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Made in us
Fresh-Faced New User




I don’t want to play necromunda but I do like the minis.
I know rouge trader is related to kill team some how.
They also just added GeneSteeler cults to necromunda. So does anyone have any idea if the gangs will make it into kill team?
   
Made in us
Ship's Officer





California

Doubt it, and i'd hate to see the games cannibalize each other. Necromunda was made by the SG team a whole seperate branch, plus necromunda gangs have no place being anywhere else but that specific planet.

 
   
Made in us
Longtime Dakkanaut




necromunda models work perfectly well for Guard. Except Goliath, they're a bit too big.
   
Made in us
Fresh-Faced New User




 Thargrim wrote:
Doubt it, and i'd hate to see the games cannibalize each other


Do you fear that kill team would become the preferred way of playing the gang wars and that you wouldn’t be able to find any other opponents willing to run that gauntlet of endless costly rules updates and forge world parts?
   
Made in fr
Inquisitorial Keeper of the Xenobanks





France

Do you think x wing models will be playable in AoS ?
Because that's exactly the same thing.
Two different games with two different rulesets and different models...
Why would they be playable in KT ? That's nonsense

   
Made in gb
[DCM]
Moustache-twirling Princeps





Gone-to-ground in the craters of Coventry

I was looking to use my Van Saar gang as an IG veterans squad or something.
Since GW refuse to update the IG models for options like Carapace armour, etc, I'd use what there is. It's not as though the weapons look much different, and are even called the same thing (both forces mostly use Lasguns).

The gangs themselves? Unlikely, due to balance issues.

This message was edited 1 time. Last update was at 2018/08/16 12:44:57


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Made in gb
Fixture of Dakka






Necromunda is The Warriors in 40k. Kill Team is Apocalypse Now, The Dirty Dozen, etc in 40k. The factions as depicted in Kill Team would generally wipe the floor with most Underhive gangs.
   
Made in us
Fresh-Faced New User




 AndrewGPaul wrote:
Necromunda is The Warriors in 40k. Kill Team is Apocalypse Now, The Dirty Dozen, etc in 40k. The factions as depicted in Kill Team would generally wipe the floor with most Underhive gangs.


Then why did they add the gene stealer cults to necromunda?

   
Made in fr
Inquisitorial Keeper of the Xenobanks





France

Maybe because there are genestealers cultists in the hive ?

   
Made in us
Flashy Flashgitz





Southern California

TylerT wrote:
 Thargrim wrote:
Doubt it, and i'd hate to see the games cannibalize each other


Do you fear that kill team would become the preferred way of playing the gang wars and that you wouldn’t be able to find any other opponents willing to run that gauntlet of endless costly rules updates and forge world parts?


That's a bit harsh. If you buy the basic box set, for about what you expect it to cost, you get two full gangs, the full Zone Mortalis setting, some terrain, and the BRB. ALL you ever need to play the game forever. Except for the free pdf with all the rest of the House Gangs, if you want more, you pay more. Just like every other GW game with on-going support. EXACTLY like Kill team, BTW. Except Kill Team's rule book also comes with Kill Team's modest campaign system. And, when did "endlessly updated" become a pejorative? I thought, "no support" was the absolute worst thing that could be said of any GW game.

Or, you download the constantly updated fan compiled rulebook for nothing. You have to +gasp+ pay for your own 3D terrain (or whatever you do with 40K and Kill team, etc.).

 AndrewGPaul wrote:
Necromunda is The Warriors in 40k. Kill Team is Apocalypse Now, The Dirty Dozen, etc in 40k. The factions as depicted in Kill Team would generally wipe the floor with most Underhive gangs.


Back in the day (talking real life, not the Internet), I used to mildly discourage the mixing of 40K with Necromunda. My experience was players who joined Necro campaigns with a 40K "gang" didn't stick around long. Not the least reason was an experienced Necro gang could wipe the floor with straight up 40K fighters. I've seen an experienced Pit Slave Leader kill a Genestealer in h2h, and it wan't close.

Shadow War: Armageddon was a closer match to old Necro (which means SW:A was exactly 20 years too late). Starting Necro gangs weren't overly outmatched by the likes of starting Genestealer Cult and Astra Militarum Kill teams. They all were by Tyranids and other extreme teams.

