House Rules
House Rules for the Campaign
1- Painted Warriors – The Mark of a True Gang
Gangers and Brutes who are fully painted and based earn 1 bonus XP at the end of each battle—even if they were taken Out of Action.
Additionally, gangs composed entirely of fully painted models gain +3 Reputation. However, if a gang ever adds an unpainted model to their roster, they lose this bonus until their entire gang is painted again.
*Painting Standards : Tabletop standards apply—nothing award-winning is required. Gangs should have at least three colors, plus metallics (if applicable). Contrast paints, speed paints, and simple paint schemes are completely fine. Bases must be painted or textured.
These rules encourage hobby effort while rewarding players for bringing the world of Necromunda to life on the tabletop!
2. Loremasters of the Underhive
A gang that has a 1,000-word written background and names inscribed on their models’ base rims earns +2 Reputation and gains 1d6x10 income after each battle. This represents the gang’s infamy spreading through the Underhive as their deeds become legend. *Backgrounds can be posted to Discord and will be added to Blog.
3. What You See Is What You Get (WYSIWYG)
Necromunda is a brutal place, and knowing exactly what your enemies are carrying is essential. To keep things clear on the battlefield, the following WYSIWYG rules apply:
-- Models must be identifiable. Ex: A Space Marine isnt an Ogryn.
-- Models must be equipped with the "categories" of weapons they're carrying. Ex: A rifle is a rifle. It can be a lasgun or auto gun, but it isn't a missile launcher. Categories are as follows:
-1handed melee
-2handed melee
-rifles
-pistols
-special weapons (flamers etc)
-heavy weapons
-- A gang that is fully modelled as equipped (excluding grenades, special equipment and pistols) gains +1 Reputation.
-- Models do not need to have the following on them. They're small enough to be concealed.
-Sidearms/Pistol
-Grenades
-Personal Equipment (stimm-slugs, filter plugs, etc.)
-- Equipment Changes During the Campaign. Any proxies must be clearly stated to the opponent before the game begins. Proxies must also be posted to the Arbitrator for campaign record-keeping.
-- The Spirit of WYSIWYG
This rule exists to ensure clarity in gameplay without punishing players for not having unlimited resources. The goal is to represent models as accurately as possible while allowing some flexibility for campaign progression.
4. Tactics Cards – Fixed Deck System
In the depths of the Underhive, survival isn’t just about firepower—it’s about strategy. To ensure balanced and transparent use of Tactics Cards, the following house rule will be in effect for the campaign:
-- No Physical Tactics Cards Required
Players do not need to own or bring physical Tactics Cards. The official Tactics Cards lists from the relevant Gang Books on www.Necroraw.ru are suitable.
-- Fixed Tactics Deck (16 Cards per Gang)
At gang creation, each player will choose 16 Tactics Cards that will be their fixed deck for the entire campaign.
Players must number their list of cards from 3 to 18.
These 16 cards will be the only ones they may use throughout the campaign.
Each battle, they will roll 3d6 to select their random cards (if they're chosen randomly).
-- Banned Tactics Cards.
In Necromunda campaigns, certain Tactics Cards are frequently banned due to their potential to disrupt game balance or create unfun scenarios. The following cards are banned from this campaign:
- History of Violence:
Reason for Ban: Removing a key fighter without any in-game interaction can severely handicap a gang, leading to an unbalanced and unenjoyable experience.
- Dangerous Footing:
Reason for Ban: This card can instantly remove a fighter from the game without any counterplay, making it overly powerful and frustrating for the affected player.
- Click:
Reason for Ban: This card can disproportionately affect gangs reliant on specific weapons, leading to a negative play experience.
- Inhuman Resilience:
Reason for Ban: Negating the penalties of Flesh Wounds can make a fighter exceptionally durable, upsetting the intended balance of injury mechanics.
- Blood Surge:
Reason for Ban: This card can enable rapid engagement by melee fighters, potentially overwhelming opponents without sufficient countermeasures.
5. Voluntary Bottle Forfeiture
Any gang that voluntarily bottles out of a mission (i.e., voluntarily fails their bottle check and leaves the battlefield) is considered to have forfeited the match. The opposing player automatically wins the mission and gains all the territory, credits, and rewards associated with that mission. The gang that bottles does not receive any resources or rewards from the scenario.
6. Thematic Mission Selection
Instead of the normal rules for mission selection, each campaign week will have a unique list of missions tied to the theme of that week. Players will still declare territory to fight over and roll to determine who chooses the mission, but the mission options will vary weekly based on the narrative and thematic goals of the campaign.
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