Necromunda: Difference between revisions
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[[Image:Necromunda_cover.JPG|thumb|right|Robustly Heterosexual]] | [[Image:Necromunda_cover.JPG|thumb|right|Robustly Heterosexual]] | ||
'''Necromunda''' is a skirmish-level [[wargame]] based on the second edition of [[Warhammer 40,000]]. It is currently in its second edition. | '''Necromunda''' is a skirmish-level [[wargame]] based on the second edition of [[Warhammer 40,000]]. It is currently in its second edition. | ||
Necromunda is dead, buried in a unmarked grave in which all other good GW-Games were thrown in. This was stupid since they still supported the luff surrounding Necromunda (particularly [[Kal Jerico]]) up until 2012 despite the game having been dead for a good bit longer. | |||
==System== | ==System== | ||
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===Army Generation=== | ===Army Generation=== | ||
Gangs (Armies) are bought with a set amount of starting cash, along with all weapons and other equipment. The gang grows, levels up, and gains superior equipment between battles, adding a roleplaying element. Lasting injuries can cripple characters, and a few lucky territory rolls can grossly overpower a gang. Basically, fun. | Gangs (Armies) are bought with a set amount of starting cash, along with all weapons and other equipment. The gang grows, levels up, and gains superior equipment between battles, adding a roleplaying element. Lasting injuries can cripple characters, and a few lucky territory rolls can grossly overpower a gang. Basically, fun. | ||
To start off you need to pick a house to build your gang from. The big six are as follows. | To start off you need to pick a house to build your gang from. The big six are as follows. | ||
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* '''Delaque'''- Sneaky Molemen/Matrix hybrids. The sneaky, shooty gang. | * '''Delaque'''- Sneaky Molemen/Matrix hybrids. The sneaky, shooty gang. | ||
* '''Cawdor'''- Holier-Than-Thou extremists. Think Jake Busey from Contact. | * '''Cawdor'''- Holier-Than-Thou extremists. Think Jake Busey from Contact. | ||
<del>They are all functionally the same</del> actually since there are skill tables that means very little in practice and nobody uses the house buying table things. There are rules out there that let you make your own house with whichever skill sets and buying tables you want! That makes the six houses extra useless! If this is all too ''vanilla'' for you there are a bunch of supplements and stuff for you to find. Some of the extra gangs include: | <del>They are all functionally the same</del> actually since there are skill tables that means very little in practice and nobody uses the house buying table things. There are rules out there that let you make your own house with whichever skill sets and buying tables you want! That makes the six houses extra useless! If this is all too ''vanilla'' for you there are a bunch of supplements and stuff for you to find. Some of the extra gangs include: | ||
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* '''Scavvies'''- Shittily armed and diseased, they use zombies and lizard hybrids to help with the fighting. They favor melee and can make a pretty badass horde | * '''Scavvies'''- Shittily armed and diseased, they use zombies and lizard hybrids to help with the fighting. They favor melee and can make a pretty badass horde | ||
* '''Pit Slaves'''- Escaped cyborgs armed with industrial digging equipment. Slow, not so good melee gang but they have this scissors weapon and it's like so totally broken it like kills you in one hit omg!! | * '''Pit Slaves'''- Escaped cyborgs armed with industrial digging equipment. Slow, not so good melee gang but they have this scissors weapon and it's like so totally broken it like kills you in one hit omg!! | ||
* '''Ratskins'''- The native American archetype. They are sneaky, use shitty, shitty guns and are pretty good in melee. They are immune to the crazy shit that happens in the underhive, such as poison gas and the ground collapsing | * '''[[Ratskins]]'''- The native American archetype. They are sneaky, use shitty, shitty guns and are pretty good in melee. They are immune to the crazy shit that happens in the underhive, such as poison gas and the ground collapsing | ||
* '''[[Cult of the Redemption|Redemptionists]]'''- Cawdor on crack. A horde style gang; believes heavily that you can kill it with fire. | * '''[[Cult of the Redemption|Redemptionists]]'''- Cawdor on crack. A horde style gang; believes heavily that you can kill it with fire. | ||
* '''[[Spyrer]]s'''- Super 1337 and best armed gang. They are the spoiled rich kids from the hive bored out of their skulls. The gang is tiny, usually consisting of 3-8 models. It's stupid when the other guy pins your entire gang with overwatch which makes then tricky to use. Fun as hell to play, though. Also, once per campaign, you can take the Matriarch and Patriarch (both in one game if you feel like royally fucking someone's day). If you do this, the game is essentially Slender with miniatures. | * '''[[Spyrer]]s'''- Super 1337 and best armed gang. They are the spoiled rich kids from the hive bored out of their skulls. The gang is tiny, usually consisting of 3-8 models. It's stupid when the other guy pins your entire gang with overwatch which makes then tricky to use. Fun as hell to play, though. Also, once per campaign, you can take the Matriarch and Patriarch (both in one game if you feel like royally fucking someone's day). If you do this, the game is essentially Slender with miniatures. | ||
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Also to note is that the comic ''The Redeemer'' by Pat Mills, Debbie Gallagher, and Wayne Reynolds centers around one of the Redemptionist cults on Necromunda led by a psychotic mofo named Klovis, who lights his head on fire and leads his men to murder shittons of mutants and zombies led by a chief Ratskin by the name of the Caller. | Also to note is that the comic ''The Redeemer'' by Pat Mills, Debbie Gallagher, and Wayne Reynolds centers around one of the Redemptionist cults on Necromunda led by a psychotic mofo named Klovis, who lights his head on fire and leads his men to murder shittons of mutants and zombies led by a chief Ratskin by the name of the Caller. | ||
===See also=== | |||
*[[Kal Jerico]] | |||
*[[Jena Orechiel]] | |||
*[[Phanta Claws]] | |||
==Necromunda on /tg/== | ==Necromunda on /tg/== | ||
Rarely brought up, generally on a tangent to 2nd edition 40k. | Rarely brought up, generally on a tangent to 2nd edition 40k. | ||
[[category:Skirmish-Level Wargames]][[category:Wargames]][[category:Warhammer 40,000]] | [[category:Skirmish-Level Wargames]][[category:Wargames]][[category:Warhammer 40,000]] |
Revision as of 06:30, 19 October 2014
Necromunda is a skirmish-level wargame based on the second edition of Warhammer 40,000. It is currently in its second edition.
