NCE Necromunda Community Edition

Not sure what you're wanting here? Do you not want to be able to afford more fighters while having an easier time getting high strength pit slave weapons?
Putting on my "greedy" hat, I would of course love both strength advances and tool upgrades on my pit slave weapons.

By accepting strength advances, though, we're also accepting arm wounds (in addition to reducing the number of attack dice and ranged capability, since it'll be the arm that can use a pistol that takes the injury) reducing the strength of the pit slave weapon (is 15 credits to ignore an arm wound in terms of weapon strength good or bad value?), and we're potentially making pit fighters OP since they'll be able to shrug off all arm wounds (roll to see which arm, and if it's a pit slave weapon then the injury is ignored).
When I say "I have no issue combining this with tool upgrades if that is what people want" then I don't see any downside.

I am seriously not understanding why there is such a push back against having weapons based of the S of the user. Sorry if I'm just being dumb.
It's more "I'm used to knowing what I'm hitting with". If I get a strength advance or an arm injury, I'm pretty comfortable with what the weapons do across my gang because the weapon isn't affected by either, and the effect of an arm wound isn't as bad (re: losing the one "good" arm that can use a pistol, as mentioned above).
If all the pit slave players say they're fine then I guess they're fine and don't need the buff. 🤷‍♂️
I'm getting strong "the pitslaves are actually alright" vibes.
I'm not all pit slave players, but it wouldn't always be a buff, and the potential debuff is worse as it stands, even if only half as likely (~2.8% on a serious injury roll). If there were more pit slave gang players weighing in it would be more informed.
 
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Only pit slaves count as gangers.

Pit chief, Techno and Pit fighters do not count as gangers.
Bugger I may have accidentally cheated there then, kept using the Pit Fighters as gangers too. Although I only had one territory, didn’t roll on the rare trade chart all weekend, and I think you can send everyone to forage so not by much.

To be fair once I got used to them i was doing well and was well past a rating of 2000pts with more gangers than I started with. I just didn’t realise how important getting the big credit score scenarios was initially. Based on my first go I say leave as is for now.
 
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Putting on my "greedy" hat, I would of course love both strength advances and tool upgrades on my pit slave weapons.

By accepting strength advances, though, we're also accepting arm wounds (in addition to reducing the number of attack dice and ranged capability, since it'll be the arm that can use a pistol that takes the injury) reducing the strength of the pit slave weapon (is 15 credits to ignore an arm wound in terms of weapon strength good or bad value?), and we're potentially making pit fighters OP since they'll be able to shrug off all arm wounds (roll to see which arm, and if it's a pit slave weapon then the injury is ignored).

It's more "I'm used to knowing what I'm hitting with". If I get a strength advance or an arm injury, I'm pretty comfortable with what the weapons do across my gang because the weapon isn't affected by either, and the effect of an arm wound isn't as bad (re: losing the one "good" arm that can use a pistol, as mentioned above).


I'm not all pit slave players, but it wouldn't always be a buff, and the potential debuff is worse as it stands, even if only half as likely (~2.8% on a serious injury roll). If there were more pit slave gang players weighing in it would be more informed.

The arm and hand injury is ignored on the fighter's pit slave weapon arm. They can still get an arm wound on the other arm and be at -1 S with that arm, but that wouldn't affect the pistol strength. Same goes for hand injury. It is ignored on the slave weapon arm but gives -1 WS if on the other arm. That would be the same either way. Pit fighters are already immune to arm and hand wounds so literally nothing changes.
 
I'm not all pit slave players, but it wouldn't always be a buff, and the potential debuff is worse as it stands, even if only half as likely (~2.8% on a serious injury roll). If there were more pit slave gang players weighing in it would be more informed.

i'll let ya'll know just how far up a scaly's arse a rock drill can go after we get to playing. sorry about all these simple questions, i got a rules interpreter for a scavvy player
 
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The arm and hand injury is ignored on the fighter's pit slave weapon arm. They can still get an arm wound on the other arm and be at -1 S with that arm, but that wouldn't affect the pistol strength. Same goes for hand injury. It is ignored on the slave weapon arm but gives -1 WS if on the other arm. That would be the same either way. Pit fighters are already immune to arm and hand wounds so literally nothing changes.
I always went with RAW that an arm injury was -1 S for everything, not just with attacks made with that arm:

24: ARM WOUND
The fighter has smashed one of his arms. The fighter’s Strength characteristic is reduced by -1. Randomly determine which arm has been hit. Bear in mind some combat weapons use the fighter’s own Strength.

Should this be rewritten to state that it's -1 S to actions/attacks made using the arm in question?
 
I always went with RAW that an arm injury was -1 S for everything, not just with attacks made with that arm:
That is true. It was originally arm dependent but has since been changed to be just -1S.

But Pit Slave weapons specifically say they ignore arm injuries... which has a weird interaction if you change them to S user.

I can't be bothered to figure that out and people seem ok with them as they are so lets just leave them.
 
NCE "official" Enforcers and Nomads are certainly something I'd like to add to the OCE book. I'll pop them on the list and hopefully get round to them this year.
Was looking around my old threads and found this old enforcers thread:


I'm not saying the rules are any good, especially since we've had almost a decade since I originally posted them up, and for the record again they're not my rules, but they might inform on enforcer rules and how maybe to make them more fun for people. Different versions of enforcer rules have come and gone in that time, but they've always felt less like a player gang in every iteration.
 
ok so my first game ever and De Bongmaster Buttraiders absolutely slaughtered my friends lovingly crafted scavvies by just lobbing limonka after limonka from towers. frag nades owned so much fucking scaly arse and nobody even got to melee range. just scavvies getting blown off bridges and screaming in funny accents for three turns and then they ran away, leaving me to sell some tee three tree handed muties to sex slavery in the spyres, and nab me a bloody lifter on the first market roll.

