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Made in gb
Ridin' on a Snotling Pump Wagon






 Rolsheen wrote:
What kind of stats are people give the nasties?
I'm looking at getting a GW Arachnarok Spider as a campaign quest critter.
I was thinking toughness 5, 4 wounds, 4+ Sv, Flesh wounds only or is that going to be too easy for such a big monster?
He would be limited on where he could move because of base size, so you could stay out of his reach


The stats are something best playtested.

What looks 'ard on paper, can prove surprisingly wussy (couple of Krak grenades could take the proposed ones), and what's innocuous can prove shockingly 'ard.

The only way to tell for sure is to get some games in with it. And don't be afraid to play around with weapon specific resistance. A lasgun can do 'orrible things to a human due to flash burns and shock. But to a much larger creature, it's far less effective - especially if the creature itself can't enter shock. Whereas an autogun can crack armour, and leave bullets lodge in joints for additional pain.

Ultimately, the relative complexity or simplicity is up to the GM. The important thing is to listen your player's feedback. If something didn't work, find out the reasons. Sometimes it's just 'my Gang was hard then bit off more than it could chew waaaaaaaaaa'. Other times 'I kicked it's head in just fine in the end, but I found the game more a chore than a challenge'

So for the Giant Arachnid....you could have egg bundles dotted about. If the gangs attack them (pretty much auto destruction, they're only eggs after all), it affects the monster's behaviour - possibly sending it in the direction of the destroyed eggs. Played right, taking it out is a matter of controlling it's behaviour through tactical egg smashing, as you can keep it distracted as you shoot chunks off it. Just a suggestion!

   
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Been Around the Block




I think what is being said is if every 10th guardsmen can have one and there are 100's (?) of billions of guardsmen are they really that rare? I'm inclined to agree that they aren't actually that rare and a dozen or so making their way into your part of the hive is quite feasible.


Anyway on topic, how would people handle a single model against the environment type scenarios? I have an idea whereby if a ganger roles a captured result he instead wakes up all alone in the darkness and has to make his way back to home base.

I'm thinking small gribblies (like rats and spiders) only but the ganger will only ever take flesh wounds (effectively giving him at least 3 "wounds") and can't be pinned otherwise the scenario might be over too quickly.

Were there ever any profiles for giant rats in the old white dwarf magazines? or does anyone have anything they have created that works that they wish to share?

Cheers,
Dave

This message was edited 5 times. Last update was at 2017/12/21 17:35:44


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Basecoated Black





England

Theyredeaddave wrote:
I think what is being said is if every 10th guardsmen can have one and there are 100's (?) of billions of guardsmen are they really that rare? I'm inclined to agree that they aren't actually that rare and a dozen or so making their way into your part of the hive is quite feasible.


Anyway on topic, how would people handle a single model against the environment type scenarios? I have an idea whereby if a ganger roles a captured result he instead wakes up all alone in the darkness and has to make his way back to home base.

I'm thinking small gribblies (like rats and spiders) only but the ganger will only ever take flesh wounds (effectively giving him at least 3 "wounds") and can't be pinned otherwise the scenario might be over too quickly.

Were there ever any profiles for giant rats in the old white dwarf magazines? or does anyone have anything they have created that works that they wish to share?

Cheers,
Dave


Beastmaster Wyrds used Giants Rats and there were some stats for them in the old Outlander book.

Had Dodge ability 4+ unmodified save from what I remember.


   
Made in gb
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Theyredeaddave wrote:
I think what is being said is if every 10th guardsmen can have one and there are 100's (?) of billions of guardsmen are they really that rare? I'm inclined to agree that they aren't actually that rare and a dozen or so making their way into your part of the hive is quite feasible.


Anyway on topic, how would people handle a single model against the environment type scenarios? I have an idea whereby if a ganger roles a captured result he instead wakes up all alone in the darkness and has to make his way back to home base.

I'm thinking small gribblies (like rats and spiders) only but the ganger will only ever take flesh wounds (effectively giving him at least 3 "wounds") and can't be pinned otherwise the scenario might be over too quickly.

Were there ever any profiles for giant rats in the old white dwarf magazines? or does anyone have anything they have created that works that they wish to share?

