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Graphite wrote: No, seriously GotU will be gone, gone, gone once Delaque is out, if they put the trade post on a pdf.
Of course - your game, play what you want, no GW thought Palanites are going to kick your door down - but I'm convinced it'll go out of print.
Yet unlike the six primary gangs GotU is a requirement for 'Ruin, 'Peril and 'Judgement, according to the GW site. That then begs the question if they will update those books to be reliant on only the main rule book alone, should they retire GotU.
Or maybe Hive War's updated manual might address whatever is "missing" for those books from GotU? I take its the trading post and black market rules?
This message was edited 1 time. Last update was at 2021/03/26 22:13:26
Chairman Aeon wrote: Maybe a new core book with the “missing” bits from GotU. But what if a completely new game set in a different hive...
Commoragh would be an interesting setting for Kabal and Cult "gang wars", although I guess that can be done with a Kill Team expansion. Which they should totally do...
Commoragh would be an interesting setting for Kabal and Cult "gang wars", although I guess that can be done with a Kill Team expansion. Which they should totally do...
Commoragh would be an interesting setting for Kabal and Cult "gang wars", although I guess that can be done with a Kill Team expansion. Which they should totally do...
Gangs of Commorragh was already a game.
Its certainly an example of what can be done with the Commoragh setting, but its not quite the same game as either Necromunda or Kill Team.
Exalted for at least reminding us of that rather cool game, regardless.
It won't be good, Kabal and Cult isn't known to have good variety of weapons and wargear choice, unlike Necromunda, the largest weapon manufacturer for the Imperium.
The only contender for Necromunda is Gorkamorka
This message was edited 1 time. Last update was at 2021/03/26 23:00:28
Chopstick wrote: It won't be good, Kabal and Cult isn't known to have good variety of weapons and wargear choice, unlike Necromunda, the largest weapon manufacturer for the Imperium.
The only contender for Necromunda is Gorkamorka
Given the orks variety of weapons, yeah thats a great idea.
Chopstick wrote: It won't be good, Kabal and Cult isn't known to have good variety of weapons and wargear choice, unlike Necromunda, the largest weapon manufacturer for the Imperium.
The only contender for Necromunda is Gorkamorka
Are you telling me, GW willing, it would be unfluffy for the capital city of the Dark Eldar, to have their gladiatoral gangs have a ton of extremely varied and specific xeno wargear?
Dakka does have White Knights and is also rather infamous for it's Black Knights. A new edition brings out the passionate and not all of them are good at expressing themselves in written form. There have been plenty of hysterical responses from both sides so far. So we descend into pointless bickering with neither side listening to each other. So posting here becomes more masturbation than conversation.
ERJAK wrote: Forcing a 40k player to keep playing 7th is basically a hate crime.
ohreally wrote: The biggest change that could affect a GotU based gang is some of the wargear options for different fighter types and changes to advancement. If you you're not concerned with the new Champions and Prospects you can ignore the House books in your campaign if you like.
I'm not interested in those new Primaris units, so I'll keep using my old Marine Codex!
That's not how this works. Gangs of the Underhive is replaced by these House books. Changes to wargear options, changes to advancement, entirely new types of gang members? Sounds like a new 'Codex' to me.
That's not how this works. Gangs of the Underhive is replaced by these House books. Changes to wargear options, changes to advancement, entirely new types of gang members? Sounds like a new 'Codex' to me.
Actually that's exactly how this works. The Arbitrator decides what's legal in their campaign and which optional rules they'll be using.
Necromunda isn't designed for pick up games between strangers. So no, this isn't a anything like a codex.
This message was edited 1 time. Last update was at 2021/03/27 03:55:03
ohreally wrote: Actually that's exactly how this works. The Arbitrator decides what's legal in their campaign and which optional rules they'll be using.
Not every campaign has an Arbitrator. I've played dozens of Necro campaigns in my life and we've never had someone take up the role of an Arbitrator.
ohreally wrote: Necromunda isn't designed for pick up games between strangers. So no, this isn't a anything like a codex.
I never said anything of the sort, so I don't see what relevance that holds.
The Gangs of the Underhive book is slowly and surely being replaced by the more detailed House books, that re-write the gang lists with more options and more individualism.
Altruizine wrote: There are probably like 7 gaming tables, worldwide, with "Commorragh terrain," and none of those feature it in the density suitable for Necromunda.
What a dire idea for an expansion.
