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Made in gb
Ridin' on a Snotling Pump Wagon






All just a melting pot of ideas. Feel free to embrace the suggestions of others, tweak them to suit, or quietly and privately think 'well that one's just daft to me'.

Another good starting point of course is to raid old Sci-Fi shows for ideas and concepts to be lovingly ripped off and adapted into threats and missions.

Even stuff like Saw can be adapted with a little care. As long as you're not just reskinning an existing mission (well, not all the time anyway) you should end up with a new and interesting diversion for your players. And as I'm a firm believer in 'never play in your own campaign', it gives the GM plenty to do as well.

Of course, that's just a personal rule about not partaking in a campaign you're running. You feel free to do as you jolly well please!

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Owns Whole Set of Skullz Techpriests






Versteckt in den Schatten deines Geistes.

All the creepy crawlies from the original Warhammer Quest were great for Necromunda. Got tons of giant rats, bats and spiders from that game.

Industrial Insanity - My Terrain Blog
"GW really needs to understand 'Less is more' when it comes to AoS." - Wha-Mu-077

 
   
Made in gb
Nasty Nob





Dorset, England

Cool ideas, Admech teams definitely fit the vibe. Wouldn't they be extremely powerful in Necromunda terms though? Imagine trying to beat a Kastellan robot to death with a bit of rusted pipe!

The Necromundia bestiary on Lexicanium has some great ideas for in game hazards and NPC's in games.
I was thinking about how I could shoehorn some sort of Orks in the game, but it is difficult.

The only two things I could come up with are that some sneaky Grots stowed away on a cargo ship and escaped into the underhive and devolved into some sort of mutated Gnoblar like creatures with big blinking eyes.

Alternatively some mad painboy/magos bioligos/ Fabius Bile could have stitched together a FrankenOrk and launched it a the planet to test it out!

   
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Freebooterz seem your best bet. They're the most likely to go relatively unremarked on an Imperial planet after all.

Maybe not Flash Gitz though, as their firepower would be ridiculous!


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Fixture of Dakka






The Skull has been abandoned as a ruin for centuries since an Ork invasion - plenty of room for feral Orks and 'orrible gribblies in the dark.
   
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Trazyn's Museum Curator





on the forum. Obviously

Genestealer cults might be a nice little climatic event. I think they did show up in necromunda at one point.
Not a full blown nid or demon invasion though.
What would be plausible is a lone alien as part of a boss event. The story is that it was in some nobleman's menagerie / lab / whatever, and it broke free.

The neat thing about necromunda is that the scale is a lot smaller as you're dealing with normal people instead of supermen, so something as lowly as a kabalite in 40k would be terrifying in necromunda.

What I have
~4100
~1660

Westwood lives in death!
Peace through power!

A longbeard when it comes to Necrons and WHFB. Grumble Grumble

 
   
Made in gb
Fixture of Dakka






 Mad Doc Grotsnik wrote:
All just a melting pot of ideas. Feel free to embrace the suggestions of others, tweak them to suit, or quietly and privately think 'well that one's just daft to me'.

Another good starting point of course is to raid old Sci-Fi shows for ideas


Don't forget westerns and cop shows (although you'll need to write your own Ratskin and Enforcers rules)!
   
Made in gb
Nasty Nob





Dorset, England

Ah cool I didn't realise that! i do love me some Orks.

It might be worth asking what races could never be on Necromundia then, Craftworld Eldar and Tau I suppose?
   
Made in gb
Ridin' on a Snotling Pump Wagon






This really is why I love Necromunda, not just as a game, but as a setting.

We can plunder and rip-off so many tropes and it all fits with just a minimal amount of narrative percussive maintenance.

It's the ideal mash up between the horrific, decaying dystopia of 40k, and the Techno Punk insanity of 2000AD's Megacities.

Will be going through my Dredd Megacollection for further Gribbly inspiration. Always fancied having an NPC/Hired Gun who is dead hard, but not so much a threat as just a constant pain for the Gangs to deal with. Kind of like a mutant based Q.....there to provide some drama, able to act with a relative lack of consequence.

