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Necromunda is being released

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What are you guys hoping they do to it?
What about the fan made stuff think they will be able to used in it?
Also what is your favorite gang? I like Slaaneshi cultist
>>
I'm hoping they don't ruin the campaign system. That's my main worry.

The rules as is are great for a skirmish game but I don't mind so much if they change them to this system that's similar to 8th.

What will piss me off is of they water down the campaign system. That is probably the most satisfying part of the game and if they ruin that it'll upset a lot of people.
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>>54989327
Hopefully Newcromunda will have Arbites
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>>54989327
>Also what is your favorite gang?
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>>54989327
I never played the first one but was around when it was released. I haven't bought anything GW for around 10 years but if this have everything I want I will most likely start collecting minis again.

what I want:
>character advancement tied to how good a unit does in battle
>all the factions 40k currently have and starts for almost all units, excluding tanks and flyers, but please leave walkers, bikes and such
>gain loot to make units stronger

Thats really all want about it.
>>
>>54992537
Unpopular opinion here: I actually prefer Shadow War Armageddon's condensed campaign system. To me it makes more sense for a game where your dudes fighting some other dudes should be front and center.
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>>54994282
I was interested in the game but never got around on reading the rules. Soldiers still are attached to units right?
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>>54989327
When are they releasing Necromunda? Any links?
>>
Trusting GW to rerelease anything well.

Reminder that Necromunda Underhive was a badly edited fucking mess with a bunch of rules changed made for no reason.

They've fucked Necro once they'll do it again.
>>
>>54994281
>character advancement tied to how good a unit does in battle
>all the factions 40k currently have and starts for almost all units, excluding tanks and flyers, but please leave walkers, bikes and such


It is indeed very clear you've never read the rulebook for necromunda.

what you'v just asked is pretty much akin to me saying "I've not played WH40K since 3rd edition. What I want is for this new edition to include night goblins, elves, slann, kislev and zoats. And I want it to have a character progression system"
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Redemptionists, they put the cult in Imperial Cult
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>>54994686
Here you go m80
http://www.belloflostsouls.net/2017/08/40k-breaking-necromunda-returns.html
>>
>>54989327
Kinda between Van Saar and Orlock. They feel like the Tremere/Brujah equivalents and I'm big on that theme (just humans with either tech or grit).
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>>54989327
What is this, a hive for ants?
>>
>>54996547
I wonder if GW will shit can these guys to avoid a PC firestorm.

Can't say I would blame them. Which is too bad because they have a ton if character, and those hoods don't belong exclusively to American racists.

That's 100% how it will be interpreted by that audience, though.

>sorry in advance for the ensuing 400 shiposts instead of sober discussion on character design.
>>
>>54996751
I would be more worried that their aesthetics no longer fit in Warhammer. A lot of the more fanciful and over the top Gothic shit is going away in favor of more Sci fi and space opera stuff.
>>
>>54989327
>I like Slaaneshi cultist
>I am an edgy tweenager and I need a porn option
>>
>>54994282
>I actually prefer Shadow War Armageddon's condensed campaign system.

I liked that it didn't inherently punish you for risking your dudes in battle. You were more likely to improve than degrade.

So damn many ncero games I played that ended with two sacrificed juves down and a voluntary bottle.
>>
>>54994701
>They've fucked Necro once they'll do it again.

I hope that if they fuck with it hard and vigorously enough with it we might gestate and give birth to something more glorious in its image.
>>
>>54993252
As a harshly limited npc balancing factor for campaigns, sure.
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>>54993252
Its a must have for a game about gang warfare
>>
I'd like it to include GSC type gang.

Not having played the original I don't know if it's going to be an option
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>>54989327
I hope they make it compatible with Wrath and Glory so I don't need to learn shitty 80s era rules and can play something modern with streamlined rules.
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>>54996547
BE PURE
BE VIGILANT
BEHAVE
>>
I'm not hyped at all. The models are all gonna be FW exclusive and over priced as fuck just like what they did with blood bowl.
>>
>>54994282
The whole system was good, except the fucking close combat. Can't pin the guys that are gonna fuck your face in close combat unless you tailor your dudes. Getting mowed down by a single terminator that could consolidate from guy to guy after murdering them was no fun.
>>
>>54994901
totally, I've never read it, I was playing WHFB at the time so I'm only aware of how to play Mordheim. When the book releases I'll read it an decide if I should get some miniatures for it.
>>
I hope the figures won't be over designed pieces of shit. I didn't like the new goliaths they showed.
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>>54994281
>all the factions 40k currently have and starts for almost all units, excluding tanks and flyers, but please leave walkers, bikes and such
This won't happen.
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>>54989327
I am all about it and will give it a fair go and full report. Worst case scenario, I still have my old rules to hand. It will be wonderful to have new minis!
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>>54994281
>all the factions 40k currently have and starts for almost all units

Nothing would torpedo necromunda faster that shoe-horning higher scale stuff into it. It's about gritty, hard-case gangers scraping by in the belly of dystopia with wit and applied violence.
>>
>>54997096
>>54993252

I dunno. The goings on of Necromunda are outside local laws let alone imperial laws. Not sure there's reason to have Arbites in there. I hopes its the Enforcers again as it was of old; going down to throw their weight around then scampering back to the Hive City watch-houses.
>>
>>54994281
>>character advancement tied to how good a unit does in battle
>>all the factions 40k currently have and starts for almost all units, excluding tanks and flyers, but please leave walkers, bikes and such

play shadow war armageddon
>>
>>55002002
Have Enforcers be playable, and Arbites as the overpowered faction added to keep players from getting too far ahead/behind.
>>
>>54997823

>The models are all gonna be FW exclusive and over priced as fuck just like what they did with blood bowl

Wut? BB minis are mostly plastic, and at £20 RRP for a full team or just £15 from a decent discounter, among the cheapest that GW produce. Only the special characters are FW, and they're totally unnecessary.
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>>55002336
Hopefully they follow that model and not 40k's.

