Battle House Rules
The house rules listed below are related to anything that happens during a battle.
Universal
Deployment
All fighters must start the mission deployed on the battlefield floor unless they special deploy (infiltrate)
Voluntarily Bottling
Any Gang that voluntarily bottles always concedes the battle to their opponent.
Blaze
Whenever a fighter may roll to see if they are no longer blazed, they may choose to do this in the end phase instead.
Vehicles
Vehicles in the Underhive
Light Vehicles are allowed in the underhive
Light Vehicles include: Custom(Light), Walker, Wolfquad, Orlock Outrider Quad.
Flimsy Structures and Objects
Any flimsy structure smaller than your vehicle is simply removed when colliding with your vehicle. No collision occurs
Line of sight & cover
Like Fighters, ignore any superfluous parts of a vehicle when targeting it with a ranged attack. i.e. sails, spikes, antennas etc.
Underhive Vehicles
Light Vehicles are allowed in the underhive
Light Vehicles include: Custom (Light), Walker, Wolfquad, Orlock Outrider Quad.
Targeting Passenger Operated Weapons
Fighters with line of sight to passenger operated weapons may instead target any fighter operating them or within 1" of the weapon, this fighter gains light cover.
Transport Cages & Passenger Operated Weapons
Fighters inside a transport cage may use passenger operated weapons if the weapon is a turret. Note they are still targettable as per the above house rule.
Mounts
Underhive Mounts
Mounted fighters are allowed in the Underhive.
Knocked off
When getting knocked off a mount only causes a damage roll if the initiative test was a natural 1.
Remounting
When attempting to stand up after being knocked off a mount, you may spend a double action to automatically succeed.
Ash Wastes
Dangerous Terrain
Failing the initiative test, take a Flesh Wound instead of going Out of Action.
Vehicles and Dangerous Terrain
Vehicles instead only lose 1 hull point if they fail the handling check when crossing dangerous terrain
Rolling Roads
Rolling Road Deployment
All models must deploy closer to the trailing edge than to the leading edge. (Unless they special deploy)
Roads
Unless otherwise stated, there must be a single road running through the centre of the table leading edge to trailing edge. You may only deploy scatter/objects on this road.
Serious Inuries
Captured
After the battle there is a chance that any fighters who have been captured by the opposing gang may be able to slip away while being taken away:
After the battle, any player that captured fighters rolls on the table below per fighter captured, applying any modifers as per the table below.
1D6 | Result |
---|---|
1-2 | Escape - Fighter Escapes |
3 | Scarper - Fighter loses their weapons when attempting to escape |
4 | Shakedown - Fighter loses weapons and one piece of random wargear |
5 | Stripped - Fighter loses all weapons and wargear |
6+ | Sold to the Guilders - Fighter first loses all wargear and weapons, then is sold to the guilders |
Modifiers
- Capturing gang won the battle: +1
- Fighter has a Skinblade: -2
- Fighter has the Escape Artist skill: -1
Losing Weapons and Wargear - If a fighter loses any weapons or wargear as a result of being captured, the capturing gang adds them to their stash.
Sold to the Guilders - When a fighter is sold to the Guilders as a result of being captured the capturing gang gains half the value of the fighter's cost after the weapons and wargear has been stripped. Venator gangs gain the full value of the fighter when selling them to the Guilders this way.
Buying back fighters Any fighter sold to the guilders as a result of being captured may be bought back at a later date by paying the full value of the fighter (no Wargear/Weapons).
Fixed Weapons & Wargear Some fighters may have equipment listed on their profile that wouldn't make sense to lose (A Grapplehawk cannot drop their talons) In these cases, they do not lose their weapons and wargear after being captured.
Wyrd Powers
Precognition
Replace the existing rule with: Make a willpower check before deployment, on a success you have priority during the first turn of the game.
Tactic Cards
Tactic cards are only earned via the post battle rewards system.
Banned Cards
- History of Violence
- Dangerous Footing
- Unnerving Whispers
Underdog
Underdog for a long time hasn't worked great due to two main issues: Primarily it reinforces hyper-efficent list building as to not give away Underdog credits to your opponent. Secondly, it can overwhelm a player when put on the spot just before a battle as to what to spend 600 credits on.
So the Underdog system is being replaced with the below:
HandicapBefore each battle, each player compares the amount of Wins they've had this campaign. The player with the lower amount of wins then earns a number of boons equal to the difference between the two numbers.
For Example, if one player has won 3 games this campaign and the other player only has won 1 game, that player earns 2 boons which can be spent on the below table. You may take an option more than once
Boons Needed | Boon Granted |
---|---|
1 | Bring a fighter out of Recovery |
1 | Gain 1D3×10 credits |
2 | Free Scum with 60 credits of equipment |
2 | Ignore a single non-66 result on the injury table this game |
3 | +1 XP to each model that takes part in this battle |
3 | Free Bounty Hunter or House Agent |
Sometimes the odds are still stacked against you and there's not much you can do apart from try and get out in one piece.
Work out Underdog Credits as usual, then instead of spending them on anything the Underdog gains the following benefits after the battle. These benefits are cumulative
Credit Difference | Lost Battle | Won Battle |
---|---|---|
100+ | 1 Fighter Gains D3 XP | 3 Fighters Gain D3 XP |
200+ | +1 Reputation | +D3 Reputation |
300+ | 1 Fighter Gains D3+3 XP | 3 Fighters Gain D3+3 XP |
400+ | +D3 Reputation | +D3+3 Reputation |
For Example; if there's a 350 credit difference and the Underdog loses the battle, 1 fighter gains D3 XP, 1 fighter gains D3+3 XP (Can be the same fighter), also 1 Reputation is earned
Free Fighters CaveatThere are a lot of things in Necromunda that grant free fighters, hive scum, brutes, etc. As they are added after the crew selection has been calculated they do not add to the player's crew value. This can add a lot of negative play experience as with the right combination of territories it can mean a player can come with 400+ credits of “free” units while also being the “underdog”.
Therefore, as a patch; any free fighters gained from during step 6 (Announce Territory Boons). will contribute towards underdog.
Note: Any fighters gained before step 6, such as scum hired for free, are included in the crew rating calculation. Examples of this are Squat Ancestry, Orlock Guilder Contracts, Favour Table.