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![[Post New]](/s/i/i.gif) 2010/05/15 20:40:05
Subject: Scrazz's hobby blog [updated 25 JULY ] (IMPERIAL GUARD)
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Arch Magos w/ 4 Meg of RAM
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edit: hi, This place will hold all of my Nceromunda related things suspect terrain, models, batreps, etc,...
edit: pictures are in later posts, scroll down.
I started a necromunda campaign in our local gw (already 5 players) and after seeing some cool kroot models to represent a gang, I want to make some rules for them. something a la ratskin-ish. it's gonna be a bit different though, theres going to be more different types of gang members based upon the kroot merc list in chapter approved 2004. beforeget on with it i wanna know if this is gonna be a good idea, so tell me. I'm also going to need some advis how to realize this. I'm hoping you all will help me on this adventure.
edit: this thread will also contain all the rest what has to do with Necromunda, so stay tuned.
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This message was edited 90 times. Last update was at 2011/07/25 18:19:40
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![[Post New]](/s/i/i.gif) 2010/05/15 23:32:29
Subject: new necromunda gang : kroot gang!
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Fixture of Dakka
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Why not just count them as one of the existing gangs. Count biological mutations as wargear. e.g. Wings = Grav-chute.
Kroot hounds could be Juves with close combat weapons.
I have a WIP Eldar pirate gang that counts as an Escher gang.
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![[Post New]](/s/i/i.gif) 2010/05/16 12:36:24
Subject: new necromunda gang : kroot gang!
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Arch Magos w/ 4 Meg of RAM
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yeah.... but no. I realy want to make home rules for them. Automatically Appended Next Post: first update: the classes -Shaper(the leader) -Chosen (the heavy) -Carnivore ( the normal gangers) -Unblooded one ( the juves) special types with special rules -Tracker (a sniper kroot, only he will get acces to the kroot hunting rifle) -Kroot hound handler (he is going to have the same rules as the cyber mastif as in the enforcers) -headhunter (something like The Predator in Aliens vs Predator and maybe: -Kroot Vultures (the flying brothers of normal kroot!) some classes are based upon the kroot merc list from chapter aproved 2004 wich you can download for free from the net so what do y'all think c&c welcome
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This message was edited 4 times. Last update was at 2011/04/13 20:29:25
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![[Post New]](/s/i/i.gif) 2010/05/17 19:20:09
Subject: Re:new necromunda gang : kroot gang!
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Arch Magos w/ 4 Meg of RAM
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the costs of the gang members is going to be the same as with the others. As for the kroot only classes, i'm not sure i'm going to include them in a starter gang, it's better i think if they earn that name with the accompanying special rules by earning enough exp for those who don't remeber the usual costs -Shaper 120 credits -Warrior (or carnivore) 50 credits -Chosen 60 credits -Unblooded one 25 credits to prove i'm serious with this adventure i painted up the first model( warrior or carnivore, wich was orrigianaly part of my Tau army) as a test model. I'll post a picture of him later this week.
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This message was edited 1 time. Last update was at 2010/05/17 19:20:48
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![[Post New]](/s/i/i.gif) 2010/05/18 18:37:00
Subject: new necromunda gang : kroot gang!
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Arch Magos w/ 4 Meg of RAM
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Automatically Appended Next Post: anyways' got an update kroot rifle cost 30 credits short range 0-12 long range 12-24 to hit long - to hit short - strength 4 damage 1 save mod. -1 ammo roll 4+ Kroot hunting rifle or long rifle costs 35 short range 0-12 long range 12-30 to hit long - to hit short - strength 4 damage 1 save mod. -1 ammo roll 4+ good, overpowered or underpowered?
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This message was edited 3 times. Last update was at 2011/04/13 20:29:41
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![[Post New]](/s/i/i.gif) 2010/05/18 18:52:45
Subject: new necromunda gang : kroot gang!
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Servoarm Flailing Magos
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How long have you been playing Necro?
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"Praise Be To The Omissiah!"
