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Made in us
[DCM]
Illustrator






North Carolina

=][=

Well, it needs a place to blossom ideas and really cultivate the collective thought process of the Dakka community, so I only thought it appropriate to put it in a more appropriate place!

For those not in the know, =][=munda is a unique mix of role playing and Necromunda style combat on the tabletop, with heavy influence on a story driven campaign system. There are many different takes (already!) on the rules/mix, but the general idea is all the same, get into the gritty gothic 40k universe have some real fun!

Feel free to post links, share ideas, list concerns, come up with rules sets and just about anything else that has to do with this great movement!

For starters here is a set of =][=munda modeling threads to whet your appetite:


Jade Vessel - an =I=munda Blog

=I=munda Ad-Mech

CMDante's =I=munda Blog - Blood Pact Gang

Xan´s =I=Munda Campaign: Of Dark Places and Shady Characters

Last of the Mezzan (Malika's potential =][=munda madness)

Rules Resources:

Necromunda Rules

Dark Eldar

I would really like to start organizing rules sets/methods of play that people are using for a possible article web set up to really help boost awareness of the 'revolution' that seems to be happening!

So please post your ideas here and be sure to check out the great threads above for inspiration! Don't forget to leave a few comments while you're checkin out the amazing modeling too ^_-...

This message was edited 2 times. Last update was at 2008/10/29 07:59:49


-Aaron
Call For Fire

DA:80+S+GM(DPC)B++++I+Pw40k99+D++A++/mWD247R++T(M)DM+++++ 
   
Made in us
Regular Dakkanaut



Sanford, Fl

Well having visited several of those pages and blogs, I have gotten the bug and want to start a gang. My FLGS had a group that has now spread to two stores in my area and may soon add a third store.

What I find interesting is the conversion possiblities for various gangs which has sparked my interest. So I am always looking for a discussion on how to build different gang members.

Thanks and keep up the effort.

Warrior 50
   
Made in ca
Morally-Flexible Malleus Hearing Whispers






Well I kind of moved near Toronto, actually.

this gak is cool, that is all I will say.

Dakka Articles: Eldar Tactica | In Defence of Starcannons (math) | Ork Takktika Quick Tips
taco online: WoW PvP
ur hax are nubz 
   
Made in us
[DCM]
Illustrator






North Carolina

This is the current rules set being used by migsula and friends in the Jade Vessel =][=munda campaign.

Some additional formatting added in by me for ease of reading ^_-.

++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

This is the current rules document - Games Mastering and an RPG attitude is a HUGE part of the fun for us. I think I should ask the boys to start sharing the stories here too, instead of just the campaign forum we have.


“Keep your friends close and enemies closer” – ancient human adage


=I=munda


This coming July I will be Game Mastering an Inquisitor themed, narrative driven continuum of games based on tweaked and expanded Necromunda rules set. Initiative, cunning and situation savvy will be rewarded. There will be a strategic phase outside the games themselves, when the players need to prepare for future enemies, pursue the right trails, sometimes employ skilled noncombatants instead of buying more guns and generally outsmart the others. Bold, adventurous suggestion to the GM may sometimes be rewarded – or if deemed against the character they may back fire. Is it time to blow cover and induct a company of the PDF? Are you strong enough to harness the great enemy into a weapon against itself?

In tactical level, in the games players need to know when to fight when to run. The scenarios will reward teamwork, combination of right skills and equipment and fate to the Emperor or the Eight-pointed star if you so choose.

The GM will employ NPC gangs, of endless supplies of filth, or unimaginable horrors, or stalwart heroes – mostly to halt your efforts, sometimes to rip you apart, or rarer still to help you!

How does it start?

Starting right now – the players will choose a theme for their gang and briefly outline their character. In due time this will be expanded together with the GM, but according to the players wishes. The first theme will serve as a platform on which the team is shaped. Maybe you want a valiant witchhunter, with close ties to the church and possibly access to archoflagellants, maybe you are a thorian by nature, and decide to go radical in pursue of arcane lore and tools to bind daemons. Possibly the throne agents of the carcass Emperor are simply not your cup of tea, and you decide to steer towards the eight pointed star and promise of quick power, maybe you are a traveller of heart and choose to wear the mandate of a Rogue Trader – it is for you to choose, so choose wisely.

