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View Full Version : House Trenz (Necromunda - Kinda long, sorry!)



Catferret
08-01-2007, 09:04
Well, I've been posting lots on other folks threads so it's about time I stepped forward and started one of my own:)

I've been playing Necromunda since it's release in '95 and have played Orlock, Escher, Ratskins, Spyrers and Delaque. I am going to be starting a new campaign in a month or so and fancieed playing something new. Enter the "Unknown Warriors" article from Fanatic Online.

House Trenz

House Trenz is a very recently established House. They are an off-shoot of House Greim sponsored by the Guilders and the Rogue Trader Malevic Trenz. This Sub-House exists purely to locate and research Archeotech. As a result, there are a high proportion of tech specialists. Anybody with at least some experience in the field will have been educated and trained to identify valuable items and possibly how to repair them.

Teams of men and women are sent into the Abyss often for weeks at a time in order to search for lost artefacts among the long abandoned domes, too ruined for easy access. Gangers selected for this duty will most likely be very agile or adept at getting into hard to reach places. A typical Gang will consist of short, thin members able to negotiate tight spaces juxtaposed with tall, burly individuals better able to carry supplies for extended treks and any valuables recovered.

Typical dress for a gang will be long coats with and sturdy boots. When combined with goggles and respirators, this provides adequate protection from the constant dust storms in the Abyss as well as some of the more common environmental hazards. The dirty and mismatched appearance of the Gangers, along with the House Greim connections, has earned Gangers the nicknames of "Grimers, Grimies or sometimes Grubbers" although this is mainly out of jealousy of the wealth this new House is making.


House Weapon Lists

Hand to Hand Weapons
Knife
Sword

Pistols
Autopistol
Laspistol
Stub Gun

Basic Weapons
Autogun
Lasgun
Shotgun

Special Weapons
Flamer
Plasmagun

Heavy Weapons
Heavy Stubber


Leader Only
Chainsword
Plasma Pistol
Bolt Pistol
Boltgun


House Skill Tables

Juve: Agility/Stealth
Ganger: Agility/Stealth/Techno
Heavy: Muscle/Shooting/Stealth/Techno
Leader: Agility/Combat/Muscle/Shooting/Stealth/Techno

This is how the House stand at the minute and I was just wondering if anybody had any thoughts. Any additional ideas to flesh out the background? Thoughts on skills or weapon choices? Let me know any criticisms, I can take it!:D

EVIL INC
08-01-2007, 15:58
Offhand looking at your background, I would say that melta weapons should definately be left out and I would have questions about plasma. This is because they wouldnt want to destroy what they are fighting over. Flamers would just scortch and warp stuff, meltas and plasmas would destroy it.
With the techy aspect of everyone, I would be sure to model extras like books and such to match on the models.

Catferret
08-01-2007, 16:04
The idea was a lot of short range heavy firepower which is why Plasma Weapons are in there. I agree on the Melta front though which is why I left them out. Flamers are a freebie weapon which everybody has access to.

Quin 242
08-01-2007, 17:16
Guessing using the Delaque figs with GS rebreathers? and maybe hoods/hair?
they got some good figs :)

Master Corvinus
08-01-2007, 18:18
I like it, I too am making an 'Unknown Warriors' house. For the stealth idea in the background you could say that they rather not fight and use techniques that the house has tought them to get by people. Maybe change the Muscle on the leader to Ferocity because in your idea it says about thin people so they can get around so if you got a muscle skill like bulging biceps its slightly says the opposite of you background hope it all goes well what kind or style of gang were you thinking of what tactics?

Catferret
08-01-2007, 19:27
@Quin 242

Mixture of Delaque, Escher, Orlock and plastic Cadians and Catachans. And Green Stuff. Lots of it. Charging new digicam, will post pics asap.

@Master C

Tactics wise, I'm still thinking. I have a mixture of ranges available to shoot at but I hope to build up a forward group with Stealth and Agility covered by the long range group primarily with Techno. I deliberately avoided giving the Gangers access to Combat and Shooting skills to try to make them different. I'm going to have to wait and see how it works out.

What sort of set up did you go for with your created House? What sort of story they got?

Master Corvinus
08-01-2007, 19:52
Well the house is called House Vereor which in latin means fear this is how it is situated:

Hand to Hand
Knife
Sword

Pistols
Autopistol
Laspistol
Stub Gun

Basic Weapons
Autogun
Lasgun
Shotgun

Special Weapons
Flamer
Grenade Launcher

Heavy Weapons
Heavy Stubber
Missile Launcher

Leader Only
Chainsword
Meltagun
Boltgun

House Skills Table:
Juve Shooting, Stealth
Ganger Combat, Ferocity, Shooting
Heavy Combat, Ferocity, Shooting, Techno
Leader Agility, Combat, Ferocity, Shooting, Stealth, Techno

The overall idea was that I wanted a sort of elite house where they teach in combat and melee and learn how to scare and cause fear into the enemy. I have left out muscle because I wanted a large flaw or technique which is thought to bee useless within the house, it is more skill based than just brute force. I havent started the background yet but and ideas on it?

Sorry for the long post but I tried to do the same as your first post hope this is alrite just tell me if not.

Catferret
08-01-2007, 20:00
Weapons wise, it looks like long range death is your thing. Snipers and Grenade Launchers to panic the enemy allowing the combat specialists to get in close.

