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Dim_Reapa: Necromunda Guru????

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#41
Gitsnik_Arse_kika

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What are your view's on hiring mercenary's (bounty hunters etc)?
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#42
Dim_Reapa

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What are your view's on hiring mercenary's (bounty hunters etc)?


Ah, a very good question. Well to put it mildly, there are literally tonnes of Hired Guns of Various Descriptions.

Here's a short list of most of the ones I know about:

Bounty Hunters
(Necromunda Underhive P.102-3, Necromunda Source Book P.62)

Underhive Scum
(Necromunda Underhive P.101, Necromunda Source Book P.61)

Ratskin Scouts
(Necromunda Underhive P.104-5, Necromunda Source Book P.64)

Pit Slaves
(Outlanders P.66-67, Necromunda Forgotten Guns PDF)

Wyrd Telekinetic
(Outlanders P.68-75)

Wyrd Pyromaniac
(Outlanders P.68-75)

Wyrd Telepath
(Outlanders P.68-75)

Wyrd Beastmaster
(Outlanders P.68-70)

Defence Force Deserter
(Gang War 3, Necromunda Forgotten Guns PDF)

Ratling Sniper
(Gang War 5, use any ratling sniper)

Orgyn Bodyguard
(Necromunda Magazine Issue 1, Necromunda Forgotten Guns PDF, use any Ogryn model)

Sniper
(Necromunda Magazine Issue 2, Necromunda Forgotten Guns PDF, no official model - suggested model was a crouching Death Korps 'umies model)

Crazy Doc
(Gang War 3, Necromunda Forgotten Guns PDF, no official model - suggested model was Fabius Bile)

Guild Assassin
(Gang War 3, no official model)

House Agent
(Necromunda Forgotten Guns PDF, no official model)

Ratskin Savage
(Gang War Issue 5, Necromunda Forgotten Guns PDF, no official model)

Rogue Handler
(Necromunda Forgotten Guns PDF, no official model)

Ash Waste Shaman
(Necromunda Magazine Issue 2, Necromunda Forgotten Guns PDF)

Nomad Guide
(Necromunda Magazine Issue 10, Necromunda Forgotten Guns PDF, no official model)

Mutant Scum
(Necromunda Magazine Issue 10, no official model, but something like Scabs is ideal)

And of course, the named Special Characters:

Mad Donna Ulanti
(Outlanders P.78)

Brakar - The Avenger, He That Rains Death
(Outlanders P.80)

Karloth Valois
(Outlanders P.80-2)

The Arch Zealot of the Redemption
(Outlanders P.77)

The Redeemer
(Necromunda Magazine Issue 1)

Yrthian Mardawn
(Necromunda Magazine Issue 2)

Kal Jerico and Scabs
(Necromunda Magazine Issue 4)

King Redwart the Magnificent
(Outlanders P.77, no official model)

Bull Gorg
(Outlanders P.79, no official model)

There might be a few more lurking around, but little escapes the Necromunda Guru! (Did I just say that? Sigh. Oh and can I add a double sigh for the accompanying 'Hive Scum' picture on page 101 of Necrumunda Underhive - god its a rubbish book).

Now, obviously I'm not going to discuss them all here, but at some point I've used or at least glanced at the rules of most of them, so if you have any specific questions or interest in particular ones, just let me know and I'll try and help you out. Also, just thought I'd point out, if you are interested in acquiring the Necromunda Forgotten Guns PDF slip me a PM (or follow this LINK). Unfortunately I don't know of a way to get the Wyrd PDF, but if anyone knows where to get it, please post up.

Hired Guns are interesting. Generally they add a bit of flavour to your gangs, but most of the wider, lesser used ones have mild usefulness, or more, depending on what you do in your campaign. So now I'll cover the first three in the above list (Hive Scum, Bounty Hunters and Ratskin Scouts), and if you want to know more about others I can discuss those in more detail in another reply. The reasoning is what you have access to right now, which I assume is merely the Necromunda Rulebook. Getting the rest is a paperchase to say the least but if you're smart, you grabbed yourself the old Necromunda Hardback compilation (of the rulebook, sourcebook and outlanders) and you'll never look back.

Okay, first thing you need to bear in mind is that Hired Guns are most useful at the very beginning of a campaign, and the longer it draws on, the lesser this usefulness gets. This is because as your gang members gain experience, they will often be as good, if not better, than anything you could hire by that point, so unless they confer some other advantage, they are generally a waist of creds in the long run.

