N18 Living Necromunda (Complete Homebrew)

Dec 5, 2021
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Living YCE Rulebook: link
Living YCE House Legacy: link
Living YCE Campaign: link

So this is something that I have been working on for awhile. It is a google translation of JawRippa's own homebrew ruleset that I have modified for my own interpretation of the game. My influences are both JawRippa's work and Bookromunda by TopsyKretts There are different versions of skills, modified weapon costs and abilities, as well as changes to certain base mechanics of the game. I wanted to share this because it is a project that is a long way from being finished but has managed to get to a semi-playable state.

Implemented Features:
  • The 6 House Gangs, Helots, Genestealers, Corpse Grinder Cult, Enforcers, Venators, and Slave Ogryn are all currently implemented
  • A 54 card revamped generic tactics card deck is currently written down
  • Perpetual game mechanics with catchup rules for a campaign have been drafted
  • Gangs are allowed to choose a preferred battlefield and preferred set of scenarios so that they may have some control over what objectives and locations they fight in
  • Combat is implemented like Kill Team where a fighter can assign attacks to defense to negate hits
  • Charges are now twice the movement of a fighter and pinned fighters can now charge albeit at a shorter range with no bonus attacks
  • Falling rules are simplified
  • Tactics cards have a base use rather than what is written so that cards are always useful
  • Gangs create an 18 card deck of tactics cards that they can change through the course of the campaign
  • Territories, Hangers-On, and Brutes and currently implemented
  • Injuries have been changed such that fighters do not miss combats but slowly build up Grievous Injuries that lead to Critical Injuries
  • 6 Generic Hive scenarios are made with special rules for NPC fighters based on WizardofTrash's ruleset
  • And much more that I am probably forgetting

Current Problems:
  • The translation from Russian to English is rough. Its like reading a telephone game of Necromunda's rules
  • The work is not proofread and still requires some editing and formatting
  • I don't have anyone in my local area to play the game with to test it so it is all untested
  • The scenario count is low and there are no gang specific tactics cards
  • Alliance rules are currently in a drafted state and are not cemented (but they work like a separate gang)
  • The Table of Contents is off
  • There is no black market

Desired Additions:
  • Vehicle/Beast Rules based on this work (I do not currently like the way vehicles are handled)
  • Different terrain rules to populate boards with interesting rules and situations
  • Faction Specific Scenarios and Tactics Cards
  • A sheet of proxy magic cards with the Tactics cards information on them for easy printing
  • I want to add several different gangs that I think have been mentioned or are possible in the Necromunda setting. The following are ones I have rough ideas for
    • Imperial Fist Astartes Initiates
    • Rogue Astartes
    • Mechanicus Explorator
    • Escaped Pit Slaves
    • Necromundan Spiders Imperial Guard Regiment
    • Ork Mob
    • Eldar Rangers
    • Dark Eldar Raiders
    • Squat Prosperctors
    • Nomad Caravans
    • Founders (reworked Ratskins)
    • Adeptus Arbites Terror Squads
    • Merchant Guild Representatives
    • Criminal Recidivists
    • House Entourages
    • Badzone Enforcers
    • Scavvies
    • Sisters of Battle
    • Inquisitorial Cell

Feel free to leave comments and criticism. Through a collaborative effort I think this can become something fun and interesting as a means of creating cool narrative games.
 
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Orks in the Hive
Orks are a galactic blight that continue to grow from spores long after they have been exterminated. Since orks have managed to land on Necromunda before, I thought it would be appropriate to represent the ork remnants as gangs. For mechanics, I think it best to use the rules and ideas already created as a basis and build from there. The closest thing to an ork currently implemented I think is the Goliath house gang and their special rules. To differentiate the two, while Goliath must have a unique combination of gene-smithing special rules, I think orks should have the most appropriate gene-smithing rules apply gang wide. In addition, I plan to use the Gorkamorka statlines for orks as inspiration.