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Longtime Dakkanaut






HATE Club, East London

I wrote a Phanta Claws scenario a couple of years ago. Four of us played it, and it would have been fun if one person in particular had not been a complete negative-Nancy about it because he played it as a competetive event rather than a fun scenario. He tried his best to break it, but still didn't enjoy it and just kept whinging. One of the other guys who was coming to the club at the time never came back again. Not sure if the scenario was gak, or if the negative guy turned him off. Either way, it pretty much killed our campaign. I thought it was a fun scenario though.

https://yaktribe.games/community/threads/phanta-claws-at-phargos-hex.4387/

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

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on the forum. Obviously

Hey, you know what creepy thing you can find in a hive? Hrud. That would be a fun encounter.

What I have
~4100
~1660

Westwood lives in death!
Peace through power!

A longbeard when it comes to Necrons and WHFB. Grumble Grumble

 
   
Made in gb
Ridin' on a Snotling Pump Wagon






How would you run that? Like, as a specific GM or player, rather than a 'duh' challenge.


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Always wanted to incorporate Necrons into Necromunda so I could call them "Necrons of Munda". That would be a nice name for a group in Shadow War Armageddon, but not very realistic to see a Necron in Necromunda unfortunately (or fortunately?).
   
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on the forum. Obviously

Well, it could be part of a campaign where the gangs find their equipment breaking so they blame each other. They fight it out for a few rounds, while experiencing some debuffs such as increased chance of getting seriously injured or increased chance of a failed ammo check, until the finale where its revealed that the culprit are hrud, and it becomes a three way fight between some hrud and the gangs.


Automatically Appended Next Post:
Baxx wrote:
Always wanted to incorporate Necrons into Necromunda so I could call them "Necrons of Munda". That would be a nice name for a group in Shadow War Armageddon, but not very realistic to see a Necron in Necromunda unfortunately (or fortunately?).


A necron tomb complex under necromunda would have some pretty dire consequences.
That said, accidents to happen, so a necron might somehow lose its way and teleport to the wrong place. Or it could be an escapee from a ordos xenos lab.

This message was edited 1 time. Last update was at 2017/12/20 13:22:43


What I have
~4100
~1660

Westwood lives in death!
Peace through power!

A longbeard when it comes to Necrons and WHFB. Grumble Grumble

 
   
Made in gb
Ridin' on a Snotling Pump Wagon






For Necrons, I think I'd prefer the gangs having to take out Constructs.

After all, a single Scarab left to it's own devises could, potentially, do a Replicator and create ever more complex versions of itself? All about issues the Gangs could potentially nip in the bud - keep them on their toes!

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Leader of the Sept







The thing with using standard 40k units is to make sure that you don't just port the status Lines across. Our GM back in the day did orks in Necromunda with enhanced stats across the board to make them actually dangerous, especially to gangs that had been around the block a bit and had a decent set of upgrades.

Please excuse any spelling errors. I use a tablet frequently and software keyboards are a pain!

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Made in gb
Nasty Nob





Dorset, England

Maybe a Flayed One falls out of a pocket dimension attracted by the carnage of the great Grox slaughterhouses providing meat to the upper spires?

Fighting scarab swarms does sound fun, and probably a bit more achievable than killing a whole Necron for a ganger. I like the idea of them boiling out of grates and air vents!

Returning to MDG's Watcher in the Water idea, I particularly like how the tentacles are on separate bases so even though you are only fighting one creature there is a bit more manoeuvring and target prioritisation than just surrounding one model.

   
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 Flinty wrote:
The thing with using standard 40k units is to make sure that you don't just port the status Lines across. Our GM back in the day did orks in Necromunda with enhanced stats across the board to make them actually dangerous, especially to gangs that had been around the block a bit and had a decent set of upgrades.


That was a common problem with the original edition; the Outlanders book gave stats for a Chaos Space Marine, and Ork and a Genestealer. The genestealer was still scary (M 6, WS6, S6, A 4) but the others?Not really. A Space Marine needed some serious stat upgrades and pretty much every skill in the list except Agility to be more appropriate. While it used the same stat line and rules as 2nd edition 40k, the "scale" of the stats wasn't the same.

Mind you, I used Necrons as adversaries for a short Inquisimunda campaign (3 games), and using their 2nd edition stats they're deadly; T5, 2+ save means they just don't die, although I2 leaves them vulnerable to pinning. I can't remember what we did about the "I'll be back" rule; it was basically the Necromunda recovery roll ported back to 40k, so I think we just ignored it and used the standard Necromunda injury and recovery rules. Then their Interference special rule that meant all guns had -1 to hit them and all melee weapons were reduced to hand weapons against them just made them worse.
   
