NCE Necromunda Community Edition

I was suggesting that if the pit slave weapons were based on the user’s S stat there would be no need for tool upgrades and S increases would become useful. Not having to spend money on tool upgrades to get higher S weapons would give more money for replacing fighters.

How about a halfway measure of making them based on user’s S but also allowing one tool upgrade per weapon?
I honestly think that the pit slave weapons and tool upgrades are fine as they are. All this talk of how "strength advances are pointless" seems to have come from people having played with the pit slave hired gun last TribeMeet, rather than actually running a pit slave gang - a strength advance for a hired gun pit slave has a 16% chance of being rolled, versus a ~5.6% chance for a gang-based pit slave.

Strength could be used with the knife the hired guns get (or any one-handed melee weapon a normal pit slave can manage to get), so it's not wasted in combat; strength also gets used in situations like escaping being on fire and the Body Slam skill.

Tool upgrades allow for getting higher strength melee combat weapons, in contrast to most other gangs getting access to high strength heavy weapons that shoot across the table.

Tool upgrades being 15 credits is a good price, making it a tactical long-term choice whether you upgrade a pit slave weapon or have that cash to cover a bad game and poor income, another body down the line or some more exotic equipment rolled on the trading post.

For reference, I didn't buy a single tool upgrade last TribeMeet, made one hire to replace a dead result, and won 3 out of 4 games. I bought a grapnel and some stinger mould, and had to sell the grapnel in replacing the dead result. I also rolled no strength advances across 9(10, if you count the replacement and their free advance) pit slaves over the weekend - over 35 advances total.

We're talking about affecting the rules for a gang based on people taking a hired gun, am I missing something? Were the fixed strength melee weapons really a problem? Have people come up against crazy strong pit slave weapons thanks to tool upgrades really early in a campaign (or any time in a campaign, for that matter) that weren't pinned/put down/OOA by a hail of sustained fire or high strength shots before reaching close combat?

I'd rather have the option to buy increased strength weapons, like other gangs buying their heavy weapons, than just rely on a pitiful chance dice roll to maybe make them better - the strongest strength weaponry available to pit slaves apart from tool upgraded pit slave weapons is a meltagun (with its fabulous 12" max range), followed by a plasma gun, both of which can only be wielded by technos and the chief (on account of pit slaves only having one real arm to hold weapons with), and they're worth another body in the gang. House gangs can get heavy weapons much better than those at gang creation, that can sit out of harm's way at the top of a building in their deployment zone and still cause wounds, and compensate for the cost with cheap juves instead of gangers.

If we're looking to make pit slave weapons S User+#, will we be changing chainswords (which are functionally identical to chainsaws) and shock mauls?
Sounds like armour plates could use some work too if nobody is taking them. Perhaps -1I for each plate after the 1st instead of for each plate.
Sounds reasonable?
Are people not taking pit fighters in pit slave gangs? Is that a thing? They always looked insane to me.
@spafe is, so far, the only person I know who has taken any. I've not actually played against another pit slave gang

Maybe I make some pit fighter models up and give them a try next event? I was thinking of a hobby project for doing a different gang tbh, but knowing me and my hobby time dedication, a couple of pit fighters might be an easier target.

If we were to talk about changing how pit slave gangs work, how about a juve equivalent? Juve statline, 6 xp to account for the free advance, ferocity and muscle skill choices but otherwise functionally identical to pit slaves, 30/35 credits? They become full pit slaves at 21 xp and basically gain access to combat skills.
 
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Maybe a simpler solution to people complaining about a "pointless" strength advance on the hired gun is to remove the strength advance on the hired gun?

1 = +1 WS
2 = +1 A
3 = +1 T
4 = roll another D6:
1-2: +1 W
3-4: +1 I
5-6: +1 Ld
5-6 = roll another D6:
1: Juggernaught (Muscle)
2: Iron Jaw (Muscle)
3: True Grit (Ferocity)
4: Impetuous (Ferocity)
5: Deflect (Combat)
6: Step Aside (Combat)

People get more value from their hired gun and the gang rules are left alone.
 
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@spafe is, so far, the only person I know who has taken any. I've not actually played against another pit slave gang
I bellieve @ClockworkOrange also had some over the tribemeet weekend.