Now? Yes, Necro de-emphasizes Skills. Starting extreme 40K teams have an advantage. Don't know about Kill team. Probably similar?

Oh, and Necromunda is really closer to distopian gang warfare in the near future, than in the far future.
   
Made in no
Longtime Dakkanaut





Asking for Necromunda gangs in Kill Team is like the countless questions about space marines in Necromunda. "Wow, that would be cool". Ehh no, it wouldn't. Necromunda is poor gangs fighting in the corner of the 40k universe. Kill Teams are the elite centre. Like comparing a Terminator to a gretchin.

The genestealer cult in Necromunda is on a whole different scale than what you can field in 40k or Kill Team.
 AndrewGPaul wrote:
The factions as depicted in Kill Team would generally wipe the floor with most Underhive gangs.

While that is generally true, N17 is pushed in the direction of massive power (unfortunately). You could potentially have a 20 model gang where half is armed with multi-meltas and thunder hammers, the other half armed with plasmaguns and power swords, all with BS 2+... Otherwise I agree completely.


Automatically Appended Next Post:
 Gobbla wrote:

That's a bit harsh. If you buy the basic box set, for about what you expect it to cost, you get two full gangs, the full Zone Mortalis setting, some terrain, and the BRB. ALL you ever need to play the game forever. Except for the free pdf with all the rest of the House Gangs, if you want more, you pay more. Just like every other GW game with on-going support. EXACTLY like Kill team, BTW. Except Kill Team's rule book also comes with Kill Team's modest campaign system. And, when did "endlessly updated" become a pejorative? I thought, "no support" was the absolute worst thing that could be said of any GW game.

Sorry to say that's simply not true. Of all the pages that comes in the original N17 rulebook, pretty much half of it was garbage at launch. Everything in that book except the 2d rules is either outdated, replaced or flat out incorrect.

The core box in Necromunda is a different game system, a demo version of the full game that is N17. Keep in mind, the demo system you talk about (except the 2d rules) is incompatible with any other gangs and any other expansion that have ever been released. It was dead from the start. Everything is replaced by the Gang War system, whether you play Zone Mortalis/Sector Mechanicus or Campaign/Skirmish.

There is a reason Kill Team has the core rulebook for sale separately. Necromunda core rulebook is mostly garbage, no way they can sell that without throwing heavy editing and throwing out half of the pages.

If your argument is "but you can play it", then sure, it is a game and it is sort of playable (but with heavy amounts of errors unclear rules and inconsistencies). But if you choose to play the demo version, I will argue it's no where close to the "real" Necromunda.
 Gobbla wrote:

Or, you download the constantly updated fan compiled rulebook for nothing. You have to +gasp+ pay for your own 3D terrain (or whatever you do with 40K and Kill team, etc.).

This is the best way to do it so far unfortunately. Every new book includes so many reprinted pages from previous books. It would be a nightmare to navigate and lookup using all the books.

This message was edited 5 times. Last update was at 2018/08/16 22:51:37


 
   
Made in us
Fresh-Faced New User




When I brought up Jean Steeler Kults I meant it as a reply to the idea that the gangs would be killed dead by any 40k faction.
   
Made in gb
Decrepit Dakkanaut




UK

Genestealer Cults vary in strength depending on the world they infest. Basically the cult in the Necromunda world is in its earlier stages. It's tough, its strong, but its not ready for intergalactic war and to rise up against the masters of the Hive.

So its down in the dirt getting itself established and fighting all the other Gangs.

If the cult were at the stage where they are fighting Space Marines then the Cult would wipe the floor of most of the Gangs, not just with strength and power but with sheer numbers of cultists.



Think of it a bit like this - in the real world there are armies that fight wars and gangs that fight gang wars. If the gangs went up against a full professional army they would lose. They'd lack the numbers, organisation, equipment, training and weapons (slightly less difference in power here in the real world because we don't have religious orders that keep whole stocks of vastly powerful weapons from the hands of regular people). Meanwhile the Genestealer cult is like a terrorist group; again small cells able to fight gang wars fine, but not able to stand up to concentrated military invasion.

This message was edited 1 time. Last update was at 2018/08/19 08:35:38


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Made in gb
Fixture of Dakka






Baxx wrote:
Asking for Necromunda gangs in Kill Team is like the countless questions about space marines in Necromunda. "Wow, that would be cool". Ehh no, it wouldn't. Necromunda is poor gangs fighting in the corner of the 40k universe. Kill Teams are the elite centre. Like comparing a Terminator to a gretchin.