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England

 AndrewGPaul wrote:
 Flinty wrote:
The thing with using standard 40k units is to make sure that you don't just port the status Lines across. Our GM back in the day did orks in Necromunda with enhanced stats across the board to make them actually dangerous, especially to gangs that had been around the block a bit and had a decent set of upgrades.


That was a common problem with the original edition; the Outlanders book gave stats for a Chaos Space Marine, and Ork and a Genestealer. The genestealer was still scary (M 6, WS6, S6, A 4) but the others?Not really. A Space Marine needed some serious stat upgrades and pretty much every skill in the list except Agility to be more appropriate. While it used the same stat line and rules as 2nd edition 40k, the "scale" of the stats wasn't the same.

Mind you, I used Necrons as adversaries for a short Inquisimunda campaign (3 games), and using their 2nd edition stats they're deadly; T5, 2+ save means they just don't die, although I2 leaves them vulnerable to pinning. I can't remember what we did about the "I'll be back" rule; it was basically the Necromunda recovery roll ported back to 40k, so I think we just ignored it and used the standard Necromunda injury and recovery rules. Then their Interference special rule that meant all guns had -1 to hit them and all melee weapons were reduced to hand weapons against them just made them worse.

The problem with this is the weapons are the same- a lasgun used by a Guardsman is just as powerful as the same model of lasgun appropriated from a production line by a ganger. Because of this, there is only so much tweaking of stats you can do- a Necron should still be T4/5 (depending on the Necron). I think modifying wounds is the way to go, making them last longer in battles makes them match the overall smaller scale of Necromunda- I feel like one 'action' in 40k is a longer stretch of time than one 'action' in Necromunda, and therefore less damage to a target should be expected to a tough (military) target in Necromunda.

I think part of the issue lies in how anazingly scary and well-equipped Necromunda gangers are! They seem to have more access to advanced weaponry than many Guard regiments...

 ChargerIIC wrote:
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Made in fr
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on the forum. Obviously

 Haighus wrote:
 AndrewGPaul wrote:
 Flinty wrote:
The thing with using standard 40k units is to make sure that you don't just port the status Lines across. Our GM back in the day did orks in Necromunda with enhanced stats across the board to make them actually dangerous, especially to gangs that had been around the block a bit and had a decent set of upgrades.


That was a common problem with the original edition; the Outlanders book gave stats for a Chaos Space Marine, and Ork and a Genestealer. The genestealer was still scary (M 6, WS6, S6, A 4) but the others?Not really. A Space Marine needed some serious stat upgrades and pretty much every skill in the list except Agility to be more appropriate. While it used the same stat line and rules as 2nd edition 40k, the "scale" of the stats wasn't the same.

Mind you, I used Necrons as adversaries for a short Inquisimunda campaign (3 games), and using their 2nd edition stats they're deadly; T5, 2+ save means they just don't die, although I2 leaves them vulnerable to pinning. I can't remember what we did about the "I'll be back" rule; it was basically the Necromunda recovery roll ported back to 40k, so I think we just ignored it and used the standard Necromunda injury and recovery rules. Then their Interference special rule that meant all guns had -1 to hit them and all melee weapons were reduced to hand weapons against them just made them worse.

The problem with this is the weapons are the same- a lasgun used by a Guardsman is just as powerful as the same model of lasgun appropriated from a production line by a ganger. Because of this, there is only so much tweaking of stats you can do- a Necron should still be T4/5 (depending on the Necron). I think modifying wounds is the way to go, making them last longer in battles makes them match the overall smaller scale of Necromunda- I feel like one 'action' in 40k is a longer stretch of time than one 'action' in Necromunda, and therefore less damage to a target should be expected to a tough (military) target in Necromunda.

I think part of the issue lies in how anazingly scary and well-equipped Necromunda gangers are! They seem to have more access to advanced weaponry than many Guard regiments...


It makes sense if you consider the "gangs" to be soldiers in a proxy war waged by the rival houses. Being sponsored by a wealthy and influential bunch of nobles goes a long way.
There's also the black market. One can get all sorts of stuff from there, if you know the right people. Which being criminals, they do.