I also fully expect FW to release special characters for each faction like the Star Players in Blood Bowl. Not necessarily a bad thing, but it could screw up the game if done improperly.
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>>55002002
Ok what the fuck is the difference between an arbite and an enforcer
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>>54989327
Thanks. That picture is the perfect size for me.
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>>55002444
Arbite has jurisdiction above the planetary governor, and possible planets.

Enforcers are your local run of the mill police.
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>>54994230
Van Saar all the way. I had mine painted a dusty black so they looked linke the fremen in Dune.

I had some of all of them though. I really liked having Orlocs, Escher and Delaque for use in other RPGs.
>>
>>55001773
don't forget the scraping by, and the not being able to afford to replace your dead gangers/buy wargear because you have spent every penny healing injuries.
Not that I'm still bitter about missing out on getting power weapons multiple times, and only ever rolling decent wargear when I was broke...
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>>55002365
I don't think we will see the like of Mad Donna again in our lifetimes.
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>>55002804
I see her always, in my dreams.
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>>54989327
>favorite gang?

I am an Escher supporter through and through. I love me some rough-as-guts warrior chicks.
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>>55002365
I think we're certain to see Kal Jericho, Mad Donna, and The Redeemer at least. I also secretly hope to see Arbitrator Foreboding come to the underhive for reasons known only to him.
>>
>>54989327
it's a toss up between enforcers and delaque
The latter because i model them after JC denton
and the former because, fuck whop doesn't love judge dredd


>>55002669
>Van Saar all the way. I had mine painted a dusty black so they looked linke the fremen in Dune.
You, i like
>>
>>54989327
High Tier
>Delaque
>Goliath
>Escher
>Pit Slaves
>Ash Waste Nomads
>Plague zombie party
>Ratskin Renegades
>Redemptionist Crusade
>Spyres
Van saar

Low tier
>Orlocks
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>>55003398
They could also release a Phanta Claws model around Christmas.
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>>55003580
What about chaos cultist?
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>>55003787
>What about chaos cultist?
They even exist?
i mean outside of some obscure WD or Yaktribe
it's like asking "what about GSC or Inquisition"
Also
>not darkmech
you certainly aren't patrician
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>>55003855
Yes they do exist
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>>54996751
Redemptionists are only a problem if people start to think they're the good guys. 40k has a bit of that problem with the Imperium, but in the context of Necromunda nobody will think the hooded religious fanatics who burn everyone are the good guys.

As for the Adeptus Arbites, that's another matter.
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>>54994281
holy shit kys
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>>55003257
Escher are extremely good and I'm looking forward to them replacing Orlock in the box set.
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>>54994281
>>all the factions 40k currently have and starts for almost all units, excluding tanks and flyers, but please leave walkers, bikes and such
yak did a thing for that.
more or less
>skrimish game with normal humans
>i want to bring marines and terminators and nids and necrons
>>
Question, new to Necrominda as a whole. Are you encouraged to make a gang of Your Dudes, or is it better to stick with the established ones?

I only ask because I have a shitload of genestealer cultists.
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>>55004075
>are you encouraged to make a gang of Your Dudes,
yes
this game is WYSIWYG

>genestealer cultists
i mean orlock is made of miners no?
just as long are your WYSIWYG then most people would be chill 'bout it
>>
>>55004096
So, just use Orlock rules to represent the cult? Alright, sounds good.
>>
>>55004075
You can take your GSC and run them as whatever gang you think fits best. You won't get any special rules for them, but as long as their kit matches up with what's on your gang sheet I don't think anyone will complain.

Of course, it's likely that you'll see official rules for GSC down the line, but no reason to not get a campaign or two under your belt before then.
>>
>>54997096
I always thought that Hive gangs are left entirely alone until their riotous faggotry spills unto the upper levels (which is quite rare and happens only a few generations), whence they're harshly and mercilessly slaughtered by Arbites and nobles militia.
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>>55004158
i mean you could use them in any gang,it's just visually and thematically orlock fits them best.(then again outside of outlaw rules nothing is really all that distinct about the gangs until later on.)
Also yak has a GSC homebrew.
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>>55004075
GSC are almost definitely going to get added.
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>>55004253
i don't know
if what folks were saying about scale then it might not be the case.
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>>55004187
The Arbites have been known to make sweeps of the underhive to nip any trouble in the bud/purge undesirables/get practice on those who won't be missed.
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>>54992537
It's been confirmed that we're looking at a new ruleset based on 8th edition. I'm looking forward to seeing something (hopefully) new and fresh myself.
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>>55004312
The lead developer blatantly teased PDF and Genestealer Cults. They were always slated to be added to Necromunda way back when.

