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Made in us
Shadowy Grot Kommittee Memba






Local hive gangs and semi-legitimate militias are often employed in times of desperation when humanity faces an existential threat. Most famously, the Steel Legion of Armageddon Hive worked in concert with the gangs of Armagedddon in all the destructive wars against the devastating Ork Waaaghs.

Hive Gangers are notoriously irregular fighters, but make up for their incredible unreliability with a bewildering array of black-market weaponry. An individual ganger is often more skillful of a fighter than a guardsman of the astra militarum at least in some areas, but they lack any of the drilled maneuvers and rigid discipline that make the Guard a fearsome foe en masse.


Design Goals: create fun, interesting rules for necromunda gangers in 40k that allow them to showcase their cool weaponry without making them into a hyper-customizable unit with easily power gameable combos (the reason I did not just allow the whole gang to take special weaponry etc) and without making them seem super powerful compared to other units like Guardsmen fighting in the proper militaries of the 41st millennium. The rule "Bottle Out" is a primary factor towards this, particularly for the higher-tech gangs - the gangers bring powerful weapons to the table, often more cheaply or in greater numbers than a squad of Guardsmen, but most of them lack quite the same loyalty to the imperial cause and tend to be more loyal towards each other, particularly if their leader is not around to keep them in line. If the squad has taken a few casualties, if one runs, then they're likely to all run. It's also worth noting that 'they all run' is a critical part of the drawback that is Bottle Out - typically even a single model surviving morale results in that model being able to secure objectives, perform actions, and still have the squad's special weapon.

Special rules:

Bottle Out - if a GANGER unit fails a morale test while the squad is at 1/2 of its starting strength, rather than taking a Combat Attrition test as normal, all remaining models in the unit are removed from the board.

Irregulars - an ASTRA MILITARUM or INQUISITION detachment may include units with the GANGER keyword without losing <REGIMENT> benefits or any other special rule, however unless otherwise specified, orders, Auras, and ASTRA MILITARUM or INQUISITION stratagems cannot be used on that unit.

Frateris Militia - An ADEPTUS MINISTORUM detachment may include units with the CAWDOR keyword without losing <ORDER> or <ORDO> benefits or any other special rule, however unless otherwise specified, orders, Auras, and ADEPTUS MINISTORUM stratagems cannot be used on that unit.

Mortal Aspirants - A KHORNE HERETIC ASTARTES detachment may include units with the CORPSE GRINDER CULT keyword without losing <LEGION> benefits or any other special rule, however unless otherwise specified, orders, Auras, and HERETIC ASTARTES stratagems cannot be used on that unit.

Cawdor Gang (AKA Imperial Cult Fanatics) TROOPS
Spoiler:

Cawdor Gang Leader M 5" WS 4+ BS 4+ S3 T3 W1 A2 Ld8 Sv6+
Cawdor Champion M 5" WS 4+ BS 4+ S3 T3 W1 A2 Ld6 Sv6+
Cawdor Ganger M 5" WS 4+ BS 4+ S3 T3 W1 A1 Ld6 Sv6+

Power Level 3, 4pts per model
This unit contains 1 Cawdor Gang Leader and 9 Cawdor Gangers. It can contain up to 10 additional Cawdor Gangers. If this gang contains 11-20 models, its power level is 6. All Cawdor Gangers are equipped with a Reclaimed Autogun and Reclaimed Autopistol. The Cawdor Champion is equipped with a Reclaimed Autogun and Reclaimed Autopistol

For every 10 models in the squad, one Cawdor Ganger can be a Cawdor Champion, who must exchange their Reclaimed Autogun for 1 items from the Cawdor Special Weapons list or 1 item from the Cawdor Heavy Weapons list and their Reclaimed Autopistol for a Hand Flamer

The Cawdor Gang Leader can exchange their Reclaimed Autogun for 1 item from the Cawdor Special Weapons List and their Reclaimed autopistol for a Hand Flamer

Any Cawdor Ganger may exchange their Reclaimed Autogun for a Brutal Melee Weapon or a Sawed-Off Shotgun, their Reclaimed Autopistol for a Hand Flamer, or both their Reclaimed Autogun and Reclaimed Autopistol for a Cawdor Polearm/Autogun

Keywords: GANGER, INFANTRY, CAWDOR, IMPERIUM

Special Rules:

Bottle Out

Imperial Fanatics: If a Cawdor Gang unit is within 6" of an ADEPTUS MINISTORUM, ADEPTUS ASTARTES, ADEPTUS CUSTODES or INQUISITION unit, ignore all modifiers to Attrition tests and the unit is not subject to the Bottle Out rule.

Bomb Rats: If this unit is benefitting from the Defensible cover trait, rather than Overwatch or Set to Defend they may choose to release bomb rats when an enemy unit declares a charge against them. That unit suffers D3 mortal wounds.

Cawdor Special Weapon List: Flamer, Long Rifle, Combi Autogun/Flamer, Cawdor Polearm/Blunderbuss, Heavy Brutal Melee Weapon, Chain Glaive

Cawdor Heavy Weapon List: Heavy Stubber, Heavy Flamer, Heavy Crossbow

Reclaimed Autogun

Rapid Fire 1, Range 20", Strength 3 Ap- Damage 1

Reclaimed autopistol

Pistol 1, Range 10", Strength 3 Ap- Damage 1

Sawed-Off Shotgun

Assault 2, Range 6", Strength 4, Ap- Damage 1

Long Rifle (+2 Points)

Heavy 1, Range 30", Strength 3 Ap-1 Damage 1

This weapon ignores the Look Out, Sir special rule. If this weapon rolls an unmodified wound roll of 6, it causes a mortal wound in addition to any other damage.