Skill Access (Gork)
  • Leader - Primary (Brawn, Ferocity, Leadership), Secondary (Combat, Shooting)
  • Champions - Primary (Brawn, Ferocity), Secondary (Combat, Leadership, Shooting)
  • Specialist - Primary (Brawn, Ferocity), Secondary (Combat, Shooting)
Skill Access (Mork)
  • Leader - Primary (Combat, Cunning, Leadership), Secondary (Brawn, Shooting)
  • Champions - Primary (Combat, Cunning), Secondary (Brawn, Leadership, Shooting)
  • Specialist - Primary (Combat, Cunning), Secondary (Brawn, Shooting)
Special Rules
  • Ork Physiology (+15 Cr) - When making Recovery tests, can roll an extra Injury dice, then choose one which to apply. If having any Lasting Injuries or Grievous Injuries in the post-battle sequence, roll 6+ to heal one of the Lasting Injuries or Grievous Injuries.
  • Gork or Mork - At gang creation, must choose between either Gork or Mork for skill access
  • Outlanders - Orks must be Outlaws. Captured fighters turned into the guilders claim the fighter's full value in credits
  • Vile Xenos - Orks can only purchase equipment from their House List. Ork gangs cannot gain fighters unless through an Ork Fungal Grove. Ork gangs can only hire Ork Hangers-On.
  • Alien Biology - Ork Gangs pay an additional 1d6x10 credits when visiting the Chirurgeon and an additional 5 credits per fighter when visiting the Rogue Doctor.
  • Ork Fungal Grove - Instead of a settlement, Orks start with an Ork Fungal Grove. An Ork Fungal Grove has an income of 15 Credits. When an Ork Fungal Grove is worked, roll 2d6 and consult the chart below. If an Ork Fungal Grove is conquered by a non-Ork gang, gain twice the income in credits as if looting and replace it with a random territory ad 3 reputation. If an Ork Gang does not have a Ork Fungal Grove, they must spend 1 reputation to replace a territory with an Ork Fungal Grove.
    • 2-5: The Ork Mob may immediately hire any number of Gretchin as long as they have a Runtherder or one Ork Yoof
    • 6-9: The Ork Mob may immediately hire any number of Gretchin as long as they have a Runtherder, up to two Ork Yoofs, one Ork Boy
    • 10+: The Ork Mob may immediately hire any number of Gretchin as long as they have a Runtherder, up to three Ork Yoofs, up to two Ork Boys, one Ork Hanger-On, or one Ork Nob if they have an available Champion slot
Boss Nob (170 Credits)
MWSBSSTWIALdClWilInt
4"3+4+5535+36+5+7+9+

Nob (135 Credits)
MWSBSSTWIALdClWilInt
4"3+4+5525+27+6+9+9+

Boy (55 Credits)
MWSBSSTWIALdClWilInt
4"4+5+4415+18+6+9+9+

Yoof (40 Credits)
MWSBSSTWIALdClWilInt
4"5+5+3415+19+7+9+9+

This is my current idea so far. I'll update it with the minor changes needed and write it into the google doc once a draft is done.

House Equipment (Inspired by JawRippa)

Basic
Stub Cannon9" (-)18" (-)5 S- AP1 D3+ AmmoKnockback25 Cr
Shoota8" (+1)24" (-)4 S- AP1 D5+ AmmoRapid Fire, Plentiful35 Cr
Blunderbuss-T2 S- AP1 D6+ AmmoTemplate, Plentiful, Scattershot20 Cr
Close Combat
Axe- (-)E (-)S+1- AP1 D- AmmoMelee5 Cr
Chainaxe- (-)E (+1)S+1-1 AP1 D- AmmoMelee, Disarm, Rending25 Cr
Maul (Club)- (-)E (-)S- AP1 D- AmmoMelee, Knockback, Shred5 Cr
Sword- (-)E (+1)S- AP1 D- AmmoMelee, Parry15 Cr
Fighting Knife- (-)E (-)S-1 AP1 D- AmmoMelee, Backstab5 Cr
Chainsword- (-)E (+1)S-1 AP1 D- AmmoMelee, Parry, Rending25 Cr
Massive Weapon- (-)E (-1)S+2-1 AP2 D- AmmoMelee, Unwieldy, Pulverize30 Cr
Massive Power Weapon (Prestige)- (-)E (-1)S+3-3 AP2 D- AmmoMelee, Power, Pulverize, Unwieldy60 Cr
Power Axe (Prestige)- (-)E (+1)S+2-2 AP2 D- AmmoMelee, Power. Disarm55 Cr
Power Fist (Prestige)- (-)E (-)Sx2-3 Ap3 D- AmmoMelee, Power, Knockback75 Cr
Pistols
Stub Gun8" (+1)16" (-)3 S- AP1 D4+ AmmoPlentiful, Sidearm10 Cr
w/ Dumdum Rounds8" (+1)16" (-)4 S- AP1 D4+ AmmoSidearm, Knockback, Limited+5 Cr
Bolt Pistol8" (+1)16" (-)4 S-1 AP2 D5+ AmmoSidearm40 Cr
Sawn-Off Shotgun4" (+2)8" (-)3 S- AP1 D*Sidearm, Plentiful, Scattershot, Single Shot15 Cr
Special
Flamer-T4 S-1 AP1 D5+ AmmoTemplate, Blaze(3)110 Cr
Twin-Linked Shoota8" (+1)24" (-)4 S- AP1 D5+ AmmoRapid Fire(2), Twin-Linked, Plentiful70 Cr
Rokkit Launcha12" (+1)24" (-)5 S- AP1 D5+ AmmoBlast(3"), Knockback80 Cr
Kombi-Burna (Shoota)*8" (+1)24" (-)4 S- AP1 D5+ AmmoCombi, Rapid Fire, Plentiful130 Cr
Kombi-Burna (Burna)*-T4 S-1 AP1 D5+ AmmoCombi, Blaze(3), Template- Cr
Kombi-Rokkit (Shoota)*8" (+1)24" (-)4 S- AP1 D5+ AmmoCombi, Rapid Fire, Plentiful100 Cr
Kombi-Rokkit (Rokkit)*12" (+1)24"5 S- AP1 D5+ AmmoCombi, Blast(3"), Knockback- Cr
Heavy
Heavy Flamer*-T5 S-2 AP2 D4+ AmmoTemplate, Blaze(4)155 Cr
Heavy Stubber20" (-)40" (-1)4 S-1 AP1 D4+ AmmoUnwieldy, Rapid Fire(2)90 Cr
Harpoon Launcher*6" (+2)18" (-)6 S-1 AP1 D5+ AmmoDrag, Impale55 Cr
Grenades
Frag Gren.-Sx3 (-)S 3- AP1 D4+ AmmoGrenade, Blast(5"), Knockback15 Cr
Smoke Gren.-Sx3 (-)-- AP-5+ AmmoGrenade, Blast(*), Smoke15 Cr
Armour
  • Flak Armour - 5 Cr
  • Mesh Armour (+) - 35 Cr
Personal Equipment
  • Drop Rig (Situational) - 10 Cr
  • Bio-Booster - 30 Cr
  • Photo-goggles - 35 Cr
  • Stimm-slug Stash - 25 Cr
  • Respirator (Situational) - 15 Cr

