So here's a little something I've been working on since @Pacific posted his Sump Dwellers campaign thread and it rekindled my desire to match the new rules with the old campaign system. I think Pacific's rules document is an excellent framework but I wanted to see if I could put my own spin on it. I guess it's mainly a thought exercise as I don't presently have a group to start testing things out. It's still a work in progress, I've tried to keep the changes minimal and easy to digest. This first post will be the parts I'm most confident about, followed by some stuff I'm less confident about, and then some working ideas for bringing in the rules from House Books. I think the easy solution there would be to use the Gangs of the Underhive lists, but I wanted to see if I could work the new books in. (Honestly I don't hate the House books. I like a lot of the ideas within them, I just don't like the execution much.) There's still a couple of things to like taking a closer look at the old injury table and the thankless chore of new rare trade list, but let's just get into it already. Thoughts and comments are welcome, otherwise I wouldn't be posting here. It's not meant to be perfect but I feel like it's a lot closer to the game I want to play.
Old School Blues - A Necromunda Campaign System
This campaign system uses Pacific’s Sump Dwellers campaign rules as a foundation.
Deviations from Pacific’s Sump Dwellers Rules:
Use ORB references in place of NCE.
Do not use ORB grenade, area effect, high impact, exploding weapon, and catching fire rules.
Use the modified advance table below.
Use the random starting experience levels from ORB.
Use the modified Tactics Cards rules below.
Use the standard Hired Guns and Dramatis Personae rules as modified below.
Additional House Rules:
Core Rules:
Charge distance: M + d6: (1-3=2”, 4-5=3”, 6=4”)
Follow up moves can be used to engage.
House Gang Lists:
Specialist Champions are not hired. Instead they may be selected as House Agents. Specialist Champions do not gain experience or advances.
Prospects are combined with Juves. Juves gain the Hot Headed trait and may be given Prospect weapons and gear in addition to normal equipment when hired. Juves equipped in this manner still advance as Juves.
All gangs may purchase the following weapons at gang creation and when recruiting new fighters. They must be equipped by fighters able to use the appropriate weapon class: Heavy Stubber, Autogun, Lasgun, Shotgun with Solid and Scattershot, Autopistol, Lasgun, Stubgun, Club. Use the standard Trading post costs.
House equipment lists are only used at gang creation and when recruiting new fighters. All other purchases are made from the Trading Post. All gang fighters may use weapons and gear from the Trading Post. The three weapon limit from the current rules is retained.
Gang Leaders and Champions may equip weapons from any category. Gangers may equip Basic, Pistol, Simple , and Close Combat weapons. Juves may equip Pistol, Simple, and Close Combat weapons.
All gang fighters may change weapons and gear in the post battle sequence. Alternate loadouts are not used.
Campaign & Scenarios:
Experience and advances: Any gang member who reaches the Gang Champion level (61xp) may now equip Special Weapons.
Advance Roll Table | |
2d6 | Result |
2 | New Skill - Choose any non-faction skill table, roll randomly. |
3-4 | New Skill - d6: 1-4 primary; 5-6 secondary, roll randomly. |
5 | Characteristic Increase - d6: 1-3: +1 Str; 4-6: +1 A |
6 | Characteristic Increase - d6: 1-3: +1 WS; 4-6: +1 BS |
7 | Characteristic Increase - d6: 1-3: +1 M; 4-6: +1 I |
8 | Characteristic Increase - d6: 1-2: +1 Ld; 3-4: +1 Cl; 5: +1 Will; 6: +1 Int |
9 | Characteristic Increase - d6: 1-3: +1 W; 4-6: +1 T |
10-11 | New Skill - d6: 1-4 primary; 5-6 secondary, roll randomly. |
12 | New Skill - Choose any non-faction skill table, roll randomly. |
Tactics cards: Ignore the Tactics Card instructions in all scenarios. Starting Tactics Cards in all scenarios are a choice of two Generic or one House card. Tactics cards are always selected randomly. A maximum of three additional cards can be gained from Underdog bonuses and such.
Serious Injuries - Captured: As transporting multiple captives can be a tricky liability, most gangs will only take one captive at a time. If multiple fighters from the same gang are captives after prisoners have been exchanged the opposing gang may choose one to keep and abandon the rest. Abandoned captives are assumed to make a full recovery and eventually find their way home.
Skills:
Bulging Biceps imposes a -1 penalty to hit if used with a shooting attack.
Weapons & Traits:
Pistol variants that have the Template trait (hand flamers, web pistols, etc) use the old hand flamer template and have their cost reduced by -20 credits.
Sawn-off Shotguns are classed as pistols but do not have the Sidearm trait and cannot be used Twin Guns Blazing.
Bows and Throwing Knives are classed as Simple weapons and can be used by Juves.
Lasgun - Short range 16”
Club - AP -, 10 credits
All Bolt weapons - Scarce
Grenade Launcher with Frag and Krak - 75 credits (100 credits?)
Blast - -1 to hit if targeting the open.
Unstable - Replace with the firer takes a single hit from the weapon. Blast, Template, and Rapid Fire are ignored when resolving the hit.
Web - fighters webbed at the end of a game do not roll for injuries and are assumed to be captured. As noted above, most gangs will only retain a single captive after a battle.