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[HOMEBREW] Bringing Necromunda To The 10E Tabletop - Ganger Infantry Squads and Leaders  [RSS] Share on facebook Share on Twitter Submit to Reddit
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Made in gb
Regular Dakkanaut




Pretty much as the title says. So, we have seen the odd mainline models get ported over with rules for Necromunda. One thing I've been thinking is what if we flipped the script and did the reverse? Obviously, they wouldn't be their own faction but instead, part of the Imperial Guard. Implementation-wise, I figured it would be OTT to give each house its own separate unit since it's still the Imperial Guard and not its own faction. Instead, I decided to merge them into a single unit that represents them all, with players being able to toss together different house's models together to form each squad. After all, most Necromunda players are quite likely to have kitbashed and/or customised their gangers' models in some way.

In terms of the fluff of it is that, like other parts of the Imperium, Necromunda has to raise its own regiments. Obviously, many underhive gangers get scooped up in these tithes and are organised without specific care for their specific affiliations. Now, hive scum being hive scum, they're hardly going to be getting priority supplies. Now, you can take the ganger out of the underhive but you'll never take the underhive out of the ganger. And so, they still cling onto their old ways - maintaining old allegiances and feuds and often fielding their own, eclectically cludged together gear.

The full write-up of it can be found here: https://drive.google.com/file/d/1cGK5NGQF8wQoWTHNme8knX2mWkFefnFP/view?usp=sharing

The TLDR of it is as follows:

Units:
  • Necromundan Irregulars

  • Militia Commander

  • Necromundan Command Squad

  • Haera Helmawr (epic hero)


  • Unique Wargear:
  • Chem-thrower (Escher): Anti-infantry 2+, Ignores cover, Torrent; Range: 12", A: D6, S: 2, AP: 0. D: 1

  • Harpoon launcher (Orlock): Devastating wounds, Heavy; Range: 36", A: 1, S: 8, AP: -3, D: D6

  • Heavy crossbow (Cawdor): Heavy; Frag and krak grenade launcher stats at 48" range.

  • Rad cannon (Van Seer): Anti-infantry 3+, Blast, Heavy; Range: 48", A: D6, S: 4, AP: -1, D: 1

  • Rivet cannon (Goliath): Rapid fire 2; Range: 12", A: 1, S: 4, AP: -2, 2.

  • Sniper rifle (Delaque): Classic sniper rifle


  • Ganger weapons: Ranged and melee profiles with A: 2, S: 3, AP: 0, D 1. (Infinite customisation as to what weapons the model is carrying! Shotgun? Two pistols? Throwing knives? All good!)

  • Exotic pistol and weapon: Pistol and melee wargear respectively with Lethal hits ability


  • Thoughts and comments?

    This message was edited 1 time. Last update was at 2025/07/13 00:20:44


     
       
    Made in us
    Da Head Honcho Boss Grot





    Minnesota

    Makes sense, there rules for hive ganger squads in Armageddon I think.

    But 48" for a crossbow? 36" for a harpoon? A normal rifle is 24", those seem like way too much (just from a realism standpoint).

    Anuvver fing - when they do sumfing, they try to make it look like somfink else to confuse everybody. When one of them wants to lord it over the uvvers, 'e says "I'm very speshul so'z you gotta worship me", or "I know summink wot you lot don't know, so yer better lissen good". Da funny fing is, arf of 'em believe it and da over arf don't, so 'e 'as to hit 'em all anyway or run fer it.
     
       
    Made in us
    Fixture of Dakka





    This seems good to me. Rules largely make sense. Good modeling opportunities. Nothing crazy powerful in there.

    A few nitpicks:
    * Agree with orkeosaurus that a couple of the special weapon ranges seem a smidge odd, but they wouldn't be the first 40k weapons to have some odd range values. Change them if you want, but they aren't breaking the game as-is.

    * It appears that some units have the potential to end up with a whole bunch of special rules to keep track of at once. I don't love this on units like the eldar corsairs, and I'd be wary of it here as well. But I get that it's hard not to do that sort of thing when you're trying to squeeze so much thematic variety into a small number of datasheets. Again, not breaking anything as-is. Just seems difficult for your opponent to track everything your homebrew unit can do.

    * The Turf War rule on Helmawr.It seems both very situational and confusingly worded. First, is there a reason not to phrase the -1 to saves rule as just, "and improve the AP of their melee weapons by 1" ? Seems much simpler.

    Second, having it only kick in while they're on an objective that they don't control means they have to specifically be fighting an enemy unit with more OC on the objective than them. Because if Helmawr's unit has more OC and charges, they'll likely control the objective at the end of the charge move (unless you position things just so ), or else your opponent will need to have just charged while they're on an objective with a unit that *didn't* gain control of the objective after charging.

    Maybe reword it to just give his unit Lance and 1 better AP on turns that they charge or while within range of an objective marker? I don't see these guys breaking the game if you give a single unit of them lance and better AP.


    ATTENTION
    . Psychic tests are unfluffy. Your longing for AV is understandable but misguided. Your chapter doesn't need a separate codex. Doctrines should go away. Being a "troop" means nothing. This has been a cranky service announcement. You may now resume your regularly scheduled arguing.
     
       
     
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