Hired Guns are most useful for their instant advances. This means they are slightly above average from the off. The advances are random, so you do have to be careful, as they could sometimes get increases or skills that aren't generally useful. That said, their advances are much more specific than your gangers, (for instance a Hive Scum Hired Gun has a fairly high chance of getting Gunfighter as a skill) so it is more likely that the advancements will be beneficial than not.

Hired Guns sometimes add other bonuses to your gang; Bounty Hunters for instance can claim bounties on some captured enemies. These uses aren't always huge, but they do add up. Hired Guns are also great because you can be a little more aggressive with them. Their deaths will not cripple your gang, and in the beginning they'll be just that little bit better that they should take a few things out with them.

Its not all good news though, the worst aspect of Hired Guns is cost and rating increases. They need to be paid before each game, so keeping them on in the long term is usually a fairly big financial drain (especially for Outlaws or Outlaw gangs). They also increase your gang rating quite significantly, which is a problem that benefits your opponent with underdog bonuses, and also reduces your own. Saying that, the gang rating value of a Hired Gun is always fixed, whereas some gangers will quickly exceed that mark and may not have better stats or skills than your hired gun.

Hired Guns do generally have a shelf-life of about 3-6 games depending on the abilities, advancements and skills of your (and opposing) gangers, so after that they can get a little outgunned. Saying that, towards the end of campaigns they can be useful for quickly filling holes in your gang should you be losing a lot of gangers. Sometimes it's easier to hire in help rather than buy gangers who start again from scratch!

Underhive Scum are basically cheap gangers with instant advancements. Their weapons are always various pistol types, so they are mostly useful at relatively close quarters. They're cheap, so use them with distaste for their lives (they're scum after all), but generally you can expect Scum to perform reasonably well. They are wonderfully cheap for what they do, and you can get as many of them as you can afford. You could be really evil at the end of a campaign and spend all your money on Scummers! They're well equipped and have instant advancements considering their very small hire cost. Scum are often overlooked by some Necromunda players, but they're damn good if used well. Scum make great replacements to dead gangers in the short run, but in the long run, nothing replaces normal gang members.

Bounty Hunters are badasses. For a start, they are literally armed to the teeth, and its all damn good stuff. Bounty Hunters start off with better stats than a gang leader plus enhancements. Bounty Hunters make awesome additions to gangs, and they do tend to have more lasting power than other Hired Guns, simply by virtue of higher starting stats, and the bargain that is their basic equipment. They are quite expensive, and they add a HUGE amount to your gang rating, but often they're worth it. In shooting and combat, they're horrifically well equipped for the job. In addition they have the ability to automatically capture gangers they take down in combat which can sometimes claim a bounty for them (which is generally a nice chunk of creds). I tend to take a Bounty Hunter in my gang for the first 4 or 5 games (sometimes I keep him for longer - once I had one for the entire campaign, some 10+ games). If you're looking for advice on what option to take of the last five weapons (under 'Plus any one of the following'), they're all pretty good, but I'd say the Bio-Booster is generally the best bet.

The Ratskin Guide is quite useful, especially in campaigns where you roll for scenarios. Much like the Scum, they're cheap. However you don't buy a Ratskin for his abilities or advances, because he doesn't get as many as the others anyway. The Ratskin makes up for it with useful special rules. His guide skill, like I said earlier helps with scenarios, giving you a slight edge. He can also sometimes find new territory (although you risk losing him if you send him). Ratskins are all naturally resistant to dangers of the underhive and are much more difficult to kill. I really like Ratskin scouts. They're useful for the sneaky player, although not as generally potent as the others. Their equipment is reasonable for what they do, but you buy them for their in-game advantages. Also a note to budding Necromunda GMs - Ratskin scouts give you great freedom to tempt players using them into interestingly dangerous and opportune scenarios, as well as making all the other players hate them if you translate the Guide rule in some way into your story-based campaigns!

Like I said if you want to know more, I'll answer more. You can call this, a brief reply...


Oh and here's another Hired Gun. This is the Rules for the Monster Hunter, which I was about to submit to SG before it shut down:

Attached Files



#43
Gitsnik_Arse_kika

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could I get the rules for the ratling Sniper Hired hand please? Just cos the new models look awesome :biggrin
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#44
Dim_Reapa

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could I get the rules for the ratling Sniper Hired hand please?

