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Made in us
Regular Dakkanaut






I am increasingly finding that I would like to start converting some Warhammer 40k units, mostly those found in the sisters of battle codex, into Necromunda rules, as their own 'gang'. There are, after all, sisters of battle canonically on Necromunda. Plus I was inspired by how the rulebook itself encourages us to convert 40k *monsters* into Necromunda rules, and how all kinds of 40k cultists already *do* have Necromunda rules, etc.

This is, personally, for sake of a campaign I'm going to be running. I could type one's ear off about that, but the question remains.

How could this be done, for sake of house rules? My understanding is that, for example, something like a toughness 5 in warhammer 40k would probably translate into a 7 or 8 in Necromunda, which I based off how Necromunda's scale is more 'zoomed in', some far as I can tell. If you see the dynamic. I will be throwing in a fairly able space marine into the mix for my Necromunda campaign to go along with them, so that's why I'm keeping this question more general.

But outside of that core idea, if you agree it's correct, how else would those who have actually played Necromunda think it should be done? What should I consider?

EDIT (since I really should have put this up here to start with):

So okay, starting with the stat line for the Battle Sisters Squad, I'm thinking of this as a first stab, given the one philosophy I stated, above (and of course, given how bloody superior they are). Changed areas are in bold, for these enhanced warriors:

Warhammer 40k rules:
M: 6", WS: 4+, BS 3+, S 3, T 3, W 1, A 1, Ld 7, Sv 3+

My 1st draft of Necromunda converted rules:
M: 6", WS: 3+, BS 2+, S 3, T 4, W 1, I 2+, A 1, Ld 5+, Cl 5+, Wil 5+

Their power armor, I'm thinking, would still provide 3+ armor save.

Adepta Sororitas Boltgun 8th edition:
Rng 24", Type Rapid Fire 1, S 4, AP 0, D 1, Abilities -

Adepta Sororitas Boltgun, Necromunda:
Rng/S 12", Rng/L 24", Acc/S +1, Acc/L -, S 4, AP -2, D 2, Am 6+, Traits: Scarce, Pulverize

Yes, this is basically game-breakingly powerful I imagine (again, I haven't actually played Necromunda before but I've been building up to it like hell) - but there are toughness 8 things in the underhive, so imo, this is probably reasonable.

Also I can use a bit of help with the traits for the boltgun. And potentially any suggestions for how to do an *astartes* in here...

But this is a great squad to start with, imo. What do you guys think? Too much, too little, etc.?

This message was edited 2 times. Last update was at 2020/01/04 06:12:22


It isn't "fluff" - it's lore.  
   
Made in fi
Courageous Space Marine Captain






I'm not a Necromunda expert, but I'm in process of creating a Venator gang for an upcoming campaign and their rules are super flexible. You can create a reasonable approximation of many 40K things with them. Even representing power armour works pretty well by combining Carapace or Heavy Carapace with Armoured Undersuit. Of course, for some things additional rules might be required. I recommend finding a closest thing in the actual rules for the thing you want to represent and then tweaking that.

   
Made in us
Regular Dakkanaut






So okay, starting with the stat line for the Battle Sisters Squad, I'm thinking of this as a first stab, given the one philosophy I stated, above (and of course, given how bloody superior they are). Changed areas are in bold, for these enhanced warriors:

Warhammer 40k rules:
M: 6", WS: 4+, BS 3+, S 3, T 3, W 1, A 1, Ld 7, Sv 3+

My 1st draft of Necromunda converted rules:
M: 6", WS: 3+, BS 2+, S 3, T 4, W 1, I 2+, A 1, Ld 5+, Cl 5+, Wil 5+

Their power armor, I'm thinking, would still provide 3+ armor save.

Adepta Sororitas Boltgun 8th edition:
Rng 24", Type Rapid Fire 1, S 4, AP 0, D 1, Abilities -

Adepta Sororitas Boltgun, Necromunda:
Rng/S 12", Rng/L 24", Acc/S +1, Acc/L -, S 4, AP -2, D 2, Am 6+, Traits: Scarce, Pulverize

Yes, this is basically game-breakingly powerful I imagine (again, I haven't actually played Necromunda before but I've been building up to it like hell) - but there are toughness 8 things in the underhive, so imo, this is probably reasonable.

Also I can use a bit of help with the traits for the boltgun. And potentially any suggestions for how to do an *astartes* in here...

But this is a great squad to start with, imo. What do you guys think? Too much, too little, etc.?

This message was edited 2 times. Last update was at 2020/01/04 06:11:59


It isn't "fluff" - it's lore.  
   
Made in us
Stealthy Warhound Titan Princeps






Considering enforcers get Am 4+ boltguns I would assume Sororitas would be equally as reliable. I'd also represent Sororitas Power Armor as 2+ with +1S and +1T, as it would at least put them on par with Goliaths surely.

