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AdmiralGrave
15-11-2006, 06:37
Hello guys. I haven't seen many posts on here about Necromunda so here is a whole thread given to it. Post anything you want about Necro but please refrain from any trolling or flaming thank you.

Anyway what do you guys think of the new skill sets? Personally I dislike the new Fence and Chemist skills as they seem a bit useless to me.

Darkseer
15-11-2006, 09:45
Where are these new skill sets?

I think my gaming group would be interested in using these.

Currently we're using the 1st edition Necromunda rules.

Venomizer
15-11-2006, 11:33
Fence?, Chemist?

please do elaborate further on these as they do sound pretty interesting

Anvils Hammer
15-11-2006, 12:33
I love necromunda, though Ive only played about 3 games, it seems so much more enjoyable and senario driven than 40K,

I really should start a necromunda gang... and built an underhive board to fight on... Humm....

AdmiralGrave
15-11-2006, 17:33
They are at http://www.specialist-games.com/necromunda/vault.asp. They're experimental but I much the, tp the originals (I use the living rlebook on the net by the way). I have recently started playing ot and these are the first two skills I have acquired.

nightgant98c
16-11-2006, 05:10
I think the new skills are interesting. Some are situational, and some are of limited use, but the originals were the same way. As far as fence and chemist go, I'd say they are both useful, in the right circumstance. Selling off equipment you don't use isn't a bad idea, and if you can get more for it, that's a good thing. Chemist never says you have to use the stuff you make, so have your leader sell it.

Tanner MIrabel
16-11-2006, 17:23
I have a question I hope someone can help with. In the Enforcers boxed set, how many shotguns/bolters/powermace and shields are included? A couple of each, or enough to outfit the whole gang in the same way*?

* Thinking of getting a set for my 40K army

TheHood
18-11-2006, 23:52
Hey guys, just a bit of help needed if possible...

I'm on the GW UK online store, looking to pick up the Ratskin Scout with a shotgun (the guy who is crouching) only to find that he (and the rest of the old school, top quality Ratskins) are not available. Seemingly.

Am I not looking properly or has GW stopped selling these miniatures?

I find it odd seeing as the product line was so good, but I just want the one guy. :(

Can anybody help?

Cheers

2_heads_talking
19-11-2006, 15:56
I just went onto the GW Online forum, and true enough there are no old-style Ratskins, but there are also no old-style Orlocks or Goliaths, either.

Personally I find this a shame; while the old Goliaths needed an update, I intensely dislike what they have done with the Orlock and Ratskin models (makes me glad I've got the old Ratskin gang box!) so can anyone please tell me why they decided to make these changes and whether they intend to change any of the other gangs?

In case you can't tell, I hope not!

bob syko
19-11-2006, 16:11
I think the delaques could do with some new models, other than that though I think all the the gangs are good enough as they are and GW would be silly to change them. I do like the new orlocks though.

Damien 1427
19-11-2006, 16:17
I imagine those molds had pretty much decayed, or were on the verge of doing so. I'm still bitter Van Saars update was pitiful, but at least with the collapse of Specialist Games (Or near enough) we won't see them wrecking the Delaque range.

I will agree most of the "updates" are crap. The Redemptionists and Bounty Hunters are very nice though, and I've some sitting on my desk.

I'm still using 1st Edition hardback rules. As things crop up I do take some on board (Sustained Fire update was a good move, I feel) and discard the trash (House Weapons, Flamer "update", the crappy Spyrer "update"). Then again I'm on the frame of mind it's up to you to theme your gang, and that Spyrers are supposed to be unstoppable killing machines tempered only by the fact that if you throw enough bullets at something you'll eventually take them down and dance with glee as your opponent rolls Snake-Eyes on the injury chart. :evilgrin:

2_heads_talking
19-11-2006, 19:18
Yeah I'm also an owner of the 1st Ed. rulebook, and between myself and my brother we are the extremely happy owners of a Delaque, Ratskin and Escher gangs! We also have around 8 Arbites, but unfortunately a job took me away before we could do any interesting scenarios with them!