"Three things make the Empire great: Faith, Steel and Gunpowder!"
Azarath Metrion Zinthos
Expect my posts to have a bazillion edits. I miss out letters, words, sometimes even entire sentences in my points and posts.
Come at me Heretic. |
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![[Post New]](/s/i/i.gif) 2010/05/18 18:58:20
Subject: new necromunda gang : kroot gang!
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Arch Magos w/ 4 Meg of RAM
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i am playing my fourth campaign but played around 30 games
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![[Post New]](/s/i/i.gif) 2010/05/18 19:10:30
Subject: new necromunda gang : kroot gang!
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Servoarm Flailing Magos
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What gang have you been using so far?
And do you have any of the other outlander gangs (Ash nomads or orks for example) rules?
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"Praise Be To The Omissiah!"
"Three things make the Empire great: Faith, Steel and Gunpowder!"
Azarath Metrion Zinthos
Expect my posts to have a bazillion edits. I miss out letters, words, sometimes even entire sentences in my points and posts.
Come at me Heretic. |
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![[Post New]](/s/i/i.gif) 2010/05/18 19:22:02
Subject: new necromunda gang : kroot gang!
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Arch Magos w/ 4 Meg of RAM
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I played with delaques in all four campaigns and i do have rules for redemption, ratskins, enforcers, and scavies.
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![[Post New]](/s/i/i.gif) 2010/05/18 19:32:51
Subject: new necromunda gang : kroot gang!
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Servoarm Flailing Magos
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Those are the ones on the GW website.
There are others. (like Ork). try finding them and give them a read so you have more ideas. (EG how orks recruit)
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"Praise Be To The Omissiah!"
"Three things make the Empire great: Faith, Steel and Gunpowder!"
Azarath Metrion Zinthos
Expect my posts to have a bazillion edits. I miss out letters, words, sometimes even entire sentences in my points and posts.
Come at me Heretic. |
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![[Post New]](/s/i/i.gif) 2010/05/18 19:37:25
Subject: new necromunda gang : kroot gang!
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Arch Magos w/ 4 Meg of RAM
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I'll do that, but the kroot list will be based upon the ratskins with aditional teritories, special kroot only weopons, new skills, etc...
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![[Post New]](/s/i/i.gif) 2010/05/18 19:39:05
Subject: new necromunda gang : kroot gang!
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Servoarm Flailing Magos
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ok then. Just thought you should check these out for ideas on how other people have added races to necro.
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"Praise Be To The Omissiah!"
"Three things make the Empire great: Faith, Steel and Gunpowder!"
Azarath Metrion Zinthos
Expect my posts to have a bazillion edits. I miss out letters, words, sometimes even entire sentences in my points and posts.
Come at me Heretic. |
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![[Post New]](/s/i/i.gif) 2010/05/18 19:39:42
Subject: new necromunda gang : kroot gang!
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Arch Magos w/ 4 Meg of RAM
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will do
thanks for the advice
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![[Post New]](/s/i/i.gif) 2010/05/19 18:15:32
Subject: Re:new necromunda gang : kroot gang!
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Arch Magos w/ 4 Meg of RAM
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well, as promised, some pictures of my test kroot and as a bonus all of my converted delaques ( don't have much, converting goes too slow, untill i have converted enough, i use fitting models) Automatically Appended Next Post: c&c welcome Automatically Appended Next Post: woooh! got overexcited and started painting up a second kroot.
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This message was edited 2 times. Last update was at 2010/05/19 19:58:14
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![[Post New]](/s/i/i.gif) 2010/05/20 19:32:25
Subject: Re:new necromunda gang : kroot gang! ( pictures: kroot test model!)