The scale shit is just dumb rumour mongering because the sculpts are kinda big. And even if it wasn't, GW could just release new GSC sculpts. Or upscale the existing ones, it's all CAD now after all.
>>
>>54993252
>>54997080
>>54997096
>>55002002
>>55002295
>>55002444
>>55002574
Equipment wise the best geared Enforcers can be on a tier with Arbites, and that's what the Necromunda Enforcers faction were. They made good stand-ins for arbite.
>>
>>55004595
I wonder what cult it'll be. Offshoot of the rusted claw maybe? They seem to be the most generic of the cults.
>>
>>55004646
It's whichever cult is located in Hive Secundus

Which I don't think was fleshed out to any real detail back in the day, so I guess it's fair game. They do have lore though, basically took over the entire hive, PDF set up a quarantine perimeter around it.
>>
>>55004697
my google fu is weak, all I could find is House Delaque, which is just a bunch of bald headed pale skinned sneaky guys wearing photo visors to hide their eyes and always staying in the shadows.

Wait...
>>
>>55004595
>>55004312

Scale really isn't going to be an issue. It was just some turboautists getting buttblasted that the models weren't going to be the same size as the 20 year old metal sculpts. They'll be about the size of manletmarines at most, so the GSC models will fit right in. They shouldn't even need to make any new sprues, the existing ones are pretty much perfect almost like they planned this in advance.
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>>55003350
>Arbitrator Foreboding as a playable character
I like your ideas.
>>
>>55004930
I'm totally down for Delaque being a GSC, but Cawdor kinda fits their MO more.
>>
>>55004930
>>55005009
All the iconic Necromunda houses are from Hive Primus. The GSC on Necromunda is in Hive Secundus. I doubt they'll be related.
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>>55005067
Agreed with this. Plus some people would be pisssd if their house turned out to be Xenos in disguise.

That being said, seeing GSC and house Delaque at tge same time is gonna be weird. Literally the only thing that differentiates them is that Delaque wear greatcoats.
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>>55004944
>They'll be about the size of manletmarines at most,
that's good, puts them only a couple hairs higher than cadians
>cadians confirmed for manlets

I was worried they were going to be hopelessly up-scaled
>>
Where my cawdor bros at?
>>
>>54994282
Me too. I do wish they'd kept Mordheim's "intercepting a charge" rules though. It's hard to defend against groups like the Harlequins if they can cartwheel passed half your team to attack your heavy weapon trooper.
>>
>>55005009
>>55005172

GSC will just be a playable outlander gang, like scavvies or ratskins, not a takeover of one of the core six. Someone wanting rules for them at launch could probably use Delaque rules (though I might agree with >>55005009 that Cawdor is a good fit too). In the end though GSC will get access to hybrids and probably purestrains, so their feel and playstyle will be very different.

On that kind of broad subject, the skills are the big thing that differentiates the gangs, so you could probably make up a set of options that provide a good fit without them being unbalanced (assuming that they stay more or less the same in the new edition), something like this:

>juves - agility, stealth
>gangers - agility, ferocity, stealth
>heavies - ferocity, muscle, shooting, techno
>leaders - agility, combat, ferocity, shooting, stealth, techno
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>>55005634
Right here, brothersss.....
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>>54989327
Basicly SwA with necromunda factions and old campaing system. Just take the old book that community wrote - slap GW on it make new models everyone is happy.
>>
>>54994230
Delaque
>>
>>55005723
I think it depends on if the heavies are 2nd generation Acolytes or Abberant Strains.
>>
>>55005759
Nice try mister stealer, but I see through your ruse.
>>
>>55006221

Well, yeah, but I'm proposing a quick-fix skillset rather than anything too nuanced. All heavies get access to muscle/shooting/techno plus one other skill, so that's what GSC counts-as heavies should get. When they get proper rules they'll probably have an entirely different gang structure from everybody else.
>>
>>55006473
Preferably split by generations, if they had any sense about it.

I was just thinking that it could either be ferocity or stealth, since 2nd generations are ridiculously good at sneaking.
>>
>>55006541

GSC is a tricky one to balance. On the one hand, different generations gives you a ready-made list of gang roles, but a standard gang only has four different positions, one of which is a juve, and another a leader. Unless you give GSC far more options than other gangs (which they shouldn't), then the roster is going to have to be limited to neophyte, acolyte, purestrain, and magus/primus (patriarch would be too strong for Necromunda). That's it - no proliferation of all four generations of hybrids, and crucially no juve-equivalent.
>>
>>55002336
Well seeing the first few models are FW isn't getting my hopes up there friend.
>>
>>55006806

Where are you getting that idea from? The first few models are plastic, and they've stated that the core six gangs will all be released as multi-part plastics.
>>
>>55006858
link me nigga I better get some fucking proper escher models
>>
>>54994230
What I really really love about that page is the lyrics fit the Battle Hymn of the Republic
>>
>>55006782
Purestrains can 1v1 Marines in lore, so they should probably be avoided in Necromunda.

