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Xan´s =I=Munda Campaign: Of Dark Places and Shady Characters  [RSS]  
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sexist.

no but yeah it is a fair point but the fantasy/lightweight construction must be taken into account


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At the hands of a man with actual literary talent, it might even have been a good idea. Sadly, Mr. Ward is not that man. He wouldn't know good storytelling if it walked up to him and ate his heart.  
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Well it´s obvious innit. She has implants! ......... No, not those, Muscle implants of course......

Seriously though, I´m considering a gun change for her.

Mostly because those still look way too much as bolt weapons, which wasn´t the plan.

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Xanthos wrote:Well it´s obvious innit. She has implants! ......... No, not those, Muscle implants of course......


Oh the pun of it all...

You know, all these great threads about =I=munda are, like I've said before, very inspirational. And at the very
least, I've found a use for those Squat models I keep ordering. Hello Brotherhood archeotech prospecting team

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Hey that sounds great! Be sure to post them around here somewhere.

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So, I´ve found several nice replacement guns for the Gunslinger chick, with luck I´ll have pics up tomorrow or so.

Also, I´m currently battling it out on the drawing board with an Orbital lander/Assault boat/cutter design, based on Drop Pod parts, and some really cool concepts from several places.

Pics to follow.

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Really STOOOPID question..

I understand your using Necromunda rules.. but why the HECK are you all calling this..

=I=Munda?

Is it Inquisitionally based, or is the =I= standing for "anywhere in the Imperium"?

-P

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porkuslime wrote:Really STOOOPID question..

I understand your using Necromunda rules.. but why the HECK are you all calling this..

=I=Munda?

Is it Inquisitionally based, or is the =I= standing for "anywhere in the Imperium"?

-P


They're using modified Necro rules to better represent the more unique Inquisitors/Rogue Traders/Criminals, et al.

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porkuslime wrote:Really STOOOPID question..

I understand your using Necromunda rules.. but why the HECK are you all calling this..

=I=Munda?

Is it Inquisitionally based, or is the =I= standing for "anywhere in the Imperium"?

-P



Yay!!! I didn't have to ask the stupid question!!!

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Cutter design huh? You might want to check out some of the aircraft CELS designed for the Anargo Sector Project.

The question of course remains how big you want this thing to be!

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Hey, nice link Malika2, those were some interesting designs.

I´ve kinda got some more streamlined "spiky" designs going on here, but getting those designs from pen+paper to computer isn´t going too well...

Size wise I want something that can fit a landspeeder plus ten people, and possibly I´ll mount some guns on it too. It will be rather large, I´m guesssing about LR sized, though a bit longer and slimmer.

In better news, I finished the gunslinger chick! She´s looking alright I think, though I may go back and add more junk to her base at a later point.

I´m going bit hunting tomorrow, still need to get inspiration for my Inquisitor model.

I´ve got most of the stuff I need for my Merc, but don´t want to put him on here till he´s closer.

Also put together a test model for the pilot´on foot, but didn´t like it, so it got scratched.
[Thumb - Front Marked.jpg]
Front view. I´ve kept the guns for now, I think they look much better painted.

[Thumb - Back Marked.jpg]
And from behind.


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10 figures a land speeder and various weaponsystems? I guess it will need to be bigger than a land raider then. It would be more something like a smaller version of a Thunderhawk or something!

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Nice work! I do think she would really benefit from some dark eyeliner.



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A facial tattoo would be really cool too, kind of like Nic Endo from Atari Teenage Riot.

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Xan, any chance of a pic of your gang and your Huey/Landspeeder together please?

I just love your models!! And can't get enough of that land speeder. Be cool to see them all together and see what your big transport would need to carry.

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Yeah, seeing the pics on the computer I noticed a few things as well. Eye liner and such, (eyebrows mayhaps...), and a touchup here and there.

@Malika: Yeah, it´ll be kinda big.

The pictures really don´t show it, but her base has gotten a lot of attention, the rust is 8 different layers, with some Brazen Brass for the shine, but mostly browns, reds and oranges.

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The base looks kick ass. It looks realistic and not over the top which is perfect for this kind of thing!

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Thanks for the kind words Nuclear, I´ll get a pic of the gang and the speeder soon. I´ll probably do some group shots as I get more of them done.

Yeah, I´m also kinda interested in seeing them all together when they´re done. Will be a cool group I hope.


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Hey, thanks Malika.

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Excellent stuff, nice to see another =I=munda thread too!

The base looks awesome, love the turned up corner. Wheres her body from?

Cheers,

Dante

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It´s from Reaper mini´s Chronoscope line. Some great potential in that line of figs.

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These are the house rules that we´ve come up with so far. It´s mostly changes in what gear you are allowed, and some skill boosts at the beginning of the campaign, to make each group different from the others.

Goal of the campaign:
The main goal of the campaign is to focus on a narrative Necromunda play style.

While we will use the basic Necromunda rules, we will also add to these, and change some points where necessary.

In addition to humans, some Xenos races will be available for use in the campaign. Eldar, Tau and Kroot will be available as mercenaries.

