This topic serves as a place to keep updated on the development of the Community Edition fan rules. There's download links, update news, proposed rule changes and you're welcome to post minor suggestions and queries, though try and keep this topic strictly related to CE-specific rules. If you have a rules query or house rule suggestion that is equally applicable to the official rules then please make a new topic instead of posting it in here so the wider community can respond to it. Additionally, non-minor rule suggestions should also be posted as a separate topic with the [NCE] tag to make topic searching much easier. Downloads Necromunda: Community Edition - updated: October 2016 Outlanders: Community Edition - updated: October 2016 You can find a log of all previous rule changes here. Proposed Update Changes Below is a list of potential changes for the next update. Note this list is liable to change based on the community discussions. Rules New rules and changes to existing rules which modify their intent. NCE - Hiding: A model must be within 1" of concealable terrain to hide or remain hiding while moving. - Blast Weapons: Obstructing terrain is ignored for purposes of scattering blasts and working out whether a fighter is hit by a template. If the center of the blast scatters outside of the table edge then it dissipates harmlessly. - Leadership - Breaking Fighters: If multiple fighters are required to take a nerve test then the owning player can choose the order they are taken. Breaking from HtH: The free hit only applies in the case of a one-on-one combat (down fighters are ignored). - Falling: If a fighter is pinned in mid-air then he falls. - Lascannon: Replace Terrifying Force with: Ignores 1 point of cover when firing. - Hallucinogen - Traitors! - Replace with: The fighter does not move that turn but shoots at a friend. The opposing player may pivot the model and shoot following the usual rules except treats friendly fighters as enemy and vice-versa. - Gas Grenades: If the center of the gas drifts outside of the table edge then it dissipates harmlessly. Drifting gas goes through obstructing terrain. - Smoke Bombs: Drifting smoke goes through obstructing terrain. - Concealed Blade - 1: The capturing gang keeps the captive's equipment. - Grapnel: If the fighter is pinned or downed mid-move then he is still auto-winched to the end point. - Serious Injuries - Missing Games: Missing fighters don't count for upkeep purposes. - Berserk Charge: Each of the bonus D3 Attack dice may alternatively be used to increase the charge range by +1". - Killer Reputation: If the fighter already causes fear then any fear tests he inflicts incur a -1 Ld penalty. - True Grit: A roll of 1 will ignore the usual -1 WS/BS flesh wound penalty. - Scenario Table modifiers: The higher rated gang cannot modify the roll, but may still reduce the lower rated gang's modifiers as normal. - Disbanding Gangs: Fighters currently captured by the disbanding gang are returned to their gangs. - Hit & Run: Loot counter and water still must be placed at least 12" away from the table edges and each other. A Scrag target treats all OOA results as Down unless they are from HtH combat. Stick Up: If the defender doesn't have enough income then it comes out of their stash. If there's still not enough then the attacker still gets the full amount. The initial defenders can be placed anywhere. A reinforcement roll of 5-6 allows the attacker to choose the edge. - Shoot Out: The groups cannot deploy within 1" of terrain. Revert to official ("may move up to"). OCE - Caravan: Special deployment cannot be used by either gang. - Loot & Pillage: Special deployment cannot be used by the defenders. - The Hunters: Change "roughly in the middle" to "within 16" of the middle". Change the deployment rules of the two groups to follow the Shoot Out rules, except attacking models must deploy within 2" of everyone in the group. For the defenders in hiding replace "must remain in cover and end each turn hidden" to "cannot run or charge". - Heist: Cannot be played against outlaws. Special deployment cannot be used by the defenders. - Wyrd: Using a power that requires an Ld test counts as shooting for hiding purposes. - Scavvies - Extra Arm: Can use a two-handed weapon and a one-handed combat weapon for +1 attack dice. - Spyrers: If the Spyrers are attackers in a scenario were the amount of fighters deployed at the start of the game is limited, then they deploy half the amount. Spyrer Equipment: Yeld can use Gunfighter. Web Spinner: Malcadons can ignore entangled enemies for purposes of choosing a target. Laser Gauntlets: Revert to official (Short Range 10", Long Range 20"). Experience: Change starting Experience to 11. Power Boosts - Combat Neuroware: Counts as a characteristic advance (i.e. so cannot take them over the maximum profile). Yeld Power Boost - Laser Magnifier: Short Range is changed to 12", Long