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Arch Magos w/ 4 Meg of RAM
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special rules on the kroot rifle and the hunting rifle
kroot rifle: -blades: a kroot armed with a kroot rifle counts as having an extra knife in close combat
hunting rifle doesn't benefit from this.
special rules: playing with a kroot gang
-outlawed: when any gang of one of the six houses of necromunda captures a kroot ganger, they may choose to turn them in to the guilder. The ransom of a captured kroot is equal to the cost + exp of the kroot ganger(excluding his weapons. weapons go in the stash of the opposing gang. kroot only weapons count as destroyed because these weapons are seen as hot items. possession of alien weapons is illegal)
Kroot can only have 1 territory at a time. their starting territory is a settlement(because kroot live in family groups), and when offered a new territory, the may choose to abandon their old territory and use the new one. they can't have more than 1
-So many mouths to feed: any gang members who didn't work at the gangs territory or who did not search for rare items must go foraging each gang members earns an additional d6+1 credits. al gang members need 4 credits worth of food stuffs. after calculating your total income, you need to feed your gang(for example 10 gang members need 40 credits to feed). the rest of the money goes directly in to the gangs stash, it's simply the amount they earn.
-carnivores: kroot can choose to feed on captives. a captive is worth equal to -> victims strength x toughness x wounds.
-> after the last 2 rules any remaining credits goes directly in the gangs stash and can be used as you like.
here you go another update, now seriously, c&c wanted.
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![[Post New]](/s/i/i.gif) 2010/05/21 08:31:03
Subject: Re:new necromunda gang : kroot gang! ( pictures: kroot test model!)
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Drop Trooper with Demo Charge
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Hey Scrazza. I dig the kroot implementation into the Hive - a few points with your last post though.
I don't think the "rifle with a bayonet counts as a bayonet" rule will float with other players, solely because when you are fighting with the bayonet on your rifle it's a two hand job to hold the rifle and make stabbing strokes. If the rifle was jammed or out of commission it could be assumed that the kroot has shouldered the rifle and removed the bayonet and is running about with dual knives.
Convert the kroot weapons to weapons in the hive, this helps the people you play against (as I will change tactics based on the what weapons I am moving towards) and additionally people often sell captives so they can keep their stuff - and the fact that they cannot use a lasgun equivalent because it's not from the hive is sure to cause a frackus.
The territory idea means that a few games in you will start to go head to head with gangs that have much more capital than you (and sonsequently better toys) due to the fact they can run all their territories. If the kroot can be hired by the tau they understand the concept of commerce, and consequently extortion and trading aren't too far behind. The kroot gang should be able to run territories as any other gang, and perhaps have a few new alternatives such as "larder" instead of settlement, the larder is a trench where pit slaves bodies are thrown after losing their bouts in colleseums, and on a roll of 6 you get a new kroot juve who is birthed from the fleshy mass. (for the record, I know nothing of kroot or their geneaolgy I am thinking they are similar to "prawns" from district 9)
Same again for the "so many mouths to feed" rule, as this will cripple your ability to buy nice toys from rare trade and standard armory.
I'd stick with the core rules regarding post battle sequences, and don't be in a rush to submit a gang to outlawed rulesets - as there will be plenty of time for those rules once some snivelling bastard sooks and gets your gang outlawed. As for skills I'd branch of Escher - kroot seem to have the same sort of ferocity, agility and combat skills going on as the femme fatales.
I am looking forward to seeing a kroot heavy stubber. truly, I am.
Your initial kroots look quite promising, I'd suggest you look up ghosty as he is doing a similar project.
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Regards,
Archibald Jack
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![[Post New]](/s/i/i.gif) 2010/05/21 17:29:57
Subject: Re:new necromunda gang : kroot gang! ( pictures: kroot test model!)
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Arch Magos w/ 4 Meg of RAM
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oke I agree about the outlawed rules, it would be more fun without being outlawed. and i also think it's a good idea letting them have 5 territories, i could make special kroot based territories.