When I say "Strength based on user's S stat" I mean for example a buzz saw becoming S+2 and a chainsaw becoming S+1.
this seems extremely reasonable, and it would also potentially remove the need for tool upgrades altogether, assuming they would even turn out be op with pit slave weapons in a S+x regime. It would also make Pit Slave advances mesh in better with the experience advance regime.

thanks to everyone for question answers. now i just need to learn blender, design my actual heroic slave rebels, and become spartacus
 
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Sooo... NCE/OCE era enforcers?... how are they happening? we gonna use one of the existing rules sets and adjust, or something completley from scracth?
 
Sooo... NCE/OCE era enforcers?... how are they happening? we gonna use one of the existing rules sets and adjust, or something completley from scracth?
I'm thinking we start from an existing ruleset, it just depends on everyone how much we end up deviating from that baseline.

I really hope we can get a somewhat more organic and developable gang, all the previous rulesets have been rather static in my eyes.
 
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Arguably there are two different experiences you might want to look at and consider separating. The first and most obvious being to create a more enjoyable standard campaign experience. The second is how they might operate differently in an event setting like tribemeet where there is the chance to use them to enhance the narrative.
 
The second is how they might operate differently in an event setting like tribemeet where there is the chance to use them to enhance the narrative.
that's not really a NCE thing though, that's an event specific set of rules, for that theme or happening. I wouldnt worry about those as organisers will create whatever they feel they need.

I'd suggest just focusing on the standard campaign experience
 
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My thoughts:

Take existing stats / House weapon options.
Any model except leader may be a heavy / specialist. Only 1 of each per patrol. Up to 1 may be a dog handler.
Make a unique territory (Precinct) that provides them with an income to only be spent on weapons similar to the Redemptionist weapons cache. Increases based on winning scenarios, capturing outlaws & loot counters (contraband).
May roll the usual D3 rare trade items per game which maybe bought with these funds, counting as Sergeant requesting additional, non-standard issue materiel. May not use things like Fuel Rod etc.
Deceased members are replaced with free Juve level member (rookie) after the next game.
If they capture a ganger, they must check to see if they are wanted, in which case they get bonus income similar to a bounty hunter, or release them after they miss a game (post investigation).

Trying to keep them sufficiently different to a normal gang. Not sure how balanced it'll be but I'll happily test them at the next Tribemeet.
 
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Bit of an out there suggestion, is it worth giving them their own income table? Based of prestige of the precinct (gang rating), so rather than the precinct giving income, it is a table that gives more generously if you are GR600, with slowly dimishing returns until you get to 2500 say, at which point inefficiencies are just too high to allow for more spending (bar loot/bounties etc that become their only income).

No idea if its practical or not, but could give them a seperate income mechanic

Any model except leader may be a heavy / specialist. Only 1 of each per patrol.
I dont understand the appeal of this? or the reasoning? If you have a designated heavy (and specalist if you dont want to allow 2 heavies), you can start them with 60 xp (I'd suggest 40 maybe for the specialist), rather than having 'anyone' being given the heavy stubber, allowing for a heavy stubber to get a load of advances starting at 20xp with more chance of a useful increase.

Unless thats the aim, in which case, sounds interesting.
 
Deceased members are replaced with free Juve level member (rookie) after the next game.
I do really like this though, having rookies replace for free when you lose someone.

I also like the check against gangers for if they are captured, and the rare trade thing being normal, allows for a bit more flexibility in the gang

Personally I think they should all still have carapace built in for them all as well in terms of better equipment access.
 
I dont understand the appeal of this? or the reasoning? If you have a designated heavy (and specalist if you dont want to allow 2 heavies), you can start them with 60 xp (I'd suggest 40 maybe for the specialist), rather than having 'anyone' being given the heavy stubber, allowing for a heavy stubber to get a load of advances starting at 20xp with more chance of a useful increase.
Because without this
Any model except leader may be a heavy / specialist. Only 1 of each per patrol. Up to 1 may be a dog handler.
This doesn't allow you to get heavies back.
Deceased members are replaced with free Juve level member (rookie) after the next game.

I was trying to get away with having to spend credits to replace fighters to keep to the 10-man squad feel of the original.
 
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I understand (now!... I think).

So this will mean that the heavy stubber will basically always go to the highest bs member of the gang bar the handler and sarge? Not nessecarily a problem, but something that will happen (and the new juve will be given the flamer and told, good luck!)
 
Bit of an out there suggestion, is it worth giving them their own income table? Based of prestige of the precinct (gang rating), so rather than the precinct giving income, it is a table that gives more generously if you are GR600, with slowly dimishing returns until you get to 2500 say, at which point inefficiencies are just too high to allow for more spending (bar loot/bounties etc that become their only income).
We can easily work some kind of diminishing returns into the precinct territory rules, although not sure its needed if capping the number of officers in the unit at 10.

There would also need be a rule that another gang would capture the precinct, instead of capturing, they loot it for weapons, disrupting the income for the enforcers, however they are immediately outlawed.
 
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