Campaign Modifiers
Sometimes there are things that modify how an entire campaign is played, you can find them all here:
Randomised Trading Post
Sometimes the full markets of Necromunda are unavailable to your gang. Any number of reasons could be the cause of the shortages, from less traders, to being more remote. Below are the rules in use when a campaign has a Randomised Trading Post:
How it WorksAt the start of each week a new trader will appear that all gangs must purchase from instead of performing the usual post battle action.
CategoriesThe trader takes all the items from the trading post and bundles them into categories. For each category there will be a selection of common, uncommon, and rare items.
The current categories are as follows:
Basic Weapons: Basic, Pistol, Close Combat
Advanced Weapons: Special, Heavy
Accessories: Grenades, Weapon Accessories, Ammo, Chems
Wargear: Personal Equipment, Armour, Field Armour
Special: Booby Traps, Bionics, Status Items
Additionally, the trader has a number of manager’s Specials - Which is randomly drawn from a special pool of items selected and priced by the arbitrator.
Finally, there are a number of bundles available. Which are a random group of items bundled together and given a flat discount.
Discounts & HikesThe merchant may adjust their prices based on what they think it’s worth (or what you’re willing to pay).
Items in the main categories have a chance to be discounted or hiked up. The price is listed next to the item plus a second number showing the difference.
What You Can BuySo it’s all well and good having all these items for sale, but what can you actually buy?
Per Category you may purchase:
Common Items: You may buy up to one of each of the common items
Uncommon items: You may purchase one Uncommon item
Across all Categories:
Rare items: You may purchase one Rare item.
Specials:
Manager’s Specials: You may buy one of each
Bundles: You may purchase one Bundle
So what’s the point of a “seek rare equipment” post battle action now?
Trading power: convert your dice modifier into trading power at a 1-1 ratio, So your leader performing a trade post battle action gives 2 Trading Power.
For each point of Trading Power you may:
- Purchase a duplicate common item
- Purchase one more non-duplicate rare or uncommon item
- Purchase a duplicate manager’s special item
Example: Your leader and 1 champion does a trade post battle action giving 3 trading power. You could purchase 2 autoguns (-1 TP), a plasma gun and a melta gun (-1 TP) and 2 frag grenades (Manager’s special) (-1 TP)
Discounts: If you have a way to discount items on the trading post you may apply it to any item in the regular category selection that hasn’t already been discounted.
All Sales are FinalTo avoid any weirdness with people buying cheap items then selling it back at a profit. There’s no selling items back to the market.
Barter EconomyAll players may freely trade items bought from the market. Credits may also be exchanged. There’s no need for an underhive market trader.
Da Maths (For Nerds)So here’s the peak behind the curtain on how this all works:
Category selections
Every item has its vanilla rarity level in the program, there’s a set threshold for what makes an item common, uncommon, or rare. We also place a +4 modifier on it if it’s illegal. Basically, common is common and anything over rarity 10 becomes rare.
For each category there is a set number of common, uncommon and rare items that will be selected, so for basic weapons there’s always 8 common picks, 5 uncommon picks and 3 rare picks.
If there are no common picks, anything in the pool that’s common can show up in uncommon instead.
There’s also some weighting to ensure that one week it’s only close combat weapons available in the basic weapons.
Discounts
Each item in a category can go up or down in price. Some items are manually set to always be discounted or always be hiked up. There’s also some code that ensures there’s always at least 1 discounted and 1 hiked item.
After discounting/hiking all the fixed items, all the remaining items currently have a 10% chance of a discount, and a 5% chance of a hike.
The level of discount/hike depends on the vanilla cost of the item. So anything under 40 credits can only change by D3x5, anything over 100 credits can change by D6x10 and anything in between is D3x10.
There’s a 5 cred minimum price in place as well.
Managers Specials
Certain items have been selected as potential managers specials (The rubbish ones that never see play). Additionally, they’ve all been given a fixed price, so a frag grenade will always be 5 credits if it’s on manager’s special. So after generating the regular items, from all the remaining items that weren’t selected and have a manager’s special price. 3 will be randomly drawn
Bundles
Finally, a number of bundles are drawn, the program will randomly pick a number between 3 & 5 and will try to build that many bundles.
The program will first pick a target value of the bundle, currently between 50 & 250 credits. Then it’ll randomly select any item on the trading post to go into the bundle, it’ll then pick another item that’s cheap enough to go into its budget. It’ll do this until it reaches the target value (give or take) or it reaches the desired number of items in the bundle (which it also randomly decides between 3 & 5)
Finally, after all that, it’ll apply a flat % discount from a randomly selected number between 30 & 60.
Daily Traders
So what if we took the randomised trading post, and instead have a more selective themed trader show up everyday?
Trader Schedules"Too late, too late" will be the cry when the Scummer with the bargains has passed you by.
On each market day a new trader appears at 18:00, with the old trader disappearing into the market.
Who appears at 18:00 | Trader |
---|---|
Sunday-Thursday | Regular Trader |
Friday | Special Trader |
Saturday | Market is closed on Sunday so no Trader appears. |
Each Daily Trader has a limited number of each item available, each player may purchase up to that many items from them. E.g. 2 autoguns may be available for each player to purchase.
Rating LimitsWith all the random equipment and prices it's hard to keep a steady rating limit, until we move to something like MundaManager which gives you the ability to set what you paid for a given item the rating limit is suspended.
Making do with what's availableSometimes you have to make do with what's available on the market, it can't be that complicated. Just point and shoot!
Vanilla Gangers and Juves may equip basic, pistol, and close combat weapons purchased from the Daily Traders. Any custom fighters such as plague zombie do not gain this benefit as they were designed with these restrictions in mind.
ConnectedAny hangers-on that make items common (Bullet Merchant, Chem Dealer) allow the player to purchase up to 3 of those items a week. So a Chem dealer means you may purchase 3 doses of spur at market price each week.
Post-battle actionsSo what’s the point of a “seek rare equipment” post battle action now?
Trading power: convert your dice modifier into trading power at a 1-1 ratio, So your leader performing a trade post battle action gives 2 Trading Power.
For each point of Trading Power gain 10 credits.
This is a bit of a patch until I think of something better
All Sales are FinalTo avoid any weirdness with people buying cheap items then selling it back at a profit. There’s no selling items back to the market.
Barter EconomyAll players may freely trade items bought from the market. Credits may also be exchanged. There’s no need for an underhive market trader.
Special Traders
Every Friday a special trader comes around.
Forgotten FreightCountless crates go missing every day in the market, maybe they were stolen, maybe their previous owner died, who know, who cares? All we know is that we're selling them off at rock bottom prices!
Forgotten Freight is a loot box system, each time it appears a number of crates are generated with completely random contents inside. They are then discounted between 0-70%. The only catch? You can only see 1 item that's inside.
These crates are also sold on a first come first served basis, whoever pulls the trigger first gets the crate. Players may purchase crates with the !buy FF-xx command, where xx = the box reference.
Absolutely no take backs! and make sure you've got enough credits in the stash before you pull the trigger