I don't think the "rifle with a bayonet counts as a bayonet" rule will float with other players, solely because when you are fighting with the bayonet on your rifle it's a two hand job to hold the rifle and make stabbing strokes. If the rifle was jammed or out of commission it could be assumed that the kroot has shouldered the rifle and removed the bayonet and is running about with dual knives.
well, the tau codex has some rules about the kroot, one of them says that they gain an extra attack because of being armed with the kroot rifle( actualy they count as having an extra close combat weapon) ( well' i thought i read that in the tau codex, i could have read it elsewhere)
Convert the kroot weapons to weapons in the hive, this helps the people you play against (as I will change tactics based on the what weapons I am moving towards) and additionally people often sell captives so they can keep their stuff - and the fact that they cannot use a lasgun equivalent because it's not from the hive is sure to cause a frackus.
bacause the outlawed ideas are now in the garbage bin, the rules on selling captured kroot to the guilder and that thing about kroot only weapons are now ignored
the so many mouths to feed rules will be thrown away
but, i'm still going to make rules for a kroot gang, their simply to cool to be played as esher, they just need their own rules imo
Your initial kroots look quite promising, I'd suggest you look up ghosty as he is doing a similar project.
well, thanks, the pic is blurry though, i'll try to make a new pic, I already painted up a second kroot ,too
And i Checked Ghosties thread, looks cool.
I WILL make a kroot with a heavy stubber once, but first i'm going to make a kroot with a flamer, imo that's the most awesome conversion.
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![[Post New]](/s/i/i.gif) 2010/05/22 14:36:23
Subject: Re:campaigns in the underhive(necromunda) ( rules for kroot gang wip)
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Arch Magos w/ 4 Meg of RAM
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well as the new name says, everything that has to do with necromunda( this includes campaigns, terrain, pics of gangs, batreps etc...) first off is some background on the current campaign, we have 6 gangs, 3 Van Saar's ( I know, i Know) a cawdor, my delaque and another player who hasn't decided yet. Delaque: Crooked Vultures gang rating: 1984 -Mak(leader) m ws bs s t w i a ld 4 5 4 3 3 1 4 1 8 Knife, autopistol, , krak grenades, power sword partially deafened, medic cost:235 exp:126 -Vakos(heavy) m ws bs s t w i a ld 4 3 3 3 3 1 3 1 7 Knife, heavy stubber, laspistol armourer, weapon-smith, medic cost: 195 exp:146 -Spark(ganger started as a juve)m ws bs s t w i a ld 4 5 2 4 3 2 4 2 6 The gang mascot and graffiti artist Knife, autopistol, power maul, photon flash flares infiltraton, disarm, feint, horrible scars, cost:80 exp:101 because he was the gang mascot of my last gang, the first player who joined agreed that I bought him over as like the normal rules -Mar (ganger)m ws bs s t w i a ld 4 4 4 3 3 2 3 1 7 Knife, lasgun, hotshot laser power pack infiltration cost: 90 exp: 78 -Iarol(ganger)m ws bs s t w i a ld 4 3 5 3 3 1 3 2 9 Knife, shotgun escape artist, dive cost: 75 exp: 93 -Markel(ganger) m ws bs s t w i a ld 4 3 4 3 3 1 3 1 7 Knife, club, laspistol, frag grenades marksman, fast shot cost 105 exp 60 -Krew (ganger) m ws bs s t w i a ld 4 54 5 3 3 1 3 1 7 knife, lasgun, hot shot laser power pack inventor, medic cost:90 exp 487 -Isaac (new ganger) m ws bs s t w i a ld 4 2 2 3 4 1 4 1 6 Knife, lasgun, hot shot laser power pack evade, escape artist cost:65 exp:130 -Amsel(juve)m ws bs s t w i a ld 4 2 2 3 3 1 3 1 6 Knife, stub gun evade, inventor cost:35 exp11 -Tauro (juve) m ws bs s t w i a ld 4 3 2 4 3 1 3 1 6 Knife, Stub gun, club quick draw, escape artist cost: 45 exp: 18 -Mavado(juve) m ws bs s t w i a ld 4 2 2 3 3 1 3 1 6 Knife, Club rapid fire, impressive scars cost:35 exp 20 -Pine(juve)m ws bs s t w i a ld R.I.P 4 2 2 3 3 1 4 1 6 knife cost: free from settlement exp: 6 -Boris(heavy) m ws bs s t w i a ld 4 3 3 3 3 1 3 1 7 Knife, flamer, laspistol territories: friendly doc mine workings settlement drinking hole settlement settlement (yes that's 3 settlements!) stash: 165 credits Papo(ganger from Frank, working in mines) Lasgun knife knife silencer stub gun needle pistol chainsword Wow that was a lot of typing , any changes will be eddited here, as im 'too lazy to type it multiple times, so check this regularly after each batrep. I wil post some batreps later on( played 3, won 3, whooohooo!) Automatically Appended Next Post: so, what do you think? Automatically Appended Next Post: oke so here is the 1st batrep, it's a while ago, but i will try to remember(fluff style) gang fight The Crooked Vultures reckoned that the Van Saar gang, the Fast Frankies, had a settlement too close to their borders, and so they went on and clashed with the Frankies for control for Bloodshot Town. Vakos, Iarol, Mar and Krew took up positions in an old ruin on the east, while Mak and the rest of the boys got ready to get down for a fight on the west side. fortunately and unfortunately the Vultures shooty part deployed against the fighty part of the frankies and my fighty part was up against his shooty part. It should be mentioned that the 2 parts of the town were divided by a road wich provided no cover. all the buildings were packed close together and so provided good cover Frankies got the initiative, moved his fighty part towards the road. his heavy took some potshots but missed. i did the same, but my heavy didn't have a line of sight to anyone yet. before the fighting started we had to cross the road, which was a very bloody affair. His heavy was the only one who had hit something and scratched my leader( booo!), only losing his left ear, and got partially deafened, but still went out of action.My shooty parts were a bit more effective. Vakos gunning a juve down, and delivering a flesh wound to Franky (gang leader). Iarol also delivered a juve a flesh wound. Third turn was bloody, too. after crossing the road, both sides prepared to get in close with each-others shooty parts. the Frankies in my side of town were still a 2 turns away, but my lads, now under the watchfull eye of Spark, the right hand of Mak, got ready to assault next turn. two juves tried to outflank the shooty Frankies, and Spark and the rest taking cover behind a statue. Vakos and the rest shot at the oncoming Frankies and Vakos managed to give another 2 flesh wounds to his gang leader, and Krew got him out of action. Mar downed a juve too. the remaining Frankies in my part of town, 2 juves and a ganger were cowering behind a now with bullet hole riddled wall. On Frank's side, a shotgun armed ganger shot at Markel of my outflanking juves and downed him( booooo!) and the other juve(Amsel) fled back towards cover. fourth turn. Spark and the lads assaulted his boys. Spark taking out a ganger and Isaac taking down a lasgun ganger. Vakos and the rest continued shooting at the pinned Frankies, taking a downed ganger out of action. a Franky juve shot down Mar, taking him out of action. (  ) The fighting escalated, no casualties on the Vultures But the Frankies losed another 2 men(ooa) The Frankies decided to bottle out, after losing 5 members. The vultures won, Al Vultures were happy, except Mak, mourning about his left ear Mak was the only real casualty on my side only being partially deaf. Casualties on the Frankies were greater. Franky got Impressive scars( how ironically) a juve was also partially deaf, another juve got an old battle wound, and I managed to capture Papo, now working in my mines(hehehe  ) this said, the Crooked Vultures took over Bloodshot Town, earning their third settlement. The Frankies weren't seen for a long time, probably brewing a sneaky plan.
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This message was edited 8 times. Last update was at 2010/05/24 09:45:54
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![[Post New]](/s/i/i.gif) 2010/05/22 21:52:55
Subject: Re:campaigns in the underhive(necromunda) ( rules for kroot gang wip)
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Arch Magos w/ 4 Meg of RAM
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pics of Bloodshot town, though the game was played 2 weeks before, the terrain never changed. most terrain is from cities of death, so i need to create a lot more fitting terrain.