Does anyone have any memorable games that they'd like to share?

perionyx
19-11-2006, 20:32
I want to use these guys in a seedy/security Club scene. With the enemy gang-headquarters inside. Maybe just Ganger bouncers outside the entrance doors..

These are Cybertronic Warzone figures, but after deliberation here, I can't really use them as back-water planet marines, or even pre-heresy MK1-Armor Emperor's army stuff. (I could but it would be wierd and confined to non-tourney games).

-So on with Necromunda! The gangs and rules are excellent, and with the right terrain and a printer I've found It looks great and plays fast.
-Currently coming up with my own Hive city and different houses and guilds.

In the mean time don't you think these guys would be great for bouncer guards in the underhive? :confused:

http://img.photobucket.com/albums/v335/perionyx/11706.jpg

malika
19-11-2006, 20:37
Hmm Ive been trying to work on a "mod" for Necromunda which could be placed in the Anargo Sector Project, check it here (http://anargo-sector.net/phpBB2/viewtopic.php?t=207). Its basicly the same as Necromunda but with other gangs, equipment and perhaps also different terrain. However we dont really have Necromunda players aboard so things have been quiet...

Grimlaw
24-11-2006, 12:16
......Does anyone have any memorable games that they'd like to share?

A recent campaign I ran involved two younger players (brothers in real life), who's gangs were sent on a "Cleanse Mission", in a recently evacuated Genestealer Cult stronghold.

If they had have worked together, the gangs would have done well. Unfortunately, sibling rivalry over-rode common sense. As a result, both gangs sprung way too many traps for them to be able to handle (each trap contained a Genestealer - the silly buggers released 4 Genestealers before they worked out that they were in deep $h!t).

Before both gangs were entirely wiped out, I sent in a squad of Arbites give them time to escape (under the premise that while the Arbites were performing a routine sweep of the area, they were drawn by the sound of gunfire). Both gangs suffered heavy dammage, and gained little for their foolishness.

I warned them both that next time, there would be no rescue.

One of my own games, a few days before hand, my emerging Goliath Gang suffered heavy losses, under embarrasing circumstances. Several deaths caused by Lasguns, and their leader, shot by a Laspistol, tumbled off of a ledge and fell one floor, to his death.

Yes, that's right, he fell one floor and died.

Atherakhia
24-11-2006, 12:46
I'd love to get back into Necromunda
I was considering creating an Orlock gang, based on characters from the movie "The Warriors"

but i'd still love to do a wild west gang too

thunderwolf
24-11-2006, 14:33
Necro is something I'd like to get into sometime, if I could find time, money and opponents.

Atherakhia: If you're looking for cowboys?Wild West, check out Black Scorpion (http://www.blackscorpionminiatures.com). Some great miniatures; all you'd need would be a few weapon swaps (if that) to set you up. You could even go Escher if you were that way inclined.

Jedi152
24-11-2006, 14:35
I'd love to get back into Necro. The guys i use to play with dropped out of the hobby, but i've a secret yearning to restart my redemption ...

Atherakhia
24-11-2006, 15:30
nice one thunderwolf
although to keep the theme of the gang, i may keep the shotguns and revolvers (counts as stub guns).

Venomizer
24-11-2006, 17:41
I'm looking to get back into Necro again seriously

one thing I have decided is I'm not going to ressurect my old goliath gang 'Angelus Mortalis' - they would never be the same & I don't want to tarnish the fine memories I have using that gang

I have been thinking about getting Spyrers - lots of spyrers :evilgrin:, the first team would be

2x Malcadon
2x Orrus
1-2x Jakara (haven't decided yet)

the second I'm thinking would be

2x Yeld
2x Malcadon
1-2x Orrus (again haven't decided yet)

nightgant98c
25-11-2006, 13:47
I've had a lot of fun and success with my spyrers, but I've never had any luck with my Malcadons. They get close so fast that they get shot alot. My yeld have been a close second in the area of getting shot alot. My jakara and orrus always do well though.