That gives us 3rd and 4th for juves and gangers, and then 1st and 2nd generations for the heavies.

The biggest problem is the leader actually, since there is a total of 1 magus and 1 primus per cult.

Honestly, maybe give them normal 3rd and 4th generations for the body of the gang and make the leader a 2nd generation. 3 arms and claws that rip through ceramite are pretty good leader weapons.
>>
>>55007106
No, second generation hybrids should absolutely be the heavies. Mainly because all Genestealer Heavy Weapon sculpts have 3 arms.
Although mining lasers would probably be busted in Necromunda.
>>
>>55006911

>https://www.warhammer-community.com/2017/08/13/breaking-news-necromunda-returnsgw-homepage-post-1/

Bit about plastics is at the bottom. Various people on forums claimed to have talked to the game designers at the open day, generally concur that the main gangs are being done in plastic, and that four at least are more or less ready for release with all of them out within months/a year. Can't be arsed to look that up for you though, you'll have to search around for it yourself.
>>
>>55007230
>Although mining lasers would probably be busted in Necromunda.
Maybe have them be undercharged mining lasers?

Either in disrepair or not enhanced.
>>
>>55007106

Purestrains are a tricky one, but they're a pretty integral part of genestealer cults. Perhaps they'd need to be toned down, made costly, or treated more like a mercenary hire that you bring in for single fights.

Anyway, differentiating between 1st and 2nd, or 3rd and 4th, is needlessly overcomplicating matters. The existing GSC models have heavy-weapon neophytes, which is a little tricky, but maybe you just get ganger and heavy neophytes, and hybrids as an additional expensive specialist class which can take a range of CC and shooting options.

>>55007230

>mining lasers would probably be busted in Necromunda

Just tone them down. They're supposed to be a repurposed tool anyway, their stats are overpowered in 40k as it is.
>>
>>55007502
Mining lasers do d3 damage anon. As much as a krak grenade. They cost as much as autocannons, which do 2 damage and have 2 shots, and cost more than meltaguns, which are assault and do d6 damage.

Agreed about the generations though. Stick with the regular 4 limbed humans, maybe make a claw a weapon upgrade that can't be traded once bought.
>>
>>55007030
because its clearly a parody of that song?
>>
>>54994326
No.

>>54997223
That's really the best place for Genestealer Cultists since they kinda fall short of a fully-equipped 40k army. According to some Open Day attendees, FW says they'll eventually get around to an expansion with gangs from Hive Secundus (main hive is Primus) and GSC will be there.
>>
>>54994230
SCOURGE AND PURGE!!!
>>
If the GSC gets the mining laser. Why can't the Orlocks get access to it to?
>>
>>54989327

I ran a Squat Miners gang. It was a lot of fun
>>
>>55011391
Because you need three arms to carry one. Just look at the model.
>>
>>54996751
if they give them ALL the fire-hat that their special character leader has, they can get away from a the racist aesthetic (while looking wonderfully GrimDerp)
>>
>>55012799
>GrimDerp
Is it just me or has GW been moving away from grim?
The old nurglings are a good example.

I might give necromunda a shot if I fancy the scavvies but chances are GW will botch that line as well.
>>
>>55013252
Eh, more like 40k is embracing the original goofiness with modern technology.

Seriously, the new Nurgle sculpts are really damn cozy for me.
>>
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Holy shit; I'm hyped!
I haven't been excited for much of anything in ages. All this other stuff that's been coming out has felt like consolation releases you know? I like Necromunda not stuff that's 'like Necromunda, but...'. Man, I'm not interested in 'kill teams' or shit like that. I like me some gangs; fucking hard-knuckle survivors putting it all on the line to live another few weeks. Goddmanit!

Motivational music inc:

https://www.youtube.com/watch?v=AGlza-6TwvE

pic unrelated, i'm just too excited to find anything else.
>>
>>55002365
I'm glad to see those two kits are compatible; I've been wanting to bash them together.
>>
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Honestly ppl talk about disturbing >implications for redemptors because of the weird Catholic hats, but I've seen zero actual KKK painted ones.

Granted, there are doubtless some mouthbreathing poltard mongs who would ruin everything now, but... I'm surprised they haven't already.
>>
>>54994230
I forgot, was did that vehicle ever have a model?
>>
>>55014120
Or in the case of the Redemptionist burn everything that is not for the emperor
>>
>>54989327
Delaque update with 2000% more Teh Matrix when? I would suck a whole mess o' dick for a good Matrix army in Necromunda.
>>
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What are your dude(ette)s like, fellow hivers?

Desperate scavengers? Wasteland heroes? What's your gang's name? What's their leader all about? Driven? Beloved? Wiped out on drugs 80% of the time?

Pic related is heavy inspiration for my Escher chicks. Still gotta suss out some details, though.
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Reminder of what GW did to Necromunda the last time they "updated" it.

Here's the Ratskins.
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>>55016844
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>>55016878
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>>55016901

Nice page with the original Arbites in the bottom left with the, then new, Enforcers.
>>
I've always wondered how you fellows got around having to represent everything on the model.
Like, what if I change my heavy's weapon from a heavy stubber to a heavy bolter or something? Am I meant to remodel the mini? Paint a whole new one?

