Stormonu wrote:I've pulled out the books for Necromunda and been reading over them (it's slow for me, rulebooks literally put me to sleep after 10-15 minutes of reading, no matter how hard I try). I'm hoping I might be able to get in a game soonish.
Were there any supplements made for Necromunda beyond the base box that are worth looking for? Were/are there any "living" community rules that have kept the game alive or perhaps brought it up to 3E+ rules? What I'm hoping for is maybe some rules for Tau "gangs" ... Or one of the gangs having
GSC/Tyranid ties (I thought I remember gang Delaque having
GSC ties hinted at in a
WD?).
Also, I saw in one of the rumor threads that Necromunda might be coming back under the specialist games line?
IMHO the most important difference rules wise between Necromunda and 7th ed Kill Team is in close combat rules - in 7th ed (and in fact in any post 3rd ed), the most important stat for
CC is initiative and this usually means, that if you don't strike first you better have a great save and many wounds to even survive long enough to strike some blows back... And striking simultanously usualy results in both sides taking heavy damage.
2nd ed
CC mechanics, while huge pain in
40K battles, is far better suited for 1-on-1 duels of single wound, miserable save (or no save at all) characters: anyone has a chance to strike first, depending on charge, weapons, higher ground, parries etc... So no, I don't think that it would be wise to port Necromunda to any 3rd+ edition. If rules were to be modernified,
GW should design something entirely new and take no shortcuts here...
As to interesting and noteworthy suplements - Outlanders are a must
IMHO (but they were included in a compiled "thick hardback" edition in 1998, so you might already have them), and you should google "necromunda compilation" for a compendium of additional rules (both published oficially and fanmade) - it contains detailed rules for Genestealer Cult, vechicles, beasts, and a lot of scenarios and campaigns.