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N18 Looking for house rule suggestions

Atromix

Juve
Feb 27, 2019
13
11
13
Hey everybody, so I'm planning to start a campaign at my flgs next month and having played a few in the past I'm planning on adding in a few house rules just to fix up a few of the annoyances in Necromunda, namely overwatch and fast shot incurring negative hit modifiers, overseer not allowing attacks in the second activation etc. But the one I'd like to ask everyone's opinion on is making certain things, mainly Bionics not counting towards a fighter's total cost as I've found currently they are seriously underutilised due to the bloating they add to a fighter's cost. I'd like to hear opinions on this change, and if you have any suggestions of things to add to this list please do drop them below!
 
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Kiro The Avenger

Gang Hero
Apr 4, 2018
1,197
1,571
128
Bristol, UK
Bionics definitely shouldn't add to th fighter's cost. You don't lose any credits for sustaining the injury, so you shouldn't for healing it.

My group banned any missions with Sentries, because they're horrible for the defender.
A slightly less nuclear option would be to change the function of sneak attacks to allow a free round at the start, then the alarm automatically raises.
Playing unaware guards getting hunted down is just awful gameplay.
 

JawRippa

Gang Hero
Mar 31, 2017
1,063
1,377
133
Saint-Petersburg, Russia
The title for the thread is a bit misleading. As for the bionics, I think it is a very sensible houserule. There is very little motivation for players to keep your common gangers alive even without bionics bloating your gang rating.
 
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Atromix

Juve
Feb 27, 2019
13
11
13
Ok, with the campaign finally starting soon I thought I'd revisit this threat, fix up the title and give a quick list of the few rules I have collated.

This is what I have come up with so far:
- Bionics do not count towards fighter cost/gang rating
- Sawn-off shotgun moved to the pistol category and gains the sidearm trait
- Using the fast shot skill to fire twice in one turn incurs a -1 to hit modifier on both shots
- Using the overwatch skill incurs a -1 to hit modifier
- The two extra actions provided by the overseer skill cannot be used to perform shoot actions
- A champion or leader can choose a starting skill at gang creation from their primary and secondary skillsets, and can spend 12xp in order to choose a skill from one of their secondary skillsets

But as always, all input and suggestions are appreciated.
 
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Vonvilkee

Gang Hero
Jan 7, 2018
805
589
108
Bellingham, Washington USA
Ok, with the campaign finally starting soon I thought I'd revisit this threat, fix up the title and give a quick list of the few rules I have collated.

This is what I have come up with so far:
- Bionics do not count towards fighter cost/gang rating
- Sawn-off shotgun moved to the pistol category and gains the sidearm trait
- Using the fast shot skill to fire twice in one turn incurs a -1 to hit modifier on both shots
- Using the overwatch skill incurs a -1 to hit modifier
- The two extra actions provided by the overseer skill cannot be used to perform shoot actions
- A champion or leader can choose a starting skill at gang creation from their primary and secondary skillsets, and can spend 12xp in order to choose a skill from one of their secondary skillsets

But as always, all input and suggestions are appreciated.

Over all I like them, from a game flow perspective the fast shot penalty on both shots gets a little rough to track and apply. I'd favor an easier on the second shot apply the negative.

Overwatch already ends up sacrificing an action (they lose the ready marker to take a single shot, no aiming etc). While powerful it has a lot of interplay to keep it down. I've toyed with allowing it only at short range to force that model into the battle. But each meta is a bit different.
 

ntw3001

Gang Hero
Feb 17, 2011
1,162
1,948
118
34
Essex, UK
In my last campaign (a dominion campaign), we had the starting settlement give 2d6x10c. That helped a lot to let the gangs who didn't manage to pick up money territories play the game. no more 'no advances, 10 credits, I can't do anything'.
 
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Loriel

Gang Hero
Nov 27, 2013
1,673
3,196
183
34
Kangasala, Finland
Disclaimer: I have played last time couple years ago and for example I havent really look in to Dark Uprising etc. Thus our local gaming clubs house rules are formed when Dominion Campaing and the 2 hard cover rule books were around.