Just cos the new models look awesome :biggrin


Well I've not seen the rules for them online as of yet, but if you grab the Forgotten Guns PDF LINKIES! in my last post there are rules for a Sniper that you can use, perhaps reducing a few of the stats accordingly.

#45
Dim_Reapa

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Ah well, I just so happened to find the Ratling Sniper rules in my gang war 5 mag (I kept missing it as it's only on one page) and I must say I wasn't happy with the rules. So I made my own. Here you go Gitsnik, hope they work out for you: Attached File  Ratling_Sniper.doc   43KB   15 downloads C&C is welcome on the rules, but I may start another thread for that.

#46
Gitsnik_Arse_kika

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Cheers for that Dim, i am liking the rules.
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#47
Dim_Reapa

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Oh and just to prove a point about the rules of the Ratling Sniper from Gang War (and to give you an alternative)

I found them on the iNecro site here

As well as the Ratskin Savage

Having the Gang War magazine they're from I can confirm that they're the correct rules.

#48
Dim_Reapa

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Just a small update, but I've added a few things to the Welcome To Da Hive! thread.

None of my own articles as of yet, but I've found some very useful links including ones to Necromunda PDFs that were on the Specialist Games site. I've also located the SG Forums, which for some reason still exist.

Check em out, hope they help.

#49
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What is this "inquisitor-munda" thing?

#50
Dim_Reapa

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What is this "inquisitor-munda" thing?


To the best of my knowledge, it is a game based around the Inquisitor (and quite recently also Dark Heresy) Ruleset that uses Necromunda and other 40k miniatures and terrain. The main flaw of Inquisitor was the huge scale (55mm if I remember correctly) which had limited models released for it which were expensive and fairly difficult to convert. You also needed bigger and more terrain to play it, and as a result the game just generally failed.

Inquisitor-munda was one of the many 40k Player Fixes designed to continue enjoying the game, but in a way much more easier to support. The rules are all inherently the same as the Inquisitor rules, it's just easier to acquire, convert and surround 40k scale models in adequate terrain than the larger Inquisitor scale models.

It is however a mysterious system. Although everyone agrees that it mixes Inquisitor/Necromunda/40k parts, essentially all certainty ends there. Everyone tends to decide on what rules they are doing. It is mostly based around the story, and intricacy/heavy theme of Inquisitor. Sometimes there's more Necromunda rules used, sometimes there isn't.

It is pretty mysterious, but this is mostly because it is a friendly fix for those who love Inquisitor, but know it is utterly unplayable for most fanatics.


Depending on how you were to go about the game yourself, the core of the rules you used would determine which section of this forum you'd post up about it, although personally I'd start with the Inquisitor section first.

#51
zerg

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Thanks. I wasn't planning on starting up a game, but maybe eventually. ;) :wink

#52
Gitsnik_Arse_kika

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I am trying to get a friend into Necrumunda. He says he would like to do a mutant/scavvies gang but as he would be a beginner, I suggested not to as they are outlaws. So I am just wondering if there are any rules that include mutants who arn't outlaws?
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#53
Dim_Reapa

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I am trying to get a friend into Necrumunda.

He says he would like to do a mutant/scavvies gang but as he would be a beginner, I suggested not to as they are outlaws. So I am just wondering if there are any rules that include mutants who arn't outlaws?


If it is the gang he would like to do, I'd suggest going with it. If he really wants to do a mutant gang, Scavvies is pretty much your only bet. It is not generally a wise idea to start with Outlanders, but I also suggest you opt for your favourite gang. Scavvies are an interesting gang to take, so tell him to go with them. He may find it difficult, but at least he'll be committed to them.

#54
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Hi I'm just wondering where to find the rules for the out law tradding post (I've just started a scavvy gang) or if i cant get a hold of them then are there alternitives? thanks in advance. cheers.

#55
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Hi I'm just wondering where to find the rules for the out law tradding post (I've just started a scavvy gang) or if i cant get a hold of them then are there alternitives?
thanks in advance.

cheers.


The outlaw trading post is located at the end of the Ratskin Renegade PDF. No idea why, but most of the rules are dotted about, the rest you'll find in that wonderful collection of PDFs you found a while back. There are a few issues with it (the main one iirc is the pricing for a Needle Rifle - although you can't get one in the OTP), but it is there.

When I finally get this Necromunda Introduction article it will discuss many of the PDFs you need to reconstruct the old (better!) rulebook, mentioning what PDFs you need and where to get them. With your Skavvies, there's a fair bit of goodness to be had in that chart, especially a silencer for your Skavvy Boss if you can get one.