The gaming itself?

Will start in July 2008. The gang can consists of maximum 6 personae. You have 1500 credits at your disposal and access to any weaponry you choose – later you may seek or come across even more potent kit. You are not hive-scum – you are well resourced and extremely skilled. It may however be wise to save some cash for the strategy phase. Start-up rules set will be available soonish, but many rules will be tweaked and introduced as the gaming goes on.

Strategy phase

Everything goes, be imaginative, but true to your character – Dark Heresy will be mixed in! – fluffy and clever suggestions will be rewarded. This phase will see you rearm, recover, die from wounds, accumulate wealth, lose wealth, do detective work, pray for your gods and get ready for the next round. Sometimes narrative dictates your choises – you may need to go special condition or even, god emperor bless you – rogue!



GET CREATING!




The emperor protects.



Rules Addendum




Iron Will , =I= and agents if =I= alive and conscious (auto pass/fail bottle test, =I= auto pass LD tests) Those worshipping the eight stars, mork and gork, money or something else get a slightly modified set.

Arsenal, any equipment listed in the Necromunda rules book, or any of the supplements, can be bought for the cost listed (dice rolled together with GM), more advanced gear available later subject to negotiations, price and happenings in the campaign.

Team:"Leader" with udated stats and character specific special rules, up to two heavies, mimimum of two gangers or heavies and no other constraints, so Juves, or non combatants, newcharacter types you might suggest. (starting size max 10 models)

Several new character types fully explained when created/met in the campaign.

Psyker 20pts, access to physic powers at a cost.






Destiny Points


Each gang commander starts with one destiny point – representing his or her faith in the Emperor, Lucky Charm, or blessing of the 8pointed star. This is a narrative get out of jail card and more can be accumulated by heroic deeds. Should the character be down to 0 faith, grave carefulness is required.


PSYKERS

Some rare individuals have powers beyond the physical realm, yet rarer are those with the inner strength to use them and not succumb to the horror that is warp. It requires intense concentration and inner calm for a psyker to use one of his powers, not always easy in the middle of an inquisitorial firefight! In order to use one of his powers the psyker must first roll equal to or under his Leadership on 2D6. If this test is failed the psykers concentration has been broken and he may not use a power that turn. If the test is passed the power may be used!

PERILS OF THE WARP
Some Extremely dangerous individuals have the power to harness the psychic energies of the warp. This is a risky and very dangerous thing to do, for the warp is inhabited by those strange and unearthly creatures that are known to humanity as daemons.
In order to represent the chance of a daemonic attack, if a Psyker rolls a 2 when he takes the Leadership test in order to use his powers then he must roll a D6 on the Perils of the Warp Table below. Note that on a roll of 2 the psyker is allowed to use the power he was testing for before rolling on the Perils of the Warp Table.

PERILS OF THE WARP TABLE
D6 Result
Drawn into the Warp. Unless the psyker can roll equal to or under his Initiative he suffers severe trauma! The model goes out of action and is no longer able to use the power that he was using when he suffered the trauma.
Attacked. The psyker suffers 1 Strength 5 hit, with no armour save allowed.
6 Drawn into the Warp. The psyker “suffers” a relevation! His psychic abilities grow stronger and he may learn new skills, but this may become with a long time cost…



EQUIPMENT/ ARSENAL:

Generally speaking it is a good idea to consult the =I= rulebook, DH and WH codexes and BL material and consult the GM for a price and rules!

power armour 3+ armour save, doesn’t halve initiative, +1 S, cannot be hidden under clothes, 200pts

psyber skull/eagle/cherub, juve stats, no experience gain, armed with a laspistol, with an ammo roll of 6, gives +1 I to a predetermined model in your gang, if within 2”. 30pts

purity seals, model gets LD+1 30pts

force sword (power sword that auto “out of actions” a wound on a successful psychic test) 80pts

psycannon (boltpistol that wounds on 2+ all demons and psykers) 30pts

inferno cannon, like meltagun pistol w. 6” range 30pts

Jokaero Digital Weapons, as weapon, but one use per game and double the point cost.
Long Las Sniper, as lasgun, but long range 12-36 and +1 to hit, ammo roll 3+ and S4. Can fire hotshot pack at S5 and -2 sv, but this takes a turn to recharge. SPECIAL weapon 60pts

Las Carbine, as lasgun but short range +2 to hit and long range 12-24 and -1 to hit. 25pts

Fire Support rig, gives wearer “bulging biceps” skill. 50pts





Recources table (in addition to territories table)

Space transport: 1-2 rough runner, 3 paid rogue trader, 4 ally rogue trader, 5 own vessel, 6 friendly rogue trader (own vessel, with experienced captain and a network of associates.

