N17/Neomunda Arbitrator's Handbook Project

FerociousBeast

Gang Champion
Jun 1, 2015
492
1,161
123
Verona, VA
Is there a single post that has a running list of house rules?
Not yet. I think an outline should go in the OP once we figure out what's going in the handbook, and a link to the full handbook itself.

I think Thorgor's post is important. A handbook designed to make an Arbitrator's job easier and improve his/her campaign would ideally include two major sections: Frequently Asked Questions and House Rules. There's another thread w/ a FAQ, and of course GW's eventual FAQ will be the most important, so I'm not sure how to work that into the Handbook. But I'm convinced that a Handbook without an FAQ will be a three-legged horse. At a minimum, it needs links to GW's FAQ and the community's FAQ (if it survives GW's effort).

The House Rule part of the handbook will be much easier to build, though I think the question of appropriate inclusion should be carefully weighed. I don't think we should include any and every idea someone comes up with, since many of them are bound to be bad (my alternate toxin idea, for example, completely forgot about armor saves :p), and we want this to make an Arbitrator's job easier, not give them another huge tome to have to wade through.

As such, while it is definitely not appropriate for me to say what should/shouldn't be included, I personally think the best bang for our buck early on will come from first pursuing what Thorgor described as #3: House rules to address major parts of the new game that are unlikely to get any better when GW releases their FAQ.

For example, I think putting in some kind of house rule modifying the "Founding a New Gang" rules to allow access to the Trading Post before the first game is a virtual must. The rule itself is clear and probably won't be changed in FAQs or subsequent Gang War supplements, but it's pretty obviously messed up when people are talking about throwing their first game with naked gangers so they can go to the TP afterwards and get the weapons they want.

Similarly, while I think it likely that GW's FAQ will address some of the questions around Specialists, I personally think that if GW doesn't limit special weapons to Specialists, we definitely need to provide a House Rule that does. Relatedly, the way basic Gangers are treated in general as far as advancements go I personally think really weird and arbitrary (who is GW to say that I can't be attached to my Gangers and make them "stars" of my gang?) and yet another good prospect for a House Rule.

I also agree with @Benoksen that a great place to start is by looking through the NCE and finding the parts that many like better. We know that veteran players of NCE are going to be seriously tempted to do that anyway, so we can provide the service of a standardized method and definition.
 

FerociousBeast

Gang Champion
Jun 1, 2015
492
1,161
123
Verona, VA
Alternate Charge Action
Charge (Double) – Declare an enemy fighter to be the target of this charge. The fighter makes a Standard Move, adding D3’’ to the distance they can move, and must move towards the target in as straight a line as possible. The fighter becomes Engaged (and can ignore the enemy fighter's 1" zone of control) if the total distance moved results in base to base contact with the target enemy fighter. They can also end their move within 1" of other standing or Pinned enemies as long as the targeted enemy fighter is in base contact. If they do this and are Engaged at the end of the action, they can immediately make a free Fight (Basic) action against the targeted enemy fighter. Otherwise they perform the Standard Move + D3" towards the target, stopping short of any enemy fighter's 1" zone of control, and are not considered Engaged at the end of the action.

Discussion Link

Handbook Section: Actions
 

Kairae

Gang Champion
Dec 29, 2017
319
233
58
Australia
Leadership Check for Overseer

Overseer
If the fighter is Active, they can attempt to make the following action:
Order (Double) – Make a Leadership Check for this fighter. If it passes, pick a friendly fighter within 12’’. That fighter can immediately make two actions as though it were their turn, even if they are not Ready. If they are Ready, these actions do not remove their Ready status.

Discussion Link

Handbook Section: Skills.
 
Jun 15, 2014
227
457
73
Almeria, Spain
Alternate post-battle actions for Juves.

Each Champion or Leader that must forfeit its post battle action (by being in recovery or other effects) can do its post battle action through a Juve not in recovery.
Because their lack of experience actions are modified as the following:
-Collect Income: Only will provide half of the normal income
-Go to trade post/Seek for rare items: Juve will provide no bonus.
-Go to the doctor: No penalties (Juve can take to the doctor the same character its action is delegating)
-Sell to the Gilders: Not available to Juves

(Idea behind the rule is that Juves are not very appealing in this edition and with the main source of income based on character a heavy defeat in a game can be very punishing for the gang not able to collect much to recover the loses. This way Juves can have a role in campaign being "champions in training")
 
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Jacob Dryearth

Gang Hero
Sep 6, 2016
870
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How about this house rule?

Alternate underdog rules:

Lower rated gangs do not receive extra scaling reputation for fighting higher rated gangs, this bonus is capped at 1 extra rating. When selecting tactics cards, the gang with the lower rating randomly draws one extra card for each full 100 rating difference. Then that player may set aside any number of those extra cards, which are not used in the battle. For each card set aside, each participating fighter from that gang gains 1 extra experience at the end of the game. Additionally, if that gang wins, the gang gains credits equal to the set aside cards x 10.