This message was edited 1 time. Last update was at 2020/01/04 15:57:50


I'm on a podcast about (video) game design:
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And I also make tabletop wargaming videos!
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Made in fi
Courageous Space Marine Captain






Note that movement stat in Necromunda works differently 4" is the standard 5" is fast. So definitely not move 6".

   
Made in us
Regular Dakkanaut






Rihgu wrote:Considering enforcers get Am 4+ boltguns I would assume Sororitas would be equally as reliable. I'd also represent Sororitas Power Armor as 2+ with +1S and +1T, as it would at least put them on par with Goliaths surely.


Crimson wrote:Note that movement stat in Necromunda works differently 4" is the standard 5" is fast. So definitely not move 6".


Truly appreciate the input! I'm not sure I would've come to those points myself from the get-go. I'll take your word on the S4/T4 because I need to refresh my memory on how strong the Sororitas are, physically. I wasn't about to put them on-par with Goliaths originally, strength wise. Would you say that is correct in the lore?

But I think that would put them at:

2nd draft of Sisters' Necromunda-converted rules:
M: 5", WS: 3+, BS 2+, S 4, T 4, W 1, I 2+, A 1, Ld 5+, Cl 5+, Wil 5+

2nd draft Adepta Sororitas Boltgun, Necromunda:
Rng/S 12", Rng/L 24", Acc/S +1, Acc/L -, S 4, AP -2, D 2, Am 2+, Traits: Scarce, Pulverize


^if I'm to understand the Ammo stat based on what you guys said, perhaps it's best to turn that 6+ stat into a 2+ for ammunition. What do you think? And what do you think of the pulverize?

It isn't "fluff" - it's lore.  
   
Made in us
Ultramarine Chaplain with Hate to Spare






The Necromunda rules are built off the 2nd Edition 40k rules. If you want to convert units, find some copies of the 2nd edition codexes.

And They Shall Not Fit Through Doors!!!

Tyranid Army Progress -- With Classic Warriors!:
https://www.dakkadakka.com/dakkaforum/posts/list/0/743240.page#9671598 
   
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 Insectum7 wrote:
The Necromunda rules are built off the 2nd Edition 40k rules. If you want to convert units, find some copies of the 2nd edition codexes.


Even then, the S/T scale is different anyways. S4 in 40k is like S5 at least in Necromunda, considering Goliaths are S4/T4 and there's no way they'd be able to go toe-to-toe with a Space Marine in an arm wrestling match.

^if I'm to understand the Ammo stat based on what you guys said, perhaps it's best to turn that 6+ stat into a 2+ for ammunition. What do you think? And what do you think of the pulverize?

2+ may be too much. 4+ is fine. Pulverize is good. I don't think the gun should be Scarce, either, as a Sororitas on a mission in the Underhive would surely bring ample ammo!

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And I also make tabletop wargaming videos!
https://www.youtube.com/@tableitgaming 
   
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Rihgu wrote:
 Insectum7 wrote:
The Necromunda rules are built off the 2nd Edition 40k rules. If you want to convert units, find some copies of the 2nd edition codexes.


Even then, the S/T scale is different anyways. S4 in 40k is like S5 at least in Necromunda, considering Goliaths are S4/T4 and there's no way they'd be able to go toe-to-toe with a Space Marine in an arm wrestling match.


iirc Catachans in the normal game are currently rocking S4. Goliaths could simply be juiced to match that. Otherwise I believe the strength of all Necromunda weapons are unchanged from their 2nd ed. versions. I could be wrong, I haven't played the current Necromunda, but my impression from looking at the book was that it was a 90% reprint of the old Necromunda, which also had the same weapon/character stat scale as normal 2nd Ed 40K.

And They Shall Not Fit Through Doors!!!

Tyranid Army Progress -- With Classic Warriors!:
https://www.dakkadakka.com/dakkaforum/posts/list/0/743240.page#9671598 
   
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They are S4 for mechanical reasons, to give them weaker version of +1 to wound rolls in melee regimental trait. It's not 'true' S4 as far as the setting is concerned. And even so, I'd place them above Goliaths, each Catachan had to survive 2+ decades on a death world, much harder task than doing so on Necromunda. Otherwise, it would be Necromundan Devils, but I am not aware of even a single case of a Goliath in Necromundan IG regiment.

Regarding Sisters, yeah, I'd give them straight 2+ across the board, 4-5 for stats, and W2, not only their armour is the best ridiculously rich Church can buy, they were trained since childhood and are veterans of multiple battles each. Malnourished gangers who like to spray and pray, and have to make do with equipment cobbled together from parts stolen off the lowest quality assembly lines, they most definitely aren't.
   
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Denver, CO

I do not think the Adeptus Sororitas would have issues with Scarcity for their weapons.