Exotic Beasts

Squig (45 Credits)
MWSBSSTWIALdClWilInt
6"4+-3313+2*8+10+*
Equipment: Toothy Jaw (S, -2 AP, 1 D, Melee, Innate)
Special Rules:
  • One Ferocity Skill
  • Dedicated Protector: If the pet is a melee hindrance, the opponent takes a -2 penalty on hit rolls instead of -1.
Skill Access: Primary (Ferocity) Secondary (Brawn)


Hangers-On

Runtherdz (135 Cr)
MWSBSSTWIALdClWilInt
4"3+4+4525+37+6+9+9+
Equipment: Stub Gun (+10), w/ Dumdum Rounds (+5), Flak Armor (+5), Shock Stave (+20), Shock Whip (+30)
Special Rules:
  • Herd the Runts - The Ork Gang May now hire Gretchin
  • Part of the Crew - Can be hired at gang creation. Counts as a gang fighter that is part of the gang for the purposes of crew creation
  • Leadership Skill (On Your Feet!)

Mek Boy (145 Cr)
MWSBSSTWIALdClWilInt
4"3+4+4525+27+7+9+7+
Equipment: Chainsword (+25), Chainaxe (+25), Flak (+5), Mesh+ (+35), Any Ork Special or Ork Heavy Weapon, Massive Power Weapon (+60), Power Axe (+55), Power Fist (+75)
Special Rules:
  • Orkish Inventor - Orks may now go to the Trading Post or Black Market as the Ork Mek invents the relevant piece of equipment. The tool must still be purchased as normal and the rarity roll must still be made.
  • Part of the Crew - Can be hired at gang creation. Counts as a gang fighter that is part of the gang for the purposes of crew creation
  • Savant Skill (Armour Monger, Munitioneer)

Weird Boy (175 Cr)
MWSBSSTWIALdClWilInt
4"3+4+4525+27+6+7+9+
Equipment: Stub Gun (+10), w/ Dumdum Rounds (+5), Flak Armor (+5), Shock Stave (+20), Shock Whip (+30), Any Ork Close Combat Weapon
Special Rules:
  • Part of the Crew - Can be hired at gang creation. Counts as a gang fighter that is part of the gang for the purposes of crew creation
  • Waaagh! Energy - Gain +1 to Willpower tests for each Ork within 18" and in Line of Sight
  • Unsanctioned Psyker - Choose two powers at creation to gain

Pain Boy (125 Cr)
MWSBSSTWIALdClWilInt
4"3+4+4525+27+6+9+7+
Equipment: Stub Gun (+10), w/ Dumdum Rounds (+5), Flak Armor (+5), Any Ork Close Combat Weapon
Special Rules:
  • Part of the Crew - Can be hired at gang creation. Counts as a gang fighter that is part of the gang for the purposes of crew creation
  • Savant (Medicae)
  • Mad Dok - After a battle, the gang may take the Medical Treatment action for free. Additionally, should an Ork ever die, the gang may immediately add one free bionic to their stash
Additional Fighters
Gretchin (35 Cr)
MWSBSSTWIALdClWilInt
5"5+4+2314+19+9+7+7+
Equipment: Can only be equipped with the following:
  • Stub Gun (+10)
    • w/ Dumdum Rounds (+5)
  • Maul (+5)
  • Fighting Knife (+5)
  • Frag Grenades (+15)
  • Flak Armor (+5)
  • Blunderbuss (+20)
  • Sawn-Off Shotgun (+15)
Special Rules:
  • Expendable - Like a regular Juve
  • Cannot be promoted to a champion or leader position
 
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Reactions: breegull
I'd advice against having 2 different charges (normal Charge and Disoriented charge which does not gain +1A during the following Fight sequence), since it has awkward interactions with skills, tactical cards and any rules which mention Charges. The downside to Charging from a pinned state is that you charge for M" rather than 2xM", thats enough. Also a very important thing to add would be having max distance of 12" for charges, otherwise it is easy to break the game, we found that out the hard way.
 