Like, the default weaponry is pretty heavily linked to the old models without a lot of easy swap-outs. Was WYSIWYG heavily enforced to the point where you would refuse a gear upgrade just to get out of ten hours of (not un-enjoyable I grant you) labor?

This was one of the sticking points I always had with games like this back in the day. How did it go down?
>>
>>54994281
>>all the factions 40k currently have and starts for almost all units, excluding tanks and flyers, but please leave walkers, bikes and such
FFS
You're going to be disappointed. That is not what necromunda has ever been.
>>
>>55003951
He said
>outside of some obscure white dwarf
So you post a chapter approved article.
>>
>>55016995
>Like, what if I change my heavy's weapon from a heavy stubber to a heavy bolter or something? Am I meant to remodel the mini?
Yes
>>
>>55016995
>>55017267
I'd rather play the game than have a problem if someone wasn't able to build (or rebuild) a miniature when they got access to something in a campaign.

That said it was nice if the models at least had the same type of weapon, like a pistol for another type of pistol. (as long as they made sure to let it be known before the game started)

For my own gangs usually I just wouldn't use any equipment I came across if I didn't have a model for it.

Sure that would hamstring my gangs a bit but usually I'd just sell what I could and buy more bodies with starter weapons I had models for.
>>
>>55017644
Well, it's always been interesting to me because while I paint okay I have never been a good modeller. I don't know where you'd even get the bits for some of the weapons. I know we're expected to be devoted and skilled 'hobbyists' able to fare decently in every area but man, I don't even know where to start with some of this stuff.

At least the new models will be plastics and this maybe easier to use the old magnet trick with, supposing a good variety of weapons are included or released.
>>
>>55017644

Should have added that at a very simple level you could always just grab a mini with a knife and pistol (fairly sure every gang had one of those) and use some sticky tack and stick whatever item the model is needing to it's arse.

Pretty much the only thing that doesn't work for is a powerfist, and I guess you could always argue it's a powerglove that they put on when they don't need the hand for shooting their gun.
>>
>>55016995

That was a problem in the old Necromunda, and converting metal is an absolute bitch. Newcromunda is going to be in the glorious material that is plastic, so conversion should be easy. I'm planning to put magnets in just about everywhere I can, allowing for quick and easy swap-outs.
>>
>>55017735

Easy now, doing simple hand and weapon conversions on metal miniatures was never difficult.

If anything I found it a little easier to do such small conversions on metals as there was more weight to the parts and they were more solid so harder to make a mistake while cutting or drilling.

As for ease of magnets on the new miniatures that will depend a lot on the sprue layout. If they all have separate arms then it should be an easy job (assuming the kits come with lots of spare arms).

If it's only hands that are separate then I think only the Goliaths will have wrists big enough to easily fit magnets in.
>>
>>54989327
There are lessons they could learn from Mordheim. Grouping lesser gangers up for XP purposes (they still operate as individualt on the battlefield, but it makes XP tracking less abusable by the unscrupulous). 2nd ed 40k close-combat was also a bit of a mess, and ammo-rolls could be stupid, especially on difficult shots (You have to roll a '6' to hit... on the to-hit roll of a '6', make an ammo roll :P).

I always felt that 1st ed Necromunda was the best set of rules... 2nd was a bit bland with the removal of SF dice, no burning gangers and a drive towards forcing certain gangs to use certain weapons.
>>
>>55016995
Most heavy-weapons were of limited use anyway... Stubbers/H.Molters and Missile Launchers are about as good as you needed most of the time, simply because almost every enemy is, at best, T4 with 3 wounds, and is usually T3 with 1W. Las-Cannon etc are just over-kill... except when you start shooting-out the terrain, I guess.
>>
>>55017927

>If it's only hands that are separate then I think only the Goliaths will have wrists big enough to easily fit magnets in

Escher might be tricky, but I reckon a small enough magnet is out there.
>>
>>55018262
You may be over-estimating the types of pistol most gangers will use. It's rare to see anything above a las or auto-pistol on a ganger... maybe a stub-gun. Bolt pistols, hand flamers and plasma pistols are much rarer.
>>
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>being derived from 8th edition rules

And dropped.

Maybe a source of a couple of new miniatures, if I ever bother.
>>
So long as there are scavvy rules I'm happy.
>>
>>55018426
Go grognard it up elsewhere.
>>
You are now aware that NobleDark Necromunda was written in 1915 by a man named William Hope Hodgkins. It was called The Night Land.

The premise is: All of humanity on Earth has been exterminated except for one "Last Redoubt," a gigantic pyramid fortress where the final millions of humans live in a giant pyramid so huge it contains a thousand cities just in its top section, and then enough farmland to feed everyone in it in an expanding underground portion beneath. It's surrounded by lovecraftian horror chaos shit, and it has been this way for MILLIONS of years. Despite this the society inside is actually perfectly functional and everyone is pretty happy. They watch the monsters outside with telescopes for fun because they're protected by the Emper-I MEAN "The Forces of Good" with a magic ring around their pyramid, and otherwise go about with their daily lives.

One guy with his psyker powers hears his lover from a previous life, back in 18th century England, calling out to him from the darkness. So he picks up a chainaxe and walks outside to fight the powers of darkness and find his girlfriend.