 AlmightyWalrus wrote:
This line of reasoning broke 7th edition in Fantasy. The books should be as equal as possible, even a theoretical "Codex: Squirrels with Crustacean allies" should have a fair chance to beat "Codex: God".

 Redbeard wrote:

- Cost? FW models cost more? Because Thudd guns are more expensive than Wraithknights and Riptides. Nope, not a good argument. This is an expensive game. We play it knowing that, and also knowing that, realistically, it's cheaper than hookers and blow.
 
   
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 Irbis wrote:
They are S4 for mechanical reasons, to give them weaker version of +1 to wound rolls in melee regimental trait. It's not 'true' S4 as far as the setting is concerned. And even so, I'd place them above Goliaths, each Catachan had to survive 2+ decades on a death world, much harder task than doing so on Necromunda. Otherwise, it would be Necromundan Devils, but I am not aware of even a single case of a Goliath in Necromundan IG regiment.

Regarding Sisters, yeah, I'd give them straight 2+ across the board, 4-5 for stats, and W2, not only their armour is the best ridiculously rich Church can buy, they were trained since childhood and are veterans of multiple battles each. Malnourished gangers who like to spray and pray, and have to make do with equipment cobbled together from parts stolen off the lowest quality assembly lines, they most definitely aren't.


Source?

How do you square that if the weapon stats are the same beteeen games?

And They Shall Not Fit Through Doors!!!

Tyranid Army Progress -- With Classic Warriors!:
https://www.dakkadakka.com/dakkaforum/posts/list/0/743240.page#9671598 
   
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Stealthy Warhound Titan Princeps






 Insectum7 wrote:
 Irbis wrote:
They are S4 for mechanical reasons, to give them weaker version of +1 to wound rolls in melee regimental trait. It's not 'true' S4 as far as the setting is concerned. And even so, I'd place them above Goliaths, each Catachan had to survive 2+ decades on a death world, much harder task than doing so on Necromunda. Otherwise, it would be Necromundan Devils, but I am not aware of even a single case of a Goliath in Necromundan IG regiment.

Regarding Sisters, yeah, I'd give them straight 2+ across the board, 4-5 for stats, and W2, not only their armour is the best ridiculously rich Church can buy, they were trained since childhood and are veterans of multiple battles each. Malnourished gangers who like to spray and pray, and have to make do with equipment cobbled together from parts stolen off the lowest quality assembly lines, they most definitely aren't.


Source?

How do you square that if the weapon stats are the same beteeen games?

They're not entirely. Example: Bolters do 2 damage in Necromunda. Lascannons are S10 and 3 damage. Krak missiles are S6. Frag missiles are S4 and have AP.
The stat names are the same but the stats themselves are not always the same between 40k and Necromunda.

This message was edited 1 time. Last update was at 2020/01/05 16:50:26


I'm on a podcast about (video) game design:
https://makethatgame.com

And I also make tabletop wargaming videos!
https://www.youtube.com/@tableitgaming 
   
Made in us
Ultramarine Chaplain with Hate to Spare






Krak Missiles are S6?

Frag with S4 and a save mod is actually what they were in 2nd ed.

And They Shall Not Fit Through Doors!!!

Tyranid Army Progress -- With Classic Warriors!:
https://www.dakkadakka.com/dakkaforum/posts/list/0/743240.page#9671598 
   
Made in de
Longtime Dakkanaut





@OP:

Just don't...

The enforcers are already in Necromunda to give superior gangs a run for their money. And now you want to introduce models clad in power armour to a gang fight? This is just a bad idea.

Why don't you try to convert models for specific scenarios to the game?

Here are some ideas straight off the top of my head:

A single Genestealer is let loose in the hive. Give it stats according to the movie version of Alien. Scenario is played mostly in the dark and the Genestealer's position is represented by several tokens which must be approached to hunt it eventually down.


A gang's juve buys a Mogwai from an old Asian vendor as a pet because he/she is jealous that only a Champion/Leader is allowed to have one. Though he/she doesn't heed the warning of the vendor and as a consequence the Mogwai is exposed to light, fed after midnight and doused in water...

Now the Gang has an infestation of Gremlins in their camp represented by a horde (20+) of Gretchin models. The Gremlins attack with claws/teeth and the gangers aren't equipped with armour & weapons and have to arm themselves with improvised weapons (frying pan, rolling pin, etc.) or use various household items (microwave, oven, lawn mower, etc.) to fend the critters off.


A former member of the Gang has been exiled because of reasons. Unfortunately the member holds a grudge against his former gang and steals a power loader represented by any kind of Sentinel. The Sentinel's aim is to destroy various key installations in the gang's camp while the gang tries to shut it down manually in melee like it was done in the movie Applessed:Ex Machine because they can't sell the loader afterwards if they wreck it with gunfire.


Hope this helps.





