The following Old School Campaign is taking N17 rules with supliments from 2019
and showin' em how we fragged when yo' momma was a fire krackah!
The following rules will supersede the standard Cog-Port House Rules.
Other campaign rules are limited to:
- Gangs of the Underhive
- Book of Peril
- Book of Judgement
- Book of ruin
If you don’t have access to any of these books, or If you have a gang you want to play that isn’t in the above books, please contact the group for assistance
FOUNDATION
Gangs will found a gang using the standard methods with the follow rules:
All gangs must be chosen from one of the following books:
- Gangs of the underhive
- Book of Peril
- Book of Judgement
- Book of ruin
Gangs starting credits will be 800
Gangs during foundation and throughout the campaign may only ever have a maximum of 1 heavy weapon and 1 special weapon or 2 special weapons.
Gangs at founding and throughout the campaign must maintain 2:1 ration of gang fighters (gangers and juves) to gang hierarchies (Leader and champions)
All starting armour is to be removed from fighters without deducting any cost.
Gangs may not start with a brute.
Gangs may start with a hanger-on.
All gangs will receive 1 territory given at random in addition to a settlement. Gangs may also put in 1 request for a territory they want included within the available roster.
If a player wishes to use a corrupted gang, discuss with Lola first before submitting your gang 😈
during foundation and throughout the campaign may only ever have a maximum of 1 heavy weapon and 1 special weapon or 2 special weapons.
Templates and blasts:
If the model is only partially covered by a template or blast marker roll a d6. On a result of a 1-3 move the fighter the shortest possible distance out from under the template. a result of a 4+ they are hit as usual.
Note: This may cause the fighter to fall off an edge or be pushed into combat with an enemy where they will become engaged.
If the model is only partially covered by a template or blast marker roll a D6:
On a result of a 1-3 move the fighter the shortest possible distance out from under the template.
A result of a 4+ they are hit as usual.
Note: This may cause the fighter to fall off an edge or be pushed into combat with an enemy where they will become engaged.
Instead of 1” when the hit roll is equal or over the hit fighter's strength. When hit by a knock back weapon, for every point the hit roll is higher than the hit fighter's strength. Similarly for blast weapons when rolling a separate dice for knockback for each point over the hit fighters strength they will move that many inches.
Note: When knockback occurs in close combat once all hit rolls have been concluded and the knockback of the hit higher is moved the attacking fighter needs to declare if they are following up before rolling to wound. If a wound roll has been made before declaring the fighter may not follow up the knockback.
Replace with the following;
When a 1 to hit is rolled roll a d6. On a 4-6 nothing happens, on a 1-3 the fighter is hit with the same shot that was output. The weapon then may not be fired for the rest of the game.
Bloat items:
There are a number of fun items within necromunda. Many are very expensive and lead to rating and wealth bloat. Therefore while all the items below still have to be paid for
when calculating gang rating the gang may ignore the value they would add to the rating. The list is as follows:
- Bio-Scanner - Flares
- Chrono-Crystal - Gun skull
- Drop rig - Medi skull
- Filter plugs - Sensor skull
- Grapnel launcher - Wild snake
- Grav-Chut - Web solvent
- Harrier-skulls - Strip kit
- Hexagrammic Fetish - Skin blade
- Industrial respirator - Second best
- Lho sticks - Sanctioning writ
- Lock-punch - Respirator
- Magnacles - Psi-grub
- Medicare kit - Photo-lumen
- Photo-goggles - Scrap shield`
EQUIPMENT
A Charter Master has no weapon restrictions.
STARTING SKILL
Charter Masters start with one free skill chosen from their Primary skill sets.
SKILL ACCESS:
Primary: Brawn, Leadership, Shooting
Secondary: Combat, Savant
EQUIPMENT
A Drill Master has no weapon restrictions.
STARTING SKILL
Drill Masters start with one free skill chosen from their Primary skill sets.
SKILL ACCESS:
Primary: Brawn
Secondary: Leadership, Ferocity, Shooting
EQUIPMENT
A squat Ganger starts with no equipment. They can be armed with Basic
Weapons, Close Combat Weapons and Pistols. When the gang is created, one
Ganger can be armed with a Special Weapon.
SKILL ACCESS:
Primary: Brawn, Shooting
Secondary: Combat, Cunning
A squat Juve starts with no equipment. They can be armed with Pistols and
Close Combat Weapons, but cannot be given any item that is worth more than
20 credits when they are added to the gang. During a campaign, once a Juve
has gained their first Advancement, this limit no longer applies.
