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2006/04/08 10:25:41
Subject: Orks in Necromunda?
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Clousseau
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Are there rules or 'ports' out there for Ork gangs in Necromunda? If not, what rules would make the most sense? Scavvies? Goliaths? Thanks in advance!
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Guinness: for those who are men of the cloth and football fans, but not necessarily in that order.
I think the lesson here is the best way to enjoy GW's games is to not use any of their rules.--Crimson Devil |
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2006/04/08 16:27:58
Subject: RE:Orks in Necromunda?
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Owns Whole Set of Skullz Techpriests
Versteckt in den Schatten deines Geistes.
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There are Ork rules in Gang War... lemme check... Gang War 2. Very hard to find that issue.
BYE
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2006/04/08 22:33:32
Subject: RE: Orks in Necromunda?
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Dominating Dominatrix
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I don't play Necromunda myself (altough I want to), but to me it would make sense if you just use Goliath rules
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2006/04/08 23:41:31
Subject: RE:Orks in Necromunda?
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Owns Whole Set of Skullz Techpriests
Versteckt in den Schatten deines Geistes.
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Why Anung? Orks are better than Goliaths in terms of strength and resilience, have a completely different social structure (that would make up their between game rules), and how would you model the change from Juve to Ganger? Gretchin do not turn into Orks.
All Goliaths have is more access to muscle skills than other gangs. Orks they are not!
Ork rules are best represented with Ork rules.
BYE
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2006/04/09 03:16:07
Subject: RE: Orks in Necromunda?
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Dominating Dominatrix
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but as you said before the rules are hard to find. I don't know the Necromunda Rules for Orcs. actually I don't know any Necromunda Rules at all. that was just a thought. they looked big and brutal, so I thought, if I ever get to play Necromunda I use Orcs as Goliath. before this threat started I never heard anything about Orc Rules for this system. here in Germany we have even less Fanatic Support than you
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2006/04/09 04:26:08
Subject: RE:Orks in Necromunda?
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Owns Whole Set of Skullz Techpriests
Versteckt in den Schatten deines Geistes.
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I didn't think it possible to have less than nothing.
BYE
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2006/04/09 14:33:11
Subject: RE: Orks in Necromunda?
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Clousseau
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The gang war stuff isn't online somewhere, is it? I checked Fanatic but came up dry...
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Guinness: for those who are men of the cloth and football fans, but not necessarily in that order.
I think the lesson here is the best way to enjoy GW's games is to not use any of their rules.--Crimson Devil |
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2006/04/09 21:53:13
Subject: RE:Orks in Necromunda?
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Owns Whole Set of Skullz Techpriests
Versteckt in den Schatten deines Geistes.
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I'll see if I can summarize them for you tonight.
BYE
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2006/04/10 03:57:38
Subject: RE: Orks in Necromunda?
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Clousseau
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Much obliged, HBMC. I'll take another spin around Ebay as well...
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Guinness: for those who are men of the cloth and football fans, but not necessarily in that order.
I think the lesson here is the best way to enjoy GW's games is to not use any of their rules.--Crimson Devil |
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2006/04/10 04:29:28
Subject: RE:Orks in Necromunda?
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Owns Whole Set of Skullz Techpriests
Versteckt in den Schatten deines Geistes.
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Hmm... can't seem to find the issue. Don't worry, I have all 6 Gang War issues (and that wasn't easy tracking them down). We're doing a big Necromunda campaign this long weekend, so I'll be moving stuff around and no doubt going through all my issues of NecroMag in the process, so it'll turn up.
BYE
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2006/04/26 07:40:34
Subject: RE: Orks in Necromunda?
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Wicked Warp Spider
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I believe I also may have that copy of GW2. I know where I keep them and, if I have it (almost positive I do), I'll post it here for you all.
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2006/04/26 15:07:55
Subject: RE: Orks in Necromunda?
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Wicked Warp Spider
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Okay this will be quite a long reply as the rules are extensive. I've also shortened it (only to include pertinent info, no fluff), gotten rid of some gear (Grots shouldn't have access to Armour!), and added the Ork weapons. Enjoy! Orks In Da Underhive - Outlanders
- Territory: Orks start with one piece and generate per the Outlaw territory chart
- Income: Orks do not get income from territory. instead they gain d3 "teef" for each Ork (not Grots) in the gang. Each Ork who suffered a serious injury gives an additional d3 teef. Also, each member who did not go out of action may scavenge for food, finding d6 per scavenger.
