N18 Regulated income in campaigns

Hello everyone!

I'm preparing an Outcast-only Outcast campaign, without Wyrd skills and everyone with a leader profile of M5´´.
We will play the Outcast campaign (with the settlement), and start with 750 credits per gang (lowest of the low).

Now, what worries me is the income of the campaign, I want to keep it low burnt, I remember scenarios that you could earn like 250 creds in a game and I don't want anything like that. I would also like it not to be especially punishing for those who lose the game, some incentive to win but nothing that unbalances the game too quickly.

Options that come to mind:

1) Limit the profit possible in a match (max 70 or 90 creds)
2) Assign income regardless of scenario , eg:
Winner 2D6x10 creds (min 30 - max 80)
Loser 1D6x10 creds for the loser (min 20)

What do you think, do you have any other idea?

Do you use a selection of more or less balanced scenarios/missions?

Do you do something like this in your campaigns?

Thanks all for reading
 
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Scabs

Gang Champion
Feb 4, 2014
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The Dark Uprising campaigns are also low income. I ran a couple and my players said that's cool, but it means most gangs don't advance much between games. Which makes it more like a series of skirmish games, than a campaign.

Outcasts are mediocre fighters. I don't think they are going to make maximum use of lot's of income, anyway. I'm giving them a first go this latest campaign. I don't yet feel "Less is More," IS more. They play like an Old School gang from the old days. But, without the original game's rapid advances of scrubs. Just like the Superhero movies and video games you kids adore, the new game (N17+) is all about heroes. And, Outcasts don't have none. No money and no heroes sounds cool. NOT knocking it. But there could be unintended consequences.
 
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spafe

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Off the back of what Scabs says, I'd do a flat double the xp for anytime you should get xp. It will allow more advances and give the players more to aim for in growing their gang than just cash advances.

I would suggest a flat rate, 2d6x10 for every gang, +1 to the result for the winner, -1 for the loser. gives incentive to win, but gangs could still roll poorly and the winner takes home less cash than the loser.
 
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Scabs

Gang Champion
Feb 4, 2014
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Enhanced XP is clever. Along with lackluster Champions (instead of modular ones), I'm disappointed Outcasts have no special rules, except death of a leader causes the gang to disband (Yikes!). Like, reflecting their ad hoc nature, they could be less likely to Bottle or Panic when somebody goes OOA nearby. Or, able to rob weapons and gear from fallen opponents. Or, maybe get mistaken for Hive Dwellers and get some deployment advantage. Stuff like that.

I kind of feel as Necro transitions to the Ash Waste, the Underhive era ends with a whimper instead of a bang. Alas...
 
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Tzalaran

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May 8, 2020
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i'm midway (almost out of downtime) through running the Outcast campaign, mostly house gangs but here's what i've learned about the credits allocated during the scenarios:

1) Winners get richer, losers just get hurt with 0 income from the match (its rare to bottle and get any objectives)
2) Credits are only gained if objectives are completed. this is good as it rewards playing the objective, bad because a gang on the receiving end of godly dice have no way to recover, ever, and a bottle can prevent a player from grabbing gunk, or loot, or mining (i've had a couple of players do this to screw over their opponent just before they would make 'da big score'...)
3) Very much a rich get richer, and the poor get poorer campaign.

when i run this campaign in the future, i'll halve the credit bonus for objectives in scenarios (keeping the supplies the same and making The Big Score more in line with the other 2 scenarios), give every gang 1d6 x 10 credits for playing the match, and give every ganger D3 xp for participating instead of 1 (and by ganger i mean all non Leaders, champions, juves, or specialists who choose on the advancement table instead of rolling an advancement). I really miss the old Munda vibe compared to this new focus on Heroes, and i'm the only player who has had a 'ganger' level more than once, but most players Leaders and Champs have 2 or 3 by now...

Aside from those things, the Outcast campaign is the best GW has done in this version, and i look forward to running it again (i will add some additional structures to build, and have some of the Building structures provide small incomes to help those gangs which are struggling with scenario objectives).
 

TopsyKretts

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As long as they stick to the same blueprint, it's always going to be like that. Some parameters may have changed, but the result you describe seems to be the same as before:
 

Ben_S

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2) Assign income regardless of scenario , eg:
Winner 2D6x10 creds (min 30 - max 80)
Loser 1D6x10 creds for the loser (min 20)

If doing 2d6, then you'll roll 8 or more almost half the time. So winners will often be getting that max amount, comfortably more than losers.

I would suggest a flat rate, 2d6x10 for every gang, +1 to the result for the winner, -1 for the loser.

Personally, I think there should be a bit more of a difference than this.

Other things to consider, besides a simple +/- modifier, would be allowing the winner to re-roll winnings if they wish or to roll 2d6 and pick the highest (rather than 1d6 for the loser). Either of those will see winners do a bit better than random.
 
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Jun 12, 2022
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There are plenty of missions that only have D6X10 creds rewards for wining and D3X10 creds for a draw.
Adding more loot caskets for each mission gives a struggling gang more opportunities to wrangle some credits out of a loss. Multiple D6 credits soon add up to something
I once had a game where my orlocks ended up losing the game but ended up with twice the credits of the winner by a kamikaze wrecker zipping round the battlefield snatching all the loot caskets.