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Gangs of Nu Ork
Posted 21 March 2011 - 02:36 PM
You see, my lifelong dream has been to run a gang as a detective agency with an Ork and a Panzee as private eye partners, a Daemonette receptionist, Kroot muscle, a Dark panzee coroner, a fish'ead informant, Grot errand boys, and a tin'ead... coat hanger.
Obviously, the fluff will have to be stretched a little, but I'm sure Matt Ward will write an panzee/Chaos alliance in the next Codex, so whatever. Or it can all be set in Mirrorverse 40k.
The setting that I envisioned is in effect an Ork craftworld. A giant archeotech city/hive that the Orks fitted with void shields and teleported into space when the planet they were on was destroyed. It floats around the galaxy semi-randomly and is sustained by raids into Imperial space. Nu Ork is kind of a big player, so other races like to infiltrate it to further their own goals. This is somewhat easier in an Ork-run society than elsewhere in the galaxy, plus the city is way too big to police, anyway. Sometimes, infiltrators get stranded or just decide to stick around because here nobody will kill them for mispronouncing the Emperor's name or for growing that third eye. Eventually, a somewhat functioning mixed society evolves, with the newcomers largely adopting the orky way of life, but the orks in turn also becoming a bit more civilized. Nu Ork becomes a giant lawless slum fragmented into small interest groups, but compared to the rest of the 40k universe, it's a little bubble of calm.
To be continued
Posted 21 March 2011 - 03:48 PM
Here's what I want to do:
1) One single gang list with mixed races allowed. Some synergistic rules to encourage same-race gangs, but not enough to make mixed gangs unappealing. Some fluff-bases restrictions, like Orks won't ever follow a Grot leader.
2) All 40k races represented. Because human-on-human and ork-on-ork gets old after a while. And GW makes lots of great minis and as many as possible should be playable.
3) Streamlined gang construction. Because there will be so many different races all on the same gang list, it would be unrealistic to have different entries for Leaders, Heavies, Juves, Specials, Meks, etc... of each race. Instead, each race has a single entry with a single set of racial special rules, but 3 different profiles (recruit, veteran, heroic) each with a different hiring cost and starting experience.
In addition, there will be a list of 10 or so different "careers." Each ganger can pick one career, which determines which skill tables he can access and maybe grants another special rule or two. For example, you can hire a Heroic Grot Sniper, or a Recruit Human Medic, or a Veteran panzee Bruiser.
4) More stuff to do in the city! This isn't Mek Town, boyz. If your fragile Panzee ganger doesn't care much for seeing a Dok, he can visit the Hoemunculi or a rogue Apothecary or a Slaanesh brothel or whatever. I also want to add an exploration table ala Mordheim with cool discoveries and encounters in the city.
Posted 21 March 2011 - 07:08 PM
Posted 22 March 2011 - 02:33 AM
Posted 22 March 2011 - 04:04 AM
Posted 22 March 2011 - 06:50 AM
Posted 22 March 2011 - 06:56 AM
@Dim Reapa; I't been so long since I've played Necromunda... what are the battle rules differences, anyway? All I remember is that the injury table is less forgiving and that infantry can take heavy weapons. And Necro has climbing around bulkheads instead of driving vehicles, obviously.
The rules are very similar to GoMo, really. Terrain is, as you said, overemphasised, but there's just more material to work with, really. You've got hired guns, various flavours, more scenario types etc. I would advise some background reading to familiarise yourself.
There is a big Ash Wastes rulebook which basically works in a somewhat similar way to GoMo.
As to injuries, they're more or less similar, just Orks have an easier time fixing them.
Get in touch if you need any pointers for the Necro material. I should be able to help you out there. As to GoMo, there's plenty of experts in this section to help you out. I know a lot more about Necro and less about GoMo. If I get a moment I'll have a quick look around and see what I can suggest. The more info you provide on your ideas the better I can help you.
Posted 27 March 2011 - 10:23 AM
Posted 28 March 2011 - 12:42 PM
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