Hey everyone, I've been playing Necromunda for about a year now and I love it. I currently have a Goliath gang and have recently made the decision to model some Beastmen into gangers for a new gang because I love the models and Gors and Ungors fit perfectly as Gangers and Juves respectively.
Now as most of you know, Beastmen used to exist in the
40k universe as abhumans so it's fair to say they'd live in the Underhive as well. They've fallen out of favor in recent
40k editions and I kind of wanted to reflect that in the Beastman gang backstory. To me they'd be a pretty rare sight, living in the Underhive because the Imperium is fairly racist when it comes to abhumans. I'd imagine they'd be pretty PO'd about that fact
I didn't want to totally change the nature of the game like when using Ratskins, Scavvies, or an Outlaw gang, but I did want to give them their own unique flair. As such, I've created a unique weapon list for them and their own skill they can use in addition to Muscle and Ferocity: Bestial (if anyone can think of something cooler sounding I'm all ears

)
Beastmen are loud, unruly beasts who live to create havoc and destruction. As such they favor loud guns and primitive weapons.
Hand-to- Hand Weapons Cost:
Knife (first knife free) 5
Club/Maul/Bludgeon 10
Massive Axe/Club 10
Chain/Flail 10
Pistols:
Autopistol 15
Bolt Pistol 20
Stub Gun 10
Basic Weapons:
Autogun 20
Boltgun 35
Shotgun 20
Special Weapons:
Flamer 40
Grenade Launcher 130
Heavy Weapons:
Autocannon 300
Heavy Stubber 120
Heavy Bolter 180
Missile Launcher 185
Leader Only:
Chainsword 25
Hand Flamer 20
Pretty standard stuff. I just wanted Beastmen to be more of a low-tech gang so no Las weaponry as they prefer loud guns.
Automatically Appended Next Post: I used the Beastmen Army Book and old
40k test rules for some inspiration when making these attributes to try to capture both the gang and bestial nature of this gang. I decided not to tinker with points costs like Ratskins because I wanted this to be a pretty easy plug-and-play army, but I was tempted to eschew credits to pay the gang and do something else...ultimately I decided it wasn't worth the headache.
I also thought about a special rule where Beastmen don't take captives (reflecting their Army Book), so on a Captured roll the enemy is devoured or the like...but that would just make my friends mad
So this is the new skill tree I made. It's still open to tinkering, but I wanted it to mirror the current Necromunda skills (IE most skills have 1-2 awesome attributes, 3-4 pretty good ones, and 1 or 2
WTF or crummy skills. They also usually have a random shooting attribute in an H2H tree or vice versa.)
Without further adieu, the
Bestial Skill!
1 - Primal Fury
Goaded on by the brays of fellow Gangers, this unit is consumed by a savage fury, brimming with a hatred of all things human.
At the beginning of each round of close combat take a Leadership test. If passed the unit may re-roll 1 attack dice. If double 1s are rolled for Leadership test the unit also receives +1A as well this turn.
2 - Bestial Toughness
After years of drunken brawls, gang fights, and a handful of ill-advised headbutts, this ganger is tougher than the average man...or beast.
When wounded a roll of 2 or 3 results in a Concussed result rather than a Down result. When Concussed roll a
D6 at the start of each
player's movement phase:
1-3 Roll a Scatter dice. The arrow indicates the direction in which the model moves this turn. The model moves its full normal move distance. If the model moves into contact with an enemy it becomes engaged in hand-to-hand combat (no charge bonus granted)
4-6 Move as normal.
Any subsequent Concussed results for this model results in a Down result.
3 - Violent Temper
Beastmen have short tempers and crave violence. They perceive virtually everything as a slight and will not hesitate to confront the wrong-doer.
A model with this rule rolls a
D6 at the start of every game. A roll of 6 grants +1WS and +1A against a random enemy for the rest of the game.
4 - Eye of the Fell-Gods
While Beastmen worship the God-Emperor, they still look to minor ancestral deities, or "Fell-Gods", for guidance in certain situations.
If a shooting roll to-hit beats the target score by 2 or more the shooting attack has +1
STR as it was exceptionally well-aimed, striking a vital area on the target.
5 - Unhuman Terror
Beastmen are not a common sight in the modern Imperial world. Many believe they are creatures of legend, stories told to naughty children to get them to behave.
Enemies do not receive a bonus when charging a unit with Unhuman Terror as they are nearly petrified to see such a horrible creature up close!
6 - Gore
While Beastmen have the mental capacity to fire guns and wield a chainsword, their horns aren't just for show...
A model with Gore may trade in all of his attacks for a brutal headbutt. A Gore attack is a S6,
High-Impact (roll of 5-6 is Out of Action) hit with a -2 Armor modifier. This attack can not be Parried. If the attack is successful, the Beastman is Dazed next turn and does nothing except defend himself in close combat (no attack dice are rolled but
WS is applied to combat resolution).
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I tried not to make them overpowered and to sort of capture the angry, bestial, in-your-face aspect of Beastmen.