Cheers,
Dave


Depending on terrain (or your 2D tile selection), could make the mission less about taking out the gribblies, and more trying to channel them away - getting down into the tunnel to seal off certain sections, forcing the nasties to take a path away from the settlements?

   
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Versteckt in den Schatten deines Geistes.

Theyredeaddave wrote:
I think what is being said is if every 10th guardsmen can have one and there are 100's (?) of billions of guardsmen are they really that rare? I'm inclined to agree that they aren't actually that rare and a dozen or so making their way into your part of the hive is quite feasible.
That's basically what I was getting at, that 'rare' means 1-in-10 rather than 1-in-1.


This message was edited 1 time. Last update was at 2017/12/22 13:17:10


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Made in gb
Longtime Dakkanaut






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Arachnarok - If you give it a 3+ save, only a third of lasgun wounds will actually count. If it has a toughness of 5, only a third of lasgun hits will wound. Let's assume two-third of shots hit. (Maybe it should be +1 to hit due its size?) If it has three wounds, that would be roughly 40 lasgun shots to have a chance to bring it down. Probably quite a few more. Now, assuming you actually use some heavier weaponry, and maybe multi-charge into combat to get assists and interference to finish it off, that seems like a big ask, but a doable one? If playtesting shows it too puny, it could have 4 or 5 wounds.

Though guards may sleep and ships may lay at anchor, our foes know full well that big guns never tire.

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 H.B.M.C. wrote:
Theyredeaddave wrote:
I think what is being said is if every 10th guardsmen can have one and there are 100's (?) of billions of guardsmen are they really that rare? I'm inclined to agree that they aren't actually that rare and a dozen or so making their way into your part of the hive is quite feasible.
That's basically what I was getting at, that 'rare' means 1-in-10 rather than 1-in-1.



Hang on, whilst I agree that Plasma is not that rare, using the Codex options as a proxy for their availability is pretty silly too. Whilst there are definitely some well equipped Regiments with access to Plasma for 1-in-10 troopers, they will clearly be the minority, and are probably outnumbered by the Regiments who have just lasguns and little access to special weapons at all. You can also equip every Sergeant with a power sword, but sure as hell there are not enough power swords for every Sergeant to use one in the IoM. The option is just there so you can build the type of Regiment you want.

The backgroumd tells us plasma is rare.

Having said this, the other points about Necromunda being a highly developed world producing a lot of technologically advanced weaponry, increasing supply, and about the gang wars being proxy wars for powerful donors, are both well made, and I think this is the real reason the gangs on Necromunda are very well equipped.

 ChargerIIC wrote:
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 Haighus wrote:
The backgroumd tells us plasma is rare.
Which is why it's only available to every squad and mountable on most vehicles as opposed to all infantry and every vehicle.

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 H.B.M.C. wrote:
 Haighus wrote:
The backgroumd tells us plasma is rare.
Which is why it's only available to every squad and mountable on most vehicles as opposed to all infantry and every vehicle.


I do think that's a slight misnomer. The fact that the game allows something doesn't necessarily indicate its rarity. I believe the Guard for example would have regiments which treat it as common, however there will equally be regiments who have literally never seen one. What competitive player X decides to take is based on the assumed background for their regiment. Or equally means they're treating it more simply - as a game.
   
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That's not really the point I'm making.

My point is that 'rare' doesn't mean it's something you hardly ever see. Rare in 40K means that not everyone can have one.

Them appearing in the Underhive seems perfectly normal.

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"GW really needs to understand 'Less is more' when it comes to AoS." - Wha-Mu-077

 
   
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The Shire(s)

xerxeshavelock wrote:
 H.B.M.C. wrote:
 Haighus wrote:
The backgroumd tells us plasma is rare.
Which is why it's only available to every squad and mountable on most vehicles as opposed to all infantry and every vehicle.


I do think that's a slight misnomer. The fact that the game allows something doesn't necessarily indicate its rarity. I believe the Guard for example would have regiments which treat it as common, however there will equally be regiments who have literally never seen one. What competitive player X decides to take is based on the assumed background for their regiment. Or equally means they're treating it more simply - as a game.

Exactly, I agree, that is my point above
H.B.M.C. wrote:That's not really the point I'm making.