The genestealer cult in Necromunda is on a whole different scale than what you can field in 40k or Kill Team.
 AndrewGPaul wrote:
The factions as depicted in Kill Team would generally wipe the floor with most Underhive gangs.

While that is generally true, N17 is pushed in the direction of massive power (unfortunately). You could potentially have a 20 model gang where half is armed with multi-meltas and thunder hammers, the other half armed with plasmaguns and power swords, all with BS 2+... Otherwise I agree completely.


Did I mention rules? No, I did not. The rules of Kill Team and Necromunda may use the 40k engine underneath, but I don't think the same number represents the same quality in both games. Like in original Necromunda, really (there, a slightly lucky ganger could end up with the same S and T scores as a hundred-year-old surgically enhanced Space Marine.)

If someone was to do a Hive Gang Kill Team, I'd expect to see more variety of equipment, but poorer quality, than Astra Militarum, and with fewer to no stratagems about command and control - they should be about individual fighters going for glory instead.
   
Made in us
Shadowy Grot Kommittee Memba






 AndrewGPaul wrote:
Baxx wrote:
Asking for Necromunda gangs in Kill Team is like the countless questions about space marines in Necromunda. "Wow, that would be cool". Ehh no, it wouldn't. Necromunda is poor gangs fighting in the corner of the 40k universe. Kill Teams are the elite centre. Like comparing a Terminator to a gretchin.

The genestealer cult in Necromunda is on a whole different scale than what you can field in 40k or Kill Team.
 AndrewGPaul wrote:
The factions as depicted in Kill Team would generally wipe the floor with most Underhive gangs.

While that is generally true, N17 is pushed in the direction of massive power (unfortunately). You could potentially have a 20 model gang where half is armed with multi-meltas and thunder hammers, the other half armed with plasmaguns and power swords, all with BS 2+... Otherwise I agree completely.


Did I mention rules? No, I did not. The rules of Kill Team and Necromunda may use the 40k engine underneath, but I don't think the same number represents the same quality in both games. Like in original Necromunda, really (there, a slightly lucky ganger could end up with the same S and T scores as a hundred-year-old surgically enhanced Space Marine.)

If someone was to do a Hive Gang Kill Team, I'd expect to see more variety of equipment, but poorer quality, than Astra Militarum, and with fewer to no stratagems about command and control - they should be about individual fighters going for glory instead.


One just needs to look at the statline of a boltgun in Necromunda to see that the game is a bit more granularized - in Necromunda a boltgun is an extremely deadly S4 AP-1 D2 weapon. A Heavy Bolter is a nigh-on apocalyptic gun.

"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
Fresh-Faced New User




With rouge trader they talked about how they see kill team as a way to explore the smaller conflicts in the corners of the fiction. Gang wars look like a pretty good candidate for that.

When I first posted this I actually had no clue that the base rules of the game were re written piecemeal in the gang war books. I just saw how much time and effort it would require to keep up with that product model and really did not want to get into that. In general I see rulebooks as a necessary evil and any game with an expansion model based on rulebooks is archaic and backwards.

Knowing that the fans are essentially responsible for cleaning up GW’s mess makes me even less interested in necromunda and hope even more for kill team release.

Btw wanting clear playable rules is not about being competitive, it’s about not wanting to improvise game design while playing.
   
Made in de
Longtime Dakkanaut





TylerT wrote:
With rouge trader they talked about how they see kill team as a way to explore the smaller conflicts in the corners of the fiction. Gang wars look like a pretty good candidate for that.

When I first posted this I actually had no clue that the base rules of the game were re written piecemeal in the gang war books. I just saw how much time and effort it would require to keep up with that product model and really did not want to get into that. In general I see rulebooks as a necessary evil and any game with an expansion model based on rulebooks is archaic and backwards.

Knowing that the fans are essentially responsible for cleaning up GW’s mess makes me even less interested in necromunda and hope even more for kill team release.

Btw wanting clear playable rules is not about being competitive, it’s about not wanting to improvise game design while playing.


I have bad news for you. If you don´t like to read rulebooks then tabletop wargames may not be the right hobby for you.
   