Hopefully you'll find some Scare grenades early on or get a Chem Pit as starting Territory!:)

Background ideas: Crime Syndicate Enforcers? Funded by some Big Boss to put pressure on local settlements. Or maybe Vigilantes keeping the Streets safe.

Got any models done yet? Skull masks or holo masks could be cool. A bit like Harlequins or the old Brat Gangs from Confrontation.

Master Corvinus
08-01-2007, 20:09
Well like you I am toying with different models and greenstuff.I love the Crime Syndicate Enforcers idea I take it! I have a thought about when the enforcers are out to get someone they are the opposite like good and evil to stop the enforcers. I might use the cadians without helmets and armour with maybe like your idea of masks got any pics of what you are thinking? Also on the idea what do you think?

Catferret
08-01-2007, 20:15
Pics wise I hope to have some of the WIP up tomorrow sometime. My flatmate just bought a new camera!:D

Plastic Cadians are great with a little work. I made my Leader out of them and Greenstuff. Full masks would certainly give your gang a different look. Not Redemptionist or Cawdor style though. More of totally smooth fencing masks I guess. Mirrored surface. Last thing the enemy sees is their own face and the terror on it.

Master Corvinus
08-01-2007, 20:23
Thats an Idea but yes I'm gunnaequip my leader with a melta and a sword as all my gang will have a sword at least. Masks are a maybe like umm the iron mask or maybe what i thought of was that haveing a high collar or metal sheild around the neck so you can only see his eyes and above.

Catferret
08-01-2007, 20:29
That could work. You definitely want some air of mystery though.

Beware of using Meltaguns. I used on on an Orlock Leader once and got lucky with my skills (Infiltration) but otherwisw you will need some sort of longer ranged gun as well. This will make them very expensive! Great for the Raid scenario though. Sneak up to the pbjective and turn it into slag!

Master Corvinus
08-01-2007, 20:35
I see got any tips on what to equip the leader with? Also from other necro thread some people say that a missile launcher is a waste or should i just instead use a grenede launcher? Sorry about all the questions its clogging up your thread.

Catferret
08-01-2007, 20:50
Meh. I don't mind questions, it gives me the opportunity to impart sagely wisdom!:D I'm personally not a fan of either weapon. They are too expensive and not effective enough for my liking. I'd pick Sustained Fire anyday.

That's not to say they don't have their uses though. A GL will give you long range with flexibility of ammo. Give any rare grenades to that guy and start lobbing them everywhere. Plasma to block walkways and funnel your opponent into a kill zone or just Frag them with that big blast marker. Keep rolling Techno skills until he gets Weaponsmith. You will need it!

Leader depends on what role you want. Melee or sniping. For melee, get the best h2h weapon you can afford and a good pistol or two. For sniping I prefer Shotguns with Bolt Shells over Bolters because you have a choice of ammo and also gain the Knockback rule for blasting careless Gangers off buildings!:evilgrin:

EVIL INC
08-01-2007, 23:02
I actually had a missile launcher in my old gang. It was a huge waste of cash overall but my gang boasted having the only one around. It very rarely ever killed anything but it acted as a trap for enemy gangers. Everyone wanted to be the one to put my ml out of commission and hopefully steal it. I used that heavy as dangerous bait and used reguler gangers to jump anyone who came after him. Bait like that is hard to resist and its just a matter of setting good traps. That was only incidental and I was lucky early on though. Overall, I probobly wouldnt buy it again and would instead go for either sustained fire or a couple special weapons if I went assaulty.
Thinking of going ahead and buying the chaos beastmen models and making my own gang type up with these rules rather then just copying an established gang's rules. Gimmie a while and I will work on it.

Catferret
08-01-2007, 23:12
Sounds good! Necromunda has been established for a good number of years so it's about time we made new gangs! Vive le Revolution! Down with the Noble Houses of old! We are taking back the Hive people, and we are united! Well except for that mutie guy at the back...:p

On a more seruious note, it is good to see a little originality and lotsa cool models.

Evil Inc, I ran a Delaque gang which had a Leader with Plasmagun and 2 heavies with Flamers. It worked well because of my easy access to Infiltrate and Hipshooting. I have considered trying it with other gangs but would be worried about closing the distance. That's why I switched back to Heavy Weapons with Sustained Fire. Gotta love Heavy Stubbers! Gonna save up for an Autocannon just to try them out though!

Master Corvinus
09-01-2007, 19:51
Flamers dont they jam alot? I was thinkigof a flamer he would move with my leader with a meltagun act as a dont go there barrier so i could move them elsewhere...

Palatine Katinka
09-01-2007, 23:30
Yeah, Flamers take ammo checks every time they fire, 4+ to fire it again. However, with such short range, you wont fire them that often anyway and that's why you always give a Heavy a back up weapon such as a Shotgun or other Basic Weapon which can be used at long range/as you close in. Lasguns are good for this as they are long ranged and reliable, but Shotguns have style.

Meltaguns will mess up whoever you shoot with it but it is quite expensive. A Bolter/Bolt Pistol/Plasma Pistol will be almost as good for a lot less creds. Guess they just don't have that "oomph" factor though...

Weregerbil
10-01-2007, 23:12
sounds good, more swords and auto pistols are always a good thing.