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![[Post New]](/s/i/i.gif) 2010/02/22 04:55:53
Subject: Question about Necromunda
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Long-Range Land Speeder Pilot
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One of the players at my FLGS wants to show me Necromunda. I've done some research and it looks vaguely interesting. The rules seem odd, but manageable at that size, but none of the fluff seems too interesting.
Looking at the game theres seems to be lots of homebrewed rules (i guess the game isn't evolving on the GW end) which i have to admit is pretty lame.
My main question is are the gangs listed in the fluff it. I mean yeah they have different preferrences for combat and such, but there all just people. So how are the "rules" set-up for "making" a gang?
Can i only make a gang in the sense that i choose stats for people or can i have stats different than the standard 3's of a person. I want to say i'd like to play some initiates of a renegade chapter in the underhives, but how (or to be more precise "could") marines work?
Alright i'd appreciate any answers...
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You love it you slags!
Blood Ravens 1500 pts |
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![[Post New]](/s/i/i.gif) 2010/02/22 05:50:43
Subject: Question about Necromunda
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Heroic Senior Officer
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IMO, it's the best GW game out there. But I've been playing it since it came out. The basic rules are based on 2nd ed 40K, movement, shooting, hth, etc.
As far as making a gang, there are quite a few "official" non-House gangs from GWs old magazines, whether Citadel Journal, Gang War or whatever. A lot of these can be found online. I usually run Ratskins myself.
As for stats, you can have models that start with better skills. My Ratskin Totem Warriors start with WS 4 and T 4, but can't have any shooting weapons at all. In addition, it's an experience based game, ie your models will, assuming they survive, improve as they gain experience.
Once you've hit the GW Specialist games site and downloaded what's there, check out this one:
http://www.wargamerau.com/forum/index.php?showtopic=79749
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Don "MONDO"
www.ironfistleague.com
Northern VA/Southern MD |
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![[Post New]](/s/i/i.gif) 2010/02/22 19:48:41
Subject: Question about Necromunda
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Long-Range Land Speeder Pilot
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I was digging through the inter-webs and have failed in finding any though rules for space marine scouts (thats kind of what i've settled on, imperial fists scouts doing training missions) and i wanted to know if anyone has a homebrewed version or has them. (evidently there was a set but the website that had them is gone)
Also is the free necromunda rule book on the GW site the current one if so why do they bother selling it still?
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You love it you slags!
Blood Ravens 1500 pts |
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![[Post New]](/s/i/i.gif) 2010/02/25 17:20:43
Subject: Re:Question about Necromunda
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Sword-Bearing Inquisitorial Crusader
Northern Virginia
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I seem to recall there might be some official rules for space marines in necromunda somewhere but don't quote me on it. (maybe in the supplementary magazines that were printed) I also think there are rules for firedragons and farseer. However, I seem to remember that those two units were only intended as aversaries and not player gangs. Its been so long that its all foggy. If you want something with offical rules that are kidna like imperials, maybe you could consider an arbites gang? Basically they are a gang of police officers that patrol the streets of the undercity.
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"Paranoia is a very reassuring state of mind. If you think they are after you, you think you matter" |
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![[Post New]](/s/i/i.gif) 2010/02/26 00:33:55
Subject: Question about Necromunda
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Slaanesh Chosen Marine Riding a Fiend
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Check out this thread, with the game Death Squads linked about inside: http://www.dakkadakka.com/dakkaforum/posts/list/273693.page It is heavily based on Necromunda but is imho better since it takes a good part of its campaign rules from GWs later skirmish game Mordheim. Right now DeathSquads contains rules for Orks, Eldar and Imperial Guard (both loyalist and renegades). Both kroot and your space marine scout "gangs" are in developement. This game is all fan-developed with a surprisingly high quality! Wihch of course means that you can help making up and playtesting rules for your imperial fist scouts.
As to the priginal question: I do not think there are any ways to play regular spacemarine scouts in the " GW-official" necromunda rules. Mostly since they would be way cooler and more dangerous than the regular gangers could ever hope to be :-) But necromunda is all about playing campaigns with your friends anyhow, so I'm sure you could make up rules to play with them. And the rulebook on GWs homepage is the current one
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![[Post New]](/s/i/i.gif) 2010/02/26 04:44:18
Subject: Question about Necromunda
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Heroic Senior Officer
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Joetaco wrote:I was digging through the inter-webs and have failed in finding any though rules for space marine scouts (thats kind of what i've settled on, imperial fists scouts doing training missions) and i wanted to know if anyone has a homebrewed version or has them. (evidently there was a set but the website that had them is gone)
Also is the free necromunda rule book on the GW site the current one if so why do they bother selling it still?
What we did way back when was multiply their 2nd ed cost x 10 to get an approximate cost for them in Necroumnda.
Yes, the pdf is the current one and some of us just like having that bound copy to go on the shelf with all the others..............
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Don "MONDO"
www.ironfistleague.com
Northern VA/Southern MD |
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![[Post New]](/s/i/i.gif) 2010/02/27 15:29:14
Subject: Question about Necromunda
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Human Auxiliary to the Empire
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the pdf on GW is the most current edition, but if your just looking to learn to play the game it's free to download. it's to boost sales for there necromunda models i think, because it has a small following. but there are the people that like to collect the codexs and rulebooks, so they offer an official rule book for those who wish to buy it.
and the site don mondo posted is the best site out there to find rules for necromunda. but like dumpling said, SM scouts in the hive would pretty much decimate every gang in there path. most gangs in the hive dont have armour, there weapon selection is limited, there not trained soldiers, etc... but if you wanted to use scouts because you dont have models to start a gang, IMO scouts should work fine for a van saar gang.
and the basic stats are used for all gangs. since you have gangs grow and improve as they run through a campaign it makes it a little more balance, with a base for everyone to start from.
also having soldiers in the hive is a little harder to make rules for because as your gang members get advancements they dont have a skill table so you either have to make one or use a houses skill table. which it wouldn't be that hard to make a skil, table for a gang, it's just making a balanced skill table thats a little harder.
but if the story and backround on necromunda doesn't interest you a whole lot then i would def. just play some death squads. very similar in game play to necromunda, but your battle can take place anywhere, on an planet, at any time, with any race and any unit. much more flexible as far as the squad options. might be a little more up your ally
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deep in the waste of necromunda survival is the only law, an superiority is god |
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