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Made in eu
Infiltrating Broodlord





Mordheim/Germany

Hey guys,
I'm very interested in the skirmishy necromunda (I loved to play Mordheim for a change after fantasy)
and was wondering if thereis a way to grab some 40k figures (namely marines, eldar and tyranids) and play a game of necromunda?
I know the game system is dessgned for gangs, but maybe someone has infos on alternative rules/house rules.

Thanks for any help.

Greets
Schepp himself

This message was edited 1 time. Last update was at 2012/05/07 13:45:46


40k:
Fantasy: Skaven, Vampires  
   
Made in gb
Stern Iron Priest with Thrall Bodyguard




The drinking halls of Fenris or South London as its sometimes called

sure i dont see why not

R.I.P Amy Winehouse


 
   
Made in gb
Regular Dakkanaut



Still trying to operate tape cassettes

You could always just use the minis, and use normal rules. Marines could be Goliaths or Orlocks, Eldar could be Orlocks or Escher, but I'm not sure what you could do about 'Nids (Spyrers?)

I Ate Your Bees 
   
Made in in
[MOD]
Otiose in a Niche






Hyderabad, India

I herd someone tried it and they dyed.

It's true.

Nah go ahead. Esp if you're just trying it out. The important thing is always to be clear about what is what, so if you had IG that might be better. Some of the old metal necromunda figs are very (x2 nice) though, you might want to track them down (for love of G-D though don't pay Specialist Games' prices).

You could make a decent Orlock gang out of plastic Catachans and Golitaths out of Chaos Marauders. Void/Urban War has good militia sets that can be Cawdor or Esher.

 
   
Made in eu
Infiltrating Broodlord





Mordheim/Germany

Hey,
Currently I'm working on some rules for Space Marines and Eldar, but I'm still in an early alpha phase, so no playtesting whatsoever.

Problems i see and i hope some of you guys can help me out with that because i have absolutely no experience with necromunda at all. (I'm just theroyhammering with the rules and thoughts here)

- Small squad size: With the Power Armor (doens't work fluffwise without.imo) Space Marines get very (x2) expensive. I already made some points adjustements due to the fact that the Space Marines will be heavily outnumbered. You will fail a save sometimes...

- As far as i can tell, the shooting aspect of the game is rather underdeveloped. Hand to hand seems to be a better solution for problems (aka killing enemies). I fear that Marines could be overwhelmed by small gangers and juves to a point where they cannot kill enough of them. experiences would be nice.

- Introduction of special rules: I couldn't get around giving Space Marines special rules. I tried to boil it down and came to the solution that all space marines should be better with bolter weaponry (obviously) and that they ammo roll is reduced to 5+ rather than 6+. Don't know if this is too good.

Also with they can't get pinned with their power armor unless hit by a weapon with S5 or greater. A Space Marines ducking and crawling on the ground just because some stubpistols are shooting at him is a sight i wanted to avoid. Also Power Armor makes you somewhat resistant to gas attacks. Fluff-things...

Eldar are a totally different matter and i thought about making them the "fast, short range firefight"-gang. Problems i see is that all Necromunda gangs are M5 and i don't know if it'S too unbalanced to give the eldar M5. (which is a must fluffwise i think)

Also I'm struggling with the "Heavy" choixe for eldar and have to decide between a warlock with psychic powers and a "basic-aspect-warrior" type of unit which can be given aspect weaponry.

All in all i tried to base the Marines on already playtested Rules(weapons included) but struggling with eldar because of the stiff rule system. A simple "count as" is a bit too unfluffy for my taste and/or would hamper the possibilities of the eldar in necromunda.

So it would be nice if you could give me some feedback on all this. Greatly appreciated.

Oh and some things:

- Aren't heavy weapons a bit too expensive/overpowered? Who need a lascannon or plasmacannon anyway?

- What the matter with Plasma? the S and ASM seems to differentiates greatly/unusually.

- Why isn't the Chainsword S of user +1. Until the wearer gains S4 it may be good but then it's just an expensive sword. (stumbled over this while creating my Marine Captain.)

Well, that's all for now, thanks for reading!

Greets
Schepp himself

40k:
Fantasy: Skaven, Vampires  
   
Made in us
Nervous Accuser




Milwaukee, Wisconsin

You can play Necromunda with 40k figures.

But they already have a 40k skrimish game and they call it Combat Patrol.