This message was edited 2 times. Last update was at 2017/12/20 19:09:49


What I have
~4100
~1660

Westwood lives in death!
Peace through power!

A longbeard when it comes to Necrons and WHFB. Grumble Grumble

 
   
Made in au
Owns Whole Set of Skullz Techpriests






Versteckt in den Schatten deines Geistes.

Now I want to adapt my Eldar in the Underhive rules for Newcromunda.

Industrial Insanity - My Terrain Blog
"GW really needs to understand 'Less is more' when it comes to AoS." - Wha-Mu-077

 
   
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Newcastle NSW

There was an old scenario where you had to stay on the higher levels and shoot rats on the bottom level for credits. It was a perfect mission for weaker gangs to get a boost

Not a GW apologist  
   
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If anyone is looking for seriously creepy/gribbly monster figs, check out The Others: 7 Sins (KS delivered) and Deep Madness (KS not delivered yet). Some great horrifying sculpts...

https://www.kickstarter.com/projects/cmon/the-others-7-sins

https://www.kickstarter.com/projects/diemensiongames/deep-madness

T
   
Made in gb
Fixture of Dakka






 CthuluIsSpy wrote:
I think part of the issue lies in how anazingly scary and well-equipped Necromunda gangers are! They seem to have more access to advanced weaponry than many Guard regiments...


It makes sense if you consider the "gangs" to be soldiers in a proxy war waged by the rival houses. Being sponsored by a wealthy and influential bunch of nobles goes a long way.
There's also the black market. One can get all sorts of stuff from there, if you know the right people. Which being criminals, they do.


I put it down to a couple of factors;
Firstly, the industrial Houses are the people making these weapons, so it's not surprising that a small amount get "lost" and make their way to the Underhive.
Secondly, Imperial engineering is just that good; machines that can last longer than the lifetime of "western civilisation" with minimal maintenance means that any weapons that do make it down-hive are likely to hang around.

Confrontation was even worse; gangers in that game could get power armour and distortion cannon if they were very lucky.
   
Made in gb
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Warfare is also about your training as much your weapons.

IG fighting Necrons would likely have some idea of where best to shoot them. Underhive Ganger? Likely more a spray and pray!

And yes. Confrontation was silly. Very Silly Indeed. My bro wound up with a Leader who's BS was so high he could fire a Lascannon one handed whilst looking the other way and still have a 100% hit rate.

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Versteckt in den Schatten deines Geistes.

Is the weaponry more advanced than the Guard though?

I mean, nothing has really been all that outlandish so far. It's either converted industrial gear or just basic stuff.

"They can get plasma guns though!"

And? I've said this before when people talk about "rarity" in 40K:

A Plasma Gun is so rare in the Imperium that the Guard can only afford to give 1 of them to every 10 men. Think about that.

Industrial Insanity - My Terrain Blog
"GW really needs to understand 'Less is more' when it comes to AoS." - Wha-Mu-077

 
   
Made in gb
Fixture of Dakka






It depends; in the 1995 edition, underhive gangs could get man-portable heavy plasma guns that were smaller and lighter than those used by Space Marines. The Delaque lascannon was similarly much lighter and handier than the carriage-mounted one used by the Guard. On the other hand, when actual Imperial forces appeared (e.g. Arbites), they didn't have to make ammo rolls. To me, that suggests the weapons used in the underhive were stripped-down, modded and hugely unreliable compared to the military-issue equipment.
   
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Newcastle NSW

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

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 H.B.M.C. wrote:
Is the weaponry more advanced than the Guard though?

I mean, nothing has really been all that outlandish so far. It's either converted industrial gear or just basic stuff.

"They can get plasma guns though!"

And? I've said this before when people talk about "rarity" in 40K:

A Plasma Gun is so rare in the Imperium that the Guard can only afford to give 1 of them to every 10 men. Think about that.


I've always seen the Plasma rarity as a reason not every warrior is armed with them. Sure, they're unstable, but imagine if Plasma was the basic weapon of the Astartes, let alone the Imperial Guard. Hot knife through butter, anyone?

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Leader of the Sept







Also plasma weapons are made on Necromunda in industrial quantities. Much easier for the work is to nick a few and direct them downward.

Please excuse any spelling errors. I use a tablet frequently and software keyboards are a pain!

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