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===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.
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