Gen.Steiner
25-11-2006, 17:01
Ratskins are ace. I bought one of each of the old style ones (bar one of the chiefs and one of the Shamen) just in case they got rid of them.

They did. I'm happy. :)

Next on my list are another Escher gang, the Wyldekats (one of the Juves is a Goliath figure... known as 'the gimp' :chrome:), and some Gangs of Mega-City One Judges to use as Arbites. :D

thunderwolf
26-11-2006, 00:08
If/when I get enough time to get round to it, I think I'd like to build an Escher gang using Hasslefree miniatures. They've quite a nice selection of ladies over there in their adventurers range.

From the limited exposure to the game that I have, it seems that Escher are fairly fast and good with swords. Is this accurate? For that matter, could someone sum up each gang in a sentence, as regards play style?

Gen.Steiner
26-11-2006, 00:35
...could someone sum up each gang in a sentence, as regards play style?

Escher - close combat with style and flair.
Goliath - close combat with brute force.
Delaque - stealthy shooting.
Van Saar - technological shooting.
Orlocks - All-rounders.
Cawdor - religious psychos who do close-assault shooting well (flamers)

Redemptionists - close combat and flamers.
Ratskins - stealthy shooting with a dash of deadly close combat and spells.
Scavvies - mutants and zombies, oh my!
Adeptus Arbites - The Law. Fear them!
Spyrers - Just plain insane. Fear them even more.

nightgant98c
26-11-2006, 04:45
Does anyone know anything about rules for a sniper rifle in Necro? I was sure I had seen them somewhere. My version of army builder for Necro has a sniper hired gun, and is listed as having a sniper rifle, but we can't find actual stats for it.

darkstar
26-11-2006, 09:11
Is it not just a needle rifle?

I have an hugely successful gang of Van Saars who are to be retired from gang warring after I finish the campaign I'm playing at the minute. Just mentioning the name "Hanz" in my local store will cause some regulars there to break down sobbing. :D
I raised him from a Juve, and now he's a six-shootin' fear-inducin' grav-chutin' three-woundin' monster! He's had bounties on his head since he bagged his first gang leader.

Gen.Steiner
26-11-2006, 09:51
I have an hugely successful gang of Van Saars who are to be retired from gang warring after I finish the campaign I'm playing at the minute. Just mentioning the name "Hanz" in my local store will cause some regulars there to break down sobbing. :D
I raised him from a Juve, and now he's a six-shootin' fear-inducin' grav-chutin' three-woundin' monster! He's had bounties on his head since he bagged his first gang leader.

That's Necromunda! :D

thunderwolf
27-11-2006, 19:36
Cheers, Steiner.

I take it shooting is somewhat more effective than in Mordheim?

Gen.Steiner
27-11-2006, 19:38
Cheers, Steiner.

I take it shooting is somewhat more effective than in Mordheim?

Yes - just ask anyone who's been on the wrong end of a heavy stubber...

asecondtoolate
27-11-2006, 23:01
Amen to that, I actually just played a game with my little brother, Escher VS. Cawdor, in the first turn of shooting for my stubber I rolled 6 shots on one of his gangers, completely anahilating him.
so fun.

thunderwolf
28-11-2006, 00:54
Great. Shall be spending christmas selling the idea to my mates at home- would be nice to actually get some use out of my books!

Gen.Steiner
28-11-2006, 09:41
Emphasise that a gang is miles cheaper than an army, and you can use 40K models as well, particularly the Catachan models.

Marked_by_chaos
28-11-2006, 09:50
I really like necromunda although I haven't played for quite a while. I've got a fair few gangs languishing in a box somewhere:

Orlock
Goliath
Delaque
Van Saar
Redemptionist
Scavvy

I have to say though that I think the 1st edition is still by far the best. Back when it was still actively supported by GW.