Most stuff in Necromunda is 3 for a base stat.  It's rare to see any of the stats hitting 4 without some advance rolls.  And part of the charm of the game is the fact that the gangs aren't typically uber shooters, assaulters, I4 freaks with good leadership, which is why you don't see official lists for Space Marines and Eldar and stuff.

So I would just play regular necromunda, scour Ebay and other places for old figures, buy other companies figures that you can use as proxies for autoguns and laspistols for a cheaper price, and just enjoy playing Necromunda. 


_________________
Brother Tiberius
D Company Master of Forges: Judge Advocate General
"The ways of the Ninja are inscruitable and hard to see." - Ab3 
   
Made in eu
Infiltrating Broodlord





Mordheim/Germany

yeah...i've already checked out combat patrol and kill team, but both didn't strike me as as roleplaying as necromunda which is what I like.
I've downgraded the stats of the Marines a bit, so a "Captain" has the stats of an ordinary marine for example. Scouts (Juves) are on par with a ordinary Ganger... something like that.

Just the image of a Marine with the gunfighter skill or fast shooter is something I'd like to see...

I just keep working on some rules and post them up here.

Thanks for any further help!

Greets
Schepp himself

40k:
Fantasy: Skaven, Vampires  
   
Made in us
Wicked Warp Spider





Chicago

actually if you have first ed. Necro/Outlanders rulebooks, there are stats for using CSMs, Eldar rangers, Genestealers, Cultists, Mutants, and Daemons as "NPCs". It's a great idea (I've played a few games with the GM playing Stealer Cults and everyone else trying to destroy it. It's one of the major reasons I prefer 1st ed. to the "Specialist Games" garbage.

Have you considered doing a =][= retinue? It would be easily convertable, interesting, and the stats tend to match Necro more.
   
Made in eu
Infiltrating Broodlord





Mordheim/Germany

I only have the downloadable (2nd edition?) Rulebook. It's hard to get a copy of Necromunda in Germany (especially in English).
Any idea where i can get the first edition rules?

Anyway, today i gonna roll some dice and write some things (also known als playtesting) and maybe post the rules for space marines up.
Would be nice if some of you could give a little feedback on style and playability then.

Greets
Schepp himself

40k:
Fantasy: Skaven, Vampires  
   
Made in eu
Infiltrating Broodlord





Mordheim/Germany

Marines seem to be pretty tough at the moment. Working on point adjustment. At the moment one can deal with 3 gangers.
As it should be, but I have to test other scenarios.

Greets
Schepp himself

EDIT: Well, unsuprisingly Marines don't like Plasma, Melta and other goodies. So at the moment their points seem to high if the enemy fields some of those babies. But maybe it will work out ok when you consider that they are nigh invulnerable against small arms fire. I keep on testing.

Greets
Schepp himself

40k:
Fantasy: Skaven, Vampires  
   
Made in eu
Infiltrating Broodlord





Mordheim/Germany

Heyho, a little test batrep for my marines. Played a little Game between 500 points of marines vs. Escher
(if it sounds like a funny way to play, so be it, It'S far easier to test those guys without the need for an enemy)

The Gang (Escher, proxied by Eldar guardians) had:

Leader with plasma pistol and club (struggling between sword and club but thought i need the extra S)
Ganger with lasgun
Ganger with stubpistol
Juve with two knifes
Heavy with Heavy Stubber

Marines had:

Captain with Bolter
Marine with Bolter

First Turn:

The guys with the range had fortified a little building on the edge of the board and tried to get the best firing arc avaible (the gang won edge and first turn btw). The two turned on overwatched. the remaining melee fighters runned to a nearby House, kind of surrounding the two marines waiting in cover.

The Marine runned over to a building to his left, to shoot at the melee troops from afar, while the captain climped up a building to await the melee troopers. While the Marine closed the building, he scratched the firing arc of the heavy stubber which was on overwatch. (I knew that, just for style written that way). The Heavy spat out everything he had at the power armored Marine (6 hits) while preventing his gun to fall apart. The one wounding hit bounced of the armor of the Marine. He commeced his way in the safety of the building.

Second Turn:

The melee gang now approched slower towards the captain who was waiting on a slightly higher floor roughly 8 inches afar. There was another building between them so none of them could see each other.
The shooter gang turned to overwatch again.

Despite of the overwatching heavy stubber, both of the Marines ran out of their cover to get an open shooting at the melee gang. The Stubber opened fire (5 hits, 4 ones and one six) which couldn't wound the Marine. Unluckily, the Stubber ran out of ammo after these two bursts.

