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==System 1995 == [[Image:Necromunda_cover.JPG|thumb|right|Robustly Heterosexual]] ===Basics=== Similar to Warhammer 40,000, Necromunda is a fairly fast paced skirmish game focusing on a small fight between two gangs. Gangs are chosen from the roster below, named, and equipped as the player sees fit. Gameplay represents each man or woman in the gang moving 4", but can run to double the distance or charge to the same effect. Shooting differs from Warhammer 40,000 as the game is less about a fixed ballistic skill and more about modifiers to represent more detailed scenarios of a firefight. Close combat relies on fixed weaponskill and modifiers representing the detailed scenarios much like the shooting phase's mechanics. ===Gang Generation=== Gangs 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 "House Gangs", the base non-expansion gangs, are below. Each gang is more or less identical in practice (i.e everyone has identical stats), but their weapon options differ - e.g. Goliaths don't get swords that can parry but do get Final Fantasy style greatswords, while Escher is vice versa. Each gang has access to a different set of skill tables as well, differentiating them a little more. so in the long run a Van Saar gang will have a different playstyle from an Escher. ** '''[[House Cawdor]]''' - Holier-Than-Thou extremists. Think Jake Busey from Contact. Heavily converted to the worship of the Redemptionist creed. They favour combat with their combat, ferocity, and agility accessing don't expect much shooting with minimal ranged weapons and no shooting skill access. ** '''[[House Delaque]]''' - Sneaky Molemen/Matrix hybrids. The sneaky, shooty gang. N17 claims that they are somehow in league with the descendants of the planet's long-lost native inhabitants, but the few who might have heard of this rarely if ever believe it. ** '''[[House Escher]]''' - Crazy man haters with a cyber-punk style of dress. The agile melee gang. Themed as [[Science Fantasy]] [[Grimdark]] [[Amazon]]s. N17 even retcons that they use archaeotech to reproduce through parthenogenesis, as the few men born to the clan are inevitably deformed and retarded due to severe mutations in their Y chromosomes. ** '''[[House Goliath]]''' - Roid Raging skinheads. The slow, not very good melee gang. Big mutual hate-on for House Escher, because they're the uber-Macho House and Escher thinks they're idiots. N17 makes them ironically dependent on Escher for the super-science gene-mods and stimulants they use to maintain their bodies. ** '''[[House Orlock]]''' - Bikers, except they don't have bikes and they're miners. The Jack-of-All-Trades gang. ** '''[[House Van Saar]]''' - The hell is up with their Eldar-esque suits? N17 retconned that they actually have a semi-functioning STC, but it also poisons them. The suits keeps them from dying quicker. Techy-Shooty gang; they excel in trying to spam the inventor skill and wrecking face. *Then we have the expansion gangs. ** '''[[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. ** '''[[Servitor|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. This is true and rather annoying. ** '''[[Ratskins|Ratskin Renegades]]''' - The native American archetype. They are sneaky, use shitty, shitty guns and are pretty good in melee. Playing them forced the game to be played using the "Treacherous Conditions" table, but they themselves were immune to any of the crazy shit that could be rolled, such as poison gas, rampaging vermin hordes or the ground collapsing. ** '''[[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 them 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. ** '''[[Adeptus Arbites|Enforcers]]''' - The riot cops of the underhive, Two sets of rules exist for them, One treating them more like a regular gang and one that treats them exactly like you would expect from a police force. Tend to get all their equipment for free, it's pretty good equipment too. downside is you may only every use 5 enforcers a match (though if your opponent is a hard ass the rest of your 10 men put down their paperwork to help on out) Largest skill access of all gangs. (Everything bar agility and techno for their regular enforcers. Handler and sarge get techno.) ** '''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. **'''[[Vampire#Warhammer_40.2C000|Vampyres]]''' - An attempt to cash-in on the popularity of Buffy the Vampire slayer during the 90s. Were included as a gang of a few superhuman mutants followed around by useless Thralls whose main purpose was as food. **'''Chaos Cultist Coven''' - Laughable in regular 40k, but in the Underhive you get to see what [[Chaos]] is really like. **'''Genestealer Cults''' - Yes, they even got [[Genestealers]] and with a [[Rape|Weapon Skill of 7, four attacks and all at strength 6, you bet your ass is grass]]. **'''Ork Gang''' - Why have Orks in Necromunda when you have [[Gorkamorka]]? <span style='color:green; > LISTEN UP YAH GROT. VENATORS GOT T4 GITZ WIV BS5+ SO NOWS WE GOT RULEZ AN WE GOT ‘REZUNS’ - SUM ‘OOMIE INQZTOR SAID SUMMINK N’ NOW WEZ ‘ERE! TA FIGHT FER TEEF!! ...BUT NOT YERR STINKIN’ WEEDY ‘OOMIE TEEF!! CUZ WE’Z DA ONES GOT DEM PROPPAH TEEF... NOT YOO STINKIN’ ‘OOMIES!! BUT DAT INQUIZZY GIT SAID DERE WOZ A SKRAP SO ‘ERE WE IZ!!