While we’re generally excited and on board with all of the changes to the game, Necromunda has been around for more than 25 years now (oh god, we’re old) and the current game and its releases are definitely a departure from the game that first charmed people into the underhive all those years ago. So the questions we're answering this week revolve around changes to the modern game, what you can do about it if you don't love the new releases (though we do), and how to handle new releases that come out in the middle of your campaign.
What do you do as an arbitrator if you (or your group) aren’t on board with the new releases?
Maybe you think they’re too powerful, or that they change the game too much. Maybe they significantly change the way gangs progress and kit out, or they change the feel of the game altogether. Is this an issue or is it “time to get with the times, grandpa?”
Now I find that a more interesting way to play the game, but if people want to do a more classic/gritty/low power campaign, it's easy enough. Just cut income and/or don't include many extra-income Rackets or territories. Then alter the trading post, either by removing the multiple-action rarity bonus, the rep bonus, or both, or impose a flat rarity increase. Similarly, you could edit the house lists and/or vet starting gangs to ensure they've taken bodies, not fancy weapons.
As I've said, I do think that's more boring. But the option is there. Bear in mind the cost of critical injuries means that without income, your gang can easily end up shrinking significantly over a couple rough games. Again, part of the game if you like it that way.
I’m all for giving players as many options as possible. Part of the beauty of Necromunda is that, thanks to the regular stream of new content, the Underhive is constantly in flux. With the game’s ever-increasing level of complexity it can be a bit daunting, and occasionally one or two rules interactions of combinations will prove overpowered, but it’s on the Arbitrator to evaluate these on a case-by-case basis. Striking out an entire sub-system (like Tactics Cards or Genesmithy), or ignoring entire books, is doing both yourself and your players a disservice. Just jump in!
Fowler: N17 has a lot going on, and I understand why an arbitrator would want to reign that in. Having to manage content from potentially 10 books is daunting. Some food for thought, Yaktribe is working on a community edition of N17! Take a peek at the results of the YCE survey for some ideas about what fellow players and Arbitrators are thinking. A quick TLDR:
- Most campaigns utilize tactics cards, with at least a minor level of houseruling.
- There is consensus on Leadership/Willpower/Intelligence needing (minor) revisions.
- Players also seem to arrive at a consensus on bottling needing clarification or minor revision.
- There are a number of concerns around melee; specifically about the balance vs shooting and getting into combat without tactics.
- Everyone agrees that Heavy Flamers are uhhh, not in a great place.
I’m mentioning this survey in terms of contextualizing the biggest ambiguities and questions marks out there. While I understand trepidation about new toys shaking up the delicate balance, even a reasonably vanilla campaign has to face the above problems head-on. The deepest issues a campaign will face are unlikely to be related to a Corpse Grinder gang showing up and knocking out a cross-board charge - it will probably be a “feel bad” about a basic rule interaction that is not entirely clear.
Should you let players use a new book (Chains, Blades, etc.) in the middle of a campaign?
Not only would I allow new rules in the midst of a campaign, I’d even allow players to “re-rack” their gangs to take advantage of the new stuff! I’d give them the opportunity to fire 2 or 3 old fighters and use their credit value to replace them with new characters drawn from the new rules (with no XP and adhering to gang comp rules, of course!). New stuff also has the dual purpose of fomenting more engagement, which is always important, especially late in a campaign.
What kind of adjustments should you make to raise up “bookless” gangs to the level of the others?
- Allow bookless gangs to spend some of their gang creation credits at the Trading Post to get some rare and powerful weapons and wargear.
- Assign discounts to certain hangers-on or Brutes.
- Make things like grav-chutes and drop rigs available to players at gang creation to help combat the mobility imbalance.
And that’s not even close to all you can do. I’m sure my erstwhile colleagues will be able to provide even more ideas to help your players overcome any shortcomings.
Aside from that, I’ve taken a hands-off approach to changing things up, especially since we’re tipping well past the halfway point on the House books. Of the (currently) three remaining gangs, only Cawdor really needs a hand, and I’m confident that a new skill list that isn’t Ferocity is going to bring them right back up where they belong.
As for the others, I can’t fathom a world where very many players are begging and pleading for Van Saar and Delaque buffs. Escher needed a boost and they got ‘em. Orlocks were desperate for an identity and some oomph and they’re rollin’ in it now. Everyone else that’s left could use some tweaks and some more options, but I think that the general power level of the remaining gangs is already in the right place.
I have a friend planning to buy the Van Saar Dice. Should I just end our friendship now or wait for them to show up to a game and try to use them?

That wraps up this week’s Necromunday round table. We’ll be back again next week to talk about more of the good stuff coming out. In the meantime if you have any questions or feedback, drop us a note in the comments below or email us at necromunday@goonhammer.com.
Necromunday Round Table: The Times, They Are a Changin'