Made in us
Fresh-Faced New User




I love reading books.

Aside from a few exceptions Books are a garbage medium for game information.

I play plenty of fantasy flight wargames and they are awesome and do not feature expansions based on books.
   
Made in gb
Legendary Dogfighter




england

GW already said it's never going to happen in the Q&A when they announced KT.
In fact the language they used sounded quite threatened by the idea
   
Made in ca
Junior Officer with Laspistol





London, Ontario

There’s little reason you couldn’t use Necro models as counts-as something else. Goliaths could be Orks, Van Sarr (techno faction?) could be Tau, the acrobatic women could be Eldar... you just need your opponent to say it’s ok, really.

I wouldn’t have a problem with using the models, though a straight port may not work. I never really got into Necromunda, so I don’t know the rules.
   
Made in us
Flashy Flashgitz





Southern California

Baxx wrote:

Automatically Appended Next Post:
 Gobbla wrote:

That's a bit harsh. If you buy the basic box set, for about what you expect it to cost, you get two full gangs, the full Zone Mortalis setting, some terrain, and the BRB. ALL you ever need to play the game forever. Except for the free pdf with all the rest of the House Gangs, if you want more, you pay more. Just like every other GW game with on-going support. EXACTLY like Kill team, BTW. Except Kill Team's rule book also comes with Kill Team's modest campaign system. And, when did "endlessly updated" become a pejorative? I thought, "no support" was the absolute worst thing that could be said of any GW game.

Sorry to say that's simply not true. Of all the pages that comes in the original N17 rulebook, pretty much half of it was garbage at launch. Everything in that book except the 2d rules is either outdated, replaced or flat out incorrect.

The core box in Necromunda is a different game system, a demo version of the full game that is N17. Keep in mind, the demo system you talk about (except the 2d rules) is incompatible with any other gangs and any other expansion that have ever been released. It was dead from the start. Everything is replaced by the Gang War system, whether you play Zone Mortalis/Sector Mechanicus or Campaign/Skirmish.

There is a reason Kill Team has the core rulebook for sale separately. Necromunda core rulebook is mostly garbage, no way they can sell that without throwing heavy editing and throwing out half of the pages.

If your argument is "but you can play it", then sure, it is a game and it is sort of playable (but with heavy amounts of errors unclear rules and inconsistencies). But if you choose to play the demo version, I will argue it's no where close to the "real" Necromunda.
 Gobbla wrote:

Or, you download the constantly updated fan compiled rulebook for nothing. You have to +gasp+ pay for your own 3D terrain (or whatever you do with 40K and Kill team, etc.).

This is the best way to do it so far unfortunately. Every new book includes so many reprinted pages from previous books. It would be a nightmare to navigate and lookup using all the books.


I love you , Man! But, you are arguing something different from what I wrote. The game right out of the box is also "real" Necromunda. It's a NEW alternative setting. That is a good thing. The basic rules are written for it. And, still are. They are solid and unchanged. Obviously, the gang creation in the box game is self-contained. Purposely so. It makes use of everything that comes with both gang's models, and is not made for campaign growth, because the gangs are already "grown." With its 1500 cred. gang creation method with pre-generated character cards this isn't a "demo game." It's a quick and easy way to get gangers on the table and in action. I know, it worked for me. It has a bit of boardgame goodness, too. If they had stopped right there, Necromunda: Underhive would be a hell of a game. No, those gang creation rules themselves don't have heavy amounts of errors and inconsistencies. It only seems so since they aren't compatible with the campaign gang creation system. The unvarnished truth is ZM is superior in many ways to the tabletop (which shocks me that I prefer ZM to 3D Sector Mechnicus). But, fully compatible with the Gang War campaign system and new gangs and scenarios. That's all good! Badzone tiles and rules have been added. Give me more! More is better!

Yes, they changed direction from the original (no doubt they didn't want to stuff the box with Sector Mechanics terrain, and double the price). But, give them credit for not only keeping the original beloved background, but adding to it in new and exciting ways. Yup, there seems to have been a gap in continuity from the original release of the box set. Gang War supplements and the campaign seem to be cobbled together in places. But, they fix mistakes. This is a much more ambitions project than Kill Team. KT has some new terrain, some less functional cardboard. And NO new miniatures. Made it easier to release all "gangs" and it's truncated campaign rules at the same time. Again, more is better. Specialist Games simply is not as professional or high-powered as the mainline releases. They do cut corners, too. But, they do put out some really sweet components. And, I don't see anyone losing sleep over finding rules in the books. Not perfect, but easily done.
   