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I'd advice against having 2 different charges (normal Charge and Disoriented charge which does not gain +1A during the following Fight sequence), since it is has awkward interactions with skills, tactical cards and any rules which mention Charges. The downside to Charging from a pinned state is that you charge for M" rather than 2xM", thats enough. Also a very important thing to add would be having max distance of 12" for charges, otherwise it is easy to break the game, we found that out the hard way.
Would you recommend just having one "Charge" action and having it available to both the pinned and ready states? I was going to have both actions count as a "charge" for the purposes of skills, tactics cards, and other external rules
 
Okay, I think I have a draft of the Ork Mob down. Now I need to translate that to the actual document.

After reading through it again, the errors are really glaring and difficult to get around. I hope that through playtesting and having to parse through it more as I develop this, I will gain the energy to clean it all up.

I think the next thing I want to do is make the actual Tactics Cards as Magic The Gathering Custom Cards so this way they can be printed or ported to TTS. Once that is done, maybe I can get an online or in person campaign going to actually put the rules on the table.
 
I'd advice against having 2 different charges (normal Charge and Disoriented charge which does not gain +1A during the following Fight sequence), since it has awkward interactions with skills, tactical cards and any rules which mention Charges. The downside to Charging from a pinned state is that you charge for M" rather than 2xM", thats enough. Also a very important thing to add would be having max distance of 12" for charges, otherwise it is easy to break the game, we found that out the hard way.
What was the problem you found with not capping the charge range of fighters?
 
Does anyone know any programs I can use to make cards?
Here you go. This is a programm for making your own MTG cards.

What was the problem you found with not capping the charge range of fighters?
The problem lies within any +1" essentially doubling for any fighter with the way Mx2" charge works, so even a measly stimm-slug is a beastly +4".
It is quite easy to stack movement, resulting in 18"+ charges with versatile ranges, so a cap of 12" was agreed upon. Players found it 'intuitive', since the cap is the same in 40k. Having high movement is still valuable, as your Charge from pinned state is affected and you need to get into the position to begin with.

Also since you can engage enemies in YCE with other movement other than charge (as long as you follow the shortest route possible), with M8" you could either charge and fight someone within 12" or you could engage (with Move+Move) someone 16" away. The downside to the second variant is that you are not making a Fight, so enemy could Retreat + Shoot you or Fight you first.

Any movement that allows to engage an enemy can do so, if it is specifically mentioned, as long as you announce an enemy you are attempting to engage and follow the shortest route. This way for example you can avoid awkward and dumb situations when you need to spend 1 action point on something and are left twiddling your thumbs with an enemy next to you.
For example a fighter can open a door and shoot a plasmagun. But opening a door and making a few steps forward to tie an enemy up in melee, oh no, that's totally game breaking! /sarcasm. Move and Consolidation can be used to engage an enemy. Otherwise you have to stay away 1" like in usual GW ruleset.
 
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Something I should figure out is how to implement the "Pitch Black" special rules for all the different battlefield types (Zone Mortalis, Sector Mechanicus, Ash Wastes). I was thinking of combining them with the Visibility rules to make that more cohesive. I want to figure this out before I write the cards because one of the cards involves "Pitch Black" so I want that to be clear before moving on. My main problem is how to implement it in the Ash Wastes vs the other battlefield types because you can't just turn off the sun. I was thinking a sort of 'twilight' scenario where the visibility slowly gets worse over time. If you have any ideas, please share. I'm curious as to what solutions you think would be best

I should write the special rules for scenarios on their own page so I can just reference them rather than having to write them again and again for each scenario. I also really want to make a "Cunning" and "Brutal" set of scenarios with the "Cunning" ones involving the ambush and dirty trick style scenarios while the "Brutal" ones focus more on destruction and visceral combat. This would add another 12 scenarios for players to choose from when making their gangs for the purposes of campaign play.

I really like the idea of gangs choosing a sort of preferred battlefield and preferred set of scenarios cause it creates a bounded sense of game variety. Players can choose the scenarios and battlefields they find the most interesting for their gang while keeping in mind the opponent will do the same. It allows for variety and ensures that if you want to purchase situational wargear, you can choose scenarios where they are relevant to give yourself more of an edge. I don't think I will continue making every scenario playable on every battlefield however. Some scenarios will be made with certain battlefields in mind so they can be tailormade to fit them
 
Here you go. This is a programm for making your own MTG cards.


The problem lies within any +1" essentially doubling for any fighter with the way Mx2" charge works, so even a measly stimm-slug is a beastly +4".
It is quite easy to stack movement, resulting in 18"+ charges with versatile ranges, so a cap of 12" was agreed upon. Players found it 'intuitive', since the cap is the same in 40k. Having high movement is still valuable, as your Charge from pinned state is affected and you need to get into the position to begin with.