Planet transport: 1-2 none, 3 4x4, 4 8wheel cargo, 5 valkyrie equivalent speeder, 6 gun cutter (requires 4,5,6 of space transport to be fully functional)

Land assets: 1-3 just the territories, 4 safe house, 5 secured safe house, 6 mansion with automated gun sentries, bio scanners, staff…

Mentor 1 – 3 no-one special, 4 senior =I=, 5 senior =I= with similar outlook to life, 6 Inquisitor Lord

WISHLIST – need a torture rack? Prefer upper hive accommodation? make your claim.



Starting experience

the leader gets enough experience for three freely chosen skills or stat upgrades from any table.

in addition one of the agents gets enough experience for two (or two agents for one) freely chosen skills or stat upgrades from tables he or she is entitled to.

WISHLIST – you should’ve learnt by now

+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

This message was edited 2 times. Last update was at 2008/10/25 02:28:17


-Aaron
Call For Fire

DA:80+S+GM(DPC)B++++I+Pw40k99+D++A++/mWD247R++T(M)DM+++++ 
   
Made in nl
Did Fulgrim Just Behead Ferrus?





The Netherlands

Perhaps this might also be of some inspiration?

Necromunda in Space

It's a fan project that was being made on Eastern Fringe.

Bits Blitz Designs - 3D printing a dark futuristic universe 
   
Made in us
[DCM]
Illustrator






North Carolina

Another rules set that was recently found by Hammer:

World in Arms

It uses Mordheim as a base rules set instead of Necromunda. I haven't given it a read yet, but I thought it would be good to share with the community here.

-Aaron
Call For Fire

DA:80+S+GM(DPC)B++++I+Pw40k99+D++A++/mWD247R++T(M)DM+++++ 
   
Made in gb
Impassive Inquisitorial Interrogator






This sounds very very good
Im so starting a gang *runs maddly into moddeling room*

Death in the shape of a Panzer Battalion
 
   
Made in nl
Did Fulgrim Just Behead Ferrus?





The Netherlands

Hmm intriguing! I got some old GorkaMorka rulebook lying around. I might check up on that too! Especially when it comes to potential Ork gangs for =I=munda. Some crazy goodies and weapons might be copied from there! Hmm, I remember a crazy scenario in a WD once which dealt with some escaped Dred which went all crazy and well...the Mobs had to destroy it. Might be able to find that scenario and translate into =I=munda!

Bits Blitz Designs - 3D printing a dark futuristic universe 
   
Made in gb
Horrific Hive Tyrant





London (work) / Pompey (live, from time to time)

thank you grey
i can now justify spending £50 or so building 1 model
(since GW dont sell bitz my conversions are getting very expensive :()

good timing with this thread aswell, ive been asking for help over the last few days, and now theres a whole thread

Suffused with the dying memories of Sanguinus, the warriors of the Death Company seek only one thing: death in battle fighting against the enemies of the Emperor.  
   
Made in nl
Did Fulgrim Just Behead Ferrus?





The Netherlands

Look through your bitsbox, try to trade bits with people here! (perhaps somebody should start an =I=munda thread in the Swap/trade/sell section here?)

Also, try to look beyond the GW range of models might also be handy!

But yeah...this should be in the modelling or swap section!

Bits Blitz Designs - 3D printing a dark futuristic universe 
   
Made in dk
Battle-tested Knight Castellan Pilot





Copenhagen

Hey all. Just thought I´d get into the rules and fluff thread.

Since I had a bit of a silly accident last weekend I´ll be doing no modelling for a few days. However, writing is fine (albeit slower with only nine usable digits atm...)

Anyways, I´ve been writing up osme fluff for my campaign, and here´s some of it.

The Inquisitorial mandate of one of the groups:

+++ Auth requested +++
...
Processing...
...
...