SKILL ACCESS:
Primary:
Secondary: Combat, Brawn
When a fighter is stabilised on a result of 2-5 instead of roll on the injury table again, roll a D6 and use the below table:
- 1 - Humiliated - 1 Cl
- 2 - Eye injury - 1 BS
- 3 - Hand injury - 1WS
- 4 - Hobbled - 1M
- 5 - Spinal injury - 1S
- 6 - Enfeebled - 1T
The ashes of a powerful warrior can often be pedaled for those aspiring scum looking to make a name for themselves with the goal of starting their own gang.
gangs will be refunded 10 credits + an additional 10 credits for each advancement a fighter has upon death.
To highlight the more malleable minds of juves compared to the old dog of the leadership of the gang. Leaders, champions, and specialists now have 2 options when advancing. Option 1 is to roll on the below tables for 6xp similar to how ganger advances. Option 2 is to choose the advancements which will cost more xp than normal.
Note: Some territories have house gangs in brackets next to their name. This means this gang has an affinity for running these locations and therefore can make more from them. This is represented by an increased income, special, or reputation which will be in the brackets.
Income: D6 x 10 credits
Special: during the post battle step roll 2d6. On a roll of 6 the gang receives a juve. On a roll of 2 6’s receive a ganger
Reputation: 1
Income: N/A
Special: The gang is treated as having a rogue doc without taking up hanger-on slots
Reputation: 1
Income: N/A
Special: - 2 gangers or juves may be given incendiary charges in the before crew selection.
- All weapons with the blaze trait may reroll any ammo roll they need to make.
Note: in random selection this may mean that the fighter's picks for the incendiary charges may not show up.
reputation : 1
Income: N/A
Special: During the take over if a gang in control of this territory is challenged for one of their territories they may instead replace it with this one. If doing so the leader must pass an intelligence test. If passed, play that week's mission as usual. If failed the attacking player is abused.
Reputation: -1
Income: N/A
Special: - 2 gangers or juves may be given choke grenades in the before crew selection.
- All weapons with the gas trait may reroll any ammo roll they need to make.
Reputation: 1
Income: N/A
Special: The gang is treated as having a Ammo jack without taking up hanger-on slots
Reputation: 1
Income: D6 x 3 credits
Special: A gang may opt to increase the number of D6s rolled by any number they wish. However if a double is rolled randomly determines a fighter and they receive a lasting injury. On a triple a randomly determined fighter is critically injured. On a quadruple a randomly determined fighter is killed.
Reputation: 1
Income: N/A
Special: For every fighter that dies as a result of the battle on either side the gang will gain 3D6 x 3 credits (6D6 x 3 credits).
Income: N/A
Special: When the gang suffers their first serious injury or out of action result roll a D6. On a 1-4 continue as normal, One a 5-6 Ignore all effects of the attack and the attacking fighters activation immediately ends. (for cawdor gangs This effect occurs on a 2+
Reputation: 1 (3)
Income: 3d6 x 3 credits (6D6 x 3 credits)
Special:N/A
Reputation: 1 (3)
Income: N/A
Special: Whilst in control of this territory this gang may reroll any cool checks they are required to take. When doing so, place a marker on them. This marker reduces their WS, BS, and M by 1. These stack until the fighter reaches 3 markers at which point during the end phase they will need to take a will power test. If passed continue as normal if failed they have passed out and become subject to the web condition as they have passed out.
(Delaque gangs if they own this territory they may select 2 fighters on the enemy starting gang. They will be subject to 1 token worth of drink as they have been spiked the night before.)
Reputation: 2 (4)
Income: N/A
Special: Whilst in control of this territory the gang may gamble during the post battle sequence. If they choose to they must take as many credits as they are willing to gamble with once done roll Roll a D6 and apply the following:
- 1-2 Terrible loss, all credits are lost to some oik you are convinced is card counting.
- 3 so so loss, you loose half the credits you brought to the table. You keep saying just one more but the rest of the gang is scared youll loose the lot and have dragged you out.
- 4 HEY! It's something, You win D6 credits. You got lucky and called it while the going was good.
- 5 Drinks on me!, you take home an additional 50% (rounded down to the nearest credit) of what you brought.
- 6 ALL ON RED BABYYYYYYY! You triple the credits you brought to the table bet it all and won big.
