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Made in gb
Regular Dakkanaut
















here is the beginning of my true scale ordo xenos kill team for munda - how would you feel about:

marines stats will start at +1 to all normal gangers max stats + 6 skills + true grit

marines only go up every 60 exp points

bolt weapons receive a sustained fire dice, +1 str and +1 to ammo roll - marines know how to get the best from their better made bolters/pistols/heavies - prices double

power armour gives a 3+ on 2d6 - marine armour should be virtually immune to auto guns, auto pistols, low powered shot guns, boys with knives etc - a 11 still fails, and armour mod means a las cannon still busts balls -

armour include phot contacts, rebreather, grapple, auspex etc

marines cost 600 points + equipment

lightning claws str 6 -4 paired weapons which parry

librarians get 3 primary and 5 minor powers - cost 1000,

force weapon (power axe): ld test for 2x damage one use per round

jump pack - same as wings

what think guys?






'zek out.

 
   
Made in gb
Chaplain with Hate to Spare






I've been giving this a lot of thought as well, or rather I was several weeks ago. I did write up a fair bunch of notes, although xp and levelling up, as well as starting experience etc (because realistically, they'd have about a million for starting experience for a normal battle brother ).

I suppose to do anything remotely "similar" to the Necromunda levelling-up style, you'd have to have your original 'gang' composition made up of Neophytes and newly-promoted Initiates.

Also, I'd raise the level cap to something like every 100xp, and slightly more than that as the Marine progresses.

Oh, one rule I did come up with that you might be interested in:

Lightning claw is the same as a powersword, but does D6 damage. Makes sense, no? But no Parry, perhaps?

Also, there was something I'd been thinking of for jump packs -- it was along the lines of allowing the user to move up to three times their M characteristic and adding +1 to damage results on the charge.

I'd love to help work on these rules, so I can eventually use them as well!



Edit:: nice conversions, by the way!

This message was edited 1 time. Last update was at 2010/12/09 18:17:47


 
   
Made in us
Anointed Dark Priest of Chaos






What you have to ask yourself is why are a whole team of marines slumming around fighting street gangs?

That is the Arbites job.

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Made in us
Crafty Bray Shaman





CT is right, after all the Arbites are tha LAHW!.

But, it is your gang, do what you want.

 
   
Made in gb
Chaplain with Hate to Spare






The Necromunda rules, with a bit of tweaking, could (and probably are) used to create interesting skirmish/roleplay games outside of the Necromunda setting.

This message was edited 1 time. Last update was at 2010/12/10 11:36:22


 
   
Made in us
Blood-Raging Khorne Berserker





Riverside, Cali

I would allow Space Marine Scouts in Necromunda, not Marines themselfs unless it was a storyline. After the campain was over the Marines would sweep up the Gangers and force them into Conscript forces. Happens more than you think as the Imperium always needs more troops and Gangs/Conscripts always make a showing. Marines may be hero types but it just sucks but when they show up in the underworld of Necromunda suddenly you should be afraid.

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Made in gb
Regular Dakkanaut







Darkvoidof40k wrote:The Necromunda rules, with a bit of tweaking, could (and probably are) used to create interesting skirmish/roleplay games outside of the Necromunda setting.


yup, thats what we've been doing




Automatically Appended Next Post:
also dark void - love the lightning claw and jp rules. feels right to me, but i'd leave parry on.

lord wynne - small scout squads for munda would be great, but i'd still argue that a space marine scout should be able to out shoot fight and survive a gang, let alone a ganger

This message was edited 1 time. Last update was at 2010/12/14 19:26:39


'zek out.

 
   
Made in us
Storm Trooper with Maglight



Milwaukee, WI

If I recall, Necromunda was a modified second edition rule-set, maybe you could look up the lightning claws (and other stats) from that edition?

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Made in au
[DCM]
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Toowoomba, Australia

LordWynne wrote:I would allow Space Marine Scouts in Necromunda, not Marines themselfs unless it was a storyline. After the campain was over the Marines would sweep up the Gangers and force them into Conscript forces. Happens more than you think as the Imperium always needs more troops and Gangs/Conscripts always make a showing. Marines may be hero types but it just sucks but when they show up in the underworld of Necromunda suddenly you should be afraid.


The Imperial Fists have a permanent fortress in Hive Primus on Necromunda.
http://wh40k.lexicanum.com/wiki/Hive_Primus

Necromunda is one of their 3 recruitment worlds along with terra and Inwit.

I'm unsure of how they round up recruits (as it varies wildly from chapter to chapter) But it would not be inconcievable for them to be on missions in the hive, be it for training or recruitment.

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Made in gb
Blood Angel Terminator with Lightning Claws





terra

never played necromunda but your conversions are badass.


 
   
Made in gb
Servoarm Flailing Magos





There was rules to take 2nd ed armies and make a 'gang' out of them for necro.

It was for one off games and had no experiance part.

It ended up that 3 space marines would fight a well established gang (about 1.5K gang rating.) and they'd only have bolters.

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Made in gb
Massive Knarloc Rider





Exeter

Some of the original necromunda fluff said about there were patrols of space marines roaming the wastes outside the hive. I always loved the idea of a group of gangers finding themselves up against something which, in all essence, is indestructible.

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Made in gb
Courageous Silver Helm




Nottingham

Jesus.... do people STILL play Necromunda?

If I can find some people near me who do still play it then I'm gonna hit that!

And yes, I've ALWAYS since years ago, enjoyed the idea of Space Marines in Necro. To the extent of writing awful fan-fic (when I was about 13) of a lone Marine, sans Power Armour, making his way on some daring mission deep into the slums.

Even without armour and just a powersword/vibro-knife, I've always had visions of one Marine being more than a match for an entire gang in Necro.

PS - fantastic minis, mate.

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Made in au
[DCM]
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Toowoomba, Australia

I know of 20 or so guys from the local tournament 40k and WHFB players in my city who regularly play necromunda.

I intend on getting back in using 'counts as' models 'Inquisitormunda' style but use all the stats and gang abilities of the traditional gangs.

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Made in gb
Noble of the Alter Kindred




United Kingdom

Not sure about this at all tbh
I have a feeling that they would be too overpowered and the rules need to be tweaked a lot more?
(Please note the question mark as am querying rather than criticising.)

Also can't remember normal ganger costs so it might not be as bad as I fear.

I do love the conversions btw
look forward to seeing them painted up!

 
   
Made in es
Regular Dakkanaut




Isn't inquisimunda covering this?
   
Made in gb
Regular Dakkanaut







yeah inquisimunda does cover this to some extent, but i haven't ever seen the stats. ws/bs 4 seems bs (ho ho ho) the emp finest should be, well, the finest.

'zek out.

 
   
Made in gb
Chaplain with Hate to Spare






As far as Necromunda is concerned, I'd stat an average Tactical marine with at least the following profile:

WS: 5
BS: 5
S: 5
T: 5
W: 3
I: 5
A: 2
LD: 9
Sv: 3+ on 2D6

With the boltgun having at least a 3+ ammo roll, +1 strength and armor modification and sustained fire rolls. How the plasmagun ever came to shoot faster than a boltgun, we shall never know..

This message was edited 1 time. Last update was at 2011/01/10 19:31:29


 
   
Made in gb
Regular Dakkanaut







dark void: that looks about right!

'zek out.

 
   
 
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