Post by sebjones86 on Aug 6, 2018 8:13:22 GMT
HOUSE RULES
Below is a working document of all the house rules currently in use in our Necromunda campaigns. They are logged here in the interest of clarity and consistency and to minimise in-game hold-ups. Any are up for debate/review at any time (ideally not in-game). Please feel free to suggest your own in this thread.
GOLDEN RULE: BE COOL
Necromunda isn't a game for dudes that just want to kick diicks and wreck face. It would be very easy for someone who was so inclined to 'break' this game. This is obviously discouraged in the interest of everyone's enjoyment. Spamming weapons/wargear widely acknowledged to be strong/OP, abusing game mechanics to gain an advantage, kicking a dude when his gang's already on the ropes = all ungentlemanly behavior. The Arbitrator's role is to ensure a campaign runs smoothly and that ALL players are having a rewarding experience. Players are encouraged to accept help OR limitation when it is deemed necessary to ensure no one player surges too far ahead or drops too far behind.
WEAPONS/WARGEAR
May be transferred freely between fighters in the post-game sequence. A fighter in recovery keeps their weapons/wargear with them in recovery.
TACTICS CARDS
Dangerous Footing - banned
History of Violence - RAW this card is useless because it's played during a step which takes place before tactics cards are drawn. After lengthy discussions we decided to change it to be played at the start of the game. A randomly determined fighter from your opponent's crew (not including hired guns) may not be used in the battle.
GETTING IN TO COMBAT
Fighters may become engaged by consolidating or moving in to combat. If a second move action is used in order to become engaged that fighter may not then attack (unless a tactic card is used)
SENTRIES
A sentry who gains a flesh wound also gains a ready marker
A sentry who spots a friendly fighter who is seriously injured gains a ready marker. Note: fighters can't be spotted if they are hidden (prone in cover)
UNDERDOG
In addition to being able to draw additional tactics cards, gangs with a lower value of fighters on the board may choose-
Force their opponent to discard a tactic card (one per 100creds difference)
Hire hired guns to the value of the difference in fighter value
OBJECTIVES IF ONE GANG BOTTLES
All objectives are assumed to be met by the last remaining gang on the board. Any loot crates not claimed at the end of the game are lost. In Spook Harvest, the last gang standing may spend 1 more round harvesting spook before the game ends.
SMOKE
1.Fighters standing in smoke may be charged/engaged but not attacked.
2. Template weapons may be fired in to smoke if the firer passes an intelligence test. If failed the shot is counted to have missed and an ammo dice must still be rolled.
A blast marker may not be placed in smoke however it may be placed outside of smoke in order to hit a fighter standing in smoke of an intelligence test is passed. If the test is failed, see above.
3. Fighters may not interact with any battlefield features while in smoke. This includes doors, consoles, automata etc (let common sense prevail here)
CHALLENGES
In the Dominion campaign it isn’t written in the rules who has priority when it come to issuing challenges. To ensure good ‘rubber banding’ priority for issuing challenges goes to the gang with the lowest gang rating.
TERRITORIES
Some territory cards used in our campaigns will be altered, others will be completely custom. The rules written on the card itself trumps any written in the Rulebook.
GAINING INCOME
In Dominion campaign, players can only collect income from their territories ONCE per week. This is so that players with limited availability are under no disadvantage. Income from battles/loot crates can be gained as normal.
Below is a working document of all the house rules currently in use in our Necromunda campaigns. They are logged here in the interest of clarity and consistency and to minimise in-game hold-ups. Any are up for debate/review at any time (ideally not in-game). Please feel free to suggest your own in this thread.
GOLDEN RULE: BE COOL
Necromunda isn't a game for dudes that just want to kick diicks and wreck face. It would be very easy for someone who was so inclined to 'break' this game. This is obviously discouraged in the interest of everyone's enjoyment. Spamming weapons/wargear widely acknowledged to be strong/OP, abusing game mechanics to gain an advantage, kicking a dude when his gang's already on the ropes = all ungentlemanly behavior. The Arbitrator's role is to ensure a campaign runs smoothly and that ALL players are having a rewarding experience. Players are encouraged to accept help OR limitation when it is deemed necessary to ensure no one player surges too far ahead or drops too far behind.
WEAPONS/WARGEAR
May be transferred freely between fighters in the post-game sequence. A fighter in recovery keeps their weapons/wargear with them in recovery.
TACTICS CARDS
Dangerous Footing - banned
History of Violence - RAW this card is useless because it's played during a step which takes place before tactics cards are drawn. After lengthy discussions we decided to change it to be played at the start of the game. A randomly determined fighter from your opponent's crew (not including hired guns) may not be used in the battle.
GETTING IN TO COMBAT
Fighters may become engaged by consolidating or moving in to combat. If a second move action is used in order to become engaged that fighter may not then attack (unless a tactic card is used)
SENTRIES
A sentry who gains a flesh wound also gains a ready marker
A sentry who spots a friendly fighter who is seriously injured gains a ready marker. Note: fighters can't be spotted if they are hidden (prone in cover)
UNDERDOG
In addition to being able to draw additional tactics cards, gangs with a lower value of fighters on the board may choose-
Force their opponent to discard a tactic card (one per 100creds difference)
Hire hired guns to the value of the difference in fighter value
OBJECTIVES IF ONE GANG BOTTLES
All objectives are assumed to be met by the last remaining gang on the board. Any loot crates not claimed at the end of the game are lost. In Spook Harvest, the last gang standing may spend 1 more round harvesting spook before the game ends.
SMOKE
1.Fighters standing in smoke may be charged/engaged but not attacked.
2. Template weapons may be fired in to smoke if the firer passes an intelligence test. If failed the shot is counted to have missed and an ammo dice must still be rolled.
A blast marker may not be placed in smoke however it may be placed outside of smoke in order to hit a fighter standing in smoke of an intelligence test is passed. If the test is failed, see above.
3. Fighters may not interact with any battlefield features while in smoke. This includes doors, consoles, automata etc (let common sense prevail here)
CHALLENGES
In the Dominion campaign it isn’t written in the rules who has priority when it come to issuing challenges. To ensure good ‘rubber banding’ priority for issuing challenges goes to the gang with the lowest gang rating.
TERRITORIES
Some territory cards used in our campaigns will be altered, others will be completely custom. The rules written on the card itself trumps any written in the Rulebook.
GAINING INCOME
In Dominion campaign, players can only collect income from their territories ONCE per week. This is so that players with limited availability are under no disadvantage. Income from battles/loot crates can be gained as normal.