Also since you can engage enemies in YCE with other movement other than charge (as long as you follow the shortest route possible), with M8" you could either charge and fight someone within 12" or you could engage (with Move+Move) someone 16" away. The downside to the second variant is that you are not making a Fight, so enemy could Retreat + Shoot you or Fight you first.

Any movement that allows to engage an enemy can do so, if it is specifically mentioned, as long as you announce an enemy you are attempting to engage and follow the shortest route. This way for example you can avoid awkward and dumb situations when you need to spend 1 action point on something and are left twiddling your thumbs with an enemy next to you.
For example a fighter can open a door and shoot a plasmagun. But opening a door and making a few steps forward to tie an enemy up in melee, oh no, that's totally game breaking! /sarcasm. Move and Consolidation can be used to engage an enemy. Otherwise you have to stay away 1" like in usual GW ruleset.
Do you know if in the YCE rules fighters are allowed to charge enemies that are not within line of sight? I was thinking of maybe making that a requirement for the charge action since fighters can just move into engagement range with a simple move action or consolidation
 
Do you know if in the YCE rules fighters are allowed to charge enemies that are not within line of sight? I was thinking of maybe making that a requirement for the charge action since fighters can just move into engagement range with a simple move action or consolidation
Yes, they are allowed. With 12" charge distance limitation it is more or less fair.
In general, Move+Shoot is a lot more powerful compared to Move(engage)+Fight since the reach for shoot action is always superior.

Something I should figure out is how to implement the "Pitch Black" special rules for all the different battlefield types (Zone Mortalis, Sector Mechanicus, Ash Wastes). I was thinking of combining them with the Visibility rules to make that more cohesive. I want to figure this out before I write the cards because one of the cards involves "Pitch Black" so I want that to be clear before moving on. My main problem is how to implement it in the Ash Wastes vs the other battlefield types because you can't just turn off the sun. I was thinking a sort of 'twilight' scenario where the visibility slowly gets worse over time. If you have any ideas, please share. I'm curious as to what solutions you think would be best
We've simplified it to
  • Fighters can't see further than 8", as in no drawing line of sight to anything further than that.
  • Revealed fighters can be shot at by fighters within 18".
  • Fighter's movement counts as M4" no matter their actual movement characteristic or bonuses (unless it is lower than M4").
  • Blast scatters for 2D6 rather than D6.
I think that it brings limitations that GW has intended for the Pitch Black fighting while not overencumbering the game process.
 
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Yes, they are allowed. With 12" charge distance limitation it is more or less fair.
In general, Move+Shoot is a lot more powerful compared to Move(engage)+Fight since the reach for shoot action is always superior.


We've simplified it to
  • Fighters can't see further than 8", as in no drawing line of sight to anything further than that.
  • Revealed fighters can be shot at by fighters within 18".
  • Fighter's movement counts as M4" no matter their actual movement characteristic or bonuses (unless it is lower than M4").
  • Blast scatters for 2D6 rather than D6.
I think that it brings limitations that GW has intended for the Pitch Black fighting while not overencumbering the game process.
Why cap movement?
 
I was thinking of making "Pitch Black" into a variable special rule like "Visibility (X)". A sort of "Pitch Black (X)". This could help solve the problem the Ash Wastes battlefield has of not being able to turn off the sun. This way things can get progressively darker.
My base idea is:
  • Fighters can't see further than X", as in no drawing line of sight to anything further than that.
  • A fighter's movement cannot be greater than half their line of sight.
  • Blast scatters for 2D6 for long range shots and 1d6 for short range shots. Templates hit on a 4+
  • At the start of their activation, a fighter gains the 'hidden' condition unless they meet the following conditions
    • Ablaze.
    • Refractor field.
    • Photo-lumens.
    • Holochromatic Field (while operational).
  • Fighters lose the hidden condition if:
    • Ablaze
    • Have a Refractor Field or Photo-lumens
    • Used a ranged weapon or Power Weapon
Does this look good or does it need some work?
 
I was also wondering what to do with a sort of "Ambush" Scenario or for sneak attacks in general
I think that having an inherintly unfair scenarios where one side is outgunned is fine, but these should only be available for underdogs or cost something to trigger. In our campaign you have to secretly spend 4 reputation to trigger an 'unfair' scenario, 2 if that opponent has 250+ rating advantage. If both opponents do it at the same time, whoever has lowest rating gets to trigger it, while the other opponent gets his reputation refunded. Also no unfair scenario rewards Reputation for winning, to prevent endless loop of unfair scenarios.

This way underdogs could still pose a threat. The only problem is that we do not know how to make it less punishing for upper gangs, but perhaps weaker would quickly run out of reputation to spend on ambushes.
 