My point is that 'rare' doesn't mean it's something you hardly ever see. Rare in 40K means that not everyone can have one.

Them appearing in the Underhive seems perfectly normal.

I still think it is mostly related to the fact Necromunda is an important, very developed planet in the Segmentum Solar, and therefore for the reasons above, not because plasma is common in any reasonable way. We know from a great variety of fluff and BL books that plasma weaponry is pretty uncommon, especially outside the military context. I think if the game was set on some unimportant hive world in some forgotten peripheral sector, plasma and other high-powered military grade weapons would be much less common, and stub weapons would be the predominant gear. But that is less interesting for a game.

 ChargerIIC wrote:
If algae farm paste with a little bit of your grandfather in it isn't Grimdark I don't know what is.
 
   
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We'll find out soon enough eh.

Yup. Plasma and other military-grade weaponry is relatively commonplace on Necromunda because A; they manufacture it there, and B; their entire feudal society is engaged in what is essentially an endless trade war that is sanctioned and protected by the planet's Governor.

Anywhere that didn't actually make the stuff or have the entire apparatus of the ruling noble house bent towards keeping the Imperium & Mechanicus at arm's length so as to line their own pockets you'd be lucky to see anything above stubbers and jury-rigged flamers or grenade launchers.

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Here's some stats for large and small spiders





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So cracked open my Rogue Trader reprint. And damn it all, I’m indulging in a bit of threadomancy (was either that, or start a whole new one).

See, I’m currently reading the section about Warp Creatures and Alien Creatures. My word are they well suited to the Underhive! Either transplanted as they are, or with a bit of extra work. I mean, in our relatively benign cities, there are stories of pet crocs flushed down the bogs, only to survive and grow up in the sewers. So off-world flora and fauna turning up in the Underhive is entirely possible (spesh if a major Escher gang has had a fall from Grace).

Me? I’d be tempted to reserve them for a series of games, again used to provide players with a mid-campaign refresh. Perhaps a new dome has been broken into. The gang responsible is never heard of again....but their dome runner made it back, their sanity blasted. Yet their ranting, raving and rambling is heard - there’s money to be made here, and turf to be claimed.

Except, perhaps that dome was once a menagerie of sorts? Long since forgotten, with the inhabitants taking it over. Or perhaps it was an illicit breeding zoo, where it all went a bit Jurassic Park? Either way, the monsters are very, very real....

Nasties like Ambulls, Catachan Face-Eaters. Lashworks. Rippy-Fish, and Razorwings are all fair game. Spesh if the menagerie was formerly held in stasis, only for the power to be cut when entry was forced into the dome.

This also gives us the option of a bit of non-mutated greenery in the Underhive. Something truly out-there for the players, and their gangs.

If so, imagine the wealth that could be made from its pure water, grassy plains etc. Once of course the former exhibits have been killed off. And provided it’s not all turned to mulch during the effort (who let the Van Saar in!)

Maybe it’s a well known spot, and a Guilder is offering a reward for new stock for his fighting pits? It’s otherwise inaccessible but for the fools who think it’s easy money?

Absolutely loads you could do with that.

   
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There's a short story from Sandy Mitchell featuring Amberley Vail and her crew. At one point they encounter a patch of Face-Eaters, and it's more scary than a group of carnivorous face flannels ought to be.

And for actually physically representing these things? Find someone who's assembled their daemon chariot of Tzeentch as a Burning Chariot and scrounge the tentacly bits that are used to support the Herald on Chariot. Stick 'em on 40mm bases and job's a good 'un.
   
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Keeping an eye on this thread. This is some good stuff as far as encounters my players wouldn't expect. Might try to model some Razorwing flocks for my upcoming campaign.

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 feeder wrote:
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You might also consider what happens to fighters unfortunate enough to fall through the floor. Rather than simply treating them as Out of Action, you could have some sort of solo side quest for them to get back from whichever horrible sump they fell into.
   
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I would be seriously tempted to rip off Dog Soldiers and have a gang or gangs being forced to hole up and fight some unseen terror that's picking them off one by one.