The new models (redemptionists aside) are pants and clearly sculpted on the cheap. Also a lot of the characterful old rules have been stripped out. I still use the old catching fire, sustained fire dice and unusual damage dice.

RabidScott
28-11-2006, 23:58
Dang, did I LOVE Necromunda!! :) Probably played over 1000 games of Necromunda myself, years ago.

We had a local group of 4-5 regulars, with another 4-5 "once in a whilers", with every gang represented, plus other couple unique ones. We did it all for fun, so naturally we all had fun.

We could fill a 4x8 table with nice scenery, we had multiple floor levels, great hive scenery, a hive aquaduct set-up, all kinds of really neat stuff. Rules for boats, transports, exploding barrel rules, Lots of fun!

We had a blast, doing multiple gang shoot-outs, gigantic monsters (like a 10" long giant scorpion!!), all kinds of special homebrew missions.

Sadly, it's all over now. Jobs, moving away, kids, etc. Life stinks. I want to go play a game like we used to now. :(

Cactusman
30-11-2006, 00:08
Necromunda's a great game to get other people into. I've always said that anyone with an imagination will be interested in these games, the only trouble is that many people start getting nervy about spending large amounts of money on toy sodiers. Necromunda avoids this worry as you're set with a gang for 20 quid. I've managed to recruit quite a few friends/colleagues over the years with this cunning ploy. I for one have always been a fan of Necromunda. The background is great and the models are first class. If anyone's in London, I'm always happy to meet up somewhere for a swift game. I play Delaques... but I'm not bald.

nightgant98c
30-11-2006, 14:16
The general tactic my fellow players and I use is to have extra minis for new people to use. They almost always play more, and eventualy get their own gangs.

Kairo
30-11-2006, 16:05
I'm just starting to get into Necromunda again. I played a bit when it first came out, but shelved it so I could focus just on 40K. Now I've got a few players who are interested, so I'll get to dust it off. Hopefully my Eschers and Van Saars can do as well as they did last time around...

thunderwolf
30-11-2006, 22:07
Well, hopefully I'll find some time soon to finish off my Mordheim warband, then after Christmas I can pick up a load of Hasslefree chicks to set up an Escher gang. That way, it'll be easier to talk the lads into doing something at Easter. Or possibly some Grymn... not squats, honest! Just short Arbites!

Has anyone got some ideas for cheap gangs to recommend to my mates? They're going to be more interested if I can suggest a decent initial purchase to get them started- something they can pick up on a whim from the FLGS. Looking through the books I got off Ebay, Catachans would probably do for Goliaths or Orlocks, for instance. Any other good plastics etc, or would we be realistically looking at mail order?

Sorry if I'm hijacking this thread with my questions; I've been thinking about getting into Necro for ages, and this has reignited my interest!

Gen.Steiner
30-11-2006, 23:39
It is a thread for all things Necromunda. :D

There follows two links: I recommend eM-4 Miniatures' unpainted 28mm plastic range. £2.50 for five models! (http://www.em4miniatures.com/acatalog/Science_Fiction.html) :D


I also recommend eM-4 Miniatures' even larger range of unpainted 28mm metals. £1.25 a figure! (http://www.em4miniatures.com/acatalog/Future_Skirmish.html)

thunderwolf
01-12-2006, 14:55
Thanks for the link, those rockers are rather cool!

Deviant
01-12-2006, 17:24
I'm of the opinion that necromunda and blood bowl (before special play cards were removed) are the best games GW have ever made. Having just managed to persuade everyone i used to play to get there gangs out again i've played about 6 games in 2 days. My new love is flamers so i've started a cawdor gang (will be ordering models in the near future). Incidentaly, can anyone post up the catching fire rules from the old book, i can't find mine anywhere and without them hotshot shells for the shotgun are a tad pointless!

thunderwolf
01-12-2006, 17:36
4+: person catches fire.