   
Made in fi
Courageous Space Marine Captain






One thing what you should think about is what you're actually going to do with these stats. Are these units supposed fight against normal Necromunda stuff or against other stuff ported from 40K? Because if it is the former, making them massively more powerful will not result a fun game regardless of how 'realistic' it would be, and if it it is the latter, it is pointless, as you're not directly comparing anything against Necromunda stuff anyway.

If I wanted to use these things with Necromunda gangers, I'd start by looking at Venators and Enforces. Former are super customisable and latter are well equipped elite faction with good quality gear (such as bolters.) I'd make Sisters a bit beefier than Enforcers, but not by much, otherwise they simply aren't suitable for Necromunda.


   
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Charging Dragon Prince





Sticksville, Texas

If you can track down the stats from the old Outlanders book for Necromunda, it has stats for quite a few 40k models to be used as NPC badguys.

Chaos Marines were monstrously powerful, 3 or 4 would take both gangs fighting it to not be crushed.

Modified or power armoured soldiers armed to the teeth really aren't good to use in Necromunda unless it is part of the scenario though.

Your average Necromunda ganger is some hungry kid with crap gear and a bad attitude, not a Sororitas with the best gear the Imperium gives to humans.

You really just have to look at the Spyrers for Necromunda to see how unfun super soldiers in the game can be. They are either blown away due to dice spiking (making it unfun for you), or they murder everything in front of them making the game unfun for your opponents. The only thing that made Spyrers not just kill Necromunda groups in my area, was that the gang disbanded when they accomplished the goal they had when the gang was created.

This message was edited 1 time. Last update was at 2020/01/06 08:16:30


 
   
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Posts with Authority





Okay, enough with the "DON'T DO IT!!! REEEEE!!!" He's asking for your help, not your preference.

@OP- as far as SoB goes, the best representation for anything in Powered Armor is going to be less reflected through gear and more through stat lines. I'd look at a few of the Venator gang statlines. Throw on Heavy Carapace and an Armored Undersuits. And be prepared for people to screech about it.

Also, I'm working on a N17 40k themed game- just using the base rules as a foundation. It's not "Necromunda with 40k stuff", it's "40k with N17 rules".

 Strg Alt wrote:
The enforcers are already in Necromunda to give superior gangs a run for their money.


Maybe if you're playing 2D one-off skirmishes. Enforcers have a mediocre stat line, mediocre tactics, and are very limited in their weapons selection. They're performing at the bottom of all my campaigns.

Mob Rule is not a rule. 
   
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Longtime Dakkanaut





 Adeptus Doritos wrote:
Okay, enough with the "DON'T DO IT!!! REEEEE!!!" He's asking for your help, not your preference.

@OP- as far as SoB goes, the best representation for anything in Powered Armor is going to be less reflected through gear and more through stat lines. I'd look at a few of the Venator gang statlines. Throw on Heavy Carapace and an Armored Undersuits. And be prepared for people to screech about it.

Also, I'm working on a N17 40k themed game- just using the base rules as a foundation. It's not "Necromunda with 40k stuff", it's "40k with N17 rules".

 Strg Alt wrote:
The enforcers are already in Necromunda to give superior gangs a run for their money.


Maybe if you're playing 2D one-off skirmishes. Enforcers have a mediocre stat line, mediocre tactics, and are very limited in their weapons selection. They're performing at the bottom of all my campaigns.


Have you lost your mind? This is a public forum and when someone posts a poor idea I will give him a piece of my mind.

And I will repeat it again:
Power armour breaks Necromunda. Let the Enforcers judge the scum of the Underhive.
   
Made in us
Regular Dakkanaut






Crimson wrote:One thing what you should think about is what you're actually going to do with these stats. Are these units supposed fight against normal Necromunda stuff or against other stuff ported from 40K? Because if it is the former, making them massively more powerful will not result a fun game regardless of how 'realistic' it would be, and if it it is the latter, it is pointless, as you're not directly comparing anything against Necromunda stuff anyway.

If I wanted to use these things with Necromunda gangers, I'd start by looking at Venators and Enforces. Former are super customisable and latter are well equipped elite faction with good quality gear (such as bolters.) I'd make Sisters a bit beefier than Enforcers, but not by much, otherwise they simply aren't suitable for Necromunda.



Strg Alt wrote:
 Adeptus Doritos wrote:
Okay, enough with the "DON'T DO IT!!! REEEEE!!!" He's asking for your help, not your preference.

@OP- as far as SoB goes, the best representation for anything in Powered Armor is going to be less reflected through gear and more through stat lines. I'd look at a few of the Venator gang statlines. Throw on Heavy Carapace and an Armored Undersuits. And be prepared for people to screech about it.

Also, I'm working on a N17 40k themed game- just using the base rules as a foundation. It's not "Necromunda with 40k stuff", it's "40k with N17 rules".

 Strg Alt wrote:
The enforcers are already in Necromunda to give superior gangs a run for their money.