Made in no
Longtime Dakkanaut





I love you too, man! I started playing late 90s, but I didn't get the game on release like you (could hardly afford bubblegum at that time). And we are arguing somewhat past each other. When I say the core box is a demo game, a pale version, I'm not talking about Zone Mortalis or Sector Mechanicus. I enjoy Zone Mortalis games some times better than 3d games. And I think N17 in most ways are superior to the original. But that is thanks to some key factors which the core box does not have. Things that are only available in the Gang War system (and I'm not talking about Skirmish/Campaign either).

Things like:
-full armoury and trading post (Underhive doesn't even have the iconic heavy stubber or the chainsword!)
-6 houses + chaos, genestealer cult, bounty hunters (Underhive doesn't even have juves!)
-correct weapon profiles and costs (how many las gun profiles can you find in Underhive? None of them are correct)
-full skill set
-many scenarios

Play Underhive and ask yourself "what is the range of this weapon?" or "what is the strength of that weapon?". It depends where you look! Cause that book got tons of internal inconsistencies.

Original Necromunda was a rich game, and it was so from day 1. 6 gangs, loads of weapons, loads of skills. I think you can count on one hand the amount of skills available in the new core box.

Compare that to the "full" Gang War system, which is even richer than original Necromunda:
-9 gangs
-31 scenarios
-full armoury and trading post
-wyrd powers
-bionics
-48 skills, 8 skill categories
-exotic beasts
-hangers on
-brutes
-2 different styles of terrain (2d/3d)
-3 different styles of play: Skirmish, Campaign, Tournaments

Underhive system is not compatible with any of these later expansions.
   
Made in us
Shas'ui with Bonding Knife






I know this is more fluff than it is a matter of rules or just pieces of plastic. But, think about it this way. Necromunda gangs are groups of mercenaries that probably don't have the highest end weapons or armor. They get what they can, you offer them a price to fight for you, and they come along. But, at the starting price, you're not going to get people with the best gear out there.

With the exception of a few guns and a few melee weapons out there, I doubt really any ganger's weapon (ranged or melee) would leave as much as a scratch on MkVII - MKX Power Armor or be a match for even the standard issue Bolter. Could it go up against IG? Maybe, but IG has huge power in numbers. What about Tyranid Carapaces? Kinda doubt it.

I'm not saying there aren't some weapons out there that couldn't put some hurting on space marines, bugs, IG, wyches, etc. But, fluff-wise, it seems as though all of the current Imperium, Xenos, and Chaos weaponry and armor outmatch gang weaponry and armor almost completely.

SG

This message was edited 1 time. Last update was at 2018/08/20 17:55:19


40K - T'au Empire
Kill Team - T'au Empire, Death Guard
Warhammer Underworlds - Garrek’s Reavers

*** I only play for fun. I do not play competitively. *** 
   
Made in ca
Junior Officer with Laspistol





London, Ontario

These aren't small scale gangs, though. And they use the same weapons. Bolters, while incredibly expensive in game, are available, at least they used to be. Lasguns and Autoguns are directly comparable to military weapons. Heck, you could get chainswords and the like, if you move up in the world.

Sure, your armour is probably scavenged, but so are cultists. I mean, you can play cultists in Kill Team. So the average high-end Gang is better equipped than cultists.
   
Made in us
Longtime Dakkanaut





None.

Necromunda =/= Kill Team.
Kill Team =/= Necromunda.

If you want to play Kill Team, play Kill Team.

If you want to play Necromunda, play Necromunda.

If you want to play both, buy Genestealer Cult.

End of story.
   
Made in ca
Junior Officer with Laspistol





London, Ontario

To be clear, I'm not suggesting that the actual Necro Gangs will be given rules in KT. I'm more suggesting that it would be quite reasonable to use the models as counts-as something else.

There are many human-level, non-PA wearing dudes. Hypothetically, 10 or so models is ideal for counts-as armies. Lots of flavor, easy to keep the weapons correct.