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![[Post New]](/s/i/i.gif) 2010/05/22 22:56:41
Subject: campaigns in the underhive(necromunda) ( rules for kroot gang wip)(pics of bloodshot town)
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Chaplain with Hate to Spare
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Nice terrain!
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![[Post New]](/s/i/i.gif) 2010/05/23 09:33:48
Subject: campaigns in the underhive(necromunda) ( rules for kroot gang wip)(pics of bloodshot town)
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Arch Magos w/ 4 Meg of RAM
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thanks, though I'm still not happy with some things. Automatically Appended Next Post: I'm going to play a few games today, so expect some batreps and changes in the gang roster.
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This message was edited 1 time. Last update was at 2010/05/23 09:34:33
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![[Post New]](/s/i/i.gif) 2010/05/23 09:45:30
Subject: campaigns in the underhive(necromunda) ( rules for kroot gang wip)(pics of bloodshot town)
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Chaplain with Hate to Spare
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I look forward to it
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![[Post New]](/s/i/i.gif) 2010/05/23 19:08:27
Subject: campaigns in the underhive(necromunda) ( rules for kroot gang wip)(pics of bloodshot town)
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Arch Magos w/ 4 Meg of RAM
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I played 4 times in a row against a VAn Saar gang with the name of Freebootiers(yes pronounce it in french) 1st game of the day was a blits I was the attacker. i got Mak, Vakos,Krew and Spark. he got his gang leader (Halvor) and two heavies with heavy stubbers. I infiltrated Spark and he took out 1 of the heavies. but second turn was bad for me. his leader(ws6) toook Spark out of action. (:() but that bought me enough time to position the rest good enough, so Vakos could shoot the water still, wounding it and ending the game. his heavy got up, so no serious injury for him. Spark had to make a roll though....... full recovery. pfhew... second game was bad for me. it was a gang fight. i had to set up 1st? he put his heavies on the right place, but only 1 could shoot. he shot....... hit...and.... my front row of 3 juves, the second row of a juve and a ganger all went down. then i got my shooty parts up on a balkony and shot down at his gang leader and accompanying gangers and juves. a juve went down, a ganger too, and IAROL MANNAGED TO take down Halvor. then i decided to bottle. it had been enough. I lost and 1 juve, Pine was dead for good. his leader got horrible scars though. game 3 was a scrag. again a defeat for me. Spark and Mar infiltrated behing his 4 men. Iarol and Krew gave covering fire, while Mak and Markel assaulted down a walkway. I got the target down but not out of action. Spark managed to get 1 of his other gangers out of action too. but then Halvor saw him and cut him down. again, Spark went out of action. then his heavy downed Krew, and i decided it had been enough and i bottled. Spark got impressive scars and krew had a full recovery. Game 4 was another gang fight. Once again i lost this game.it was mostly a gun fight, because i didn't dare attacking with my close combat group as he had put his 2 heavies on the only way in to his building. So my shooty parts had a gunfight with his shooty parts. it lasted 11 turns, with almost everybody in my shooty group and his went down, and got back up. we had to start taking bottle test from turn 6 though and both sides were determined to win. in the end my gang failed their bottle test. Iarol managed to take down his leader a further 2 times (whooh) and downd another 3 men, the rest also had their part. overall, it was a fun day, the freebootiers lost a ganger, got 2 arm wounds, and some scars, and the only thing i had was impressive scars and i had lost Pine, bless his young dirty minded life. after the 4 games i bhought a second heavy with a flamer. next time their hiding in a building this will get them out. got a lot of credits, a lot of rare items and i invented 3 items, most of it still in my stash. Hope you enjoyed reading. (sorry no pics, forgot to bring the camera) Automatically Appended Next Post: oh, i haven't mentioned it, we have few house rules. the rulebook says that you loose the equipment of killed members, we ignore this rule, any equipment of gangers lost in action for good, goes back in your stash, as your gang members cary them back, this rule does not apply to heavy weapons, only heavies are strong enough to cary heavy weapons. they can't carry a second heavy weapon back to their camp as his own weapon is heavy enough for him.