Oddly, on the subject of alternatives, I am scripting up two new trade charts that will be available to outlaws and house gangs - the Weaponsmiths and Black Market, but it'll be a good while before they're posted up. I mention them here.

#56
Nob Rott

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Hi there. Sorry if this is classed as threadomancy, but at the same time i didn't want to start a new 'necromunda FAQ' thread just for one question. So here it is. A couple of my gang members have the inventor skill. Is the cost of these items added to the gang members cost, and gang rating? For example, my inventor invented a mono site. I gave it to my heavy with 'eavy stubber. Is his cost (for working out gang rating) 180 creds, or 220+3D6 creds? While i'm here, a question that i'm pretty sure on, but just checking. When a juve's experience reaches ganger level, and he therefore becomes a ganger, do you add the difference between ganger and juve to his cost? Cheers Dim, Nob Rott

#57
Dim_Reapa

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Hi there. Sorry if this is classed as threadomancy, but at the same time i didn't want to start a new 'necromunda FAQ' thread just for one question. So here it is.


Well it's pinned so that you can ask questions at any time. I'm rather pleased you did, actually, because I have an awful lot of resources available now to answer questions with. When I started this, the Specialist Games site had been down a while, but I hadn't yet located all of the Necromunda resources again, that are now linked in my Welcome To Da Hive thread.

A couple of my gang members have the inventor skill. Is the cost of these items added to the gang members cost, and gang rating?
For example, my inventor invented a mono site. I gave it to my heavy with 'eavy stubber. Is his cost (for working out gang rating) 180 creds, or 220+3D6 creds?


If you open to page 99 of the Online Rule Book (or 141 of the old hardback - the wording is identical), there's 3 paragraphs under the title of "Adjusting Gang Rating". It contains this very useful bit of information:

Where the cost of equipment varies the variable amount is discounted when calculating a fighter’s total worth. So, a fighter with a bionic leg is worth an extra 80 credits not 80+3D6. The variable cost of rare weaponry and other equipment represents an additional ‘rarity’ cost charged over and above the actual worth of the item.


So, you'd actually factor the value in as 220 creds (40 creds), and when you sold it, regardless of if you'd bought it, invented it or sold it, it would only be worth half of the fixed value, so you'd only get 20 creds for it.

While i'm here, a question that i'm pretty sure on, but just checking. When a juve's experience reaches ganger level, and he therefore becomes a ganger, do you add the difference between ganger and juve to his cost?


This one is indeed a great deal more straightforward. No, you don't add the difference. The change to ganger is represented by their experience level, so as long as you've added in your gang member's current experience level to their rating you're golden.

Hope that helps, if you have any more questions, don't hesitate to pop them in!

#58
Nob Rott

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Ok, so just to check, you add the cost of invented items, but not the variable amount, to the gang members cost, making him 220 creds for gang rating purposes? As for the ganger/juve issue, i was pretty sure that you didn't increase their cost, but just getting back into the game after about a year and a half, and haven't found my hardback book yet, and printer has run out of ink, so got to do everything in front of computer, which isn't always possible. Cheers for the answers Nob Rott

#59
Dim_Reapa

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Ok, so just to check, you add the cost of invented items, but not the variable amount, to the gang members cost, making him 220 creds for gang rating purposes?


Yep, and you always do that, whether you invent or buy an item. The additional variable cost, is sort of a "rarity tax". You only have to worry about it when buying the weapon, after which you only ever consider the base value for gang rating and selling purposes. Anyway, the trade section talks you through it pretty well in either version, so if you're ever worried about how it's done you can check there.

As for the ganger/juve issue, i was pretty sure that you didn't increase their cost, but just getting back into the game after about a year and a half, and haven't found my hardback book yet, and printer has run out of ink, so got to do everything in front of computer, which isn't always possible.


Yeah, well I honestly don't know why or how I manage to keep the knowledge of Necromunda in my head, but it's the only system I never have problems with. Pure luck, I reckon. Hope you find the hardback, it is vastly superior to the current rulebook **spits**. I hate Underhive. But, it is at least handy to have in electronic form.

#60
Nob Rott

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Good new! I found all my old necromunda stuff, including big hardback book! Have had a couple of games in the last week, which lead me to this question- Are the effects of the armourer skill cumulative? So, if I have two members with armourer, does my gang get +2 to all ammo checks? Cheers Nob Rott