Campaign House Rules
The house rules listed below are related to anything cover at the campaign layer of the game.
Income and Favours
Rating Limit
It can be easy in necromunda to snowball as the number of credits in your gang gets higher and higher. To counteract this we’re imposing a gang rating limit on this campaign. This means gangs can only grow by a maximum of 300 credits a week (+250 during down time).
Everything counts towards this limit that isn’t either in the stash or just raw credits (these are just considered wealth and are tracked like that on Yaktribe) - or part of the Ash Waste or Ferryman Team. Freebies from territories, mission rewards and favour tables are included in this limit. This also includes rating increases from stuff like spending experience. You should always be within the limit. For the ease of bookkeeping we recommend making a second yaktribe gang for your Ash Waste/Ferryman gang, but it’s not strictly necessary.
If you play multiple games or receive rewards when you’re already at your weekly cap - these rewards should stay in the stash, and credits and XP should remain unspent until such time as you can use them within the limits of the rating cap.
Minimum Earnings
Sometimes life in the Underhive is tough and your gang can feel like it’s crashing out. Fortunately, your house/patron wants you to succeed and will kick you a few credits if you’re struggling.
If, at the end of the campaign week you have grown less than 100 wealth, you may Increase your gang credits so that your wealth is 100 higher than it was at the beginning of the week, which may be spent on house items, fighters, or saved until later.
This means deaths can push your limit down, but buying items pushes it up. Ask an Arbitrator if you’re unsure
Charity of the Great HousesSometimes the gangs finding themselves at the bottom of the pecking order in a given sector need some additional funding from their benefactor.
At the end of each campaign week, gangs which are falling significantly behind the curve may be granted a credit injection to bring them closer to the average.
Medical Escort Debt
Sometimes you're caught short without the funds to save your favourite Juve.
If you are unable to pay for a medical escort, you may pay that money out of your next downtime credits. So if you owe 50 credits in medical fees, at the next downtime you only earn 200 rather than 250 credits.
Painted Model Bonus
Fighters daubed in gang colours earn instant respect, their reputation bolstered before they even fire a shot.
Painted Models are recruited with 1XP
Free Hired Guns
There are a number of skills and rewards that grant additional hired guns for free. In the right circumstances, these can be stacked to become overwhelmingly powerful.
The maximum number of free hired guns that may be fielded is now dependent on the campaign phase:
- Phase 1: Maximum of 2 hired guns
- Phase 2: Maximum of 3 hired guns
- Phase 3: Maximum of 4 hired guns
Hired guns include Hive Scum and Bounty Hunters. This also includes any free Bounty Hunter gained for facing a Renegade gang.
Favour Table
Modifiers to the RollModifying your roll based on how far you're behind has been replaced with the Favour of the Great Houses system.
Lower ResultsYou may swap your result for a lower one.
Outlaw and Lawful
For a while now we’ve been ignoring the Lawful and Outlaw alignments as they’ve never really been fleshed out by GW, equally it doesn’t make much sense from a lore perspective that a ‘rogue’ doc will only work with a lawful gang etc.
So below is the recontextualising of what it means to be a Good Standing or an outlaw gang and how it affects the game. For the most part, you’re going to want to be a Good Standing gang, they’re not supposed to be equally balanced and being an Outlaw is a bad thing.
All styles of gang variants have an associated gang standing.
If in doubt when compared to the base rules, Lawful is the same as Good Standing and Outlaw is renegade
Good Standing (Lawful)
Good Standing gangs are gangs that are mostly tolerated by their local community, whether that be by providing protection for the guilds or by keeping the more unwanted denizens out of the sector.
Trading PostGood Standing gangs for the most part stick to the ‘orthodox’ weaponry, whether through superstition or by knowing the consequences, they stay clear of the ‘tainted’ stuff.
A Good Standing gang treats all illegal items as 4 higher than usual. So a Warpstorm bolter at illegality 10 becomes illegal 14
Bounty Trade
Good Standing gangs can freely tap into the local bounty hunting networks, whether that be tipping off the local hunters to illegal activities, or claiming the bounties from themselves.
When facing an Renegade gang Good Standing gangs may choose one of the following:
Tip-off a Local Hunter: After Crew selection, the Good Standing gang may recruit one bounty hunter for free.
Collect The Bounty Themselves: For the duration of the battle, each Renegade Leader or Champion taken out of action grants the Good Standing gang 1D3x10 credits
A Reputation to Uphold
A Good Standing gang may be forcibly turned Shunned or Renegade if they don’t act in the matter befitting a Good Standing gang. This includes using illegal items, disturbing the peace, associating with undesirables, or anything else at the arbitrators discretion.
Renegade Gangs
Renegade gangs are a plague on society, while they keep their house/patron happy, the local populace cannot stand them as they loot and pillage with no mercy.
Rotten to the CoreSome gangs are so outwardly Renegade that they’re never welcome in any community.
The following gangs/variants come Renegade by default:
Corpse Grinder Cults
Corrupted Gangs
Unbound Helot Gangs
This is mostly a balancing mechanic to provide some downside to being corrupted. Thematically, helot cults could be integrated into the local community as a hidden cult though.
*Helot Gangs using the Unbound Helot gang homebrew
Trading PostRenegade gangs buy what they want, and use what they want, they don’t care about the curse on that item or the fact that it’s turned the last 2 people that used it into zombies. It’s all about getting the job done.
Unlike their Good Standing counterparts, Renegade gangs do not have a modifier to illegal items
Hated In The CommunityRenegade gangs are not welcome in the Sector, as such, some missions may be harder for an Renegade gang.
Hangers-on and Hired Guns
Cheap Hangers-onHanger-Ons under 50 credits (before discount) do not count towards the limit of brutes and hangers-ons
HeretekIncrease the price of the Heretek from 40 credits to 60 credits.
Vehicles
RamshackleRamshackle rule is not in play
Passenger Operated Weapons OnlyCustom Rig, Custom Heavy, Custom Medium, Iron Crawler, Rock Grinder, Ridge Runner may only* have passenger operated weapons. Convert any crew operated weapons to passenger operated ones.
Custom WalkersCustom vehicles may select the Walker locomotion option instead of wheeled or tracked
Transport Beds on WalkersWalkers can take transport beds
Ridgehauler BanRidgehauler is banned (Use Heavy Rig profile instead)
Weapons and Wargear
Hazard Suits
Hazard Suits no longer provide immunity and now reduce the chance of being affected by Blaze and Rad to a 6+
Ablative Overlay
Ablative Overlay is one use, If the fighter makes any save roll during the battle it is used up
Bionics
Bionics do not increase fighter rating (modify fighter value after purchase)
Ceramite shield
The spirit of the ceramite shield rules is that it's so heavy that you can't freely move with it
Run and Gun (Double) cannot be used with if the fighter is carrying a Ceramite shield.
Frenzon
Frenzon is a little messy the way it's written, hopefully this smooths out some of the rough edges
Fighters under the effects of Frenzon must follow the following flow when activating.
- If Prone and Pinned, they must stand up and move towards the nearest enemy model, getting as close as possible.
- Otherwise, if they are standing and active and they are within a plausable charging distance, they must attempt to charge the nearest enemy model.
- Otherwise, they must spend at least 1 action moving towards the nearest enemy model, getting as close as possible.
Grapnel launcher
Grapnel (Double) may only be used if the fighter is Standing and Active
Wyrd Powers
Gaining Powers
If a fighter gains wyrd powers without having paid for it (ie: not a paid upgrade or advancement) they should modify their gang value by 35 + 10 per wyrd power after the first.