Necromunda Reading Necromunda Campaign: House rules and whatever else crawls in out of the wastes...

Apr 10, 2018
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Reading
A thread to keep track of the house rules we're using for our Necromunda campaign in the Reading area, plus anything else it's worth putting in a more accessable place than the general campaign chat.

This a first draft for house rules, based off what we've played with in previous campaigns and changes we've already discussed wanting to make for this run through. If something here looks wrong, raise it in the conversation thread and we'll get it sorted out.


Reading Necromunda House-Rules
  1. Challenges
    Our approach to campaign challenges is a little more relaxed than the default version, as we've found that very often when organising games there isn’t a clear challenger. As with the conventional challenge process, each player should aim for two games contesting a territory or racket in each campaign week. Rescue missions do not count against this cap. Playing more than that is okay if you or your opponent is making up for missed games in a previous ‘week’, or if your opponent hasn’t been able to arrange to play anyone else who hasn’t hit the 2 game soft cap. During the Occupation phase ideally each player would choose the territory at stake for one of those games (effectively being the challenger), while in their other game their opponent would choose. However, if things don’t work out exactly like that it’s okay. In the Takeover phase both players choose a racket/territory from their opponent as their reward if they win. If something in or around the game requires a player to be firmly designated as the challenger, either decide amongst yourselves or roll off for it.

  1. ‘Put Away The Clippers’
    Ignore the Put Away The Clippers rule. Fighters can freely un-equip or swap weapons and wargear between games. However, equipment shouldn’t be swapped off of fighters in recovery- if the user of a fancy special weapon is out, so is the weapon in question.

  1. Collecting Income
    Only collect Racket/Territory income from the first two games of each campaign 'week'. Skills, items, scenario rewards and alliance benefits that give credit income aren’t affected. The intention here is to prevent players who are simply able to play more often from getting too much of a lead on those who can’t play so much.

  1. Underdog Benefits
    If gang/crew rating difference is 400 or more, the underdog can choose to use the underdog tactics cards or house patronage. If using bonus fighters from patronage, players are encouraged to put some thought in ahead of time so that things can keep moving.

  1. Allied Parties Add to Crew/Gang Rating When Used.
    Trying the following, tweaked from suggestions by Petitioners City on Yak. Not a hiring cost, but the following values are added to gang/crew rating is the same was as Hired Guns in step 2 of the pre-battle sequence.
Faction | Gang Rating Value
Guild of Coin | 550
Corpse Guild | 600
Iron Guild | Variable (Each scum is 30 credits + equipment)
Promethium Guild | 700
Slaver Guild | 800
Water Guild | 600
Cold Traders | 700
Fallen Houses | 500
Imperial Imposters | 500
Narco Lords | Variable (each scum is 30 + equipment)
Psi-Syndicate | 300
Rogue Factoria | 350

  1. Tactics Cards

  • We’re trying a card drafting system to introduce a bit more variety into our card choices. When choosing a tactics card before a game draw 3 from your deck, pick 1, put the other 2 on the bottom of the deck. Repeat for each card chosen. Random card draw is unaffected.
  • History of Violence and Unstable Footing are banned.
  • Deck size should be a minimum of 10, but feel free to adjust the deck between games to suit the scenario/opponent.

  1. Firing Blasts and Templates into Close Combat
    To discourage template sniping in melee. If an engaged fighter is hit by a template or blast attack and the enemy they’re engaged with isn’t also hit, treat the engaged enemy as if they were at risk of a stray shot. Roll a d6- on a 1,2 or 3 they are hit by the same attack as the original target.

  1. Advancements/Purchasing Decisions
    Make sure that you roll random results from post battle actions or ganger advancements with your opponent as a witness, but don't worry about deciding on every trading post purchase there and then (as long as it happens before your next game) and feel free to sort out random or selected advancements between games instead of during the pre battle sequence.

  2. Book of Judgement Fixes/Errata
    See the following on Yak for fixes of a few weapon profile errors and rules contradictions: https://yaktribe.games/community/threads/collected-errors-typos-in-the-book-of-judgement.9166/
    Additionally:
  • The Imperial Imposters alliance benefit is not working as intended. Add the following under ‘An Honourable Word’:
    1- Law Abiding or Outlaw gangs can ally with Imperial Imposters.
    2- You don't test the alliance while changing alignment from Outlaw to Law Abiding, or when the alliance drawback turns you Outlaw (though dissociating from the Imposters to avoid being made Outlaw still causes a test, as does switching from Law Abiding to Outlaw for any other reason).
  • Enforcers can access the Trading Post/Black Market, though can still only equip Enforcer weapons.
  • Scouring. Use the profile in this book instead of the profile from any previous lists/characters (i.e. for Chaos Cults and various Hired Guns).
  • Void-Born Scum profiles. Weirdly high profile values, but seem to be correct. Convert something appropriately beefy.
  • Intrigues. Assume that the pre-battle sequence is incorrect and use the version in the Intrigues section instead. In short: each player draws 3 cards they do not have to show their opponent and places them face down. Cards are turned face up/explained to the opponent when claimed, when a player needs to select an object/fighter/terrain piece to use with the intrigue (e.g. the bomb carrier for Blow it Up) or when a fighter performs one of the special actions listed for the Intrigue in question (e.g. Graffiti(Basic) for Seed the Rebellion).
  • The Neural Flayer profile doesn't function as written: For a short burst, it has the Fear trait but is missing Gas to make that work. For a full burst, the Pulverise trait does nothing due to the Fear trait preventing the weapon from ever causing an injury roll. The type thread suggests adding Gas to the short burst profile but does nothing to address the full burst, and flavour text for the weapon also suggests that the full burst should be able to actually inflict damage. The fix is straightforward enough: Add Gas to the short burst profile, and remove Fear from the full burst profile. A custom weapon for each profile (Fixed Neural Flayer - Short/Full) is shared with the campaign, currently set as rarity 13 as the tools don't yet allow for illegal equipment.
 
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