Range is changed to 24". - Pit Slaves - Chief: Cannot take Gunfighter. Pit Fighter: Cannot take Ambush. - Wyrd - Extra Primary Power: Replace "brings D6 creatures instead of D3" with "brings along +D3 extra creatures". Clarifications Changes to the wording of rules to remove ambiguity. NCE - Movement: Clarify charging models are moved during the Chargers section, and you don't have to declare all charges first before then moving them. - Shooting: Explain the process of firing multiple shots here instead of the Sustained Shooting section. - Multiple Wounds: Clarify a down fighter that suffers additional wounds is worked out in the same way. - Shooting at a Fighter Who is Down: Clarify flesh wound rolls will not reinstate their Wounds. - Blast Weapons: Clarify the weapon is unusable if a Hit and Misfire are rolled. - Massive Weapon - Mighty Blow: Clarify the penalty only applies against one opponent if he charged multiple enemies. - Auto-repairer: Clarify it's disrupted, damaged, or destroyed by a Raid the same as the territory. - Infra-red Goggles: Clarify "arc of sight" as "must be able to see". - Gang Recruitment - Leader Only Weapons: Change "buying" to "buying and equipping". - Experience - Juves: Clarify "new skills" as "new skill types". - Gunfighter: Change "carries" to "fires". - Fixer: Clarify the skill can only be used once per game. - Friendly Doc: Clarify you may choose whether to and the order Dead fighters are sent to the Doc. - Scavengers - The Monster Roll - 1: Clarify the weapon as a ranged weapon and the ammo type, firing mode, etc, are also random. - The Raid - Sounding the Alarm: Clarify spotting raiders can be done at any time. - Shoot Out: Clarify the closest enemy fighters are set up 16" apart, and all fighters must set up within 1" of all models in the group. Clarify fighters don't have to move and they cannot end their move further away from the enemy. Clarify they must remain in full view when moving. Clarify a move-or-fire weapon can only be fired if he didn't move in the last build-up phase. OCE - Wyrd - Displacement: Clarify the fighter cannot be targeted from overwatch mid-teleport. - Scavvies - Extra Arm: Change "basic" to "basic/special". - Redemptionists - Novice - Experience: Clarify these rules as the same as House Gang Juves. - Ratskin Renegade - Ratskin Brave - Experience: Clarify these rules as the same as House Gang Juves. - Spyrers - Chameleon Wings: Clarify the Yeld doesn't have be completely stationary to hide. Formatting Non-rule related errors, such as typos. NCE - Typos (pg 10 "theremerchant", pg 91 "then the you"). - Wound Chart: Change Strength "10" to "10+". - Sustained Shooting: Can remove some of the process of firing multiple shots since it's now explained in the Shooting rules. - Rescue Mission: Clean up grammar in relation to multiple captives. - Shoot Out: Terrain section restriction is redundant. OCE - Typos (pg 48 "confering"). - Images (p41 background image clipped). - Change instances of "(i.e)" and "(e.g.)" to "- ie" and "- eg" to conform with established grammar. - The Hunters: Terrain section restriction is redundant. - Wyrd - Wall of Flame: Change instances of "ruler" to "string". - Ratskin Renegade - Resilient: Rename to Resilience to conform with Ratskin Scout's ability. Captured Territory: Change all instances of "Archeotech sites" to "Archeotech Hoards". Change "captured by" to "owned by". - Spyrers - Spyrer Equipment: Malcadons never have access to Gunfighter. FAQ So just what is this CE rulebook anyway? The NCE started as a personal project to compile the house rules we used in our campaign into a rulebook that we could print off. After making it public some people showed an interest in using it themselves and so I began updating it based on their feedback. The OCE was compiled much later to fully incorporate the original Outlander rules as part of the NCE. What are its aims? To better balance the various weapons, skills, gangs, etc, to clarify ambiguities, patch up rule holes, as well as minor tweaks to improve general gameplay. There's also a few new toys to play with too. When does it get updated? It used to be updated in irregular intervals, but now it's going to be updated annually at the end of each year. Can I edit out changes I don't like? Yes, the PDFs are unprotected and can be freely edited so you're welcome to change it to suite your group's preferences. The NCE also uses the official Necromunda Online Rulebook as a template so it's easier to selectively use pages. Note there seems to be an issue with editing the NCE using Adobe Acrobat as discussed here. Are you going to add more gangs, expansions, etc? No I'm not really looking to include substantial extra rules unless there is a solid gameplay reason and involves minimal rule changes. The aim is more to just provide a balanced core rule base that players can then add to themselves in whatever ways they prefer.