This incorporates the balancing mechanism from the core box scenarios, which for some reason they did not include in the gang war book. It also limits rep for underdogs, while allowing them to wager tactics for experience and credits. Underdogs need a way to catch up in power, not just earn undeserved rep.
 

TopsyKretts

Hive Guilder
Dec 29, 2017
2,861
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Kristiansand
That's the best thing I've heard so far. Fantastic!

Cap rep at 1, but maybe add +1 additional rep for a win? To motivate the underdog to actually fight in some cases.
 

FerociousBeast

Gang Champion
Jun 1, 2015
492
1,161
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Verona, VA
Presenting the Arbitrator's Handbook work space:

https://docs.google.com/document/d/13e4v8973YAkhUY_S3aEZ302qE1sKZ5mb95RPtYAiv_U/edit?usp=sharing

It's freely editable for those with the link. I know that's risky, so I'm going to attempt to regularly save backup copies, and I'd recommend that those of you who participate do the same after adding your own content.

Please read the rule section first, then add your ideas to the appropriate section. If you don't see a natural section for your house rule, let me know and we'll see about adding one in.

Once we hit a certain critical mass here, we can start thinking about taking the ideas worked on in this document and "publishing" them in a more formal version.

Finally, I'm rubbish with graphic design, so if anyone has any good ideas for applying a better skin to the document than the simple headings I've supplied, let me know!
 

Thorgor

Of The YAQ
Oct 12, 2015
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Thanks!

New section request: Traits
(we need a place to add the missing traits (Fear, Entangle and Melta) and modify the existing ones). Or should it go into the Trading post/Weapon/Wargear section?
 

FerociousBeast

Gang Champion
Jun 1, 2015
492
1,161
123
Verona, VA
Thanks!

New section request: Traits
(we need a place to add the missing traits (Fear, Entangle and Melta) and modify the existing ones). Or should it go into the Trading post/Weapon/Wargear section?
Good catch! Hmm, I think I'll combine Trading Post and HWL, then make a Weapons, Wargear, & Traits section.

You could set it up so that people can comment only.
I could, but then I'd have to update the doc w/ everyone's rules, and there are two problems with that: 1) I have a full time job, and 2) I don't like everyone's suggestions :) So I think it's best to just remove me and my bias from this part of the process.
 

TopsyKretts

Hive Guilder
Dec 29, 2017
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Kristiansand
Fantastic! Now it just needs to be filled up.

One suggestion: Do we need to split up Basic and Advanced rules in two different parts? It's already super annoying that this is done in the rule book, I don't think it has to be repeated here.

I merged all the rules for Necromunda (rulebook, pdf, Gor Half-horn, GW1, parts of GW2, the cards and the white dwarf scenarios) and I simply joined 'Basic' and 'Advanced' into one single chapter called 'Rules'. I don't think anyone would be interested in the difference between an Advanced or Basic rule?
 
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JTzara

Ganger
Jan 29, 2018
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Berlin

Benoksen

Ganger
Mar 15, 2016
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Oslo
The Toxin mess has been a big issue. I think the added toxin rule must be in accordance to what the designers actually intended. Why would the Toxin weapons otherwise have DMG score? With this the weapons seem well balanced, and valuable addition to the somewhat weak Eschers.
 
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Malo

YakTribe Mechanicum
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Feb 17, 2011
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The Toxin mess has been a big issue. I think the added toxin rule must be in accordance to what the designers actually intended. Why would the Toxin weapons otherwise have DMG score? With this the weapons seem well balanced, and valuable addition to the somewhat weak Eschers.
All weapons technically have a damage score. Any weapon without a damage specified has a damage of 1 according to the rulebook. So why they actually have weapons without damage scores? Who knows? I doubt the designers do.
 
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JTzara

Ganger
Jan 29, 2018
134
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Berlin
All weapons technically have a damage score. Any weapon without a damage specified has a damage of 1 according to the rulebook. So why they actually have weapons without damage scores? Who knows? I doubt the designers do.
I'm not sure if this is the right place for this discussion, but my take is that this is just an error. Weapon profiles without damage values do no damage, they do something else, like Gas, Toxin or similar.

Except (some clever person might have said) that makes no sense in the basic rules, since the rules for Gas/Toxin etc. have not yet been introduced. So we'll make them do damage 1, so that people can play with just the basic rules.

Except now you have made a nonsense of the weapon profiles.

The attempt to create 'basic rules' (and to divide rules across books) has a lot to answer for imo. It broke up lots of the logical structure, which requires fixes to be written in, which screw up the rules even more, etc, etc.

EDIT: I neglected to mention that this is pretty much exactly how I have adapted the rule in the Alternate Toxin Rule in the Arbitrator's handbook.
 
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