If we were to talk about changing how pit slave gangs work, how about a juve equivalent? Juve statline, 6 xp to account for the free advance, ferocity and muscle skill choices but otherwise functionally identical to pit slaves, 30/35 credits? They become full pit slaves at 21 xp and basically gain access to combat skills.
I'd love pit juves. They would be a cracking addition, and possibly make the pitslave gang on a more equal footing with other outlaw gangs as it gives them a cheap buy in option for numbers to get their snowball going.
 
I honestly think that the pit slave weapons and tool upgrades are fine as they are. All this talk of how "strength advances are pointless" seems to have come from people having played with the pit slave hired gun last TribeMeet, rather than actually running a pit slave gang
Probably. Rolling up a S5 pit slave is generally swiftly followed by re-rolling a new pit slave.
If we're looking to make pit slave weapons S User+#, will we be changing chainswords (which are functionally identical to chainsaws) and shock mauls?
We're talking about affecting the rules for a gang based on people taking a hired gun, am I missing something? Were the fixed strength melee weapons really a problem?

Yes. That is already on the list of proposed changes for the next version of the book and was the original complaint, that once a model gained a S upgrade, the Chainsword was useless. Its already user's S based for power swords, axes and fists. I figure a bodybuilder is likely to be a lot more able to do severe damage wielding a chainsaw than an 8 year old child. At least to someone other than themselves. I wouldn't change shock mauls though, as they work more like a taser as opposed to a baseball bat.

Bear in mind that the tool upgrades weren't a thing in the original Andy Chambers Pit Slave gangs. They are a very recent addition added purely as a way to make strength increases worthwhile (they originally required S4 to use one tool upgrade or S5 to use a second). Just because this is the way things are currently, doesn't mean its the best way to do things.

The whole point of this exercise isn't to nerf Pit Slave gangs in any way. It is to give them a boost in that their S increases are actually useful and possibly free up some credits so they can buy more fighters. I have no problem with keeping tool upgrades AND having the weapons be based on the user's S stat.

For reference, I didn't buy a single tool upgrade last TribeMeet
Sounds like making the weapons based on the user's S wouldn't have actually affected you at all last Tribemeet. How many campaigns do you think you would play before it had a negative effect?
 
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Do we want gangs to "get their snowball going"? Sounds like N17 talk to me. Bumbling along just sort of keeping it together and occasionally striking lucky is where it's at!
Agreed. Its not really needed. As with Blood Bowl, I have no issue with some gangs, particularly Outlanders being hard mode and being sufficiently different to each other. Much better a prospect than having all gangs effectively play the same. If Scavvies, Ratskins and Redemptionists are having too easy a time of it then maybe they need attention too. As a regular Scavvy player I have no objections to nerfing them a little further than they have been already if people find them too easy. Perhaps lowering their income from loot because they struggle to fence it or something.
 
Agreed. Its not really needed. As with Blood Bowl, I have no issue with some gangs, particularly Outlanders being hard mode. Much better a prospect than having all gangs effectively play the same. If Scavvies, Ratskins and Redemptionists are having too easy a time of it then maybe they need attention too. As a regular Scavvy player I have no objections to nerfing them a little further than they have been already if people find them too easy.
I'd not say they have easy a time, but that they have the capability to run away if they get good luck/very aggressively played from an efficiency point of view. My example would be @ClockworkOrange , who I would say is a very astute player with good grasp of tatics. His scavy troll horde was a force of nature coming through on previous tribemeets. This time, with pitslaves he found it a real challenge to keep things going at times.

That said, (I hope I dont offend) @Ned Noodle is a much more casual player, and his scavy gang was bumbling along reasonably. Not top tier, but not at the bottom of the tables either. Which strikes me as a good place for scavies to be.

The issue is because of the lack of income table, any outlaw gang that gets a bit of luck, or is cleverly played to maximise the system, can begin to grow quite large. I dont think this is an issue, but something to be aware of.
 
The issue is because of the lack of income table, any outlaw gang that gets a bit of luck, or is cleverly played to maximise the system, can begin to grow quite large.
Indeed. I had this with an outlaw Goliath gang in a campaign many years ago. Got to over 3000 gang rating with 18 members because once you start doing well, its easy to keep doing well with outlaws. (at which point the Arbitrator should get the Enforcers involved).