Combi Autogun/Flamer (+5 points)

Cawdor Polearm/Autogun (ranged)


Heavy 2, Range 20", Strength 3 Ap- Damage 1

Cawdor Polearm/Autogun (melee)

Strength +2, AP- Damage 1

Cawdor Polearm/Blunderbuss (ranged) (+5 points)

Assault D6, Range 12", Strength 3, AP- Damage 1

This weapon hits automatically

Cawdor Polearm/Blunderbuss (melee)

Strength +2, Ap- Damage 1

Heavy Brutal Melee Weapon (+2 Points)

Strength +2, Ap-1, Damage D3

Chain Glaive (+0 Points)

Strength +1, Ap-1, Damage 1

The user makes 1 bonus attack with this weapon

Flamer (+4 Points)

Heavy Flamer (+10 Points)

Heavy Stubber (+2 Points)

Heavy Crossbow (+5 Points)

Heavy D3, Range 18", Strength 7, Ap-1, Damage D3

Blast


Goliath Gang (AKA Hired Brutes) TROOPS
Spoiler:

Goliath Gang Leader M 5" WS 4+ BS 4+ S4 T3 W2 A2 Ld7 Sv5+
Goliath Champion M 5" WS 4+ BS 4+ S4 T3 W1 A2 Ld6 Sv5+
Goliath Ganger M 5" WS 4+ BS 4+ S4 T3 W1 A1 Ld6 Sv5+

Power Level 3, 5pts per model
This unit contains 1 Goliath Gang Leader and 9 Goliath Gangers. It can contain up to 10 additional Goliath Gangers. If this gang contains 11-20 models, its power level is 6. All Goliath Gangers are equipped with a Shotgun and Stub Gun. The Goliath Champion is equipped with a Shotgun and Stub Gun

For every 10 models in the squad, one Goliath Ganger can be a Goliath Champion, who must exchange their Shotgun for 1 items from the Goliath Special Weapons list or 1 item from the Goliath Heavy Weapons list and may exchange their Stub Gun for an item from the Goliath Pistols list

The Goliath Gang Leader can exchange their Shotgun for 1 item from the Goliath Special Weapons List and their Stub Gun for an item from the Goliath pistols list

Any Goliath Ganger may exchange their Reclaimed Autogun for a Brutal Melee Weapon, a Spud-Jacker, or a Chainaxe, their Stub Gun for a Hand Flamer or Bolt Pistol, or both their Shotgun and Stub Gun for a Heavy Brutal Assault Weapon, or a Stub Cannon

Keywords: GANGER, INFANTRY, Goliath, IMPERIUM

Special Rules:

Bottle Out

Goliath Special Weapon List: Boltgun, Flamer, Combi-Flamer, Combi-Melta, Combi-Grenade Launcher, Grenade Launcher, Combi-Plasma, Melta Gun, Power Axe, Power Hammer, Servo-Claw, Renderizer Axe

Goliath Heavy Weapon List: Heavy Stubber, Heavy Flamer, Heavy Bolter, Rivet Cannon, Missile Launcher, Multi-Melta

Spud-Jacker

Strength +1, AP-, Damage D3

Heavy Brutal Assault Weapon (+2 Points)

Strength +2, Ap-1, Damage D3

Stub Cannon

Heavy 1, Range 18", Strength 5 Ap- Damage 1

Boltgun (+1 point)

Bolt Pistol
(+1 point)

Hand Flamer (+2 Points)

Heavy Stubber (+2 points)

Combi-Grenade Launcher (+2 points)

Boltgun Firing Mode - Rapid Fire 1 Range 24" Strength 4 AP- Damage 1
Frag Grenade Firing Mode - Heavy D6 Range 18" Strength 3 Ap- Damage 1 Blast

Flamer (+4 Points)

Grenade Launcher (+3 points)

Combi-Flamer (+5 Points)

Combi-Melta (+6 Points)

Melta Gun (+5 Points)

Combi-Plasma (+6 Points)

Heavy Flamer (+10 Points)

Missile Launcher (+10 Points)

Multi-Melta (+20 Points)

Heavy Bolter (+7 Points)

Rivet Cannon (+3 Points)

Heavy 3 Range 24" Strength 5 Ap- Damage D3


"Got you, Yugi! Your Rubric Marines can't fall back because I have declared the tertiary kaptaris ka'tah stance two, after the secondary dacatarai ka'tah last turn!"

"So you think, Kaiba! I declared my Thousand Sons the cult of Duplicity, which means all my psykers have access to the Sorcerous Facade power! Furthermore I will spend 8 Cabal Points to invoke Cabbalistic Focus, causing the rubrics to appear behind your custodes! The Vengeance for the Wronged and Sorcerous Fullisade stratagems along with the Malefic Maelstrom infernal pact evoked earlier in the command phase allows me to double their firepower, letting me wound on 2s and 3s!"

"you think it is you who has gotten me, yugi, but it is I who have gotten you! I declare the ever-vigilant stratagem to attack your rubrics with my custodes' ranged weapons, which with the new codex are now DAMAGE 2!!"

"...which leads you straight into my trap, Kaiba, you see I now declare the stratagem Implacable Automata, reducing all damage from your attacks by 1 and triggering my All is Dust special rule!"  
   
 
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