Goliaths with Shootas or Sluggas and Choppas? I'm down for that. Plus there *should* be Inquisitor units and retinues. Gangers could easily be counts-as there. Hell, Flagellants with laspistols and CCW could be cultists, and they're WHFB!

Games like Kill Team are ideal for letting your imagination go wild. If you think there's an issue, you can label the bases. "Ork Boy" on the bottom of a Goliath base would work easy. "Ork Gunner" on a heavy.

I don't know much about KT, just bought the book yesterday and was skimming through last night. But this is absolutely the way to go for using Necro models outside of Necro.
   
Made in us
Posts with Authority





 Strg Alt wrote:
I have bad news for you. If you don´t like to read rulebooks then tabletop wargames may not be the right hobby for you.


And I have some bad news for you. If you think it's a user-friendly experience to scatter a game's rules across 5 different books required to play the most updated version, and organized with very little rhyme or reason, with completely contradictory rules in a single book written by guys who've essentially been telling people to 'just make something up or whatever' when questioned about some glaring issues with several of the rules within said books- telling people what the best hobby for them is might not be the ideal response.

And I say this as someone who loves playing Necromunda (with friends, not competitive randos) and loves playing Narrative Kill-Team/40k (I know, it's so Heretical!).

There's a reason people are wanting a consolidated rulebook. And those that you can 'find online' are great and all, but many lack some of the images for reference that the rulebooks have- and it's kind of a pain for a lot of regular folks to go and print out this entire book and put it in a binder. It's not a completely invalid request.

 AndrewGPaul wrote:
Necromunda is The Warriors in 40k. Kill Team is Apocalypse Now, The Dirty Dozen, etc in 40k. The factions as depicted in Kill Team would generally wipe the floor with most Underhive gangs.


Generally, but you do need to realize that not all of the gangs in Necromunda are spray-tagging and pants-sagging illiterate hoodlums that just grabbed up some Saturday Night Special and started waving it around to Gangsta's Paradise. The 'gangs' in Necromunda are more akin to a Noble House's private militia, which can- to some degree- compete on par with a PDF or Guard unit or even better. House Van Saar gangers are often brought into Guard Units because they're so useful- and not as just cannon fodder. Goliath gangers can be as big and strong as an Astartes, though lacking his training and augmentations- that kind of guy could shred a veteran guardsman.

It also doesn't really help that the scale disparity between the two games is obvious. A Space Marine with a bolter and chainsword should be able to splatter his way through a dozen lasgun Guardsmen with about as much effort as I fold laundry. But hey, we're talking games and representing lore on the tabletop requires you to use "Rambo Marines" rules and generally speaking- the hobby is full of people that balk, shriek, and soil their cargo shorts as soon as someone utters the phrase "Narrative gameplay experience just for fun".

 ServiceGames wrote:

I'm not saying there aren't some weapons out there that couldn't put some hurting on space marines, bugs, IG, wyches, etc. But, fluff-wise, it seems as though all of the current Imperium, Xenos, and Chaos weaponry and armor outmatch gang weaponry and armor almost completely.
SG


House Van Saar is laughing at you behind their Hystar Energy Shields and pointing a Whitefire Plasma gun at you. And also because those guys that aren't paying for mass-produced 'fell off the back of a transport' black market stuff from some Forge World are buying their personal weapons from House Van Saar.

Baxx wrote:
Asking for Necromunda gangs in Kill Team is like the countless questions about space marines in Necromunda. "Wow, that would be cool". Ehh no, it wouldn't. Necromunda is poor gangs fighting in the corner of the 40k universe. Kill Teams are the elite centre. Like comparing a Terminator to a gretchin.


It wouldn't be cool? Well, me and a friend of mine homebrewed a rule to do exactly that and it certainly was cool and a lot of fun. You do realize that you're making some pretty generalized statements about Necromunda and not really doing much to demonstrate an in-depth knowledge of the lore and such behind it- and trying to assert that this seemingly uninformed opinion is a matter of universal truth and what a game should be for everyone, right?

Oh,weird- there was a rule for the old Necromunda to actually have a Space Marine show up... huh, guess me and my friend weren't the only two guys that thought it was a cool and fun idea to try

To the OP of this thread, I'll tell you what- don't let anyone tell you what you should and shouldn't want to play or enjoy playing. Kill-Team is completely open to adding new stuff. If you can find a way to balance your gang or 'counts as'- you should totally do that. And anyone who dislikes it? Don't play with that person, because you'll find better people who will be cool with it, I promise.