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I'm ending our club's campaign with a zombie invasion. Been painting up Poxwalkers for the last few days. I'm thinking a long Zone Mortalis board - 2x5 tiles or longer - with zombies spawning randomly, and then they need to break through the quarantine barricade at the end.

Possibly with a cleanup team advancing behind to keep everyone moving. If I can find enough Guardsmen with flamers, that is.
   
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 AndrewGPaul wrote:
I'm ending our club's campaign with a zombie invasion. Been painting up Poxwalkers for the last few days. I'm thinking a long Zone Mortalis board - 2x5 tiles or longer - with zombies spawning randomly, and then they need to break through the quarantine barricade at the end.

Possibly with a cleanup team advancing behind to keep everyone moving. If I can find enough Guardsmen with flamers, that is.



https://yaktribe.games/community/threads/dominion-campaign-finale-scenario-zombie-apocalypse.7989/


I plan on running this version of that at the end of my campaign.

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3100+

 feeder wrote:
Frazz's mind is like a wiener dog in a rabbit warren. Dark, twisting tunnels, and full of the certainty that just around the next bend will be the quarry he seeks.

 
   
Made in gb
Longtime Dakkanaut





I like a lot of the ideas in this

One ganger trying to escape something is a cool little scenario, to build up a guy or get some better gear, something like that.
Maybe more than rats and such, but mutants/pox walkers or whatever.
Or even a group/the whole gang.
A real narrative story game.

I like the idea of having lots of story based stuff, even for one player to undertake (with obviously another player controlling everything else etc).

Putting several players all controlling just one or two characters/members of their gang I like.
Against a “Raid Boss” type enemy, with minions as you go. Thats great.
Big spider with little ones, I like that egg idea.
Lots of cultists with a powerful sorcerer/Marine even.
Poxwalkers and a daemon of some kind.
Lots of stuff in BL stories where fluff dictates how string things are, rather than 40k stats etc..

There’s also a lot of non GW models you could use, as off shoot aliens etc.
Cthulhu esque storyline.
A lot of the Mantic Daedzone models, or other sci fi ranges.

I could see building up a whole story based campaign on that, wouldn’t even have to be a Necromunda set story, just use the gangs and rules and such.
Worlds the oyster here..
   
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 Inquisitor Lord Bane wrote:
 AndrewGPaul wrote:
I'm ending our club's campaign with a zombie invasion. Been painting up Poxwalkers for the last few days. I'm thinking a long Zone Mortalis board - 2x5 tiles or longer - with zombies spawning randomly, and then they need to break through the quarantine barricade at the end.

Possibly with a cleanup team advancing behind to keep everyone moving. If I can find enough Guardsmen with flamers, that is.



https://yaktribe.games/community/threads/dominion-campaign-finale-scenario-zombie-apocalypse.7989/


I plan on running this version of that at the end of my campaign.


Interesting. I'm thinking of just making the poxwalkers T4 or 5, I 5+ and giving them "spring up", as well as immunity to Flesh Wounds and Seriously Injured. That should keep them coming. I'll have them spawn from either the edge of the tiles or from markers on the board. reputation for the most zombies killed, negative rep if they force the barricades but let any Zombies through with them.
   
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Immunity from both FW and SI might be a bit much. Immune just to SI but double the number of FWs needed to.take them.out perhaps? I feel you should be able to.whittle.them away eventually otherwise they would be way too hard to.take.down.

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I think you could also make them quite low toughness to balance it.

Easy enough to rip clods of flesh from - but difficult to land a telling shot?

Certainly I feel high T with the other perks may not prove much fun for your opponents?

   
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The zombies will be outnumbered by the gangers, and there’s quite a lot of high-strength and high-damage weapons around. The zombies are more to herd the gangers up the map, really. With move 4” they should be easy enough to avoid.

They can still be pinned, and that’ll slow them down. Perhaps T4, immune to Serious Injuries and Flesh Wounds equal to their Toughness will take them out of action, but their Toughness doesn’t actually decrease. It’s the end of the campaign, so I’d rather make them more dangerous than not dangerous enough.
   
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Ambull rules as provided by GW...

https://www.warhammer-community.com/2019/02/25/25th-feb-necromunda-ambull-vs-ambot-deathmatchfw-homepage-post-1gw-homepage-post-3/

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