The Marine shot down the Juve, but only pinned him, while the captain shot at the now unrevealed leader. The shot took him down. Unfortunately, both of the shots forced an ammo rolled which promptly failed. Now the two marines were out of weapons.

Third turn
The Gang fell back and took position under the fortified building. The Leader crawled in savety. the Heavy climbed down the bulding to help protect their downed gang leader. The Lasgunner turned on overwatch.

Both Marines ran round the corner towards the waiting gang to prevent the gnag leader getting up again.

Fourth Turn

The melee ganger, the juve and the heavy all attacked the Captain. The Juve attacked first. rolled. two sixes... the Captain went down.
The slogging threesome proceeded with the Marine, which knocked the Juve unconciousness but was overwhelmed by the ganger with another two sixes. Game Over.

Fun game. Space Marines are super tough, but can be overwhelmed with high numbers and big guns. I don't think the game would have ended like that without the malfucting bolters but heck, such is life in the hives.

Will test some more.

Greets
Schepp himself

40k:
Fantasy: Skaven, Vampires  
   
Made in gb
Fresh-Faced New User




There are several SpaceMarine 'gangs' to be found on the Internet. I have played them a few times, not as a regular gang but as participants in special scenario's. Basically ordinary spacemarines have powerarmor with saving of 3+, use bolterpistols or guns and automatically make ammochecks: their weapons never fail. Their stats are mostly 4 where it is 3 for Necro characters.

They are Uber. Not fun to play them as gang, except in special scenario's. Also there are rules for Terminators. I have tried those, but this is no fun at all, they are too strong for Necromunda gangs, nomatter how overwhelming the odds. Terms have terminatorarmor, which saves at a roll of 3+ with 2 dice! Their stats are 5 where it is 3 for Necrocharacters, and they use a a special bolter, which is a pistol for them with the range and power of a boltgun. Again no ammochecks.

Scouts are fun to play, though. Their stats are the same as for gangers, except for WS = 4; they have the Infiltration and another Stealth or Agility skill and are led by a spacemarine sergeant. A gang consists of 4 scouts and a sarge; the scouts are armed with boltpistols and swords, and have carapace armor without the Initiative penalty.

Many years ago I have found stats for a Eldar 'gang', I can't find them anymore. They had ordinary stats, special guns and weapons(shuriken?) which were destroyed permanently when an ammocheck failed, a nice touch. They also had a cloak which gave them an Evasion advantage: every character aiming at them(ranged or melee) suffered a -1 on their to-hit roll. Eldar scouts cost 150 credits, don't know about their leader.

Hope this helps.

Free

   
Made in us
Fresh-Faced New User






Another thing you might try is getting Warhammer 40k 2nd edition rules, it has the stats and points cost which translater directly to Necromunda by multiplying them by 10.

You should be able to get them fairly cheap on ebay, I think they had 3 books, one with army list, one with weapons and wargear and finally one with the main rules.

I could be wrong, I might have to drag out my old stuff just to check.

 

Tom


   
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Amongst the Stars, In the Night


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Fresh-Faced New User






LOL,

 

It actually was the first time I checked the GW classics area, I did not even check the date. Besides I like to bring things back from the dead...NECRO munda


   
Made in us
Deathwing Terminator with Assault Cannon






This area is slow enough, it's awfully hard to criticize someone for thread necromancy.

Seriously, nice to have you aboard.

We did the multiply by 10 thing for some arbiter scenarios and the like back in the day.
   
Made in us
Boosting Space Marine Biker





Berks County - Pennsylvania - USA

just go to ebay and get a gang. they'll probably have everything you will want. if that doesnt work special order from gw. Playing SM's in Nec is sort of like cheating. They are too powerful for this game. If you still like SM's try ENFORCERS.

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Made in ie
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Nuremberg

Wouldn't a space marine just have all of the advances anyway?
Void are good for minis, I play an Enforcers gang using them.

   
Made in us
Fresh-Faced New User




I'm using 40k and fantasy bits to add to my orlock and Goliath gangs. catachans make perfect orlocks. Scout legs and fantasy marauder torsos and arms make pretty good Goliaths, All you need is a good head with a Mohawk
   
Made in ca
Morally-Flexible Malleus Hearing Whispers






Well I kind of moved near Toronto, actually.

Just a comment, Movie Marine Space Marines would be a great inclusion as some kind of NPC/ mutual antagonist.