+++ Bio trace authenticated +++
...
+++ Auth accepted +++
...
++ Message begins ++

Inquisitor, I send you this missive in the greatest urgency. A task lies ahead of you, that could easily be the most important of your life.

Readings of the Tarot have told us, that a time of great upheaval lies in the near future.

With the recent events in the Segmentum, I´m sure I don´t have to explain to you, the importance of stability in the Antimar subsector.

The Emperor´s Tarot has revealed very little definite proof, but readings point to a cataclysmic event [level omicron or stronger] within three years.

Centered on Antimar sub in the Scarus sector, this event could lead to severe trauma in the region.

Warbands of the Inquisition are requested to pursue this matter, and stop the event from manifesting.

You have been chosen by the Ordo to investigate on our behalf.

Tread lightly, for there is a recurring reading that suggests the hand of a Rogue Inquisitor in the matter.

You will be acting on special condition, so you will not have the support of local militia and PDF.

The documents stating your charter and purpose are enclosed. They give you the rights of special condition for a total time of thirtysix months.

Bring with you that which is needed and travel with all speed to the Subsector capital of Sarum, where you will investigate the matter to it´s conclusion.

The Emperor protects!

By the hand of Inquisitor Caille.

++ Message ends ++


Back on the path of the Imperial Citizen

Still rolling ones...

Krieg: More wins than Losses. 
   
Made in nl
Did Fulgrim Just Behead Ferrus?





The Netherlands

What about including GorkaMorka elements in there? Or would that become =I=Morka? Stuff like vehicles, forts and perhaps even composition of gangs might be interesting. Perhaps GorkaMorka rules could be used to represent the Orks in =I=Munda?

So far it's all pretty human oriented...what about the Xenos?

Bits Blitz Designs - 3D printing a dark futuristic universe 
   
Made in dk
Battle-tested Knight Castellan Pilot





Copenhagen

Well, we´ve been planning to use at least some Xenos in our campaign, so far we´ve been going off the stats from 2nd ed for the races represented there, and for tau/kroot we´ve converted them to 2nd ed.

But since we´re using them for gang members it´s pretty straight forward. Most races can be represented by using a ganger (or a juve for Tau), and giving them XP boosts.

As far as xenos weapons, kroot rifles are almost identical to boltguns in stat terms, and eldar can use las rifles (which their scouts/rangers use in the first place).

That kind of stuff is easy to balance. Once you get into new weapons, and radically changing stats, it gets trickier.

Back on the path of the Imperial Citizen

Still rolling ones...

Krieg: More wins than Losses. 
   
Made in gb
Horrific Hive Tyrant





London (work) / Pompey (live, from time to time)

i intend to incorporate kroot into mine somehow

Suffused with the dying memories of Sanguinus, the warriors of the Death Company seek only one thing: death in battle fighting against the enemies of the Emperor.  
   
Made in nl
Did Fulgrim Just Behead Ferrus?





The Netherlands

That kind of stuff is easy to balance. Once you get into new weapons, and radically changing stats, it gets trickier.

And that's what we have this forum for! We can discuss and figure out how to include more complex stuff in the game or at least on how to deal with it!

Bits Blitz Designs - 3D printing a dark futuristic universe 
   
Made in gb
Horrific Hive Tyrant





London (work) / Pompey (live, from time to time)

im either trying to go for a kroot theme, or a variation of a stealer cult (which should work fine)

Suffused with the dying memories of Sanguinus, the warriors of the Death Company seek only one thing: death in battle fighting against the enemies of the Emperor.  
   
Made in nl
Did Fulgrim Just Behead Ferrus?





The Netherlands

You going to build a unit of Kroot or just a single character to join a human group? A group of 5 or so Kroot would be amazing. You could have a Shaper, a few normal Kroot and maybe one or two Kroot Hounds!

You could go totally crazy with the wargear and have strange combinations since they travelled all around the place!

As for the Genestealer Cult, a Magos with a few Hybrids running around is way cool too!

Bits Blitz Designs - 3D printing a dark futuristic universe 
   
Made in nl
Did Fulgrim Just Behead Ferrus?





The Netherlands

Look what I found over at Warseer, a little something for those of you who want to include some Dark Eldar in the mix. The game posted there was originally meant to play Necromunda in Commorragh but I think that it would be very possible to create your own Dark Eldar warband for =I=munda based on those rules right?