You say this like such a theoretical expansion wouldn't come with suitable terrain kits - you know GW would see the easy money there.
Gamgee on Tau Players wrote:we all kill cats and sell our own families to the devil and eat live puppies.
Kanluwen wrote: This is, emphatically, why I will continue suggesting nuking Guard and starting over again. It's a legacy army that needs to be rebooted with a new focal point.
Confirmation of why no-one should listen to Kanluwen when it comes to the IG - he doesn't want the IG, he want's Kan's New Model Army...
tneva82 wrote: You aren't even trying ty pretend for honest arqument. Open bad faith trolling.
- No reason to keep this here, unless people want to use it for something...
H.B.M.C. wrote: Not every campaign has an Arbitrator. I've played dozens of Necro campaigns in my life and we've never had someone take up the role of an Arbitrator.
I really don't think you've played dozens of campaigns this edition. You're conflating your experience with a game that came out in 1995 with a how the current game has been developed and released.
Do you even play this edition at all?
Either way, while you don't need an Arbitrator to play Necromunda, someone has to organize the campaign. Or at the very least the group playing has to come to an agreement about what type of campaign they're playing. So you may have never played a campaign with a formal Arbitrator but there has always been a person or group making a decision about the games being played.
Even if you're just allowing everything, that's a group decision and not the default way to play.
You can't play the game as it is without some kind of discrimination about what rules you allow. That's on purpose.
Graphite wrote: No, seriously GotU will be gone, gone, gone once Delaque is out, if they put the trade post on a pdf.
Of course - your game, play what you want, no GW thought Palanites are going to kick your door down - but I'm convinced it'll go out of print.
Yet unlike the six primary gangs GotU is a requirement for 'Ruin, 'Peril and 'Judgement, according to the GW site. That then begs the question if they will update those books to be reliant on only the main rule book alone, should they retire GotU.
Or maybe Hive War's updated manual might address whatever is "missing" for those books from GotU? I take its the trading post and black market rules?
What I would expect, if they plan on canning GotU, would be a Trading Post/Campain book. One that would allow them to combine all of the various trading post possibilities, with the various additions that have crept in with each gang book, add in a few more. Then pull in all of the various campaign types and put them in one place. Yes it would mean that Gotwould not be needed anymore, but that would put emphasis on the House Books. It would be nice if they could keep something like GotU for entry level as you still get multiple gang options, but you really don't need it once the last original house book hits. By putting all of the trading and campaign options into one place, you would not hurt the books for Enforcers or CGC, but would make it easier for people who don't play those gangs to get access to those campaigns. The biggest worry for a book like that is the ever present lack of any editing standard to the Necromunda books. I would expect ever other reference to the same item to be wrong, every other reference to a campaign requirement to be wrong. It would be a huge opportunity to condense and correct some really badly edited and printed material, but I fear it would end up even worse...
I've seen things you people wouldn't believe. Attack ships on fire off the shoulder of Orion. I've watched c-beams glitter in the dark near the Tannhäuser Gate. All those ... moments will be lost in time, like tears...in rain
That's not how this works. Gangs of the Underhive is replaced by these House books. Changes to wargear options, changes to advancement, entirely new types of gang members? Sounds like a new 'Codex' to me.
Actually that's exactly how this works. The Arbitrator decides what's legal in their campaign and which optional rules they'll be using.
Necromunda isn't designed for pick up games between strangers. So no, this isn't a anything like a codex.
No, you fight in a dark area with 3-6 inches , as you fight monsters and nids, and maybe a squad of IG running around on the table, and add in a couple of different levels that you can shoot and scoot from the bikes from. We even added in a Ork Dred, and some Boyz, and that was pretty cool too.
Basically,. you put a team of four or five gladiators, to down to 2, and you can fight, either each other, or the NPC's as you add in enemies, depending on what you decide to do...
GoC is a great Segway into building a Dark Eldar army... ( oe at least it was a good beer and pretzels time.)
You could do the other way, as well... Ork fight in a bar. That new scenery looks like a good contender to make the bar with, add in some tables, chairs, bottles, etc, and some Orks with knives, knuckles, and Shoota's and you have a bar fight...
Like this- http://rpg.by/index.php?act=Attach&type=post&id=15120 in 3D.
At Games Workshop, we believe that how you behave does matter. We believe this so strongly that we have written it down in the Games Workshop Book. There is a section in the book where we talk about the values we expect all staff to demonstrate in their working lives. These values are Lawyers, Guns and Money.
