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Made in us
Inspiring SDF-1 Bridge Officer





Mississippi

So, Kill team is out and I've glanced over the rules. I also have a copy of Necromunda - which strangely I bought back when it was available in stores, but have never played (I've used some of the terrain in it though, in my 40K games).

I'm curious how each differs, and if one ruleset or the other has any advantages over the other. One thing is that I seem to recall there was a campaign & advancement system for Necromunda.

It never ends well 
   
Made in gb
Executing Exarch






Kill Team is basically 7th edition 40k, but where each model is it's own unit (so you end up with 5-15 models acting independently).

Necromunda would be the same (i.e. skirmish-based each-model-on-it's-own) but for the fact it's based off 2nd edition 40k - so there are rules for modifiers (both to hit, and armour saves), there is a Movement stat (instead of everything moving 6").

Kill Team games are generally one-off games which don't affect subsequent games, whilst in Necromunda the general idea is to collect territories, purchase new gangers / upgrades and manage your guys as they level up or get injured (which affects their stat lines).
   
Made in gb
Liberated Grot Land Raida






Northern Ireland


I can understand the difficulty getting people into Necromunda if they never played 2nd ed. 40k I can also understand the difficulty convincing people who DID play 2nd ed. to give it a try. But in all honesty its the perfect combination of rules and game concept.

2nd ed. was way too involved for an army sized conflict but at street gang level where every variation in every weapon/combatant/bit of wargear really counts, its a perfect fit.

If you've got a few mates with a bit of regularly scheduled gaming time its an endlessly rewarding game. I've never got bored of it and after 20 years there's still combinations and strategies I've never explored. Can't recommend it enough.

This message was edited 2 times. Last update was at 2016/09/29 18:38:13


   
Made in us
Pestilent Plague Marine with Blight Grenade





Tornado Alley

My first table top experience was Necromunda, and I say its a great mesh between a XP based system for individual models and city fighting on the tabletop. Its what got me interested in Warhammer 40k. I am anxiously awaiting Necromunda to come back.

10k CSM
1.5k Thousand Sons
2k Death Guard
3k Tau
3k Daemons(Tzeentch and Nurgle)
 
   
Made in us
Inspiring SDF-1 Bridge Officer





Mississippi

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?

It never ends well 
   
Made in pl
Wicked Warp Spider





 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.
   
Made in gb
Liberated Grot Land Raida






Northern Ireland

Bounce on over to the specialist/heritage games section on dakka. There's a good few Necromunda topics with info on where to find rules online and better versions of some of the broken original outlander gangs. I've got all my original books and printed out some of the newer stuff years ago but havnt really any idea what's currently available.

Check out this first maybe. https://yaktribe.org/necromunda/

   
 
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