And this you shall perceive: What follows is basically the hardest, scariest, most brutal shit you've ever seen stretched out over 584 pages.
>>
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>another Necromunda thread where nobody has mentioned Spyrers or Pit Slaves

I'm actually quite disappointed at the amount of people going "hurrdurr gimme Enforcers" when if you ever actually played the game, you'd know they were meant to be an NPC faction for the campaign organiser to smack down any player gangs getting too strong. Sure they look cool, but they didn't have any of the equipment, recruitment or territory mechanics, packing Bolt weapons that never run out of ammo or blow up isn't Necromunda.

>>55018506

Unlikely that they'll get to them before doing the 6 main houses, probably be a £30 "season" book like Blood Bowl's Deathzones.

>>55018522

Nah, they've done it twice now. Blood Bowl and SW:A, the good parts of those were Necromunda Underhive/BB Community Rules copy-pasted, and the shit parts were where nuGW actually had to think for themselves, I don't have much hope for this being a whole new system. Cheap Escher though.
>>
>>55018383

Yeah, I know all that, I just don't want to wind up sawing through my carefully painted gangers wrist if they get an upgrade. Far better to do a little forward planning.
>>
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>>55018743
>Nah, they've done it twice now. Blood Bowl and SW:A, the good parts of those were Necromunda Underhive/BB Community Rules copy-pasted, and the shit parts were where nuGW actually had to think for themselves, I don't have much hope for this being a whole new system. Cheap Escher though.
>>
>>55019072

Sounds pretty true to me desu, don't be so uncritical.
>>
>>55016995
>Not building multiple iterations of a dude as he progressed.

You don't deserve Juves
>>
>>55019148
I wondered if this was a popular technique.

I am certain there have been players who rebuild entire gangs every time a new campaign comes up, crazy buggers.

So, think they'll offer the old metals up for purchase like they did with some of the elder blood bowl teams? I like many of the old models.
>>
>>55019212

I've already noticed an uptick on the FB trade pages in Necromunda stuff being listed for sale, generally around £3-4 a piece, more for rarer stuff.

With Blood Bowl I noticed similar, but even GW coming back didn't seem to affect resell value too much.
>>
>>55019141
Shadow War Armageddon was a substantial improvement over Necromunda rules. And the community rules updates are pretty overrated.
>>
I assume the 8th-ification of Necromunda will be a great uncluttering, but frankly some of the clunkier 2nd Ed mechanics could use a good un-cluttering. And that will be alright, so long as they unclutter the right things.

To be honest, I'll be happy so long as I can play some Scavvies, maybe even with one small plastic box.
>>
>>55018758
You can also magnetise at the shoulder. Even the joins on the slighter minis should be big enough for a 3x1mm magnet, which should give a pretty solid hold.
>>
>>55019364
This might be heresy, but I hope they do something to prevent advances from being entirely random. Keep some degree of randomness in there to prevent people establishing tried and tested builds, but rolling an upgrade that does nothing for the ganger in question feels crap.
>>
>>55018743
>Nah, they've done it twice now. Blood Bowl and SW:A
This is objectively not the case in SW:A. Almost none of the community rules changes are present in SW:A and the formatting of the book is more similar to the ORB than Underhive. If they has actually copied substantially from community rules they wouldn't have needed to FAQ/Errata things that were fixed in those rules years ago, or explain to people that the effects of a hit other than wounds still apply if you make an invulnerable save (Which is not the case in the community rules).

"They just copied community edition!" is a dumb, factually incorrect meme that started even before SW:A came out.
>>
>>55019488

I said Necromunda Underhive, and the Blood Bowl Community Rules Pack.

In the latter they even copy-pasted in the rules that were also errata'd at the back of the book, very embarrassing when you're charging people money for it.
>>
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>>54992537

Compltetly and totally agree.

What makes Mordheim so memorable wasn't the rules for moving and fighting, it was the post-battle sequence that gave the game real life and made it feel like you were guiding a warband through the City of the Damned.

I'll never forget being a kid and reading you could find lost children in the ruins... and sacrifice them or sell them to slavery.
>>
>>55019488
>"They just copied community edition!" is a dumb, factually incorrect meme that started even before SW:A came out.

Confirmed for not owning Underhive. It was literally a copy paste job of the old rulebook, with minor tweaks to stuff involving catching on fire. You could tell it was a copy paste job because whilst they removed the rules for catching on fire, they forgot to remove references to the rule in other sections.

Half the reason the GW forums got shut down was because of people bitching about this bullshit.
>>
>>55019488

>(you)

GW shills are the worst
>>
>>55019666
True. If they completely modernize the gameplay but keep all the advancement and gear scavenging etc. then it will probably be awesome.

Looking at AoS Skirmish, though, makes me a bit worried. I mean sure, Skirmish has no aspirations to be Mordheim, but the amount of advancement stuff included in it was... lacking and only concerned with how your warband performed, not how each individual fighter performed.
>>
>>55002444
Arbites is the imperial FBI

Enforcers enforce planetary-level laws
>>
>>55020391
AoS Skirmish is more equivalent to Shadow War. A ruleset for using your existing minis in a skirmish game, but it's a diversion, not its own game.