Maybe if you're playing 2D one-off skirmishes. Enforcers have a mediocre stat line, mediocre tactics, and are very limited in their weapons selection. They're performing at the bottom of all my campaigns.


Have you lost your mind? This is a public forum and when someone posts a poor idea I will give him a piece of my mind.

And I will repeat it again:
Power armour breaks Necromunda. Let the Enforcers judge the scum of the Underhive.



I see now in retrospect that I clearly should have started with saying - this is not for a strategic game or series of games per se.

I want a real, appropriate stat-conversion, because I'm trying to use these converted stats in the form of a roleplaying game I have been working on a special hex-map to coordinate it all, but I think N17 rules look amazing for some great RPG stuff, all I need is non-combat interaction rolls etc., which someone's already kicked around some ideas for https://talesfromtheaaronorium.com/2018/05/04/rpg-style-actions-for-necromunda-and-inq28/

So bring on the 'imbalance', or OP-units, because that's kind of the intent. But holy crap does the hive have things to bring them down. (Especially if one or two sisters get separated and have to fend for themselves...) Anyway, that's a WHOLE other thread. Which I should probably make soon. But I'm trying to keep this one focused on the conversion of rules itself, to be lore accurate, and how that would look.


 Adeptus Doritos wrote:
Okay, enough with the "DON'T DO IT!!! REEEEE!!!" He's asking for your help, not your preference.

@OP- as far as SoB goes, the best representation for anything in Powered Armor is going to be less reflected through gear and more through stat lines. I'd look at a few of the Venator gang statlines. Throw on Heavy Carapace and an Armored Undersuits. And be prepared for people to screech about it.

Also, I'm working on a N17 40k themed game- just using the base rules as a foundation. It's not "Necromunda with 40k stuff", it's "40k with N17 rules".

 Strg Alt wrote:
The enforcers are already in Necromunda to give superior gangs a run for their money.


Maybe if you're playing 2D one-off skirmishes. Enforcers have a mediocre stat line, mediocre tactics, and are very limited in their weapons selection. They're performing at the bottom of all my campaigns.


ROFL - thank you sir XD And you *have* to show me what you're working on. It sounds like I could really benefit from comparing notes with you on that, if you're doing the mirror image of what I'm after.

So yeah, I'm going pure house rules here for *these* imported units, which would then allow me to have them interact with the heaps of Necromunda things which are not at all house rules. Which sounds like a crazy amount of fun to me, and hopefully my players will agree. No need to worry about competitiveness, really.

To keep the focus, does anyone have any ideas as to how to modify an Astartes profile by comparison?

40k 8th edition Space Marine profile:
M 6", WS 3+, BS 3+, S 4, T 4, W 1, A 1, Ld 7, Sv 3+

1st draft Necromunda Space Marine:
???

This message was edited 1 time. Last update was at 2020/01/07 04:27:18


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Posts with Authority





 Strg Alt wrote:
Have you lost your mind? This is a public forum and when someone posts a poor idea I will give him a piece of my mind.


"A poor idea" is simply your own opinion, and it is not a universal truth. It's just what YOU think, and there's not as much value in that as you might believe.

 Strg Alt wrote:
And I will repeat it again:
Power armour breaks Necromunda. Let the Enforcers judge the scum of the Underhive.


I'm going to raise my eyebrow at you from behind my 2+ armor save that's going to ignore some of the AP you throw at it. And it's not on an Enforcer.

Dude wants to use the N17 system, which is great. I've done the same with actual success and people had fun.

Have fun your way, let him have fun his way, and don't try to police something you weren't invited to participate in.


Automatically Appended Next Post:
 Netsurfer733 wrote:
So bring on the 'imbalance', or OP-units, because that's kind of the intent. But holy crap does the hive have things to bring them down. (Especially if one or two sisters get separated and have to fend for themselves...) Anyway, that's a WHOLE other thread. Which I should probably make soon. But I'm trying to keep this one focused on the conversion of rules itself, to be lore accurate, and how that would look.


People conveniently forget that old Necromunda had a scenario where an actual Space Marine shows up and the gangs fight him off.

Also, if anyone thinks something like a basic Marine or SoB would imbalance the game, they really need to meet the Murder Cyborg.

This message was edited 2 times. Last update was at 2020/01/07 04:07:00


Mob Rule is not a rule. 
   
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I wasn't invited?

It's not your echo chamber but a public forum. If OP wants privacy he can E-mail his buddies. But if he posts online he will have to stomach a number of different opinions.

This message was edited 1 time. Last update was at 2020/01/07 16:57:48


 
   
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AZ

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Funnily enough, I ran a fun little game using the newcromunda ruleset with the players bringing a movie-marines style tactical squad of space marines. It was a co-op game where each player ran one marine.

A starting newcromunda gang being usually 1000 credits, I set 1 marine to be 500 credits. I added a few bonus rules to them but for the most part kept them under the normal system whenever possible.