I would assume if and when they reappear they will have an updated aesthetic, but the same is true for a couple of the gangs.
It would be a great opportunity to expand on the Ratskin background and introduce different, distinct tribal groups with individual aesthetics.
Also maybe pivot them into more of an mayincatech/ancient aliens parody and drop the more obviously difficult “aboriginal people driven off their land by aggressive settlers” thing they had before?
"Three months? I'm going to go crazy …and I'm taking you with me!"
— Vala Mal Doran
I would assume if and when they reappear they will have an updated aesthetic, but the same is true for a couple of the gangs.
It would be a great opportunity to expand on the Ratskin background and introduce different, distinct tribal groups with individual aesthetics.
Also maybe pivot them into more of an mayincatech/ancient aliens parody and drop the more obviously difficult “aboriginal people driven off their land by aggressive settlers” thing they had before?
I feel the best way to bring them back in would be to use the rat pelts as stitched together clothing, and the main aesthetic be the archeotech, with almost random gubbins scattered about the models as trophies or talismans, and give them access to some really bizarre specialist weapons for champions and leaders. After all, that was always their faith before, it would certainly be better to enhance that aspect and make them almost like a regressive ofshoot of the Cult Mechanicum.
I would assume if and when they reappear they will have an updated aesthetic, but the same is true for a couple of the gangs.
It would be a great opportunity to expand on the Ratskin background and introduce different, distinct tribal groups with individual aesthetics.
Also maybe pivot them into more of an mayincatech/ancient aliens parody and drop the more obviously difficult “aboriginal people driven off their land by aggressive settlers” thing they had before?
I feel the best way to bring them back in would be to use the rat pelts as stitched together clothing, and the main aesthetic be the archeotech, with almost random gubbins scattered about the models as trophies or talismans, and give them access to some really bizarre specialist weapons for champions and leaders. After all, that was always their faith before, it would certainly be better to enhance that aspect and make them almost like a regressive ofshoot of the Cult Mechanicum.
That’s what I mean with the mayincatech trope; ancient arcaeotech all over in circuit board panels. Actually, the kid gang in Mad Max would be a good example of the aesthetic. Think Lizardmen but with circuits and rat parts instead of gold glyphs and feathers. Also, yes, some seriously weird weapons (handheld globes that project hi-grav fields, transmogrification ray pistols, that sort of thing) would be good.
"Three months? I'm going to go crazy …and I'm taking you with me!"
— Vala Mal Doran
Dakka does have White Knights and is also rather infamous for it's Black Knights. A new edition brings out the passionate and not all of them are good at expressing themselves in written form. There have been plenty of hysterical responses from both sides so far. So we descend into pointless bickering with neither side listening to each other. So posting here becomes more masturbation than conversation.
ERJAK wrote: Forcing a 40k player to keep playing 7th is basically a hate crime.
I'd love to see Scavies looking like the Hobbit Goblins.
I don't have many (any) nice things to say about the Hobbit films but these guys are genuinely creepy and have that nice bit of body horror, "that could be me if I was locked in a toxic waste dump for a year or two" .
Well that is how you canonically get goblins in the Tolkien mythos; they’re mutated/corrupted/degenerate ex-humans warped by fell magics. You get more goblins because they breed true.
Orcs are elves corrupted by the same process. Balrogs are much the same but to wizards, while dragons are corrupted… something, but no-one knows what. No-one wants to find out either, because the originals are inevitably stronger than the bad copies and the father of dragons could use mountains as pillows.
"Three months? I'm going to go crazy …and I'm taking you with me!"
— Vala Mal Doran
Mr_Rose wrote: Well that is how you canonically get goblins in the Tolkien mythos; they’re mutated/corrupted/degenerate ex-humans warped by fell magics. You get more goblins because they breed true.
Orcs are elves corrupted by the same process. Balrogs are much the same but to wizards, while dragons are corrupted… something, but no-one knows what. No-one wants to find out either, because the originals are inevitably stronger than the bad copies and the father of dragons could use mountains as pillows.
Um, no. Goblin, hobgoblin and orc were synonyms for Tolkien. Wizards and Balrogs are both maiar but have almost no intersection besides being roughly in the same category of beings. Surgeons and child soldiers are both humans but that's all they have in common.
Dragons, wargs, werewolves and such just prove that propaganda against Melkor and his claimed inability to create flight or intelligence was just Valar nonsense