Fluff-wise anyway I'm not going to pretend to be familiar with the game.

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Made in au
The Dread Evil Lord Varlak





My friends and I had a lot of fun bringing other races into Necromunda. It’s pretty straight forward to take unit values, multiply them by 10 to get some necromunda credits values then port them directly into Necromunda. Better units, particularly units with high BS and multiple shots, will typically be worth more than 10 times their points value, but so you should use some professional judgment before playing. After a few games you can adjust the points again to even things up, based on what you’ve learnt.

It doesn’t take a lot of playing around to get the races reasonably balanced, but you also have to play around with the rules a bit, to make sure troops play like they should. Making sure marines don’t spend half the game pinned, or elder pathfinders aren’t whacked in the first turn by a juve with infiltrate.

I could try and find our old notes, but they’re probably lost, and we never even wrote down half the house rules we ended up playing by. In the end I wouldn’t recommend playing by anyone else’s notes, as a lot of the fun comes from finding out how things work, getting them to work like you feel they should and getting the points done right.

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Adam Smith, who must have been some kind of leftie or something. 
   
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Boosting Ultramarine Biker




Arlington, VA

It's not unthinkable to imagine a story of a Space Marine "patrol" tasked with cleaning out some of the lower hives. If you like more of an RPG feel, you could play games based on their adventures ridding Necrumundan society from the pesky gangs.
   
Made in ch
Long-Range Land Speeder Pilot




Bay Area

Hasn't anybody ever made rules for this? This sounds like a great idea, but how would you balance points and the like?


 
   
Made in us
[MOD]
Madrak Ironhide







In the Outlanders book, did they give a statline for basic
Space Marines just to show how ridiculous they would be?

Or am I crazy?

Anyway, you could always just use some of the Spyrer
rules. Some of the unit types don't match, but you could
always make it fit somehow.

Space Marines with Stormbolters = Orrus, for example.

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Gargantuan Gargant





New Bedford, MA USA

Necromunda rules with 40K regulars ?

I think that was called 2nd edition.

Although I admit, it would be fun to try and play space marines with all the added skills.

I'd just use 40K 2nd edition point costs to buy 'gangs' and then use necromunda missions and advancement rules.

Then I would play a gensetealer cult force and laugh as my genestealers cut marine armor to ribbons

   
Made in us
Stalwart Veteran Guard Sergeant






as several people have stated, the rules of 1st edition Necromunda did say to take their point cost and multiply it by 10. but they also warned that playing them against Necromunda gangs was a serious mismatch. And I belive that SM weapons were so well maintained that they didnt make ammo checks. We had one hard-core SM player that always wanted to bring in some SMs. One night I finally let him using the suggested rules and it was a fiasco. He lost one unit the whole night against 5 other gangs. So be aware that they are very highly overpowering compared to normal necro gangs.

Praise the Emperor and pass the ammunition!!!  
   
Made in us
Shas'la with Pulse Carbine





Norfolk, Va

i remember seeing a pretty extensive rules set that a group of players wrote and posted, i can't remember what they called it, but i know i found it off the specialist games forums. I'll see if i can't dig it up and post it here.

update: found it, here's the link. http://www.worldinarms.info/

it's actually based on the mordheim rules, which i feel is a better smoother game system than necromunda anyway.

This message was edited 1 time. Last update was at 2008/08/15 07:37:35


 
   
Made in gb
Storm Trooper with Maglight





West Sussex, UK

my first gang were orlocks, used catachens to represent them

Illeix wrote:The Eldar get no attention because the average male does not like confetti blasters, shimmer sheilds or sparkle lasers.


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Made in dk
Fresh-Faced New User





Denmark

I know this is ol' as sjit. But I really wanna try this out

Are there any attempts to workout a rule set at this moment?

This message was edited 1 time. Last update was at 2011/01/28 15:25:41


 
   
Made in us
Anointed Dark Priest of Chaos






Along these lines I have a related question:

How balanced against each other if at all do people think a starting Necromunda gang and a starting Gorka Morka gang would be?

I was thinking it would be fun to play such a hybrid as part of the 40k campaign I have been running with my sons which is focused on the battle for an Imperial city between Orks and the Imperium.

If the two could be mixed it would allow or a more detailed representation of this conflict (and some cool skirmish games and all the fun of progressing models that is so great about Necromunda, etc.) with my sons starting out with raw IG squads (Necro gangs) and me playing an aspiring mob of orks, etc.

Thoughts?

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