Maybe I could have an "Ambush" scenario cost reputation for the attacker. After the battle, the attacker loses 2 reputation for such a dishonorable display regardless if they win or not. Since my system has people choose a scenario from a list that each gang creates for themselves, this means whoever chooses the scenario gets to be the attacker making having this scenario on your list a double edged sword. You can ambush people but they can also ambush you
 
Just trying to write out my idea for special rules

Pitch Black (X)
The following rules are in effect:
  • Fighters can't see further than X", as in no drawing line of sight to anything further than that.
  • A fighter's movement cannot be greater than half their line of sight.
  • Blast scatters for 2D6 for long range shots and 1d6 for short range shots. Templates hit on a 4+
  • At the start of their activation, a fighter gains the 'hidden' condition unless they meet the following conditions
    • Ablaze.
    • Refractor field.
    • Photo-lumens.
    • Holochromatic Field (while operational).
  • Fighters lose the hidden condition if:
    • Ablaze
    • Have a Refractor Field or Photo-lumens
    • Used a ranged weapon or Power Weapon

Fog of War (X)
If in an Attacker and Defender scenario, the specified group will use the following rules. If the Attacker and Defender special rules are not in play, all gangs use the following rules.

Set all crew members aside in a special reserves pool called "In Hiding". Instead of deploying fighters as normal, deploy X markers called "Blips". These can be represented with a 25mm to 30mm miniature base maybe with something to designate that something unusual is there (like a bloodstain or some shell casings). Blips receive ready markers just like a fighter normally would. For the purposes of stats, the blip has the worst characteristic of all fighters currently "In Hiding". When activating a blip, it has two actions like a normal fighter and can do any of the following and can interact with terrain as normal:
  • Move (Simple): Move like a normal fighter would with a movement score equal to the slowest fighter currently "In Hiding"
  • Break Off (Simple): Deploy a fighter currently "In Hiding" within their M" of the blip and remove them from the reserves pool. The fighter receives a pinned marker and a ready marker.
  • Spring the Trap! (Double): Deploy fighters within their M" of the blip up to the number currently "In Hiding" and then remove the blip from play. The controlling gang can choose to activate any number of the deployed fighters as if part of a group activation. Any fighters not part of this group activation receive a ready marker and a pinned marker.
Blips can be removed through any of the following ways:
  • If a blip ever comes within line of sight of an enemy fighter at the end of an action, the player whose fighter is within line of sight deploys 1d3 fighters from that blip's "In Hiding" pool as if making the Break Off (Simple) action. If this is the last blip that player controls, instead deploy all remaining fighters "In Hiding". After deploying these fighters, the blip is removed. If this interrupted a fighter's activation, they may continue their turn.
  • If a blip is ever successfully hit with a "Blast" or "Template" weapon without the Smoke trait, the player who hit the blip deploys 1d3 fighters from that blip's "In Hiding" pool as if making the Break Off (Simple) action. If this is the last blip that player controls, instead deploy all remaining fighters "In Hiding". After deploying these fighters, the blip is removed. If this interrupted a fighter's activation, they may continue their turn. All fighters deployed this way count as being hit by the "Blast" or "Template" weapon.
  • If a blip is targeted by something that would remove the Hidden Condition such as a Bio-Scanner, the player whose targeted the blip deploys 1d3 fighters from that blip's "In Hiding" pool as if making the Break Off (Simple) action. If this is the last blip that player controls, instead deploy all remaining fighters "In Hiding". After deploying these fighters, the blip is removed. If this interrupted a fighter's activation, they may continue their turn.
  • If a player's "In Hiding" pool is ever empty, that player removes all of their blips from the board.
If a player receives reinforcements and get to deploy them while they still have blips on the board, they may choose to deploy those reinforcements "In Hiding".

Attacker and Defender (X)
This special rules designates that gangs will be split into two teams with different rules and win conditions. Usually the gang that chose the scenario is the attacker and the other is the defender but sometimes the scenario may designate an alternative method of choosing attacker. To simplify this, a keyword will be written in parenthesis next to the special rules. The keywords are as follows:
  • Gang Rating - The gang with the lowest Gang Rating is the attacker the rest are defenders
  • Crew Rating - The gang with the lowest Crew Rating is the attacker the rest are defenders
  • Selector - The gang that selected the scenario is the attacker the rest are defenders
  • Random - The attacker and defender is determined randomly

On The Clock (X)
After round X, roll a 4+ to continue the battle at each end phase or the game immediately ends. Any objectives left on the battlefield are left unclaimed.

Reinforcements (X)
1d3 Reinforcements arrive at the end of the End Phase of X round and in each subsequent End Phase. Reinforcements are determined randomly from the gang's remaining fighters. Tactics cards that equip a model with a piece of wargear at the start of the battle can be instead played when a model arrives as reinforcements. The scenario may specify a certain condition to be met for reinforcements to be deployed and which gang's receive reinforcements. If this is the case, the number in parenthesis will remain 'X' to signify that the scenario specifies certain conditions.

When a model is deployed from reinforcements, unless otherwise specified, deploy them as follows. Roll 1d6. On a 1-2, they are deployed by the enemy. On a 3+, they are deployed by the controlling player. Reinforcements may be deployed on any battlefield edge at least 6" away from enemies. If multiple gangs have reinforcements, take turns deploying one at a time starting with the gang with Priority.

For bottle tests, include all deployed models so far.