Setting:
The campaign focuses on the Antimar Subsector, where the players will do battle.
Through the campaign the gangs may need to move between hives, and fight both in deep hive territory, and in the wastes outside, as well as anything in between.

The players will each control a powerful group of individuals, specialists on a mission.

Between missions, players may strike deals, make promises of support, and trade if they wish to (and aren't hostile to eachother)

The gangs can be any of the following:
Inquisitor Warband
Rogue Trader adventurer group
Astartes scout team

Rules:
Limitations on gang composition:
Gangs will consist of no fewer than 5 members.

Gang leaders will each have +1W, to represent the inquisitors ability to resist damage.

Gang members should be named, to fit in better with the narrative theme of the campaign.

Gangs are permitted one Leader, two heavies/specialists, and must have a minimum of one juve or other redshirt.

Initial weapon load-out is unrestricted, meaning that all gangs will essentially have access to all wargear.
It is, however, recommended that players choose wargear fitting to their background.

Initially, 5 "upgrades" are available to the groups.
These are XP boosts, and may distributed in any way, but juves/redshirts may not be given upgrades.
Any skill or stat may be chosen as an upgrade, but no upgrade may be chosen more than once per gang.

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Those rules modifications seem pretty neat to me, not too complex but allowing for a lot of conversions and fluff opportunities.

The Gunslinger is looking great, but I would second the request for some tattoos or the like.

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How will you deal with Space Marines though? Yes, I know that they are scouts, but scouts also have all those funky upgrades (organs, training, etc) and also fancy wargear.

The thing I noticed with =][=munda but also the Inquisitor game was that it was mostly playing between Imperial factions themselves, so lets say Thorian Inquisitors (+ friends) killing Istvanian or Adeptus Mechanicus members. Yes the other stuff was there but in a way lesser degree. What about mutants, criminals, cultists, traitors?

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Well, for our campaign, we´ve agreed to use the upgrade system I described.

So if someone wants to build a Marine, the way we´ve agreed to do it, is to upgrade your leader.

After all, the leader only needs +1S and +1T to make him a 2nd ed marine.
Other than that we´ve been discussing the possibility of giving marines One in a million weapons, so "1IAM"Boltgun + Bolt pistol, and carapace armor.

We may be allowing power armour, but probably not for starters.

Of course all of this gear has to come out of your points allowance, so a gang including a marine will probably be smaller than one with a regular leader.

A for mutants, cultists, traitors, and all such, we´ll be using additions to the weapons lists to make things more interesting and diverse.
And of course many mutations can easily be proxied, by choosing the correct skills and upgrades for your starting gang.

The importance is, that whatever you change, don´t make "uberpwnkablammerator" weapons or combo´s, and just say "it´s real expensive"..
Go with what looks and feels right, preferably changing stats so that the weapon just has a different function, not necessarily better. (Ie: Mig´s Short Lasguns)

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With more and more stuff being uploaded to the Anargo Sector Project's official site (see my sig for more on that) I've also been contemplating exploring the wargame and RPG side of the project. While most member of the project itself are too busy to do that right now I personally am very intrigued by the potential of some sort of "Anargo supplement" for =][=munda in a similar fashion as that we in the longer run try to release such stuff for Dark Heresy as well. While a game such as Necromunda (and now also =][=munda) doesn't have too specific rules for weapons (as in that a boltpistol is a boltpistol, no matter what pattern) I do hope to include some of those more detailed elements in there...because, well let's say we got some pretty detailed stuff over at our project. Just look at some of our firearms for example.

But yeah, I'll keep my eyes on these =][=munda threads here and start reading the Necromunda rules before I attempt at creating an "Anargo package" for you guys to potentially use!

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Struck gold today! I went to the flgs with my brother who is visiting, and we went bits hunting.

Managed to buy/trade/scrounge lots of stuff, but the best find was a copy of "The Inquisition" book that Black Library made last year.

Loads of great fluff, and some nice imagery also, in this book.

I am finding even more inspiration, and seeing that I´ll need to try my hand at GS work once again.

Should be interesting.

Also, I´ve gotten together all the parts I need for my next two characters, the pilot (on foot), and the merc.

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Can't wait to see what you do with the new guys Xan.

We've gone the "fluff" route, so a Marine is a god of war, restricted to latter stages/NPC status and extremely pricey/effective. Numbers are quite crucial in Necro engine though, so that is a nice counter balance.

There will be much worse things than marines come the end time in the campaign



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I´m currently testing some GS moulding techniques, it´s interesting to work with, but takes soooo much time.

I´ve completed the shoulder cannon for my leader also, it looks quite techy and nice I think.
[Thumb - Stuff.jpg]
Various equipment. Grimoire, Power sword, purity seals, mane, shouldercannon, pistol and key.

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What model are you going to use for the leader?

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It´s a mix of parts. Space marine chest armour, IG legs (with GS armour), GS cloak most likely, and catachan arms.

Haven´t found the right head yet, still working on that.

I was working on the upper leg armour tonight, I think it might be alright, will get pics tomorrow.

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