N18 Asking for Suggestions: Outcast Gang

Rokksville

Juve
Jun 3, 2021
10
6
3
After years of sole kitbashing I finally took the dive into actual PLAYING.

Of course, I like to make things complicated for myself, so I didn't only decide for Venators as a first Gang (Inquisition.. Inquisinators?) but also Outcasts as second Gang.

As the possibilities for Outcasts are almost endless, I am obviously slightly overwhelmed (would have been too easy to start with a House gang.. tch) but thought I might ask for a little bit of input here:

Little background story, the Gang is supposed to be a Mushroom themed Nurgle Chaos Cult. The gangers supposedly Cultists, hive scum, civilians, weakest of the weakest. Leader is a lightly mutated demagogue (with three heads, you know, thrice the scheming, thinking and screaming). I've decided early to play them with Outcast rules, but may shift towards Malstrain later if the rules suit them better.

For now, what I'm mainly asking for: Do the more experienced players have any suggestions or ideas how I could ideally play the Leader, something that would fit a cult leader, not a combat monster or gunslinger, as the model itself is unarmed except for a holster. Psyker? Overseer (would be boring and not really fitting in my opinion)? Or, as I can basically use any other Munda profile to act as leader, do you see any other character that would fit the role and could be used as "count-as"?

thanks in advance :)
 
Mastermind Archetype with Savant skills as the main? Munitioneer skill is always welcome, maybe especially with a gang that thematically will have reclaimed/bad weapons. Medicae might be useful, or Fixer to try to get some more creds out of battles. Mastermind also has Cunning as a Primary skill, so Infiltrate and Overwatch skills are also on the table.

It really depends on what you want to do with the leader and how you envision this cultist leader to act. Is he sneaky and subtle like a creeping virus that kills slowly, or is he loud and bombastic like a hacking cough?
 
Mastermind Archetype with Savant skills as the main? Munitioneer skill is always welcome, maybe especially with a gang that thematically will have reclaimed/bad weapons. Medicae might be useful, or Fixer to try to get some more creds out of battles. Mastermind also has Cunning as a Primary skill, so Infiltrate and Overwatch skills are also on the table.

It really depends on what you want to do with the leader and how you envision this cultist leader to act. Is he sneaky and subtle like a creeping virus that kills slowly, or is he loud and bombastic like a hacking cough?
I think my main problem is that I don't know yet. I got the miniatures, kitbashed them as a sideproject before I planned to play, and now I try to find the rules that offer the best fit.
Currently I'm seeing him as a loud and jolly fella, who might have more tricks up his sleeve than it appears :) It feels more and more like making him a Psyker would be a good idea for that.
 
Hmm, I don't have any real experience with psykers, so can't help there but I'm sure there are plenty of yaks that can!
 
Are you aware of the Necromunda Apocrypha pdf 'Devils of Gunk Deep' which contains Mutations rules that can be purchased for points or earned with XP and are integrated with the Outcast Archetype rules, at all? I've crafted a Scavvy gang using these rules, I'm sure they'll be suitable for Nurgle cultists.
 
Quick question, why not just run them straight as a Nurgle aligned Chaos Helots gang? You get less customisability with the leader/champions but as a new player that may be a preferable thing? You also get the Wych as an additional champion option and the chance to get Chaos Spawn..
 
Hmm, I don't have any real experience with psykers, so can't help there but I'm sure there are plenty of yaks that can!
Thanks for the help nonetheless!
Are you aware of the Necromunda Apocrypha pdf 'Devils of Gunk Deep' which contains Mutations rules that can be purchased for points or earned with XP and are integrated with the Outcast Archetype rules, at all? I've crafted a Scavvy gang using these rules, I'm sure they'll be suitable for Nurgle cultists.
Heard about it, read about it, but haven't looked into it yet. Thanks for the suggestion!
Quick question, why not just run them straight as a Nurgle aligned Chaos Helots gang? You get less customisability with the leader/champions but as a new player that may be a preferable thing? You also get the Wych as an additional champion option and the chance to get Chaos Spawn..
Mainly because one other member of the group is playing exactly that. But I'm keeping it in mind, in case I decide that Outcasts are not the way to go :D Thanks!
 
Mushroom???

You can have a house corrupted gang. If your group allow it other gang can be corrupted like a water guild corrupted delegation. Book of the outcast give you opportunity to play a guild or noble house so if corruption can be use outside of the six houses for for it.
 
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With personality - and flip all to do with games mechanics - you might not have heard of "The Order of the Fly" in Josh's Age of Sigmar novels (The Undying King, Plague Garden, Black Pyramid?) plus several short stories.

They're a faction of Knightly Nurgle folks who're just irrepressibly jolly and... Knightly. Like cheerfully faux Medieval, ebullient and really luxuriating in many tropes and traditions. They're tremendous fun. I expect something similar would work for a Necromunda gang: someone just revelling in being part of the Mushroom Mafia (/whatever you want!)

But like they're really having a Good Time playing the game, whether they win or lose. "Dead? Hoho, no, no tragedy here. No, if anything that's just more top-quality fertiliser to be sure we get a good harvest in! Sumpfest's just around the corner, we've got to have the prize-winning Bone Marrowcaps!"
 
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