(gambling debts are easily built up. If a delaque gang owns this territory during the prebattle sequence choose a fight on the enemy starting gang. This fighter will be -2 to Leadership, Cool, Will Power, and Intelligence. And once per battle may be forces to reroll one of those stats.)
Reputation: 1 (3)
Income: N/A
Special: The owning gang can brew particularly potent toxin weaponry. A gang with this territory may +1 to any result when trying to wound with a toxin weapon
(escher gangs may stack this effect with a chem synth with a -2 modifier to their intelligence.)
Note: This may not be done with a chem synth as well.
Income: N/A
Special: Whilst in control of this territory this gang may reroll any 1 last injury that isn’t a 66 memorable death.
(Escher gangs can do 1 of 2 things per game. 1. Reroll any lasting injury including 66 memorable death. 2. Remove a lasting injury from any ganger or juve permenantly.)
Reputation: 1 (3)
Income: N/A
Special: During the pre battle sequence roll a D6 and receive and distribute whats rolled:
- 1. A dose of Ghast
- 2. A dose of stinger mould
- 3. A dose of ‘slaught
- 4. A dose of frenzon
- 5. A dose of Icrotic Slime
- 6. Choose a dose of any chem
(Escher gang instead of 1 dose receive 3)
Reputation: 1 (3)
Income: N/A
Special: Once per endphase the gang may buy one of the following items:
- Thick Plated furnace armour: - 25 credits
Provides the wearer with a 5+ armour save, if the attack originates from the front ark the save is increased to 4+.
- Layered plated furnace armour: -60 credits
Provides the wearer with a 5+ armour save, if the attack originates from the front ark the save is increased to 4+. In addition reduce the armour penetration of weapons by 1 to a minimum of 0.
(whilst in control of this goliath, gangs may use it twice.)
Reputation: 2 (4)
Income: N/A
Special: 2d6 x 2 for each item that is removed from the gang stash (4d6 x 4 for goliath gangs)
Reputation: 1 (3)
Note: you can’t receive more credits than the item is worth.
Income: 2D6 x 5
Special: Any captive fighters can be put to work. Each captive will generate an additional 2d6 x 5 credits.
(Orlock gangs can put an Ambot to work the mine for an additional 3D6 x 5 credits)
Reputation: 1 (3)
Income: N/A
Special: Any gang may pay the owning gang 15 credits for priority in the first turn. If both gangs in a game pay 15 credits then they can enter a bidding war increasing the increments of 15 credits until someone backs out.
(The Orlock gang themselves may use this for free and always have first priority.)
Reputation: 2 (4)
Income: N/A
Special: up to 3 fighters can be put in tunnel deployment. Once deployment zones are selected the owning gang picks a point at the battle field edge to be the tunnel. Before priority roll, roll a D6 on a 4+ then the tunnel deployment gang may do a single move action from that point.
(Orlock gangs may put up to 6 into tunnel deployment in 2 groups of 3 and have 2 tunnel markers.)
Reputation: N/A
Income: N/A
Special: during the post battle you can send 1 ganger or juve to the fighting pit. The fighter will then roll a D6 to see who they are fighting:
- 1. Some vagrant? A scum with no wargear
- 2. A Knife! A scum equipped with a fighting knife
- 3. Easy pickings. A scum equipped with an axe
- 4. Where did he get that? A scum equipped with a Flail and flak armour
- 5. Tiny? A hive scum unarmed but has strength and toughness 4 and flak armour
- 6. Oh No :( . A hive scum with 2 swords, mesh armour and is strength and toughness 4
Once rolled the chosen fighter will fight this scum going first and starting within engagement range. The winner is the first to Out Of Action or Seriously Injure their opponent. If lost, roll a lasting injury rerolling 11-16, and Captured. If won they gain 2xp and a number of credits equal to a number of D3 equal to the opponent fought. For example if a 4. Where did he get that? Was rolled and won the gang receives 4d3 credits
(Whilst in control of a goliath gang they may use this twice)
Reputation: 1(3)
Income: N/A
Special: Whilst in control the gang in the end phase may cut the lights. The whole board will be plunged into pitch black rules. Roll visibility as per usual. During any end phase there after roll a D6 on a 1-4 nothing changes on a 5-6 the generatorium will restart automatically.
(Van Saar has a far greater understanding of ancient machines, They control full when the lights go out and stay out. The lights will only turn back on once the gang wishes it during any end phase.)
Reputation: 1 (3)