Hi all,
This is my first post here.
Have been using Yaktribe Necromunda tools for couple of years to run campaigns with my friends.
Recently as I'm getting more proficient with the aspects of my beloved game I started to notice some overuse of Cool test and lack of Leadership, Willpower and Intelligence tests.
I found some thread in reddit about this problem but there was no solution offered.
Here are my Homebrew rule change offer based on Bookromunda ( changes are marked with * and in bold ):
GROUP ACTIVATIONS
When activating a non-Passive fighter with the Group Activation (X) ability, additional Ready non-Passive friendly Faction fighters within 3” can be activated at the same time. Most Leaders and Champions have this:
● Leader: 2 additional Ready fighters. *If you want roll Leadership and if successful- activate one more Fighter (Only once per round)
● Champion: 1 additional Ready fighter. *If you want roll Leadership and if successful- activate one more Fighter (Only once per round)
LEADING BY EXAMPLE
Fighters draw courage from their leaders.
After the gang bottles out, if a fighter with the Leading By Example ability passes *Leadership test in the End phase, any friendly Faction fighters within X” automatically pass the Fleeing the Battlefield (Cool) test and will not flee.
● Leader: 12”
● Champion: 6”
DECLARE THE RANGED ATTACK
TARGET PRIORITY
● Must target the closest enemy fighter in LOS (regardless of facing), even if the target is Engaged. ○ Blast/Template: Same as above, but must touch the closest enemy.
● Can target a more distant enemy if easier to hit.
● Can ignore Seriously Injured enemies.
● Pass a *Willpower test to target a more distant enemy.
When a target is determined, the attacker must turn to face so that the target is within the attacker's vision arc.
THE POST-BATTLE SEQUENCE
( 3. RECEIVE REWARDS )
*POWER OF INTELLECT
After battle roll Intelligence check for each fighter and if successful add +1 additional EXP
P.s. Please feel free to comment as I'm interested in your ideas and expertise about balance.
This is my first post here.
Have been using Yaktribe Necromunda tools for couple of years to run campaigns with my friends.
Recently as I'm getting more proficient with the aspects of my beloved game I started to notice some overuse of Cool test and lack of Leadership, Willpower and Intelligence tests.
I found some thread in reddit about this problem but there was no solution offered.
Here are my Homebrew rule change offer based on Bookromunda ( changes are marked with * and in bold ):
GROUP ACTIVATIONS
When activating a non-Passive fighter with the Group Activation (X) ability, additional Ready non-Passive friendly Faction fighters within 3” can be activated at the same time. Most Leaders and Champions have this:
● Leader: 2 additional Ready fighters. *If you want roll Leadership and if successful- activate one more Fighter (Only once per round)
● Champion: 1 additional Ready fighter. *If you want roll Leadership and if successful- activate one more Fighter (Only once per round)
LEADING BY EXAMPLE
Fighters draw courage from their leaders.
After the gang bottles out, if a fighter with the Leading By Example ability passes *Leadership test in the End phase, any friendly Faction fighters within X” automatically pass the Fleeing the Battlefield (Cool) test and will not flee.
● Leader: 12”
● Champion: 6”
DECLARE THE RANGED ATTACK
TARGET PRIORITY
● Must target the closest enemy fighter in LOS (regardless of facing), even if the target is Engaged. ○ Blast/Template: Same as above, but must touch the closest enemy.
● Can target a more distant enemy if easier to hit.
● Can ignore Seriously Injured enemies.
● Pass a *Willpower test to target a more distant enemy.
When a target is determined, the attacker must turn to face so that the target is within the attacker's vision arc.
THE POST-BATTLE SEQUENCE
( 3. RECEIVE REWARDS )
*POWER OF INTELLECT
After battle roll Intelligence check for each fighter and if successful add +1 additional EXP
P.s. Please feel free to comment as I'm interested in your ideas and expertise about balance.