Equally this weekend, I was outlawed first game and really struggled. I only had 9 men left at the end because of a lucky inventor roll for a free Medi Pack and a lot of loot counters in the final 4-way game with the committee (I mostly hid and sniped at people while the others murdered each other). Otherwise I'd have been down to 6 men by midday Sunday and would have likely had to re-roll the gang if the campaign had continued. Short of putting a tax on larger outlaw gangs, it is what it is.
 
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Getting this posted so I don't have to keep copy-pasting it out of the way to respond to pit slave stuff.

Regarding enforcers, would the thought process be to just adopt an existing ruleset with a "NCE Approved" sticker on them, or try to make more "enjoyable" rules to use?

I did have some thoughts, mostly to make them more in line with other gangs in terms of being "outlawable", have territory to work and be more flexible in their loadout.

Have a dedicated territory table for enforcers representing their patrols, and they roll a single random territory after each game like redemptionists. They still get the profit rinsed through as normal, but have territories more likely to provide a reasonable income. Should they get outlawed, they keep rolling on that table (collecting protection money).

Have all rolls on the outlaw table have a +2 modifier to represent how unlikely they are to be outlawed - doing bad stuff and rolling poorly can still get them outlawed. Have weapons and equipment that are only purchasable off their HWL if they're lawful, as well as certain gang rules that only apply when they're lawful (passing the first ammo check due to better weapon maintenance, better serious injury table etc).

The main issues people seemed to have previously with them was that the rules made for a mostly "arbitrator-controlled" gang that started strong but didn't keep up with gangs across a campaign, partially due to static gang size/loadout and no income.
 
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How would you force another gang to attack you?

The whole point of the person choosing the scenario being the attacker is that its a bit more realistic that you are raiding the other gang's HQ instead of sending a letter to the other gang's leader inviting them to come and raid your base. The scenario table favours the underdog in choosing but doesn't always mean its the underdog's choice.
Narratively you can easily explain such things unless scenario is narratively 'locked' like Rescue mission. For example for raid, your gang has learned about incomming enemies in advance and prepared for the defence.
 
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I like the idea of making Enforcers a bit more of a playable gang. IMO they should still be very unique, for example getting free replacements after a time, much like Spyrers, but having them progress at a similar rate to any other gang is a good idea.
 
I like the idea of making Enforcers a bit more of a playable gang. IMO they should still be very unique, for example getting free replacements after a time, much like Spyrers, but having them progress at a similar rate to any other gang is a good idea.
New juve if they suffer casulties (regardless of who died).

I like the idea of them not being outlaws ever, the opposite to other gangs always being outlaws.

their own territory table makes most sense to me, allows for a level of control over their income that reduces the 'unintended consquenses' risk
 
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Narratively you can easily explain such things unless scenario is narratively 'locked' like Rescue mission. For example for raid, your gang has learned about incomming enemies in advance and prepared for the defence.
What if the other player says they don't really want to Raid you and would rather Hit and Run? IMO it sets up some odd narrative situations where you force another gang into attacking in a scenario they didn't choose.
 
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For enforcers, I second them being a more unique gang that remain lawful, being able to keep up is a valid point and some territory and/or death replacement sounds ideal.

Territory could always generate new fighters or weapons on a certain roll instead of income to represent how well armed they're supposed to be compared to the underhivers? Representing supply lines and such, these could then be razed for credits by other gangs following the normal rules (not sure how that would interact other than the opposing gang gets the equal value in credits?) Also representing those supply lines being cut by particularly unlawful and aggressive actions?
This could give other gangs an incentive to play certain missions against enforcers (hit and run potentially others I can't remember off the top of my head if any others have that kind of thing as a reward) and gives the Enforcers a good level of interaction with other gangs?
 
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do only Pit Slave gang Pit Fighters count as "gangers" for purposes of rules, or do the normal Pit Slaves also count as gangers?
referring to this quote
Gangers
For purposes of rules that specifically reference
Gangers, such as working a territory, the Pit Slave
fighter type count as Gangers.
 
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