Necromunda seems to want to establish itself as its own product. It'll probably be more extensive.
>>
>>55020545
Enforcer is also a catch-all term for local law enforcement. The Adeptus Arbites are a specific organisation within the Imperium.
>>
I hope it keeps the randomness of the original. The last campaign I played I rolled an Archeotech grenade launcher after the first mission. Infinite non-jamming frag and krak grenades. Beautiful.

'Course my main opponent recovered a lascannon for his Delaques.
>>
>>55020391
Where did you get the gear scavenging table? I have never seen it before
>>
>>55022850

Necromunda Underhive, in post-game you send out 1-3 gangers (not juves or heavies) and roll D66 for each. Something like that anyway. Chance of death (or the Horrific Appearance trait if he fell in a sump iirc) or treasure.
>>
>>55022921
Thanks man I'll try that next campaign
>>
>>55022921
Do you have a link I am having trouble finding it
>>
>>54989327
What do I hope? I HOPE THEY MANUFACTURE ENOUGH OF THE FUCKING THINGS SO THEY DONT SELL OUT IN TWO FUCKING MINUTES!
>>
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>>54994282
Wow, the whole point of Necromunda just went over your head. It's not just dudes fighting dudes, dude. Its dudes/ladies with names and tactics fighting as a team. The customization of the models affected the tabletop combat incredibly. Individual models developed character and filled roles as they progressed. Each member became part of a whole team on the board and players developed emotional attachments to the characters. Death was real, injuries were brutal, and victory was sweet.

Give me an autopistol, a chain and I'll ruin anyones day. Necromunda campaigns were (and still are) the most exciting, competitive, and tactically rewarding tabletop experience GW ever produced. The post battle campaign system gave you a level of freedom unparalleled in miniature games.
>>
>>55025670
I dunno... I used to run a 40 strong Scavvy gang.... Kinda wish I had the option to run them in squads... just because of the paperwork and record-keeping involved.
>>
Ratskins were the best. Using environmental effects to cripple opponents was bullshit that could win you every battle. They also never starved between fights due to bonuses to scavaging.
I can't even remember their downsides.
>>
>>55026424

You made that choice, you knew what you were getting into.

I hope they all had names though.
>>
>>55026496

They only had access to shit weapons for the most part.
>>
>>55019212
>I am certain there have been players who rebuild entire gangs every time a new campaign comes up
Fuck yes. How else do you do it?

You can't start a gang where everyone's been modded to have bolters, lasguns, swords, etc.
>>
>>55016995
>Like, what if I change my heavy's weapon from a heavy stubber to a heavy bolter or something? Am I meant to remodel the mini?
Yes, of course.
>>
>>55025670
shadow war is objectively superior for pickup/casual one-off games

necromunda is unquestionably superior for slow boil/campaign games

I thoroughly enjoy both. Hopefully Andy Hoare makes something good with nucromunda, though chances are it's just going to be an excuse to update my twenty year old gangs with new digs.
>>
>>55026655

Sure you can.

You just won't have many guys.
>>
>>54989327
I collected it section by section as confrontation in WD back in the day. Seems daft bring it back when they could expand on it: that way they bring out supplements for forgeworld, civilised worlds, terra etc. I like cultists.
>>
>>55018743
>"hurrdurr gimme Enforcers"
some folks want judges/arbites you reprobate
Some don't even care about necromunda and want arbites to return as a possible army and i do see the appeal in playing 40k judge dredd
>>
>>55026812
There was talk that a complete 'play tester' copy of Confrontation was sold on e-bay, over a decade ago. I'm not sure if it's true, but if it is, I wish the buyer would scan it.

Failing that, maybe I could bribe my way into the GW archives?
>>
>>55026424
Bravo to that scavvy gang. You can do a lot by just throwing someone into the pot. But that mass mob mentality was just how scavvies played. You have to admit that was pretty rare for most gangs.
>>
>>55026699
Just play 40K is your into pickup games. The complexity of skirmish campaigns is tremendously rewarding if you have post battle freedom.
>>
>>54989327
New models look like absolute ass. Saw a side-by-side of the new and old escher and it was depressing how unimaginative and directionless the new line looked in comparison.

Hopefully the rules will be fun, a lot of goofy random tables and rare/interesting upgrades to pick up. Really hoping they capture that feeling of individuality each ganger would get as they advanced.

Worst case scenario I get to dust off a couple of my old gangs and take advantage of the increased hype to play a game or two of community edition at the lgs.
>>
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>>55027020
>40k judge dredd
I think you mean Arbitrator Foreboding
>>
>>55028362
>Just play 40K .
Why? there's a fundamental difference between skirmish games and company level games.

Shadow war's just 2nd edition 40k pushed through a necromunda mold. Good for when you don't have the time to devote to a sprawling multi-player campaign.
>>
>>55028863

To be honest I'm more interested in how the rules turn out.

I've got pleanty of old Necro miniatures, and even more 28mm apocalypse/gang type figures from other companies that fit not too badly (some fit the houses others would be some sub-house/small turf gang).

If the rules fail too maybe at least they'll release some nice terrain that doesn't require the selling of a kidney to buy. Presumably marketed as "usable in Shadow War/40k" but that doesn't really matter.