- Starvation: Each Ork and Grot must eat three items of food or suffer starvation.
- Experience: As all others
- Trading: NEVER!
- Hiring: 1000 teef to begin initial recruitment
- Recruitment: If an Ork player wishes to hire new fighters, must send one Ork out into the wastes to search. He may send a Grot but then may only hire Grots
Recruitment Table ( d6) 1: No one found. Whilst walking back, the scout suffers a serious injury. 2: One Grot 3: One Ork Boy 4: One Ork Boy or Eavy 5-6: D3 Gorts, Boyz, or Eavyz - Pinning: Orks cannot be pinned
- Injuries: Per regeneration spores, they may ignore serious injuries on a D6 roll of 6
- Bottle test: Orks do not take tests for Grots going out of action. Orks going out of action are treated normally.
- Leadership: Per normal however Grots never lead gangs. If all Orks are killed, then the Grot become a Grot gang and generate 1 teef each and may only recruit more Grots
- Captives: Never ransomed or exchanged, may be rescued. If not rescued, the captive is killed and may be used as bait to attract D6 items of food.
- Skills: Per normal
1 Ork Kaptin 125 teef M WS BS S T W I A Ld 4 4 4 3 4 1 3 1 8 Leader Weapons: Assault, Pistol, Boyz, Special, Stikkbombz Armour: Flak (+10), Eavy (+80, 4+ save) Initial Exp: 60+ D6 0-2 Ork Eavies 75 teef M WS BS S T W I A Ld 4 3 3 3 4 1 2 1 7 Weapons: Assault, Special, Eavy, Pistol, Stikkbombz Armour: Flak (+10) Initial Exp: 60+ D6 Ork Boyz 60 teef M WS BS S T W I A Ld 4 3 3 3 4 1 2 1 7 Weapons: Assault, Boyz, Pistol, Stikkbombz Armour: Flak (+10) Initial Exp: 0 Grots 30 teef M WS BS S T W I A Ld 4 2 3 3 2 1 2 1 5 Weapons: Grot Initial Exp: 0 Ork Weapons List Assault Cost Choppa 1st free/40 Chainsword 25 Pistol Cost Ammo Roll Slugga 20 5+ Hand Flama 20 Auto Plasma 25 4+ Boyz Cost Ammo Roll Shoota 35 5+ Special Cost Ammo Roll Flama 40 Auto Meltagun 95 4+ Plasma Gun 70 4+ Eavy Cost Ammo Roll Big Shoota 120 5+ Missul Launcha 185 Auto Eavy Bolter 180 6+ Eavy Plasma Gun 285 4+ Lascannon 400 4+ Grot Cost Ammo Roll Autopistol 15 5+ Autogun 20 5+ Blunderbuss 8 5+ Stikkbombz Frag 30 Krak 50 Krak Missul 115 New Weapons Choppa: treat as Power Axe Slugga: treat as bolt pistol Shoota: treat as bolter Big Shoota: treat as heavy stubber Exp Table 0-5 Boy 6-10 Boy 11-20 Boy 21-30 Boy 31-40 Boy 41-50 Boy 51-60 Boy 61-80 Nob 81-100 Nob 101-120 Nob 121-140 Nob 141-160 Nob 161-180 Nob 181-200 Nob 201-240 Big Boss 241-280 Big Boss 281-320 Big Boss 321-360 Big Boss 361-400 Big Boss 401+ Warboss Grot Exp 0-5 Grot 6-10 Grot 11-20 Grot 21-30 Champ 31-40 Champ 41-50 Champ 51-60 Champ 61-80 Grot Boss 81-100 Grot Boss 101-120 Grot Boss 121-140 Grot Boss 141-160 Grot Boss 161-180 Grot Boss 181-200 Grot Boss 201+ Grot Big Boss Max Values Ork M WS BS S T W I A Ld 4 6 6 4 5 3 3 3 9 Grot M WS BS S T W I A Ld 4 4 5 4 4 2 4 2 7 Skills Grots: Agility, Stealth Boyz: Combat, Ferocity, Muscle Eavy: Combat, Ferocity, Muscle, Shooting, Techno Kaptin: Combat, Ferocity, Muscle, Shooting, Stealth
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