Home Turf Advantage
Any defending gangs gain the following special rules:
  • They may reroll Bottle Tests
  • They receive +1 to all Rally Tests
  • When determining crews, roll 1d6 for each Hanger-On in the gang
    • On a 1-3. the Hanger-On is included in the crew
    • On a 4-6, the Hanger-On escapes in time and is not included in the crew

Something to Prove
The gang with the lower gang rating receives a bonus based on the greatest gang rating difference. All are cumulative.
  • On a 0-100, Does not need to make Bottle Tests
  • On a 101-250,
    1. The Leader can ignore the effects of Flesh Wounds
    2. From the second round onwards, The Leader must at least one action must be Shoot or Fight. If neither actions can be made, the Leader can only take a single action during this activation
  • On a 251+,
    1. Fighters can re-roll one Injury Dice when injuring enemy fighters
    2. When making Recovery tests, the fighter must roll an additional Injury Die and apply any Out of Action results

Non-Player Characters (NPCs) (Inspired by Trashwizz)
Non-Player Characters (or NPCs as they will be referred to from now on) are fighters that are unpredictable and out of control of the players. Each NPC will include the following in their bestiary. If given the choice of multiple options for the following traits, the player deploying the NPC chooses which apply for the course of the battle.
  • A Statline
  • A Behavior Table
  • A Loadout describing the NPC's wargear, threat range, special actions, and body mass
  • Any additional special rules if any
Instead of activating a fighter and removing their ready marker, a player may instead activate an NPC fighter and remove their ready marker by rolling 2d6 and consulting their behavior chart. All ready markers must be removed before moving on to the End Phase. The activating player determines the correct moves following the written instruction on the NPC's behavior table. First check if the rolled position of the fighter matches the current board state of the fighter in question. If the position of the fighter is not valid move up the table (or down if they have a desperate marker). Possible positions are as follows:
  • "Too Close” is when the NPC is closer than their Threat Range’s low value.
  • “Too Far” is when the NPC is outside their threat range from visible enemies.
  • “Within Threat” is when the NPC is at or within their threat range.
  • “Engaged (non-melee)” refers to being within 1” of an enemy, but only applies to fighters with no E range weapons.
  • “Hidden” is when no enemies can draw line of sight to the fighter
  • “Open” is when the fighter has no cover against the closest viable target
  • “Bloodied” fighters have either suffered a wound or a flesh-wound.
  • “Any” fighters can be in any position for this action chain
Once an appropriate position is acquired, perform the actions in that row skipping any actions the fighter cannot make until the fighter is out of actions. If you reach the end of the row and the fighter still has actions left, move up the table (or down if they have a desperate marker) until another valid position is selected and continue taking actions down that row. Note a fighter will never aim if it is out of ammo and will never aim as its last action.

When placing ready markers, if a group of aligned NPC fighters can draw line of sight to twice as many enemy fighters (or more) than the Body Mass of all allied fighters within Line of Sight, they all become desperate and gain a desperate marker. Desperate markers are removed when an NPC fighter is activated. Do not count seriously injured fighters in either total.

Unless otherwise specified, NPCs consider all other fighters hostile. When resolving attacks, follow the steps below. NPCs will never attempt an attack that can not hit due to range.
  1. If it is within 1” of an enemy fighter, Attack will be resolved as a fight action. You as the activating player will get to decide how it will divide up its attacks in the event that there is more than one possible target. You’ll even get return attacks just like a normal fight action. If it is within 1” of a seriously injured fighter and no other enemies however, this will be a coup de gras action. Tough luck, NPC’s can be mean too.
  2. If its last non-scarce ranged weapon is out of ammo, it will attempt to reload. If it has another action left and it successfully re-loads with this action, its 2nd action will become an attack action instead of whatever the table prompts you to do.
    1. If you failed to re-load and have a 2nd action, do what’s next on the table.
  3. It will turn and attempt to shoot at its closest viable target. If it is using a blast or template weapon, it’ll center the blast or template on its closest viable target.
When determining viable targets, follow the hierarchy described below.
  • First ignore seriously injured fighters. It will only attack a seriously injured fighter if there are no other viable targets.
  • Next is the easiest target. NPC Fighters will attack the target that is easiest to hit over other targets (with the best to-hit modifier and least penalties from cover, etc). It does not matter how tough they are to wound or how good their armor is.
    • If there are more than one target tied for easiest to hit, it will try to rule out fighters that are engaged in close combat.
    • Then rule out any fighters that are pinned.
    • Lastly any remaining ties are resolved by attacking whichever fighter is closest.
  • If it is still unclear who should be attacked (because they seem to be equal distance for example), then the activating player may choose who is attacked.
When the NPC Behavior Table prompts you to move a fighter, it uses a keyword to describe how they should move. These keywords are described as follows. If there is any confusion about how a fighter should move, the activating player determines the NPC's course of action.
  • Aggressive: moves the fighter as close to their nearest viable target as possible, or nearest enemy if there are no visible targets. This move effectively replaces the charge action, and can take a fighter within 1” of an enemy (and is treated as a charge for skills, tactic cards, and rules that care about charging). Moving aggressively within 1” does not grant it a free fight action however.
  • Defensive: move the fighter as far away from as many viable enemies as possible with a single move. To determine the ideal end-point, you can measure a radius equal to the move value of the fighter and find a point within that radius that’s as far away from as many enemies as possible, without moving within 1” of an enemy. You don’t have to measure each and every enemy, you can estimate instead.
  • Take-Cover: move this fighter as if they were broken, avoiding hazards and avoiding moving within 1” of an enemy model.
  • Re-Group: move this fighter as close as possible to another visible COMP fighter (anything that this fighter would consider friendly). If there are no visible COMP fighters, the fighter treats this action as impossible (skip it on the card and move on to the next).
  • Wander: move the fighter in a random direction as determined by the scatter die. It will avoid hazards still, and avoid going within 1” of enemy models.
Notes on movement
  • A fighter will always take the fastest route over the most-direct route, but will also endeavour to avoid hazards. If moving in a straight line causes a fighter to hit a wall or obstacle, they will attempt to navigate around if that means being closer to their intended end-point. If the end-point is impossible to reach, the fighter will get as close to that point as they can. Fighters can even climb obstacles, leap over gaps (making appropriate tests), or attempt a jump-down action (but not a distance of greater than 6”) if it gets them closer to their target
  • NPC fighters also have the ability to open doors, and attempt to hack or force a door that’s locked. In the event that a fighter’s end-point is on the other side of a closed door, their movement will end where the door can be opened. In the event that the character has an additional move action left that would take them to the same end-point, they will attempt to open the door instead of their move action, using whichever stat is best between INT or Strength.
Examples of behavior charts are listed below.
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3T2XIzh-6XlAywvBNETgH93wVtqEkbI8iGDWfK-H7kb0ZhrllA.png