Bits Blitz Designs - 3D printing a dark futuristic universe 
   
Made in dk
Battle-tested Knight Castellan Pilot





Copenhagen

Nice find Malika, the more races the merrier really.

I actually put together an Eldar list for necro a long time ago. Not sure if it´s still in my notes somewhere, but I´ll have a look at least...

It was basically a warband led by an exarch, with low level farseer support. Played very differently than most gangs, in that we priced them high, os the gang was small, but not powerful in a standup fight, more like a "a fast strike, and then disappear" thing... Of course the fact that they had Movement 5 didn´t hurt either...

Back on the path of the Imperial Citizen

Still rolling ones...

Krieg: More wins than Losses. 
   
Made in nl
Did Fulgrim Just Behead Ferrus?





The Netherlands

Hmm, would it then be an Exarch leading different kinds of Aspect warriors or more something like an Exarch leading a bunch of Guardians? Either way, perhaps you could have their game play and organisation be very different from normal gangs as in that each member has a very specialised task, similar to how they kind of (used to) work in 40k. This would also mean that losing members could have dangerous consequences (which is more than fitting for the Eldar).

Bits Blitz Designs - 3D printing a dark futuristic universe 
   
Made in us
[DCM]
Illustrator






North Carolina

Added the Dark eldar link to the OP.

And Xan, going outside of the original gangs isn't too hard to balance when you've got different eyes with different takes on a statline/selection.

Plus there is always playtesting ^_-.

-Aaron
Call For Fire

DA:80+S+GM(DPC)B++++I+Pw40k99+D++A++/mWD247R++T(M)DM+++++ 
   
Made in nl
Did Fulgrim Just Behead Ferrus?





The Netherlands

It's a shame that the original site with those Dark Eldar rules is gone because there was a whole lot more stuff included on there such as wargear, units, slave gangs and even lone Chaos Space Marines running loose!

I just got my hands on Digganob, you know what that means right? Cavalry for your =I=munda warbands (you know you want those Muties in there).

Bits Blitz Designs - 3D printing a dark futuristic universe 
   
Made in us
Decrepit Dakkanaut





Biloxi, MS USA

Malika2 wrote:What about including GorkaMorka elements in there? Or would that become =I=Morka? Stuff like vehicles, forts and perhaps even composition of gangs might be interesting. Perhaps GorkaMorka rules could be used to represent the Orks in =I=Munda?

So far it's all pretty human oriented...what about the Xenos?


I've got some WiP Gorkamorka gang updates to fit in with =I=munda, as well as a few new =I=munda Xenos weapons and WiP stats for other Xenos. I'd be willing to post if you guys want to see?

You know you're really doing something when you can make strangers hate you over the Internet. - Mauleed
Just remember folks. Panic. Panic all the time. It's the only way to survive, other than just being mindful, of course-but geez, that's so friggin' boring. - Aegis Grimm
Hallowed is the All Pie
The Before Times: A Place That Celebrates The World That Was 
   
Made in us
[DCM]
Illustrator






North Carolina

Oooo...I have a digganob model in my collection ^_^. Might be time to strip em and give him a fresh coat o' paint ^_-...

As for Orky warbands, it'd definitely be awesome to be able to integrate any race into the =][=munda party so that any campaign could be played out anywhere in the galaxy.


-Aaron
Call For Fire

DA:80+S+GM(DPC)B++++I+Pw40k99+D++A++/mWD247R++T(M)DM+++++ 
   
Made in nl
Did Fulgrim Just Behead Ferrus?





The Netherlands

@Platuan4th: Put them up man! That's what this thread is for!

Bits Blitz Designs - 3D printing a dark futuristic universe 
   
Made in us
Decrepit Dakkanaut





Biloxi, MS USA

As Gorkamorka uses mostly the same rules as Necromunda, I haven't changed many rules yet.

Ork Gangs

Recruiting a gang

Minimum 3 Fighters: A gang must have at least 3 Fighters
Nob: Your gang must have one Nob, no more, no less.
Meks: Your gang can include up to two Meks.
Boys: You can include as many Boys within model limitations
Tankbustas: A gang can have up to two Tankbustas but no more
Yoofs: Your mob can include Yoofs up to a maximum of half of
the total number of Orks in the mob.
Slaver: Your gang may include up to one slaver.
Grots: The first two Grots purchased do not count towards the maximum
number of members in your gang. OR Every 2 Grots only count as a single
model of your gang,ie. 4 grots = 2 models towards the max in your gang.

