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Dim_Reapa: Necromunda Guru????
Posted 29 October 2008 - 07:56 PM
Posted 30 October 2008 - 12:32 AM
Posted 30 October 2008 - 12:16 PM
how much experience do you have playing and how many rescources do you have for the game. Do you just have what was posted on the specialist games website or do you have additional material from white dwarf and gang war magazines?
Very interesting question to start off with! I have at least 14 years experience playing Necromunda, it's my favourite game of all of games workshop, and I have played it an awful lot. I've done a fair bit of GMing, most notably a campaign in a GW that peaked with about 15 people playing on one day (although I had at least 20 signed up for the campaign that lasted 6 weeks). I write my own rules for Necromunda, and I was published by Specialist Games (but unfortunately for Inquisitor, not Necromunda), I'm also an avid hoarder of Necromunda stuff, which means I have a fair amount of the extra models you can get for Necromunda, not to mention a pretty hefty tonne of the terrain.
As far as additional resources go, I've got 3 of the gang war magazines, all 13 of the Necromunda magazines, the original hardback of the Necromunda Rulebook (which I tend to use more than anything else), a fair amount of the White Dwarf Necromunda articles (including a Q&A), a book or so compiling some of the rules and battle reports from White Dwarf, not mentioning my own resources of rules and such from previous game incarnations.
As for the website stuff, knowing I was doing this, I grabbed the lot, and will refer to them when answering questions, although I doubt I will use many of them myself.
Posted 31 October 2008 - 12:25 AM
Posted 31 October 2008 - 03:55 AM
Posted 31 October 2008 - 07:05 PM
Hey do you know if there is actually a genesteeler cult rule set?
Yes, there is somewhere. I believe they were in either a fanatic magazine or a old Gang War. I shall look into it for you. I can definitely confirm that the rules exist however, because I ran a campaign where one of the players used a Cult, and showed me his copy of the rules.
Posted 02 November 2008 - 11:52 PM
Posted 04 November 2008 - 08:27 AM
Posted 05 November 2008 - 12:00 AM
The Specialist Games Website is now down, and is no more. If you search through Google, you can still find all the Forums, but the site itself and all the documents are no longer to be found there. Specialist Games has been integrated into the main site, which may or may not mean that all the articles are still available. As of the last time I checked, most published submissions (other than the Core Rules Files) are not to be found, and I'm not sure they will ever be posted up.
Currently however, the main rules you need are still available. They are the bare bones though, not very extensive, and locked away in a very hard to navigate GW Main Site.
Here, I have attempted to compile some direct links for you to the PDFs - please let me know if they aren't working for you.
You'll notice the Pit Slaves and an awful lot of important stuff is missing. It might be difficult to get a hold of the PDFs via the GW Site. (PM ME)
I will try to help where I can, and write rules for what I can without violating any IP (it means doing entirely fresh stuff, of course) and I suggest that you all watch Ebay for the Old Hardback or the Necromunda Rulebook/Sourcebook/Outlanders for a better publication altogether.
Posted 05 November 2008 - 12:19 AM
Posted 05 November 2008 - 01:39 AM
wow they literally just took it off today. I think GW just killled off most of its specialist games revenue. Thats years of work that they just eliminated entirely.
Yeah, don't get me started - all the more reason for me to fill in as many blanks here as possible.
Posted 05 November 2008 - 07:02 PM
Posted 08 November 2008 - 04:15 AM
So I guess you've played a lot of different gangs, which one do you think you had the most fun with, not necessarily the most success.
Hi Grisnog, sorry for the late reply, but I've been putting a bit of thought into the answer for you.
I have indeed played many different gangs, including some of my own devising too. But I don't think I've found any I haven't personally had fun with.
I mean, if you look at the game, you are bound to find a gang that you like, and if you buy into them, you're going to have fun, especially if you play in their style effectively (Yes, I will be trying to show you how to do that in one of my articles!).
With the House Gangs, you do have a slightly repetitive style from all of them, in that they don't really have any rules of their own. However, you'll find that the skills will allow you to shape them, based on what you're more likely to gain access to. Van Saars will all be inventors and fixers (because of Techno Skills), Goliaths will be huge, muscular and angry (Muscle and ferocity), Cawdor will be generally angry and zealous (Ferocity and Combat), Delaque are just sneaky (Stealth), Orlocks are nice and balanced (although are the main 'shooting' gang), and Esher are fast and agile (agility).
So with just the skills to work from, what is most common to a particular house does make a huge difference to the way you play them, and every single skill table in the game has some real gems.
