N18 Leadership, Willpower and Intelligence flavoring

Final_Conversion

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Sep 14, 2020
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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.
 
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Reactions: Psyan
  • Leadership change is nice, although I'd prefer it being tied to a bottle check somehow.
  • Willpower for target priority is the exact changes from YCE rulebook :D
  • Intelligence for post-battle roll does not seem like a good idea, since thats a lot of potential individual 2D6 rolls. To be honest, I'm struggling to think of anything useful for Intelligence; Perhaps opening crates with Intelligence should refund an action, or Aim only grants +1 to hit if you pass the Intelligence test?
 
Thank you for reply.

Could you help me out - What is YCE rulebook ?

Intelligence; Perhaps opening crates with Intelligence should refund an action.
That's very interesting! Feels like Action refund with intelligence check have some potential, will try it out.

Intelligence for post-battle roll does not seem like a good idea, since thats a lot of potential individual 2D6 rolls.
This is true a lot of rolls here. I would like to see that fighters with high Intelligence will get smarter over time. Maybe in post battle fighter after intelligence test could have some additional bonus if he lack couple of EXP points to gain skills from Cunning, Leadership, Savant.
 
Thank you for reply.

Could you help me out - What is YCE rulebook ?
 
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Reactions: TopsyKretts
I'm ok with some extra rolls at the end of the match. However, if you want to reduce the number of rolls, how about only fighters who didn't go OOA get to make an Int check to gain an extra point of XP?
 
I'm ok with some extra rolls at the end of the match. However, if you want to reduce the number of rolls, how about only fighters who didn't go OOA get to make an Int check to gain an extra point of XP?
Rich will get richer then. If anything, it should be an underdog thing.
But if you do not mind extra rolls, rolling for each participating fighter is fine.

My recommendation is that fighter has interacted with objective in any way or at least got within 3" of it.
 
Bonus xp for passing an Int check would've really helped in my last campaign when I had a Little Sister that I wanted to be a Chem-Thrower Specialist after Downtime. Every 3xp was going on Int in the hope she'd get 5 advances in time for promotion, then get a template so not care about BS and have 3+ Int for Chem Synth checks!

Rolling for every gang member might be a bit cumbersome but maybe it could be a random gang member each game, or only those that didn't turn up (to offset the loss of xp opportunity if unlucky in scenario crew size and because those people have time to do something else).

Overseer is a skill that I've often thought should involve a Leadership test, partly because it says 'attempt' but there is no success or failure (it just happens if you want it to so how is it an attempt?), but also because it can be quite powerful.

I like the sound of the bonus to Group Activation, and the switching of Leading by Example to Leadership.
 
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Overseer is a skill that I've often thought should involve a Leadership test, partly because it says 'attempt' but there is no success or failure (it just happens if you want it to so how is it an attempt?), but also because it can be quite powerful.
Techincally yes due to range limitation. If within B2B or reasonable eyeballing range, then no.
 
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Reactions: PalatineKatinka
As an option Intellect check to receive 1 EXP can be done after battle for most valuable (or Action packed performance) Fighters of goth gangs.
Players should agree on those nominations by pointing out the reasons. Some cool discussions will generate here.

Maybe instead of just 1 XP it should be formulated as +3 XP bonus only usable for Cunning, Leadership and Savant skills.
 
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