Space Marine

M: 7" WS: 3+ BS: 3+ S: 4 T: 4 W: 3 I: 2+ A: 2 LD: 5+ CL: 4+ Will: 6+ Int: 6+

Equipment: Power Armor (Follows the rules for Heavy Carapace Armor with an Armored Undersuit), Skinblade, Respirator, Frag Grenade, Krak Grenade

Skills: Nerves of Steel, Unstoppable, True Grit, Overwatch, Combat Master

Additional Skill: Tactical Flexibility

Additional Skill: Tactical Flexibility

Space Marines' hulking physiques allow them to carry multiple weapons into battle that would encumber a lesser fighter. You may equip your Space Marine with up to four pieces of equipment from the option lists below. Each Rifle weapon takes up two equipment slots, and each Heavy weapon takes up three. Space Marines gain the basic action Swap Weapons, allowing them to exchange the equipment they are currently holding for any other equipment that can be held in up to two hands.

Additional Skill: Armoury of the Emperor

A space marine can load his weapon effortlessly in the heat of battle, and often carries ammo that in other parts of the imperium are worth thousands of times their weight in precious metals. Space Marines treat all weapons as if they had the Plentiful trait, and ignore the Scarce trait.

And each marine player got to select up to 200 points of weaponry:


Melee Weapons:

Power Knife 25pts
Chainsword 25pts
Power Axe 35pts
Thunder Hammer/Power Fist 70pts
Power Maul 30pts
Power Sword 50pts
Fighting Knife 15pts



Rifle Weapons:

Boltgun 55pts
Plasma Gun 100pts
Grav Gun 120pts
Meltagun 135pts
Flamer 140pts
Combi-Melta 170pts
Combi-Plasma 115pts
Combi-Grav 145pts
Combi-Flamer 175pts

Heavy Weapons:

Plasma Cannon 130pts
Multi-Melta 180pts
Heavy bolter 160pts
Heavy Flamer 195pts
Lascannon: 155pts
Missile Launcher: 165pts

Pistol Weapons

Plasma Pistol: 50pts
Hand Flamer: 75pts
Bolt Pistol 45pts

other Equipment

Melta Bomb 60pts

I tried this setup twice, with five marines versus 2,500 credits worth of enemy Chaos Cult and Genestealer Cult gangers in a custom mission that started the enemy units on fixed patrols like NPCs in a video game, only coming under my control as the GM when they were alerted. It was about twenty to thirty enemies total? We used a pretty big table, and there were alarms with a fixed radius that NPCs would try to run to if they heard or detected the marines. Playthrough 1 ended with the marines winning with 2 survivors, and playthrough 2 ended with the marines winning on the last possible turn with a single survivor, sacrificing himself to detonate the warp portal the cult had constructed.

I understand the instant reaction from the Lore Police is probably "Reeee, one space marine naked with his hand tied behind his back and only one functioning butthole should be able to fight a whole genestealer cult blindfolded!" but it actually made for an extremely fun, balanced game scenario. Heavy Carapace+Armored Bodyglove gave marines a 2+ base save from the front and a 3+ if they were flanked or knocked down, which felt appropriate, and not setting their stats to all 2+s and auto-passes meant they still had to exist wtihin the game mechanics even if they were demonstrably far superior to anything they had to fight.

This message was edited 1 time. Last update was at 2020/01/07 20:20:43


"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!"  
   
Made in us
Regular Dakkanaut






Holy cow scotsman o.o Was that as awesome as it seems like it was? That is the sort of immersive as funk experience I'm gunning for.

And surely a space marine would still at least break a sweat against like, 5+ gangers or what not at a time if it had WS 2+ and BS 2+? Isn't that reasonable?

That being said, your philosophy of keeping units within the general span of the rules so that there can be any *game* at all is a very great point, and likely why GW will never import all models into the smaller 'stat-range' of Necromunda. Unless ofc they create the Necromunda RPG I've suggested they make a few times now. Until then, I'm making my own

PS-I haven't been offended by anyone in this thread, so everyone can chill - I just want some good input here

It isn't "fluff" - it's lore.  
   
Made in us
Posts with Authority





What I managed was similar to what the Scotsman got, but we had different stats. That, and we openly allowed some of the "not marine" weapons like Heavy Stubbers, shotguns, etc. We did this with Deathwatch and Chaos Marines. Was a blast.

It makes for a great dungeon crawler, I can tell you that.

Wanna kick it up a notch? Make things really wild?

You now have a limited number of magazines. Every time you roll an ammo check, you lose a magazine.

Happy hunting.

 Strg Alt wrote:
I wasn't invited?

It's not your echo chamber but a public forum. If OP wants privacy he can E-mail his buddies. But if he posts online he will have to stomach a number of different opinions.


