NCE Necromunda Community Edition

Yeah ignore that thing on income. I hadnt realised the aim was still to keep them at 10 strong. Hence I was thinking a diminishing returns fixed income type control measure as they would get new fighters free (granted only juves), so would stop anything getting out of hand.
 
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!

Pretty much yeah. Probably a little broken. Not sure. Possibly have heavy weapons training be a thing that ganger level models can pay for if the unit has no heavy, or have other replacements be purchasable instead of gaining a free rookie.

I really like the idea of keeping them as a 10-man unit. Makes them different to other gangs.
 
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How about on a 2 or 12 for advances, the model may get either the Dog Handler or Heavy Weapons Training skill?

Or just on a regular skill up.

Maybe a special Enforcer Skills table?

You could end up with half the unit being trained in heavy weapons but only one may carry one at any time. Because stupid cop rules.
 
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How about if, instead of getting a free juve when an enforcer dies, you can elect to forgo your income to hire a ganger of your choice (request a transfer from another precinct or fast track a trainee from the main academy, and the higher ups aren't happy someone died so dock your precinct accordingly).

You have to make the decision after that game, otherwise you get your free juve and have to wait for someone to die or be promoted out of the precinct to get another heavy/handler.

You'd still (normally) choose to have a free juve to replace any standard enforcers that die (unless you really wanted a fully grown enforcer), but you could get your heavy or dog handler at the expense of not getting any income that time. Since they're always lawful, they won't starve, so that isn't an issue.

Having a special skill tree for a gang feels very N##...
 
I'll put pen to paper (digits to keyboard) sometime this week and we can then go through it and tear it to bits.

Having a special skill tree for a gang feels very N##...
Like Spyrers? :unsure:

I kinda like the idea of special subdual skills in with dog handling and heavy weapons training.

Purchasable training when levelling up would be a unique alternative option. e.g. instead of rolling on the table, an officer may instead go for either Heavy Weapons or Dog Handler training. Although we don't really need this if we're just "buying" new officers.
 
Although we don't really need this if we're just "buying" new officers.
persponally I like the idea of it being a 'chooseable' skill, not a whole table, but if you roll a skill, you can choose to gain handler or heavy weapons training. And that you only ever get rookies... EVER!
 
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On the subject of weapons. Do we...

- Follow a similar, although less restrictive, route to the original Enforcer rules where they have a limited selection of weapons (no plasma weapons for example) but also includes making some rare items common (Such as shock mauls, choke grenades and carapace armour). We could also add one or two unique weapons like Webbers as special weapons.
or
- Make them more like gangs where they get rare trade access as normal and can buy a lascannon if they want to?

I'm leaning towards the former.
 
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I like the former to!

Although tbh, I like a middle ground. Easy access to a high level of stuff (webbers, shock mauls etc) that form part of their SOP, then still access to rare trade as the force gets more expereince it learns to work in the blurry edges a bit more than the black and white of whats in the armoury
 

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- Follow a similar, although less restrictive, route to the original Enforcer rules where they have a limited selection of weapons (no plasma weapons for example) but also includes making some rare items common (Such as shock mauls, choke grenades and carapace armour). We could also add one or two unique weapons like Webbers as special weapons.
I like the former to!

Although tbh, I like a middle ground. Easy access to a high level of stuff (webbers, shock mauls etc) that form part of their SOP, then still access to rare trade as the force gets more expereince it learns to work in the blurry edges a bit more than the black and white of whats in the armoury
This sounds just like a HWL, tbh. If we're working with income, new recruits are easy to come by, and there's no foraging/starvation rules to think about, then spending rare trade rolls to get common items not on the HWL is relatively easy to budget for.
 
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persponally I like the idea of it being a 'chooseable' skill, not a whole table, but if you roll a skill, you can choose to gain handler or heavy weapons training. And that you only ever get rookies... EVER!

Also possibly require a minimum xp level. 41 for dogs. 61 for Heavy Weapons?

This sounds just like a HWL, tbh.
A HWL which you can't purchase weapons outside of. So more restrictive than a HWL.

I'm easy on allowing rare items and just making it a regular HWL though.
 
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Weirdly enough, I'd suggest looking at the Rebel Grot rules in Gorkamorka, particularly when the Head Honcho goes to Da Kommittee for teef. Maybe the rare trade items are available based on the sergeant's request to the higher ups?
 
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Any model except leader may be a heavy / specialist.

a limited selection of weapons (no plasma weapons for example)

I'm not sure how many versions of Enforcer rules there are, but I have one set saved which seem to be from the Fanatic era (a Jervis Johnson re-write of original work by Andy Chambers). In this set, (1) there's nothing stopping your leader being the one model given a heavy/special weapon and (2) you can have a plasma pistol (for the leader) and plasma gun (for the specialist).
 
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I like the idea of the precinct house being a custom territory. If you were to make a requisition table rather than having income I'd suggest bonuses to the rolls being based on the number of outlaw gangs or the combined gang rating of the outlaws. Because I'm evil I'd also make them give back their high end gear if they do too good a job and reduce the outlaw threat below a certain threshold. The thing I always felt was most lacking though was a custom scenario table to put them into more appropriate situations consistently.
 
Thoughts on purchasing an enforcer gang...

1000 credits won't get you a full squad of 10 men in carapace armour with gear and starting skills so there are a few options:

- Don't always have 10 men. This makes free rookie replacements difficult. Means you're likely to start with 5 guys which may get sketchy with an early death or two.
- Stick with the original 10 man squad with 5 man patrols used in each game. Don't use credits to purchase the initial gang. This makes future equipment gains a little more difficult to balance and make the gang's rating super high (you would need to use the original rating worked out for the 5 man patrol instead of the full squad).

Any thoughts?

Also should rookies be juve stats or ganger stats, given that they've likely had some training? Free gangers would be a bit broken but having juves also seems weird.
 
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Possible solution.

Call it a patrol instead of a squad. Start with 1000 creds. Minimum 5 guys. Requisition table can grant you extra rookies during campaign. If below 5 guys at any point, you automatically get a free rookie in lieu of requisition table goodies after game.

Rookies are ganger stats but Ld6.

First games may be hard, especially if there are injuries. But free rookies makes up for deaths and good performance gets you a larger patrol.
 
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I've always thought that carapace armour is the equivalent of SWAT or some similar "breach and clear" team, and while you might always have access to carapace you shouldn't have that leap up from "naked defence" to "absolute turtle".

If the other armours are available, you could have "patrol", "riot" and "raid" weapons and equipment.

Juves have access to "patrol" level weapons and equipment (flak, stub gun, knife etc), representing that they may only be trusted with that level of equipment and level of activity, standard enforcers and dog handlers have access to "riot" (mesh, shield, shock maul etc) and "patrol", gunners and leaders have access to all levels (raid being carapace armour, and other stuff).

Getting access granted at various levels may either encourage or discourage different loadouts, but it also means that you're not getting bogged down fitting your handful of guys out with super expensive equipment from the get-go.
 
How determined are you to sticking with it being pure enforcers? Because an alternative to having rookies/juves would be to have local deputies/watchmen.