Roll at the start of that model's turn.
1-5: continues burning, S4 hit.
6:flames go out.


I think, at least.

Tomothy
02-12-2006, 00:20
If someone hit by a flamer does not go down or out of action they are set on fire on a 4+.

A burning target will continue to burn until the flames are put out. Test for this at the start of the fighters turn:
1-5 Continues burning and takes a Str 4 hit. If they go down or out of action the flames are extinguished. While burning the fighters nerve is broken, however they move 2D6" in a random direction rather than towards cover. Burning fighters cannot engage or be engaged in hth, other fighters will move out of their way.
6 flames are extinguished.

If there are any friendly models within 1" they can attempt to beat the flames out, they give +1 each to the extinguishing roll.

Frenzied fighters are not broken by flames, and thus can move, shoot and fight in hth as normal. They will however continue to take damage as described above.

thunderwolf
17-12-2006, 13:29
*Bump*

I managed to pick up the old-school Necromunda books (rule book, source book, and Outlanders) from ebay a while ago, and was wondering if anyone could tell me where I could find the rules for Arbites?

I saw the new version in a Fanatic magazine ages ago, and thought they were quite cool. How easy would it be to port the new rules back to the original?

Also, are they actually worth playing in the game, or would it be better left as a GM device?

Eazy-O
17-12-2006, 13:36
I always thought of them as being a sort of default arbitrator gang...

They start powerful, but as the campaign progresses it gets ever harder to be on par with the rest of the gangs. At least that's what it looked like to me.

The new rules are in the Rulebook section of the SpecialistGames website. Here's the link, just scroll a bit lower: http://www.specialist-games.com/necromunda/rulebook.asp

Maybe you can just use these rules as is. Dunno.

Good luck,
Oskar

f2k
17-12-2006, 18:07
Bugger, haven’t noticed this thread before…

The best game(s) I’ve ever had was a campaign I was running. I let the gangs grow a bit and then began a string of controlled scenarios that slowly upped the difficulty.
I used an Arbites squad to keep the pressure on any gang that got “to big for their boots”. Another player helped me by running a scavy gang. Man, did we have some big scraps – the scavies wanted the underhive, the Arbites wanted them dead!
Eventually it was time for a showdown. My Arbites squad forc… umm, “hired” the other gangs to help them get rid of the “mutant scum”. What the gangs didn’t know was that there was a big zombie infestation in the scavie’s territory, and suddenly the mission wasn’t so easy. To add to the confusion, an inquisitor, complete with hard-as-nails henchmen and a Vindicare Assasin, showed up as well and opened fire on everyone present. After all, they might be infected by chaos – better be sure and kill the lot of ‘em…
There weren’t many survivors – but nobody really cared. It was the end of the campaign, we had had a blast, and most of the gangs were almost too good by then anyway.


As for the problems with the Arbiters getting a bit weedy as the campaign progresses, it’s a matter of boosting them a bit. First a single squad shows up, then it gets another squad as reinforcement, then the SWAT squads shows up, and finally the Judge himself, and his personal bodyguard, shows up to dispense some justice. But this, of course, works best if the Arbites are run by a game master.


Finally, I’m a bit curious as to what you guys think of the various rules. I think the first edition, with its 2. edition rules, is the best by far. It’s got the detail level just right.
The only problem was, in my opinion, some of the gangs – especially the outlaw gangs. Some of them were beyond good. A friend of mine had, for example, a Ratskin gang where all the gangers could infiltrate. Man, was that gang nasty – I’ve lost several games to him within the first few turns when all his gangers suddenly turned up behind me.

Mr Zephy
17-12-2006, 20:37
That campaign sounds really fun, ours... lacked a certain something. meh, it was still fun though, necromunda usually is.