  • Bottle test: We count Broken fighters when testing the bottle and we got rid of the wording "starting crew". As this brings odd situation with reinforcement. Thus we use value of the crew that has been on the table. (so if fight starts with 4 fighters) then bottle test uses 4 and if subsequently two fighters comes as reinforcement they they increased the value to 6)
  • Shooting Engaged: I really really really dislike the rules in new munda. Thus we ended up making it pretty much the same as the old munda.
  • Stray Shots: Two modifications: Stray shot only hits on 1 (instead of 1,2,3). Stray shot continues to weapons max range instead range between attacker and the target. (thus making shooting further target away in hope of hitting nearer with 4+ irrelevant)
  • We clarified that when resolving hits we resolve all hitswith the same attack at the same time, resolve all wounds at the same time and resolve all armor saves at the same time and all injuries at the same time (eventhough this is most likely intentional it isn't really well clarified by the rules)
  • Medical escort: If fighter suffer multiple critical injuries only one medical escort is needed, but roll for every critical injury on the table.
  • Juves learn faster: Juves double any experience gained while they are juves ( I personally hate the design Juves have in the new munda, I liked this rule alot since it brought juves more viable option)
  • Brutes: Players may buy option and upgrades for brutes after recruiting, but their wargear (if replaced) is removed complety
  • Triumph Slaughterer: We clarified to count every out of action even if enemy was taken out of action by failed jump -> fall and unstable weapon. Only one out of action is scored even if fighter suffer multiple out of actions. We also clarified multiplayer so that the player that caused last attack etc. against target gets the out of attack. incase none of the players have caused any harm to target then randomize.
  • Fighters may add or remove weapons during post battle sequences (not including Bionics and Pets)
  • Equiptment boon clarification: Any territory that gives free stuff we clarified it so that during pre battle sequence before crew is selected player may give free equiptment to anygang member that normally could be equipped with such items. And when the battle ends there items are removed from the roster. (thus there is no odd situation when fighter is captured and the free item is ... what?... or if fighter dies and the items are lost, the territory doesn't become useless. (and controversy in our gaming group but we decided to include those items wealth to gang if used)
  • Clarifcitaion to reputation boon: Base reputation is 1 and can never be reduced beyond that. scenario alters base reputation. after that reputation boons are added.
  • For some territories such as rogue doc shop income of 1D3x10 was added
  • Archeotech devices: We agreed that it can only be given to ranged weapon (as technically no melee weapon uses ammo die) other option is to introduce ammoroll for melee weapon enhanced with archeotech device. Also used similar way as we used equipment rules so it is chosen when post battle start and lost at the end of battle.
  • For downtime: The 250 credits can be used to buy weapons and wargear for those fighters. They may buy rare items rarity of 7 or less but only one rare item per fresh recruit. Additionally small "underdog" feature there that players receive 250 credits + 25 credits per player that has higher rating. (thus in three player campaing) player with the highest gains 250, second gains 275 and the last 300. (AND I made clarification that eventhough the rules allow swapping weapons and items is legal using these credits to do so is considered a dick move in necromunda and shall be shamed for eternity by the Hive Elders)

 

Loriel

Gang Hero
Nov 27, 2013
1,673
3,196
183
34
Kangasala, Finland
I havent personally tested these but one of my friend have started his own campaign and has told me that these local house rules works really well:
  • Every experience point gained is 1d3 experience point (effectively means double the experience)
  • they made similar income / tax table as the old munda had

ALSO i haven't yet tested this out but if and when we start new campaing I think i will make suggestion to add this to the next campaing.
  • Every time when fighter suffers one or more out of action result they gain one extra experience (in addition to any other experience gained by other sources) Idea is simple that they learn from their mistakes and it would serve as small "underdoggish" bonus as getting your ass kicked would still give small consolation :D
 

JawRippa

Gang Hero
Mar 31, 2017
1,063
1,377
133
Saint-Petersburg, Russia
  • Shooting Engaged: I really really really dislike the rules in new munda. Thus we ended up making it pretty much the same as the old munda.
  • Stray Shots: Two modifications: Stray shot only hits on 1 (instead of 1,2,3). Stray shot continues to weapons max range instead range between attacker and the target. (thus making shooting further target away in hope of hitting nearer with 4+ irrelevant)
I agree on engaged shooting. It is very easy to snipe fighters with templates and even general weapons (Aim+Short range and you are already hitting at BS+1). I think that stray shots triggering on 1's is a good thing, but I'd add a caveat that it can only hit friendlies to prevent any sort of abuse when you shoot at lines of enemies to fish a hit with a stray shot (hitting with ranged weapons is trivial anyway and rolling a 1 is traditionally very bad).

