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.
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 lawful or an outlaw gang and how it affects the game. For the most part, you’re going to want to be a Lawful gang, they’re not supposed to be equally balanced and being an Outlaw is a bad thing.
Lawful Gangs
Lawful 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.
All gangs start as lawful
Lawful 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 lawful gang treats all illegal items as 4 higher than usual. So a Warpstorm bolter at illegality 10 becomes illegal 14
Bounty Trade
Lawful 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 Outlaw gang Lawful gangs may choose one of the following:
Tip-off a Local Hunter: After Crew selection, the lawful gang may recruit one bounty hunter for free.
Collect The Bounty Themselves: For the duration of the battle, each outlaw Leader or Champion taken out of action grants the lawful gang 1D3x10 credits
A Reputation to Uphold
A Lawful gang may be forcibly turned outlaw if they don’t act in the matter befitting a lawful gang. This includes using illegal items, disturbing the peace, associating with undesirables, or anything else at the arbitrators discretion.
Outlaw Gangs
Outlaw 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 outlaw that they’re never welcome in any community.
The following gangs/variants come outlaw by default:
Corpse Grinder Cults
Corrupted Gangs
Corrupted 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 Corrupted gang homebrew
Trading PostOutlaw 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 Lawful counterparts, Outlaw gangs do not have a modifier to illegal items
Hated In The CommunityOutlaw gangs are not welcome in the Sector, as such, some missions may be harder for an outlaw 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
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)
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.