with battles where you can steal territory from your opponent, we use the following house rules. roll a dice, the one who threw highest is the attacker, the attacker the throw a dice and sees on the defenders territory table the roll is equal to the territory next to that number(works the same as in the rulebook). that's the territory you will be fighting over. in this way you can set up the terrain as to best represent that kind of territory. we just use this rule for fluff reasons Automatically Appended Next Post: o and i updated the gang roster take a look at a few posts back
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This message was edited 5 times. Last update was at 2010/05/23 19:58:56
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![[Post New]](/s/i/i.gif) 2010/05/23 23:47:10
Subject: campaigns in the underhive(necromunda) ( rules for kroot gang wip)(4 new batreps)
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Regular Dakkanaut
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Nice reports!
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http://www.deathsquadsgame.com/
A fan-based small-scale skirmish game designed to enhance the gaming experience of the never ending wars of the futuristic 41st Millennium
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![[Post New]](/s/i/i.gif) 2010/05/24 09:29:09
Subject: campaigns in the underhive(necromunda) ( rules for kroot gang wip)(4 new batreps)
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Arch Magos w/ 4 Meg of RAM
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thanks
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![[Post New]](/s/i/i.gif) 2010/05/24 11:22:25
Subject: Re:campaigns in the underhive(necromunda) ( rules for kroot gang wip)(4 new batreps)
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Arch Magos w/ 4 Meg of RAM
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update. just some better pics of my Delaque gangers(I use proxies for the rest until i made a model for it) c&c welcome. Automatically Appended Next Post: what do you think? Automatically Appended Next Post: I just began converting a guardsmen to Boris, and started painting Krew. I would love some c&c though...
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This message was edited 2 times. Last update was at 2010/05/24 14:06:35
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![[Post New]](/s/i/i.gif) 2010/05/24 18:27:44
Subject: Re:Scrazza's Necromunda thread (Campaigns in the underhive)
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Arch Magos w/ 4 Meg of RAM
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another quick update, some wip on Krew and Boris. I also painted mak's power sword but that's not worth posting. Now seriously, c&c wanted Tell me what do you think of them. especially for Boris.
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![[Post New]](/s/i/i.gif) 2010/05/25 16:50:45
Subject: Re:Scrazza's Necromunda thread (Campaigns in the underhive)
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Arch Magos w/ 4 Meg of RAM
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yesterday i finished on Krew and build a scummer with knife, lasgun and plasma pistol. Today, i went to a local war-games store, and bought the rulebook of Urban War: Stike team actions. + 2 blisters of triad retainers(that's 8 models for 18.00 euros) and a blister of 5 militia models which i will use for Necromunda. the triad retainers will also be used for Necromunda and for Urban War. does anybody here play Urban War? and an someone explain the game in general? because I still need to read the book. I won't be posting batreps for a while as I'm not going to play for a long time. (exams and all that ****) still some pictures. will post pictures of the triad retainers when i assembled them.
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This message was edited 1 time. Last update was at 2011/04/13 20:30:57
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![[Post New]](/s/i/i.gif) 2010/05/25 20:30:47
Subject: Re:Scrazza's Necromunda thread (Campaigns in the underhive)(pic + fluff heavy)
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Arch Magos w/ 4 Meg of RAM
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been painting a bit today (besides homework) Painted up the 1st of the Triad Retainers. c&c welcome.
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![[Post New]](/s/i/i.gif) 2010/05/25 22:25:12
Subject: Scrazza's Necromunda thread (Campaigns in the underhive)(pic + fluff heavy)
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Boom! Leman Russ Commander
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From what i can see they are looking quite good !
If you are looking for more comments better photos is the way forward especially for a P&M blog, people want to be able to comment on something they can see clearly.
That way they can decide if they like it or not.
Try using paper for a blank background, to help the camera focus on your models and not the background.
Cheers
Wolf
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