Necromunda Campaign Survey

Name / Discord Display Name (e.g. Brennan / Petrichor)
Gang you're considering playing (leave blank if unsure)
Argument: Ablative Overlay is overpowered for its cost and flattens the progression of the game into an arms race of armor penetration as champions quickly get to an effective 2+ armor save. Proposal is to remove Ablative Overlay to allow room for other armor options to shine and make a 2+ save more difficult/costly to achieve.
For
Against
Proposed change to the Blaze rule: when a fighter who is Ablaze is activated, instead of immediately running 2d6'' in a random direction, make a cool check. If passed, you may instead either: move up to your Movement characteristic and fall prone or attempt a Willpower test. If this second save is successful, you may take any single action as normal. Note that if you do not end the activation as prone, you will not get the bonus for being Prone for attempting to clear your fighter's Blaze condition.
For
Against
A "Rule of 2" for Blast (5'') and Flame Template weapons. I.e. You could only have up to two Blast 5'' or Flame Template weapons. (Example: 1 Flamer and 1 Grav Cannon or 1 Web Gun and 1 Web Pistol). The intention of this house rule would be to prevent spamming of weapons that are widely considered to be frustrating, and will promote diversity in ganger loadouts.
For
Against
Proposal: A limit of a single brute per gang. The reasoning being that, while cool and iconic miniatures, brutes tend to be very lopsided and not result in interesting gameplay situations. Brutes take a ton of shots to take down, and typically will eliminate any target they successfully charge. Limiting gangs to a single brute will prevent situations where gangs with excess credits and reputation can field 2-3 brutes and overwhelm weaker gangs.
For
Against
Proposal: Falsehood and Frenzon Collar removed from trading post. Reasoning: Both are very powerful and cannibalize the design space of chems, which have similarly powerful effects but actual downsides. Falsehood can create some unfun situations where strong combos can be setup without a chance for the opposing player to interact with / attempt to disrupt the combo.
For
Against
Proposal to use the legacy rules for Seek Rare Equipment (see https://necrovox.org/docs/arbitrator-tools/campaign-variants , under "Classic Campaign," bullet point 5.) This will curb the power curve of gangs slightly, while also providing hype moments where strong rolls are paired with coveted categories such as Special Weapon or Field Armor.
For
Against
Any other notes / feedback from previous experiences playing Necromunda you'd like me to keep in mind while planning out the details of the campaign?
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