</span> - ”Reasons” never were Grombragg Git Slappa’s strong point.. but he belligerently jabs you in the chest with a big green finger while telling you them all the same.. Seriously tho. According to lore hive cluster currently known as The Skulls was at one point invaded by orks and held by them for some time until joined operation of PDF and Iron Fists who actually came to necromunda specifically to get rid of those orks did. It destroyed those hive cities, but you know orks. Once they make planetfall it is impossible to get rid of them completely with anything less than complete exterminates of planets biosphere (and even then it is worth to doublecheck). So there is sizeable population of mostly feral orks in the wastes and presumably in The Skulls ruins. **'''Wyrd Gathering''' - A bunch of psykers and their pets as a gang. **'''[[Ironhead_Squat_Prospectors|Squat Miners]]''' - Even though [[Squats]] were on their way out, Specialist Games still remembered them. They play very similar to Dwarfs in Mordheim. **'''Guilder Gang''' - Now you play as the merchants! Good for getting a lot of money. **'''Hive Prospector Team''' - Basically a merging of the main house gangs and Guilders. **'''Shanty Town Gang''' - The dregs of society. Hope you love having to recruit half of your gang after they get hit by a stiff breeze. ===Starting your Gang=== Once you have picked your "faction", then you get to the nitty gritty of actually building your starting force which most tabletop gamers will be familiar with. You start with 1000 credits (read points, at least at this stage) with which you purchase your gang-members and equip them. The original six gangs are all built the same way, with the same selection of membership options, though they have access to different tables of starting gear depending on the faction you choose. The other more specialised gangs will have access to different character archetypes depending upon their fluff, but basically your gang's minimum size is three models and you can go nuts from there. *'''Gang Leader''': Most gangs have a "leader" equivalent who you must take if he's available to your gang. He usually starts off as a WS/BS4/I4/Ld8 Veteran. He's good because you need him to keep the gang together and take most of their leadership tests, as well as determining what happens between battles. He also gets access to some of the best gear, making him one of your most effective warriors in addition to his statline. **Gang Leaders invariably start out with a lot of experience to account for all the cool stuff they do. This usually equates them to about ninth level on the advancement scale, meaning they can only accumulate a few more advancements before maxing out. *'''Ganger''': After that, most gangs will have the equivalent to a squaddie, who represents your rank-and-file warrior. They have the same statlines as imperial guardsmen, and you just need them because most gangs have a minimum number of these guys you need to take. They're good because they cover most of your bases and they level-up readily. *'''Heavies''': Then you have the specialists, but some gangs have a variant which works in a different way ''(eg: Techno / Mastiff-Handler / Totem Warrior / Zealot)''. Usually, these guys are veterans of equivalent level to your Gang Leader, but often only have similar statlines to your regular Gangers. This sounds like a poor deal, but even at their most basic, they get access to the biggest guns, making them really useful in laying down the pain during your battles. They will also have access to different upgrade options, often acting as the techie dudes that fix the rest of the gang's broken shit. **Some gangs do it differently, and have these specialist dudes perform a more unique function. These guys will have different special rules depending on the faction you've chosen, but generally you're always going to want a few in your gang for the utility they bring. *'''Juves''': Not all specialist gangs have access to them; they are usually the last things you consider, but they have some of the greatest potential. They start out as WS/BS2 conscripts and they don't have access to basic (ie: rifle) weaponry. However, they are cheap to add to your gang, and they start at level zero which is actually a good thing in the long run. That is four advances behind regular gangers, therefore when they upgrade to the same level they will have earned themselves several skill or characteristic bonuses that make them stand out and excel. If you build them correctly, who cares if they keep their BS2 through-out their whole career if you made them into power-sword champions? They eventually earn the right to carry rifles later anyway so if they turn into ace marksmen you can hand them the gang's good weapons.
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