Necromunda is dead, buried in a unmarked grave in which all other good GW-Games were thrown in. This was stupid since they still supported the luff surrounding Necromunda (particularly Kal Jerico) up until 2012 despite the game having been dead for a good bit longer.
System
Basics
Similar to 40k but the men move slower (4" not 6"), probably due to bad air/bad ground or something because almost everything had a base movement of 4" in 2nd Edition. And shooting is a lot harder to pull off :( Apart from that combat can become a bit silly (you get to hit beaten enemies in CC the number you beat their attack score by... can be 5) but it's a very fun ol' game.
Army Generation
Gangs (Armies) are bought with a set amount of starting cash, along with all weapons and other equipment. The gang grows, levels up, and gains superior equipment between battles, adding a roleplaying element. Lasting injuries can cripple characters, and a few lucky territory rolls can grossly overpower a gang. Basically, fun.
To start off you need to pick a house to build your gang from. The big six are as follows.
- Orlock- Bikers, except they don't have bikes and they're miners. The Jack-of-All-Trades
- Escher- Crazy man haters with a cyber-punk style of dress. Agile melee gang
- Goliath- Roid Raging skinheads. The slow, not very good melee gang
- Van Saar- The hell is up with their Eldar-esque suits? Techy-Shooty gang; they excel in trying to spam the inventor skill and wrecking face.
- Delaque- Sneaky Molemen/Matrix hybrids. The sneaky, shooty gang.
- Cawdor- Holier-Than-Thou extremists. Think Jake Busey from Contact.
They are all functionally the same actually since there are skill tables that means very little in practice and nobody uses the house buying table things. There are rules out there that let you make your own house with whichever skill sets and buying tables you want! That makes the six houses extra useless! If this is all too vanilla for you there are a bunch of supplements and stuff for you to find. Some of the extra gangs include:
- Scavvies- Shittily armed and diseased, they use zombies and lizard hybrids to help with the fighting. They favor melee and can make a pretty badass horde
- Pit Slaves- Escaped cyborgs armed with industrial digging equipment. Slow, not so good melee gang but they have this scissors weapon and it's like so totally broken it like kills you in one hit omg!!
- Ratskins- The native American archetype. They are sneaky, use shitty, shitty guns and are pretty good in melee. They are immune to the crazy shit that happens in the underhive, such as poison gas and the ground collapsing
- Redemptionists- Cawdor on crack. A horde style gang; believes heavily that you can kill it with fire.
- Spyrers- Super 1337 and best armed gang. They are the spoiled rich kids from the hive bored out of their skulls. The gang is tiny, usually consisting of 3-8 models. It's stupid when the other guy pins your entire gang with overwatch which makes then tricky to use. Fun as hell to play, though. Also, once per campaign, you can take the Matriarch and Patriarch (both in one game if you feel like royally fucking someone's day). If you do this, the game is essentially Slender with miniatures.
- Enforcers- The riot cops of the underhive; not to effective at what they do. They are a shooting gang that lags really far behind in the late game due to them not being allowed to buy new stuff or take more than 5 guys to a fight (unless you're royally boned, of course).
- Ash Waste Nomads- These guys live outside the hive, and have vehicles. Good luck convincing anyone to let you play them unless you leave out their rides.
Setting
The Hive World of Necromunda: originally restricted to Hive Primus but with the current expansions, also includes the Ash Wastes (the shithole desert immediately outside Hive Primus. Infested with motorcycles, pointy homosexuals and homebrew Orks.)
Also to note is that the comic The Redeemer by Pat Mills, Debbie Gallagher, and Wayne Reynolds centers around one of the Redemptionist cults on Necromunda led by a psychotic mofo named Klovis, who lights his head on fire and leads his men to murder shittons of mutants and zombies led by a chief Ratskin by the name of the Caller.
See also
Necromunda on /tg/
Rarely brought up, generally on a tangent to 2nd edition 40k.