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This seems like a lot but in reality it comes down to "do what is on the chart" and "shoot the easiest target". If there is confusion, the activating player decides the course of action.

Here is an example of an NPC

Hive Civilian
5" M5+ WS5+ BS3 S3 T1 W4+ I1 A7+ LD7+ CL7+ WIL7+ INT
Behavior Table: Amateur
Loadout: Unarmed (Threat Range E"-E")(Body Mass 1)(Special Action Flee!/Scream!)
  • If not desperate, Flee! (Double) - Move away from the nearest enemy and immediately become pinned
  • If desperate, Scream! (Simple) - All fighters within 6" make a Cool Check or become pinned
Special Rules: Bystander - If killed by a gang fighter, that gang counts as completing an X = 2 Outlaw Subplot after this match.
 
I tried making interesting special rules. If something looks off or unclear, feel free to ask about it. Sorry the post was so long
 
Reinforcements (X)
I heavily dislike the way GW does reinforcements for 2 reasons:
  • Reinforcements are deployed at the end of the round, so when placed aggressively it comes to priority 'coin-toss' on who gets to obliterate who first in the following round, which is unhealthy.
  • There is a random chance that your reinforcements will be placed by your opponent in completely insignificant portion of the battlefield and thus nullified for the rest of the game.
YCE tackles it by placing reinforcements at the start of the round, but they can only activate after all non-reinforcements friendly fighters are no longer Ready. This ensures that opponent gets to react at least once before your reinforcement deathteam alfastrikes their gang. This promotes using reinforcements are strategic tool and positional warfare, rather than getting a free 'deepstrike' effect to shoot at open ground enemies from the perfect angle.
Something to Prove
Absolute trashpile of special rules, which is not fixable in my opinion. For #2 leader is not guaranteed to be presented and even if they are, you might be fighting on zone mortalis, where there could be no LOS towards enemies for the first 2-3 rounds, so your leader is not going to get to the action. IMO, YCE does way better job with equalizing things.
I don't think that writing rules for AI of NPC is worth it. It overcomplicates things way too much and is practical only for solo play. In any other case it is better to ask the third party to play as NPCs. It is something that should be a finishing touch for the polished rulebook, not the core mechanic, so I would not bother.
Fog of War (X)
I don't really get the point of this. Since there are no fake blips, you are essentially playing as normal, but fighter's final position is slightly uncertain. Revealed fighters get Ready markers as usual, so there is no opportunity cost, nor punishment for getting revealed (other than positioning a).
Its essentially a sizeable set of rules that you'll need only for a handful scenarios, too much work for little practical use.
In general, lamest things in Oldmunda were Stealth missions and Capture/Rescue mechanics. I don't think that they are worth porting over for nostalgia sake.
Stealth PvP games should be based on hiding information by one side from the other. Necromunda is very open with information, so trying to turn it into stealth PvP game will always feel forced. You can check sentry thread on the forum, there is no decisive conclusion on how to make stealth be fun for both sides and not overcomplicated.

That is, for a narrative one-off special scenario, I'd use this blip system in a heartbeat. But not for usual, run-of-the-mill campaign scenario.
 
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