I'll even tell you this- I would outright ENCOURAGE you to find a way to Counts-As your Gangs. I ENCOURAGE you to find a way to make that stat-line and weapon loadout match up with something. You know what, actually? I encourage you to run a MIXED gang and have fun with it, just to see what happens and have fun. You know what? I might even help you with that, if you want.

People go bananas when you ask about something like this, because how dare you want to have some fun and try something a little different for a fun time playing with your stuff. It's so weird that your way of enjoying something could not match theirs, and therefore it's WRONG! But, you know, you ask about [HERETICAL STATEMENT REDACTED] Space Marines and suddenly the entire GW writing staff and design team needs to just wake the hell up and make it happen, ignore around 4 decades of lore, and just do this because a few people want it.

Do what you wanna do, dude, and find people who are cool with it. I promise, you'll enjoy your games a lot more this way. You don't need everyone's approval for your thing. Just one person, and when others see you and that one other person having fun- I promise they'll emulate it.

Mob Rule is not a rule. 
   
Made in no
Longtime Dakkanaut





I thought it would be fun to play genestealer cult back in the day, including actual genestealers. All the games fell in one of two categories:

1) The genestealers died
2) Everyone else died

Introducing new power levels to this game makes it all or nothing. If it's fun, good for you. I'm not saying it can't be fun.
   
Made in us
Posts with Authority





Baxx wrote:
Introducing new power levels to this game makes it all or nothing. If it's fun, good for you. I'm not saying it can't be fun.


Food for thought:

Necromunda and Kill-Team share a similar concept- asymmetrical guerilla warfare. Regardless of how you wash it, that's what it boils down to.

While there's quite a few factions in 40k that could transition right into a Kill-Team role with very little difficulty, some are not so skilled. Eldar Guardians are basically the Craftworld equivalent of the National Guard. Imperial Guardsmen and PDF in some cases aren't 'highly trained'- but basically drilled in the use of their weapon a few times and handed a uniform and body armor that might fit. These sorts of guys depend on more than just themselves- they rely quite heavily on supporting units, and large numbers.

Pull a handful of them out and tell them to go into No Man's Land in the black of night and conduct some super-spooky suicide mission against the unknown with zero fire support, no elite shock troops taking point, no aircraft, no space wizards, no big power armor bros with explodey-guns... and many of them will wander out just far enough to find some place to hide and wait for this nightmare to end.

Not all of them, I know. But really- let's not sit here and pretend that the average Imperial Guardsman is an elite fighting machine capable of turning the tide of war with five of his buddies, some lasguns, and a handful of grenades. Up against Inbred Illiterate Militia with las-locks and no shoes? Sure, it'd be easy peasy.

...but the average Necromunda ganger has been conducting some variation of guerilla warfare in close quarters since he was probably around 12 years old. No tank support, no aircraft firing missiles at the enemy, no drop pod full of Astartes to land in front of them and draw fire from the enemy and spearhead an assault, no scary man in a trenchcoat with a bolter to your head motivating you to move because you'll die either way... Just them, in tight urban and industrial terrain- fighting without all of that for years. If they're in their late 20's, you can rest assured they didn't make it to that age because they were in transit to their first campaign or had an easy garrison for the last 20 years. He got there being good at what he does.

In an open jungle, even the most deadly marksman of House Van Saar or the most vicious Goliath skull-crushing berserker might get splattered by a couple of guardsmen. Certainly. But if you gave me the choice of taking those two Gangers or two offworld Guardsmen down into the underhive on a Kill-Team operation? Oh, you can bet I'm going to tell the Guardsmen to sit by an Aquila and read their primers and I'm going with the guys that know how to manage the terrain and deal with threats in that environment.


Mob Rule is not a rule. 
   
Made in gb
Fixture of Dakka






Those untrained raw Guardsmen with a lasgun they can barely shoot are conscripts. The ones in regular Astra Militarum Infantry squads are the ones who've been around for a while.

There's nothing special about Necromunda gangers - the Armageddon Steel Legion and Mordian Iron Guard are also made up of conscripted underhive gangers too (and Valhallans, if you want to stretch the definition of "hive" a little bit).
   
 
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