You may not include more Grots than you have Orks in the gang.


Nob - 120 Teef/Credits

M WS BS S T W I A LD
4 | 4 | 3 | 3 | 4 | 3 | 3 | 1 | 8

Weapons:You can arm your Nob with weapons and
equipment from the Hand-to-Hand Weapons, Gunz,
Armour and Stikkbombz lists. In addition, your Nob
may be equiped with equipment from the Necromunda or
=I=munda lists.

Special: Leader


Mek - 60 Teef

M WS BS S T W I A LD
4 | 3 | 3 | 3 | 4 | 1 | 2 | 1 | 7

Weapons:You can arm your Mek with weapons and
equipment from the Hand-to-Hand Weapons, Gunz,
Armour and Stikkbombz lists. In addition, your Mek
may be equiped with equipment from the Necromunda or
=I=munda lists.


Tankbusta - 60 Teef

M WS BS S T W I A LD
4 | 3 | 2 | 3 | 4 | 1 | 2 | 1 | 7

Weapons:You can arm your Tankbusta with weapons and
equipment from the Hand-to-Hand Weapons, Gunz,
Big Gunz, Armour and Stikkbombz lists.

Boy - 50 Teef

M WS BS S T W I A LD
4 | 3 | 2 | 3 | 4 | 1 | 2 | 1 | 7

Weapons:You can arm your Boy with weapons and
equipment from the Hand-to-Hand Weapons, Gunz,
Armour and Stikkbombz lists.

Slaver - 60 Teef

M WS BS S T W I A LD
4 | 3 | 2 | 3 | 4 | 1 | 2 | 1 | 7

Weapons:You can arm your Slaver with weapons and
equipment from the Hand-to-Hand Weapons, Gunz,
Slaverz' Stuff, Armour and Stikkbombz lists.

Special: Allows Grots


Grots - 20 Teef

M WS BS S T W I A LD
4 | 2 | 3 | 3 | 3 | 1 | 2 | 1 | 5

Weapons:You can arm your Grot with weapons and
equipment from the Hand-to-Hand Weapons and Gunz lists.


Yoofs - 25 Teef

M WS BS S T W I A LD
4 | 2 | 2 | 3 | 3 | 1 | 2 | 1 | 7

Weapons:You can arm your Yoof with weapons and
equipment from the Hand-to-Hand Weapons, Gunz,
Armour and Stikkbombz lists.

Special: Gain +1 Toughness when they have earned enough experience to become
a full Boy in addition to their normal advance.

Orks/grots can choose from any of the Orky advancement tables from Gorkamorka: Da
Uvver Book,except for Odd. Odd is limited to Nobs and Meks. Tankbustas may choose Bulging
Biceps from Necromunda as a skill.

Weapons Lists

HAND-TO-HAND WEAPONS
Hand-to-hand weapons include everything that
can be used at close quarters such as pistols,
knives and crude axes or spears. Some of these
weapons can also be used for ranged combat,
though the ranges tend to be very short.
WEAPON TEEF
Slugga . . . . . . . . . . . . . . . . . . 20
Six Shoota . . . . . . . . . . . . . . . . 20
’Uge club or choppa . . . . . . . . . . . . 20
Club or choppa . . . . . . . . . . . . . . 10
Knives and knuckles . . . . . . . . . . Free
Chain or Flail . . . . . . . . . . . . . . 10
Spear . . . . . . . . . . . . . . . . . . . 10

GUNZ
Gunz are long range weapons, carried and fired
with two hands. We’ve included bows and
crossbows in with gunz because they don’t
really fit in anywhere else and they get used for
putting holes in people from a distance just like
shootas and kannonz.
WEAPON TEEF
Bow . . . . . . . . . . . . . . . . . . . . . .10
Crossbow . . . . . . . . . . . . . . . . . 10
Blunderbuss . . . . . . . . . . . . . . . . 10
Shoota . . . . . . . . . . . . . . . . . . . . 20
Kannon . . . . . . . . . . . . . . . . . . . . 30