You never know the re-release might also see some more in the way of "not-necromunda" stuff by other mini makers.
>>
>>55018743
A lot of people just want the for the modeling parts.
>>
>>55017267
Okay, but how do you guys do it?
I'm not very good at modelling but I reckon I could handle basic stuff like swapping a hand out or whatever. But what about figures that have their gear really closely integrated? Like the one-piece metals with a gun held against their midsection? I can;t even imagine the pain changing that would cause.

Maybe its just not done and you're apt to make a new dude? I dunno.
>>
>>55036249

So aside from the whole "sticking guns on the backs" a lot...

Well even when held close sometimes a little cutting or swapping the gun barrels can be enough.

It's the underhive I wouldn't be surprised to see bits of bodywork from one gun bolted onto the mechanism of another.

Shotgun to lasgun to autogun can be done fairly easily.

Some heavy weapons can be done the same way, for example replacing a heavy stubber barrel with something short and wider for a heavy bolter or long and wider for an autocannon. Then you can put a different ammo box or belt on the side.

One other thing to remember though is that making a whole new model isn't necessary a bad thing or a waste. If it isn't a super rare piece of gear then there's every chance you might get one in another campaign and the old figure can be rehired as a new member later.
>>
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>>55036334
Yeah, I get you.
I think I came into this hobby too late to be affected by the older attitudes of salvaging, scavenging, and adaptation. This is actually something I regret. Despite a conscious effort to change it, I am still confronted at the outset of every project to do it 'right'. Plasma guns, lasguns, bolters, etc. all have that certain look and in my guts there is this stupid lump that insists I owe it to myself, my opponents, or even the spirit of the game to ensure that they look right and congruent with the larger world.

There is some sense to it. I figure its nice to tell what a weapon is at a glance; and all of the 40K weapons are really distinctive. But I loose out on some of that punk experience that defined the hobby for a while; and which players and modellers whom I really admire still manage to sincerely embrace.
>>
>>54996633
They are so boring visually though. Also you can already convert Van Saar using genestealer boxes super easy.
>>
I think Infinity's got a good system where they stramlined you being able to manage your list off a computer & print out a courtesy list for your opponent. Makes it clearer what models armed with what. Don't know much peeps will want to step away from WYSIWYG tho.
>>
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>>55037365
Well, we -want- to stick with WYSIWYG as an ideal. It really enhances the experience. I have no issue with stepping away from it when practicality demands and lists for your opponent are a fine courtesy.

Overall, I hope that the new minis will have this stuff in mind and be generous with the options and ease of swapping.

On another topic I am thinking of running a wee tournament for the game after its launch to help the community along. Anyone have experience with this? What kind of prizes are appropriate?
>>
>>55037365
>>55037516

It's worth remembering that Necromunda has a lot of elements that can't really be accounted for by WYSIWYG anyway - skills, stats increases, and injuries mean that the appearance of a ganger won't tell you a great deal more about them than what guns they're toting. That juve might only have an autopisol and a knife, but without looking at his stats you're not going to realise that he's got S4 and 2 attacks.
>>
>>55037516
WYSIWYG is a must in a narrative setting that Necromunda is. One thing tho - I would not enforce players to model minor details that can be concealed.
>>
>>55037967
What about bionic limbs? That would be a whopper custom job to do; though I imagine a very rewarding one.
>>
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Seems unreasonable to expect players to constantly replace or hack up already-finished minis unless someone drastically changes their loadout.

Just label your stuff and don't be a cunt about what's a lasgun and what's a powerfist, it's not hard dudes.
>>
>>55038088
hmmmm good point. Given the random nature of what gear-treasure you'll able to find it seems that what WYSIWYG gives in on-the-table-immersion it can take away in terms what you can experience in the game
>>
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Hey guys OP here. I see you guys talking a lot about conversations for models. Here is what I did to my Cultist priest. Any tips or suggestions are welcomed.
>>
>>55038877
>Conversions"
>>
>>55038877
I'm no expert but that looks good enough. Would be welcome at my table.
>>
>>55005634
Replaced by Redemptionists who are Crawford+++
>>
>>55016844
>>55016878
>>55016901
>>55016924
I like all those models, though.
>>
>>55019212
I don't see them not doing the made to order limited release window models, if they still have the moulds.
>>
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>>54996647
underrated post
>>
>>55018710
Okay, 40K was heavily inspired by a lot of shit, but the night lands really really wasn't one of them, except maybe the concept of hive cities being pyramidal.
It's the LIGHT and EARTH energy keeping the watchers and the star-spawn out of the last redoubt, not the "forces of good", and certainly no holy force. The last redoubt is more utopian than anything else, they have farms where the underhive would be, and holy shit "psyker powers", seriously?
The Night lands, like John Carter, inspired a lot of mid 1900s scifi/fantasy, which in turn influenced late 1900s scifi/fantasy, including 40K. Saying
>NobleDark Necromunda was written in 1915
Is like saying independence day is a war of the worlds expy. There is some influence there, but it's been so diluted and mixed into other pop culture over the century in between that it's negligible.
>>
>>55039278
C'mon extra-gnarly, huge hair, metal Escher. I have some of those around here somewhere but I want more.
>>
>>55018710
Bullshit. Metropolis.
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