You can say anything you like on this "public" (it's really not) forum. Go ahead, say what you like.

But so far, the only opinion you've manifested is "I don't like that". Well, good. You don't like it. Let's see how relevant that is for the remainder of the discussion.

Mob Rule is not a rule. 
   
Made in fi
Courageous Space Marine Captain






Keeping stats moderate is understandable, though given that various hit penalties are pretty common in Necromunda 2+ stats would probably be OK as well. If I'd need to represent Necromunda gangers (or equivalent), SoB and Marines under one system, I'd probably give Marines WS and BS 2+ and S and T of 5. Then Sisters could be WS 3+, BS 2+ and S and T 4.

I think representing different marks of power armour might be possible too. Lighter power armours such as SoB armour, Mk X Phobos, Mk VI and such could be 3+ and AP of the weapons used against it is decreased by 1, to a minimum of 1.
Heavier versions such as Mark III orMk X Tacticus could get 2+ from the front arch on top of that. They would also decrease the movement of the wearer by one. As marines would have move of 5", this would give those wearing a heavier armour the normal human move of 4".
(For other marks you'd need to decide which rules represent them better.)

   
Made in gb
Longtime Dakkanaut






the_scotsman wrote:
Funnily enough, I ran a fun little game using the newcromunda ruleset with the players bringing a movie-marines style tactical squad of space marines. It was a co-op game where each player ran one marine.

I tried this setup twice, with five marines versus 2,500 credits worth of enemy Chaos Cult and Genestealer Cult gangers in a custom mission that started the enemy units on fixed patrols like NPCs in a video game, only coming under my control as the GM when they were alerted. It was about twenty to thirty enemies total? We used a pretty big table, and there were alarms with a fixed radius that NPCs would try to run to if they heard or detected the marines. Playthrough 1 ended with the marines winning with 2 survivors, and playthrough 2 ended with the marines winning on the last possible turn with a single survivor, sacrificing himself to detonate the warp portal the cult had constructed.

I understand the instant reaction from the Lore Police is probably "Reeee, one space marine naked with his hand tied behind his back and only one functioning butthole should be able to fight a whole genestealer cult blindfolded!" but it actually made for an extremely fun, balanced game scenario. Heavy Carapace+Armored Bodyglove gave marines a 2+ base save from the front and a 3+ if they were flanked or knocked down, which felt appropriate, and not setting their stats to all 2+s and auto-passes meant they still had to exist wtihin the game mechanics even if they were demonstrably far superior to anything they had to fight.

This sounds like great fun and, tbh, this entire thread's making me want to finally go in on new Necromunda. But I've got so much 40K backlogggg…
   
Made in us
Shadowy Grot Kommittee Memba






 Crimson wrote:
Keeping stats moderate is understandable, though given that various hit penalties are pretty common in Necromunda 2+ stats would probably be OK as well. If I'd need to represent Necromunda gangers (or equivalent), SoB and Marines under one system, I'd probably give Marines WS and BS 2+ and S and T of 5. Then Sisters could be WS 3+, BS 2+ and S and T 4.

I think representing different marks of power armour might be possible too. Lighter power armours such as SoB armour, Mk X Phobos, Mk VI and such could be 3+ and AP of the weapons used against it is decreased by 1, to a minimum of 1.
Heavier versions such as Mark III orMk X Tacticus could get 2+ from the front arch on top of that. They would also decrease the movement of the wearer by one. As marines would have move of 5", this would give those wearing a heavier armour the normal human move of 4".
(For other marks you'd need to decide which rules represent them better.)


I liked the effect of the Heavy Carapace+Armored Undersuit because it reduces charges and Initiative by one, but not the base movement action, so I was able to give marines high movement without a ridiculous charge threat range. Nerves of Steel and Combat Master are also total necessities, because what happens to any melee-based marine is they're gonna get swarmed as feth and combined with a CL value of 4+ Nerves of Steel makes them juuuuuuuust immune to pinning enough that random lasgun shots across the bow don't affect them, but taking 5 guys head on generally results in the marine having to take cover.

You could probably get away with base 2s on WS and BS. I wanted the Aim action to be a thing people did, because I didn't want the game to just play like 40k where every turn you move and shoot.

You definitely want to avoid having more than 1 or 2 enemies equipped with really heavy duty weapons, though. A meltagun or plasma cannon on somebody can really skew the balance, and though I did have a couple areas in each game where it was clear discretion would be the better part of valor and enemies could be snuck past without having to face enemies with weapons that would be capable of one-shotting the marines, I kept that to a bare minimum.

Because you're likely to play this scenario with people unfamiliar with Necromunda, just make sure as the GM you're doing a lot to highlight the different actions the players can take with the NPCs. Instead of every alarm area resulting in the enemies just blindly charging, have an area where the enemy units clump around a defensible location and take cover, or an area where melee-focused enemies immediately Hide and start to advance on the marines in stealth to try and close range.

