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Made in us
Slave on the Slave Snares





Since I'm starting Necromunda at my FLGS, I've been reading through as many rulesets as I can get my grubby little hands on. Gang creation and rules tinkering is very nearly a hobby of mine, so I thought I would make an attempt to do something fun, at least for me. I know Eldar gangs as a concept aren't new, or even very original, but hey, I have to start somewhere. I've also been waiting 11 years for the Dark Eldar to get some decent miniatures. As I don't have much practical experience with the game, just years of rule and fluff reading, I'm looking for suggestions on point values and other tweaks to keep them balanced to other gangs.

The basis and name of the gang comes from the 2nd ed. Eldar Codex, and the splinter weapons from a mix of 2nd ed shuriken catapult and 3rd ed splinter weapon stats. Points were simply 2nd ed values x10.

I haven't been able to figure out a good mechanic for replacing or gaining new members. I have two ideas going back and forth, the first is that for every enemy ganger killed, they gain the value, base cost+exp, in credits for replacements and new gear. The second is to run them more like Spyrer gangs, they are in the Underhive to collect [kill] X amount of souls [gangers], then they activate the webway portal and head back home. The problem with that is that they don't have anything other than advancement to make their weapons and powers scale up as they advance. Maybe give the basic pirates another skill chart to roll on?

Advancement:
Pirates: Agility, Combat or Shooting, Stealth
Heavy: Agility, Muscle, Shooting, Techno
Captain:Agility, Combat, Ferocity, Shooting, Stealth, Techno

Thus far they look like an Escher/Delaque mixup, I'm open for suggestions to differentiate them from the rest, or jsut leave as is.

Gang:
Pirate Captain, 130 points
M WS BS S T W I A Ld
5 4 4 3 3 1 5 1 9
Mesh Armor

Pirate, 90 points
M WS BS S T W I A Ld
5 3 3 3 3 1 4 1 8
Mesh Armor

Heavy, 100 points
M WS BS S T W I A Ld
5 3 3 3 3 1 4 1 8
Mesh Armor

Weapons:

Hand to Hand
Massive Sword, Axe, Club
Clubs, Mauls, Bludgeons
Chainsword
Chains, Flails
Knives
Sword
Power Sword

Pistols
Shuriken Pistol, 30 credits
Short Long Short Long Str Dam Save Ammo
0-6 6-12 +2 - 4 1 -2 2+
Splinter Pistol, 20 Credits
Short Long Short Long Str Dam Save Ammo
0-6 6-12 +1 - 3 1 -1 3+

Hand Flamer
Laspistol
Plasma Pistol

Basic
Shuriken Catapult, 50 credits
Short Long Short Long Str Dam Save Ammo
0-12 12-24 +1 - 4 1 -2 2+

Splinter Rifle, 35 credits
Short Long Short Long Str Dam Save Ammo
0-12 12-24 +1 - 3 -1 3+

Lasgun

Special Weapons
Flamer
Melta-Gun
Plasma Gun

Heavy Weapons
Shuriken Cannon, 200 credits
Short Long Short Long Str Dam Save Ammo
0-20 20-40 +1 - 5 D4 -3 2+

Splinter Cannon, 150 credits
Short Long Short Long Str Dam Save Ammo
0-12 12-24 +1 - 4 D4 -2 3+

Heavy Plasma Gun
Lascannon



Did I leave anything out? Something look dreadfully overpowered, or pitifully weak? Good to go? Let me know!
   
 
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