House Rules

Following the Zone 7 Campaign, these are the following rules changes to the Campaign.

The Most Important Rule

Necromunda as a game is intended as a narrative game, not a highly competitive tournament game. I have found there are black spots a few contradictions and head scratchers that can come up in the rules. 
If/When this occurs, discuss with your opponent what you both think is logical, rather than dictated by Rules as worded (RAW). 
If you cannot agree, the Arbitrator (Michael) can make a decision as a neutral 3rd party. 
If the Arbitrator is not available, then another player in the campaign can be consulted, or failing that roll a D6 to make a decision. 

Banned Skills/Items/Abilities/Rules/Tactics

The following skills are completely Banned from the Campaign.

  • Overseer
    • Reasoning: Bluntly, the skill is clearly superior in every way to all other Leadership skills and too easy to abuse. Having looked into it extensively there does not seem to be any adequate way to House rule this Skill and so it has been removed from the Campaign. Any surviving characters from Zone 7 with this skill must choose a different skill to replace it from their primary skill list.
Modified Skills/Items/Abilities/Rules/Tactics

  • Effigy of the Damned
    • In Zone Mortalis: This ability is the size of a large Blast Template, rather than a whole tile. However this can be placed anywhere and everything under or partially under the blast template is hit regardless of walls etc. The manner for resolving the rest of the process is as per the Tactic.
      • Reasoning: In Zone Mortalis, this ability is game breaking for small and large Warbands, it's affect radius is simply too large for such a claustrophobic game. Please note - Sector Mechanicus games are unaffected by this change, it still affects a terrain piece as normal.
  • Putting out Fire:
    • Change: This works on a 2+, not a 4+
      • Reasoning: Having a gang utterly unable to act throughout the game with little chance of recovery was not fun. General consensus between players has been this should have stayed at 2+ rather than 4+ and so we are sticking with that. 
  • Tile Placement
    • In Zone Mortalis games, a minimum of 5 tiles total must be placed, not 3.
      • Reasoning: In games, Small boards heavily favoured some gangs and was easy to game. Also, 5 tiles+ simply feels better, it is still small and claustrophobic but not destructive
  • The Scenario Ambush
    • In Ambush, after tile placement but before any models are placed, the defender must secretly write down a one end that is the "escape route". No defending model can be setup within 12" of the escape point. In Sector Mechanicus, this is one side of the board, in Zone Mortalis, this is one side of a tile. The escape route is revealed when the first model escapes.
      • Reasoning: Ambush is meant to be a scenario where the attacker gets the drop on the defender and the defender is desperately trying to escape by outsmarting or fighting through the opposing Gang. In reality this was not the case though, more often than not a gang would simply run off the nearest edge making it impossible for the attacking gang to win. This change makes the game about deception and cunning.
  • Hiring Hired Guns
    • Hired guns are initially Hired for the following costs
      • First Battles: 30% of Hired Guns total cost total cost rounding up.
        • If a gang is of a smaller gang rating than their opponent by more than 100 then this cost is reduced to 10%
      • Second and subsequent Battles: 10% of total cost rounding up.
      • Additional: Should a Hired Gun be retained for 8 game in a row, from the 9th onwards they will work for free (note this does not supersede other rules, such as Bounty Hunters leaving over pay)
      • There is no limit on how many Hired Guns a gang can hire - if you've got the cred's they have the guns!
      • Hired Guns can accrue injuries and gangs that can gain a reputation for abusing their Hired Guns will find it harder to hire them.
      • There will also be a number of NPC Hired Guns that will have their own rules for hire, information on these will be released when they become available.
        • Reasoning: Generally Hired Guns were not worth it compared to Hangers on. So the price has been reduced to make them more competitive.

No comments:

Post a Comment