STIKKBOMBZ
Stikkbombz are crude grenades made by filling a
can with explosives and screwing it onto the end
of a stick. If you buy a model some stikkbombz,
he is assumed to have a supply of them which is
replenished after each game
WEAPON TEEF
Frag . . . . . . . . . . . . . . . . . . . . . 30
Krak . . . . . . . . . . . . . . . . . . . . . 50

BIG GUNZ
Big gunz are seriously huge, seriously loud and
seriously destructive!
WEAPON TEEF
’Eavy Shoota . . . . . . . . . . . . . . 150
Rokkit Launcher . . . . . . . . . . . . 130
Harpoon Gun . . . . . . . . . . . . . . 70
Spear Gun . . . . . . . . . . . . . . . 90
Scorcha . . . . . . . . . . . . . . . . 80

ARMOUR
Even though Orks are tough and hard to kill,
they’re not above wearing extra armour if they
can afford it.
ARMOUR TEEF
Studded Armour . . . . . . . . . . . 10
Shield . . . . . . . . . . . . . . . . . . 10
Flak Armour . . . . . . . . . . . . . . 20
’Eavy Armour . . . . . . . . . . . . . 70

SLAVERZ’ STUFF
Equipment vital to the Slaverz’ trade: low-down
sneaky stuff for catching people without having
to fight them.
WEAPON TEEF
Grabba Stik . . . . . . . . . . . . . . 20
Net . . . . . . . . . . . . . . . . . . . . 20
Bolas . . . . . . . . . . . . . . . . . . . 10
Whip . . . . . . . . . . . . . . . . . . . 20

This message was edited 2 times. Last update was at 2008/10/30 01:48:14


You know you're really doing something when you can make strangers hate you over the Internet. - Mauleed
Just remember folks. Panic. Panic all the time. It's the only way to survive, other than just being mindful, of course-but geez, that's so friggin' boring. - Aegis Grimm
Hallowed is the All Pie
The Before Times: A Place That Celebrates The World That Was 
   
Made in us
Decrepit Dakkanaut





Biloxi, MS USA

New Gear:

Laslock 25 Credits
Short 0-12 +1 Long 12-24 -1 Str 3 Damage 1 Save Mod. -2 Ammo Roll 4+

Shuriken Catapult 35 Credits
Short 0-9 +1 Long 10-18 - Str 4 Damage 1 Save Mod. -1 Ammo Roll 2+

Shuriken Pistol 20
Short 0-6 +1 Long 7-12 - Str 4 Damage 1 Save Mod. -1 Ammo Roll 2+

Splinter Rifle 20
Short 0-12 +1 Long 13-24 - Str 3 Damage 1 Save Mod -1 Ammo Roll 5+

Splinter Pistol 15
Short 0-8 +2 Long 9-16 - Str 3 Damage 1 Save Mod. -1 Ammo Roll 5+

Kroot Rifle 40
Short 0-12 +1 Long 13-24 -1 Str 4 Damage 1 Save Mod - Ammo Roll 5+
Special Rule:
War Staff: A Kroot Rifle has various spikes and blades attached to them so that Kroot may use them like their traditional war staves and thus may be used in Hand-to-hand with the following profile:
Close Combat Strength +1 Damage 1 Save Mod -1 Uses Two Hands

New Gang Member:

Zealot/Fanatic - 70 Credits

M WS BS S T W I A Ld
4 | 3 | 3 | 3 | 3 | 1 | 3 | 1 | 7

Weapons: Zealots/Fanatatics may be armed with weapons from the Hand-to-Hand, Pistols, Grenades, and Fanatics lists(not that it really matters, since the =I=munda rules allow everyone to take "search gear" from the start, just for completeness' sake).

Special Rules: Zealots/Fanatics are subject to Frenzy.

Fanatics Weapon list
Massive Axe, Sword, or Club 15 Creds
Eviscerator 30 Creds(as Redemptionists)

And a peek at what I'm working on for my gang(I'll start a P&M Log when we get a new cable for the digicam/get a new camera):

Purestrain Genestealer - 200 Credits

M WS BS S T W I A Ld
6 | 4 | 0 | 4 | 4 | 1 | 5 | 2 | 8

Weapons: Razor Sharp Claws. Purestrain Genestealers may not take any other equipment.