We ended up nerfing shooting quite a bit and so far it was received somewhat well:
  • Another thing that we've tried and never looked back was to forbid shooting at the ground entirely and only target enemies, however you may move the center of the blast in any way, as long as the original target is clipped and you see the center of the blast. This prevents skipping any limitations that a conventional weapon wouldn't skip such as cover, target priority, pitch darkness, etc. The only thing that can target ground is smoke.
  • Normal blasts can scatter through terrain and dissappear harmlessly if they end up inside terrain (that rocket or plasma ball pierces the wall). Grenades explode when scattering into terrain as normal. To compensate, there is no +armour save when clipped by templates through cover.
  • Handthrown grenades ignore up to -1 modifier, so heavy cover turns into light and light is ignored.
  • When shooting at a target in heavy cover, natural 1 and 2 always miss (makes positioning more important).
  • If a fighter moves twice or charges, they gain a Fast target status, which gives -1 to hit if they are in the open field, or upgrades their cover status up to heavy. Fast target is lost when fighter becomes engaged, pinned, seriously injured or at the start of their next activation.

  • Every time when fighter suffers one or more out of action result they gain one extra experience (in addition to any other experience gained by other sources) Idea is simple that they learn from their mistakes and it would serve as small "underdoggish" bonus as getting your ass kicked would still give small consolation :D
This is an extremely cute idea. Definitely looting this one for our next campaign!
 
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ntw3001

Gang Hero
Feb 17, 2011
1,162
1,948
118
34
Essex, UK
  • Another thing that we've tried and never looked back was to forbid shooting at the ground entirely and only target enemies, however you may move the center of the blast in any way, as long as the original target is clipped and you see the center of the blast. This prevents skipping any limitations that a conventional weapon wouldn't skip such as cover, target priority, pitch darkness, etc. The only thing that can target ground is smoke.

Bumping this one because I keep suggesting it and it never seems to get any traction. Well I suggested they should be fully covered rather than clipped but it's whatever
 

Jacob Dryearth

Gang Hero
Sep 6, 2016
1,069
1,333
123
  • Archeotech devices: We agreed that it can only be given to ranged weapon (as technically no melee weapon uses ammo die) other option is to introduce ammoroll for melee weapon enhanced with archeotech device. Also used similar way as we used equipment rules so it is chosen when post battle start and lost at the end of battle.
Lascutters are a melee weapon with an ammo die, there may be more. You'll need to decide if each attack needs a separate ammo die, or just one for the fight action.
 
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Loriel

Gang Hero
Nov 27, 2013
1,673
3,196
183
34
Kangasala, Finland
Lascutters are a melee weapon with an ammo die, there may be more. You'll need to decide if each attack needs a separate ammo die, or just one for the fight action.
Didn't know that. eventhough this is slightly offtopic RAW from archeotech device can be given to any weapon and no rule makes normal melee weapon roll ammo die wich subsequently mean that eventhough they "technically" have unstable rule, it wouldn't never be invoked due lack of ammoroll test. We had alot of discussion about the archeotech device in our gaming group and we basicly had two option either

include that as per shooting attack action , fight action would also use ammoroll die if it would be subjected to unstable rule. Thus making it high risk melee attack :D
 

Hawkins44

Ganger
Yak Comp 2nd Place
We introduced a rule that Armored Bodyglove and Hazard suit does not offer complete immunity, but gives -2 roll modifier.
That means if a VS rad-gunner shoots a genestealer cultist, the cultist can get rad-phaged only on 6+. The same applies to Blaze.

Also, a rule where you never roll more than one Lasting Injury roll. If two or more OOA actions were rolled previously, your opponent can force you to reroll both dice.
 
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Kiro The Avenger

Gang Hero
Apr 4, 2018
1,197
1,571
128
Bristol, UK
We did the lasting injury roll thing as well.
We felt CGC really forced our hand, otherwise a Butcher coming at you with Sever would K-Kill you almost every time. And that's just too punishing.

No rerolls though, we don't see a need to have mechanics that just make a bad situation worse.
 

MrAndersson

Gang Hero
Sep 18, 2018
585
398
68
Halmstad, Sweden
For streamlining purposes, we have scrapped:
- the stray shots rule
- rules for becoming broken
- rules for becoming insane
- rules for capturing fighters
This of course cuts down a little on the thematic side of the game, but it also save a lot of time. And since we usually play on week nights, being able to finish a game before midnight is a good thing.
Occasionally, we will put one of these rules back in. For example, in Downtown dustup, we use the stray shots rule, because it makes that scenario more interesting.

We don't use tactics cards, for obvious reasons. Instead, we use an inducement system inspired by the one in Bloodbowl.

The doctor charges a flat rate of 20 credits, and doesn't require a post-battle action. This is to mitigate the downward spiral that gangs risk ending up in if they lose their first few games.

Infiltration is limited to certain scenarios.

For the next campaign, we are also looking at repricing a fair number of weapons, to improve balance.
 
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