Necromunda Community Edition Rulebook

Necromunda Necromunda Community Edition Rulebook 2021

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Is there any way to find out what specifically has changed between the May 2015 and September 2015 updates? Any rules/stats/costs?
 
Great resource! Is there a text only version somewhere, or access to the original document before PDF? I'd love to make a more "print friendly" version!
 
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@STEKIN, I had been working on this for a while as a specific slim/low page count printer friendly version of the NCE with a bit different layout. As you can see it is not finished but it is sort of like what you are describing :)
 

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@STEKIN, I had been working on this for a while as a specific slim/low page count printer friendly version of the NCE with a bit different layout. As you can see it is not finished but it is sort of like what you are describing :)

Ooo interesting! Initially I was thinking more along the lines of the full rules with images and so on removed but this looks pretty good - especially cool are the skill tables and so on - much easier to read for me.
 
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Thanks, glad you had a peruse of it :)

The plan is to get some work done on it this second quarter-ish (like April-July), but I want to mesh the OCE right into it, and then change it to include a simplified listing of all the scenarios and all their details as they are imperative to know for tracking game stats. So in the beginning section of pre game stuff, it would include calling out dudes on the Outlaw table, rolling on the Treacherous Conditions table, all that fun stuff ;)

I'm tempted to include canonized expansions such as the expanded skill charts and Leadership Challenges, and maybe a blurb in the introduction at the very beginning on how best to set up a rats nest of cover points for infinite cover to cover firefight options and duels down to combat showdowns :X3:
 
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In what way?

Many comments on N17, such as on alternate activations, are at least implicitly comparisons to previous rules.
 
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The house weapon lists were only introduced with the LRB version ostensibly to match up with the miniatures available and create a little gang flavour. Unfortunately they made a bit of a mess of it so there were several miniatures you could not strictly use.

There are two ways of dealing with it:

1) Ask your arbitrator nicely if you can use it or ignore the house weapon lists for this one item. It is not a balance issue so it should not be a problem. I have never been refused permission after asking nicely if I could buy a chain sword for my Escher at gang creation, as the mini exists but it is not on their ganger HWL. Your mileage may vary.

2) If you want to do it "by the book" (or the Arbitrator says no/you don't have an Arbitrator/your opponent is a **** about it), save the cost of the heavy bolter at gang creation. Play game one. Congratulations, you got some underdog bonus AND house weapon lists no longer apply. Go and buy yourself a heavy bolter from the trading post - they're "common" so can be bought by anyone by sacrificing one rare trade roll.
 
As far as the "no weapons that aren't on the House Weapons List", that only implies at startup. It is meant to coral some of the min maxing that bleeds some of the fun out of trying to keep your gang standing let alone fighting, so to me is meant more to influence lore considerations when building a gang on what sort of kit your characters are likely to have rather than what possible tactical approach options you could make if you were to utilize a weapon off the list here or there in roles. In either regard, the House Weapons List stipulations are like the Leader Only Weapons, and they melt back into the gang's supply feed after the first game. Which is a weird little roundabout, but a means of further suggesting beyond skill trees a House's dynamic through its typical weapons kit.
 
Hello everyone. I am new to the forum. I am having trouble downloading the community Rulebook 2019. I am using google chrome and it gives me the message that the download failed. Any suggestions?
 
I'm not very techy, but I just opened it (from the orange button up above, using Firefox) and it worked fine for me, so it's not a general problem like a broken link.
 
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Hello past person!

All these years later and the new version of Necromunda does indeed use two dice with one being the ammo roll. Either you're very psychic or you now work for Specialist Games. TBF I think your suggestion is great - actually I dislike the 6 precisely because in many occasions you have to get a good hit and then immediatly your weapon is fouled up. The New N17/18 system is preferable over the old but your simple and elegant extra D6 is just as good. Wish I'd been using it myself in the past.
 
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I'm not sure if you are being serious or just unaware of the old spec games, but gorka and older gw games did have a sustained fire dice with a jam that is the same as the new ammo dice (1 3, 2 2's, 1 1 and 1 1 with jam), I think the original poster was houseruling to impliment a system closer to the 90's era games GW released.
 
Oh I’m aware of them @spafe just we never thought to roll them at the same time as the to hit roll. It makes sense as jams become more random.

I was just amused reading that old 2015 post that he was doing a double roll all those years back albeit with another D6 rather than a jam die. I quite liked it. That’s all.
 
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