is determined by the player with priority.
- In the end phase, handle end of turn events for scenarios or equipment and roll recovery for all fighters who are down.
- Models may recover from pinning if they were pinned prior to their activation, to simulate the full turn passing for the model in question. If a model was pinned after their activation, then they would need to wait until the next end phase to automatically recover or have a friend in proximity at the start of their next activation.
- Similarly to pinning, models can recover from Broken during the End Phase if the model was broken before their activation in the preceding Activation Phase.
Specific Cases of Clarification
- Raid/Rescue - Sentries spend their activation to do their sentry movement. However, once the alarm is raised, all defenders who have yet to activate will activate as normal for the rest of the turn.
I don't know how to end this post, so ummm: What if we could shoot lasers out of our feet?