Kedlav
18-12-2006, 10:56
The infiltrating ratskin gang is annoying as hell, but that's what the hidden hand flamer on overwatch, or if I know I'm going to be playing a guy with a lot of infiltrators, I'll buy a juve or two with a hand flamer and keep my gang close together so they can sit on overwatch and fry the nearest bugger. Most times, when certain gangs get broken combo's, they've also got weaknesses from injuries, bad games, etc., and if they don't, they're probably cheating bastards, so I have no objections with using my GM power to bring the Arbites-hammer down on their buttcheeks.

f2k
18-12-2006, 12:30
That campaign sounds really fun, ours... lacked a certain something. meh, it was still fun though, necromunda usually is.

It was tons of fun.

I did learn a few things though. Terminator armoured Inquisitors are way too hard for Necromunda (even his Power armoured henchmen were too tough). The average gang – even when quite well equipped – simple doesn’t have the firepower to deal with that kind of armour. Also, the Vindicare Assassin was just evil. The combination of high Bs, a powerful rifle and a great vantage point was just incredible. Each turn he killed another ganger, and the only ganger who ever got close was dropped by two headshots from the Vindicares pistol.

But that, I believe, was part of the fun in that game. The gangs knew that they were dead, and so they charged into the fray without fear. No more lurking on overwatch. No more hiding in the shadows. It was a truly glorious showdown.



The infiltrating ratskin gang is annoying as hell, but that's what the hidden hand flamer on overwatch, or if I know I'm going to be playing a guy with a lot of infiltrators, I'll buy a juve or two with a hand flamer and keep my gang close together so they can sit on overwatch and fry the nearest bugger. Most times, when certain gangs get broken combo's, they've also got weaknesses from injuries, bad games, etc., and if they don't, they're probably cheating bastards, so I have no objections with using my GM power to bring the Arbites-hammer down on their buttcheeks.

Yes, it can be dealt with. But the real problem was that it was usually impossible to deploy my gang in such a way that I was covered from all sides. There were always a few blind spots where he could deploy his infiltrators.
But that being said, the Ratskin are, in my opinion, a bit of a one-trick-pony. Either they caught you completely off your guard, and you could only gnash your teeth in frustration as your gang got taken apart from all angles. Or their ambush went disastrously wrong, and you could easily take them down with superior firepower.
It’s a bit like the same friends patented “Halfling Bomb” (Tm) in Blood Bowl. When it worked it was impossible to counter. When it didn’t… well, suffices to say that it involved a lot of Halflings going “arghh!” and “squish”…

kortholaxthedamned
18-12-2006, 13:13
We're gonna run a Necromunda campaign at a gaming club soon to be established with a twist. We're playing it modernised, so no plasma, melta or bolter weapons. And no lascannons. We're allowing lasguns and pistols to represent reliable weaponry, as they're not much different from autoweapons (i.e. lasgun=Ak-47). we might be using models from Foundrys street violence range or making our own. It depends. oh, and as an afterthought, we might be having zombies in the campaign as well

Kedlav
19-12-2006, 06:30
Yea, it is hard to deploy against sometimes. Arbitrators generally work to either knock off waaaaay overpowered gangs, or failing that, should likely nerf the horde types. Nothings worse than a large number gang with enough skilled up guys. I've had a Van Saar gang with 17 guys featuring a number of specialist and +BS guys, as well as a few hidden handflamers to keep combat gangs honest. Outlanders tend to be a little more powerful as they have such a crappy territory system, but when you have skilled guys and a delivery system(ZOMBIES! ;) ), they can get broken.

What sucks for me is that I lost 4 boxes(not Necromunda boxes, real, proper boxes with tons of homemade, 40K 2E, and Necromunda) of terrain and can't run the campaigns any longer. :(

Catferret
20-12-2006, 09:18
I'm wanting to start a new Necromunda campaign soon coz I haven't played for ages. I've got a hardcore couple of veterans interested and a few newbies who want to play as well. I want to have a story and scenario driven campaign that won't be too complicated for the new players but still being reasonably original for the old timers like myself. Anybody got any ideas coz my mind is blank.