Skills seem rare to acquire, but they actually aren't. I tend to get a fair share of skills, and to begin with, your gangers and juves will be levelling up an awful lot.
A lot of people think the House Gangs are bland, because of all of the Outlaw gangs with their fancy rules, but House Gangs are very easy to use and get into. Generally when a beginner asks me what to get, I tell them that, unless they are determined to play a specific outlaw gang, they should get a House Gang, simply because they don't have extra rules, and with the extra rules come extra problems.
With the Outlaw Gangs (we'll talk about the Proppa Outlaws first: So Redemptionists, Ratskin Renegades, Pit Slaves and Skavvies) you have serious issues with income and survival. With house gangs, starvation isn't a worry unless you're outlawed. Cropping up money requires extra cash from scenarios if you actually want to buy something.
Saying that though, the Outlaws (well, Outlanders) are just so much fun! Redemptionists need to be played as if you're using a bunch of mad psychopaths, seeing as they pretty much are a bunch of mad psychopaths. The Zealot with an Eviscerator/Giant Axe is really a must in your gang, because regardless of him doing anything, there is nothing that strikes fear into the hearts of every Necromunda player than facing down one of those nutters. After a few games a few Ferocity skills later, it can often be difficult to drop the guy. The huge amount of flamer weaponry is simply put, awesome. The new rules aren't too bad either, but it gives you modelling issues (that I will also be working to solve for you) to deal with.
However, there is nothing more funny that running a Redemptionist gang, they are probably the best, or were, until those terribly bad models with pathetic options for modelling came out.
Ratskin Renegades are interesting - especially when you play missions with a lot of hazards and environmental effects. Their abilities are quite interesting, especially the shaman - they are something different and worth trying out at least once.
Skavvies are good fun as well. I've used these guys a few times, and I've been slowly building myself up a gang, converting all the way. There's no feeling on earth like watching a load of Plague Zombies start munching on enemy gang members. Scalies' Guns are just awesome - the spear gun is a family favourite, seeing as it can pin a whole family together onto a bulkhead, tree or mongoose. Mutations are intensely fun also, and a great way to customise your gang. I haven't read the new rules for these guys yet, but I will shortly before I embark on their tactica.
Pit Slaves are quite hard to use, but their collection of nasty snippy weapons and such makes them a very combat heavy gang that can rip your arm off and beat you with it. They have some interesting features, such as armour plates and the gang leader with the extra arm - so they are a quite colourful gang that is worth a look if you can actually find their rules. They were in a White Dwarf - I'll look into the issue number and get back to you, as I have it somewhere.
Okay, and now we have the badasses at the end here.
Firstly, there is the Spyrers, who are always a bit of a laugh. Their rather crazed weapon loadouts makes them an interesting addition. They will always be outnumbered, but they just wont care - their armour and constantly improving weaponry makes spyrer hunters rather interesting, not to mention deeply irritating to take out. They're a bit of a Power Gamer's choice, but trust me, their being outnumbered is a far bigger handicap than what they get for it - initially, at least.
Then there's enforcers. These guys aren't the easiest to use, but their access to equipment and their armour makes them good fun (although they used to be better **moans**) although you will, like me, tire of seeing Kasrkins/Storm Troopers turning up and saying 'Hey, we're enforcers!'
To Conclude, pretty much all of the Necromunda Factions are fun to use; there will be something there that is most definitely for you. I suggest you look into what you can for most of the factions and look for what interests you. I always select gangs by their character, and try to play in character. My Tacticas will focus on this in particular.
I would say that the House Gangs, Skavvies, Spyrers and Redemptionists are the most fun, but it depends on what you're looking for. They are all vastly different, and that is one of the best features of the Necromunda system.
Posted 11 November 2008 - 10:55 AM
Posted 13 November 2008 - 06:39 PM
Posted 16 November 2008 - 04:38 PM
although you will, like me, tire of seeing Kasrkins/Storm Troopers turning up and saying 'Hey, we're enforcers!'
Yes that sucks big time...And EVERYBODY does it.
I use the real enforcer models but i'm trying to go retro with 2ed Arbite models.
On the topic of remptation gangs i had a a guy infltrait a envisorator/flamer guy right behind 3 enforcers. Perfect for flaming (at -2 )
But i got the last laugh!!! I got the first turn and turned my 3 guys around and put a soild slug into him pushing him off the ledge falling to his doom
Posted 26 November 2008 - 02:27 PM
the Snake bite
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