"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!"  
   
Made in us
Regular Dakkanaut






 Adeptus Doritos wrote:
What I managed was similar to what the Scotsman got, but we had different stats. That, and we openly allowed some of the "not marine" weapons like Heavy Stubbers, shotguns, etc. We did this with Deathwatch and Chaos Marines. Was a blast.

It makes for a great dungeon crawler, I can tell you that.

Wanna kick it up a notch? Make things really wild?

You now have a limited number of magazines. Every time you roll an ammo check, you lose a magazine.

Happy hunting.

 Strg Alt wrote:
I wasn't invited?

It's not your echo chamber but a public forum. If OP wants privacy he can E-mail his buddies. But if he posts online he will have to stomach a number of different opinions.


You can say anything you like on this "public" (it's really not) forum. Go ahead, say what you like.

But so far, the only opinion you've manifested is "I don't like that". Well, good. You don't like it. Let's see how relevant that is for the remainder of the discussion.


I am *loving* that ammo clip idea in combination with the rolls. How well can you conserve your ammo? Bloody brilliant!



 Crimson wrote:
Keeping stats moderate is understandable, though given that various hit penalties are pretty common in Necromunda 2+ stats would probably be OK as well. If I'd need to represent Necromunda gangers (or equivalent), SoB and Marines under one system, I'd probably give Marines WS and BS 2+ and S and T of 5. Then Sisters could be WS 3+, BS 2+ and S and T 4.

I think representing different marks of power armour might be possible too. Lighter power armours such as SoB armour, Mk X Phobos, Mk VI and such could be 3+ and AP of the weapons used against it is decreased by 1, to a minimum of 1.
Heavier versions such as Mark III orMk X Tacticus could get 2+ from the front arch on top of that. They would also decrease the movement of the wearer by one. As marines would have move of 5", this would give those wearing a heavier armour the normal human move of 4".
(For other marks you'd need to decide which rules represent them better.)


the_scotsman wrote:
 Crimson wrote:
Keeping stats moderate is understandable, though given that various hit penalties are pretty common in Necromunda 2+ stats would probably be OK as well. If I'd need to represent Necromunda gangers (or equivalent), SoB and Marines under one system, I'd probably give Marines WS and BS 2+ and S and T of 5. Then Sisters could be WS 3+, BS 2+ and S and T 4.

I think representing different marks of power armour might be possible too. Lighter power armours such as SoB armour, Mk X Phobos, Mk VI and such could be 3+ and AP of the weapons used against it is decreased by 1, to a minimum of 1.
Heavier versions such as Mark III orMk X Tacticus could get 2+ from the front arch on top of that. They would also decrease the movement of the wearer by one. As marines would have move of 5", this would give those wearing a heavier armour the normal human move of 4".
(For other marks you'd need to decide which rules represent them better.)


I liked the effect of the Heavy Carapace+Armored Undersuit because it reduces charges and Initiative by one, but not the base movement action, so I was able to give marines high movement without a ridiculous charge threat range. Nerves of Steel and Combat Master are also total necessities, because what happens to any melee-based marine is they're gonna get swarmed as feth and combined with a CL value of 4+ Nerves of Steel makes them juuuuuuuust immune to pinning enough that random lasgun shots across the bow don't affect them, but taking 5 guys head on generally results in the marine having to take cover.

You could probably get away with base 2s on WS and BS. I wanted the Aim action to be a thing people did, because I didn't want the game to just play like 40k where every turn you move and shoot.

You definitely want to avoid having more than 1 or 2 enemies equipped with really heavy duty weapons, though. A meltagun or plasma cannon on somebody can really skew the balance, and though I did have a couple areas in each game where it was clear discretion would be the better part of valor and enemies could be snuck past without having to face enemies with weapons that would be capable of one-shotting the marines, I kept that to a bare minimum.

Because you're likely to play this scenario with people unfamiliar with Necromunda, just make sure as the GM you're doing a lot to highlight the different actions the players can take with the NPCs. Instead of every alarm area resulting in the enemies just blindly charging, have an area where the enemy units clump around a defensible location and take cover, or an area where melee-focused enemies immediately Hide and start to advance on the marines in stealth to try and close range.


Reading these made me think, given how hard it can be to hit things in Necromunda in general, that yeah 2+ BS might be good…but maybe 2+ WS and 3+ BS, for Astartes? I think that seems like it would work mechanically. Still WS 3+ and BS 3+ for Sororitas I think.

And that idea for reducing AP of weapons against otherwise 3+ power armor? Never would have thought of that. Is that a thing in Necromunda?

Some of those ideasabout melee focused enemies hiding, etc etc are actually quite exciting, and reinforcing the idea that going forward with a Necromunda-RPG is going to suit us better than an 8th Edition-RPG.

It isn't "fluff" - it's lore.  
   
 
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