The merging is complete!

Insurgent

Gang Champion
Mar 17, 2016
469
505
103
Springfield OR
LET'S BUILD A HYBRID CAMPAIGN SYSTEM. GO!

So now that we know 100% that SWA and Necromunda are clone systems we can begin to use material from both systems interchangeably and learn from the large body of community built expansions like Inquisimunda and Ash Wastes.

This pretty opens up the whole 40K galaxy to skirmish gaming and allows for competitive campaigning with players everywhere for a marginal entry cost.

Further, by putting irregular humans in this combat system and linking it to the elite forces of the 40K galaxy it has provided a plausible baseline for the entire rules body. This combat system now becomes an actual tactical representation of the technology and methods of the 40K setting. It goes a long way to suspending disbelief and credibly acknowledges that gaming outcomes are built on player decisions and not broken rules sets or troop types.

In other words, if you lose it's your own damn fault. Your victories will be built on the decisions you make on the gaming table not in the broken lists you build or the elite troop types you buy.

I know this is going to be difficult for a lot of 40k players to deal with.
 
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Insurgent

Gang Champion
Mar 17, 2016
469
505
103
Springfield OR
Generally use ORB or LRB rules when playing gangs in SWA campaigns

BUSINESS AS USUAL IN THE HIVE: Easy rules for Gangs in SWA
#1. If a Necromunda Gang fights a Kill Team then you roll the scenario on the SWA scenario table and follow those scenario rules.
#2. Ratskin Scouts and Ratskin Maps still provide local knowledge and can still modify the SWA scenario table.
#3. Any promethium caches awarded for playing a SWA scenario are still awarded to a Necromunda Gang.
#4. Promethium caches double as Isotopic Fuel Rods for gangs and can be used to turn any territory into a settlement or sold at half cost for 25 credits.
#5. If a gang loses 3 to 1 casualties in a Kill Team Fight or an Ambush the gang must forfeit a settlement or its most valuable territory to the Kill Team, the Kill Team loots the territory for an additional prometheum cache.
#6. Gangs roll on their own injury chart, use their own experience progression, use their own skill tables, and collect income from territories.
#7. Any forces of the Imperium can report gangs and make them roll on the Outlaw chart with the -3 for fighting forces of the Imperium.
#8. Necromunda gangs can also fight other Necromunda gangs in a campaign involving SWA Kill Teams. Gangs use all the standard rules for gangs fighting gangs. They roll on the Necromunda or Outlaw scenario chart as normal. No promethium caches are awarded when gangs fight gangs.
#9. Gangs use Necromunda ammo rolls to represent their poorly maintained equipment.
#10. THE GENERAL RULE, if you are playing a gang use the Necromunda rule for it.