Special Rules:
Reinforced Chitin: Purestrain Genestealers have an armor save of 4+
Terror from beyond the Stars: Purestrain Genestealers cause fear.
Flesh Hooks: Purestrain Genestealers suffer no movement penalties for climbing without a ladder.
Brood Telepathy: Genestealers never lose their nerve (break). Cult members within 6" of a genestealer may roll to escape pinning, just as if the Purestrain Genestealer was the leader. Purestrain Genestealers always counts as within 2" of another Gang member. A Purestrain Genestealer may never be the gang leader.

Purestrain Genestealer advancements:
When available for advancement rolls, Genestealers may add one of the following:
+1 WS
+1 S
+1 T
+1 W
+1 I
+1 A
+1 LD
Choose one skill from one of the following lists: Agility, Combat, Ferocity, Muscle, Stealth, Tyranid

Tyranid Skills
In Touch with the Hive Mind: This model becomes immune to effects of Psychology.
Hive Node: This model becomes a Psyker and may purchase a single Psychic power. If the model is eligible for an advancement roll, it may purchase a new psychic power instead.
Regenerative Cocoon: This model may miss the next d3 games to remove one effect from Serious Injuries.
Fleet of Claw: This model gains +2 to its movement. This may push the model past its max Movement Characteristic.

Max
M WS BS S T W I A Ld
6 | 7 | 0 | 6 | 6 | 3 | 8 | 4 | 10



You know you're really doing something when you can make strangers hate you over the Internet. - Mauleed
Just remember folks. Panic. Panic all the time. It's the only way to survive, other than just being mindful, of course-but geez, that's so friggin' boring. - Aegis Grimm
Hallowed is the All Pie
The Before Times: A Place That Celebrates The World That Was 
   
Made in us
Decrepit Dakkanaut





Biloxi, MS USA

grey_death wrote:As for Orky warbands, it'd definitely be awesome to be able to integrate any race into the =][=munda party so that any campaign could be played out anywhere in the galaxy.


I'm gonna work on Eldar/Dark Eldar next when I relocate my 2nd edition book.

You know you're really doing something when you can make strangers hate you over the Internet. - Mauleed
Just remember folks. Panic. Panic all the time. It's the only way to survive, other than just being mindful, of course-but geez, that's so friggin' boring. - Aegis Grimm
Hallowed is the All Pie
The Before Times: A Place That Celebrates The World That Was 
   
Made in nl
Did Fulgrim Just Behead Ferrus?





The Netherlands

What role do Slavers and Meks fulfil in the "armylist" of yours? Are they nobs, boys, tankbustas, yoofs or grots?

Give the Nob the option of being armed with a heavy weapon as well, it's fitting since they can do the same in 40k.

Something else that might be included is the fact that Orks don't feel pain and can heal pretty fast. The no pain thing can be represented in the game itself. IIRC the 4th edition Chaos Codex kind of dealt into that? As for the fast healing, that might be something that can be represented in campaigns and post battle stuff as in that Orks won't die that fast.

Decrease the BS to 2 like in 40k. Yes I know that Necromunda is based on 2nd edition stuff, but we might as well update some of the stuff as well.

Bits Blitz Designs - 3D printing a dark futuristic universe 
   
Made in us
Decrepit Dakkanaut





Biloxi, MS USA

Malika2 wrote:What role do Slavers and Meks fulfil in the "armylist" of yours? Are they nobs, boys, tankbustas, yoofs or grots?


Slavers and Meks are essentially Boyz, but Slavers allow you access to Grots and Meks allow you access to another model with non-Orky weapons. Nobs can't take heavies to limit the amount of heavies like in Necromunda.

Edit: I see what you were alluding to and fixed the original post. I also lowered most of the Ballistic skills(Nob and Mek both get higher BS than everyone else).

This message was edited 2 times. Last update was at 2008/10/30 01:49:15


You know you're really doing something when you can make strangers hate you over the Internet. - Mauleed
Just remember folks. Panic. Panic all the time. It's the only way to survive, other than just being mindful, of course-but geez, that's so friggin' boring. - Aegis Grimm
Hallowed is the All Pie
The Before Times: A Place That Celebrates The World That Was 
   
 
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