N18 Critique my Mutant Outcast gang using Fellgore Ravagers

Mar 26, 2024
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The Fellgore Ravagers box contains enough weapon options to build its specialists or Fellgore Warriors (a bludgeon & autopistol). I'd like to build a gang featuring two Wyrd Champions using the box models with the staff and the model with the gong and bludgeon. I have some spare plasma pistols from a Legionaries box I can also harvest a hex'iron blade from. So that's the gang you see captured in the list below.

It lacks variety in type of weapons, I know. Should I try and kitbash a shotgun, grenade launcher, or blaze weapon onto a few? What does it need? What wyrd powers should I take?

It's a 1000 points gang.

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Not much variety in skill/mutation. Was this one of the WarComm article additional rules? What does ‘Vast Bulk’ do?

My initial thought is that a gang with lots of mutations shouldn’t all have the same mutation - there should be variety to show the fickle nature of chaos. But perhaps this was done to best represent all being Beastmen?
 
Agree entirely with the above comment, it's a very... consistent... mutated chaos gang.

It lacks ranged killing power, 3 models with plasma pistols will get pinned most turns and, without the ability to mitigate said pinning will struggle to get into range.

Smokes go some of the way to help but realistically autoguns/lasguns will give you some ranged pinning fire, shotguns/grenade launchers will give you some ranged killing power, both are important.

Those pistol/melee scum will do a reasonable job of bullying T3 gangers if they can get into melee, but anything tougher, or with multiwounds will cause them trouble, and anything that can hit back will chew through them with little problem.
 
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Not much variety in skill/mutation. Was this one of the WarComm article additional rules? What does ‘Vast Bulk’ do?

My initial thought is that a gang with lots of mutations shouldn’t all have the same mutation - there should be variety to show the fickle nature of chaos. But perhaps this was done to best represent all being Beastmen?

Yep! Mutant Outcasts were introduced in Devils of Gunk Deep. Vast Bulk gives +1 wound. What I've seen of the Beastmen outcast lists is people give them all Vast Bulk to represent them being Beastmen, as you suggest. So I rolled with that: it feels right.

Agree entirely with the above comment, it's a very... consistent... mutated chaos gang.

It lacks ranged killing power, 3 models with plasma pistols will get pinned most turns and, without the ability to mitigate said pinning will struggle to get into range.

Smokes go some of the way to help but realistically autoguns/lasguns will give you some ranged pinning fire, shotguns/grenade launchers will give you some ranged killing power, both are important.

Those pistol/melee scum will do a reasonable job of bullying T3 gangers if they can get into melee, but anything tougher, or with multiwounds will cause them trouble, and anything that can hit back will chew through them with little problem.

I've dropped a ganger and swapped or dropped a few other weapons to add a heavy stubber, long rifle, and combat shotgun. It's going to take me a bit of kitbashing to pull this off, but I have all the weapons as bits except for the combat shotgun and long rifle, which I'll green-stuff. I have grenade launchers and a flamer if those are better options than what I have here.

I can use Technomancy's Overcharge on the combat shotgun, I believe.

Does this look any better?

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I would have to break out my book of the outcasts but I'm not sure you can equip a heavy stubber on hive scum, pretty sure they're basic, pistols and close combat weapons only..

Overall though the gang looks better, still very close ranged but a heavy stubber and long rifle will give your opponent something to think about at range..
 
Yeah, if going strictly by the ‘Book of the Outcasts’ list, they can’t take the Heavy Stubber or the Long Rifle as until promoted to a Specialist, hive scum can’t take Special weapons (and can’t take Heavy weapons at all). Your champion/leader would have to take these. Unlike house gangs, you also can’t start with a specialist.

Technically, the Whip is also not allowed for the starting gang as isn’t on their gang list for Hive Scum, although they could later purchase from the Trading Post-battle.

Also, worth checking with Arbitrator first about the Hex’Iron blade. Since Core Rulebook, Black Market and Trading Post are one and the same, but this item is ‘illegal’, not ‘rare’, so isn’t technically permitted for starting gang (leader has access to items up to a Rarity (9), but doesn’t automatically gain access to illegal weapons). I’d like to think this would be allowed by an Arbitrator - mutants have to take the Clanless affiliation so outlaw/law abiding restrictions don't have an effect.

Finally, reading the Apocrypha Rules, the Champions can either have the ‘Mutant’ archetype, or the ‘Psyker’ archetype, not both. And whilst the Leader having this archetype grants the option to have an Outcast Mutation on ‘Outcast Hive Scum’ in the gang, it doesn’t automatically grant this to Outcast Champions. Narratively though, I think I’d allow this (but on creation choose a psychic power OR a mutation, not both - so you wouldn’t gain the technomancy power if you took a mutation) - so check with Arbitrator.
 
@SirWalterManny great point on the champions not being able to take both mutant and psyker. I've left them in for now but have revamped the gang to otherwise be legal and more shooty.

It's likely I drop the mutations from the champions in the next revision. And then what's stopping me from 3 psykers to start? 🤯

I think it's a lot more balanced in its melee and ranged capability now; but what do you all think?

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Surely Vast Bulk is so broken at +1 W for a measly 10 creds, especially when spammed, it must be a candidate for FAQ/Errata..
 
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Well, I can always change the mutations if people feel it's unbalanced. I was just going for thematic and the two other beastmen mutant outcast gangs I've seen have used Vast Bulk to represent them.

Here's the gangers I've put together I feel good about. Did some minor kitbashing on the fighting knife, chainsword and leader gangers with input from a friend. Still open to feedback on the list.

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Well, I can always change the mutations if people feel it's unbalanced. I was just going for thematic and the two other beastmen mutant outcast gangs I've seen have used Vast Bulk to represent them.

Here's the gangers I've put together I feel good about. Did some minor kitbashing on the fighting knife, chainsword and leader gangers with input from a friend. Still open to feedback on the list.

View attachment 195240
Quick question do you have other models than beast men for variety or beastmen is the exclusive look you are working on?
 
Quick question do you have other models than beast men for variety or beastmen is the exclusive look you are working on?
Its definitely the vibe I'm going for but I would be open to including a brute! I have an ogryn from the Blooded kiill team I could bring in as an Awakened Ogryn If I lean in on the mutated beastmen psykers & co angle.
 
Its definitely the vibe I'm going for but I would be open to including a brute! I have an ogryn from the Blooded kiill team I could bring in as an Awakened Ogryn If I lean in on the mutated beastmen psykers & co angle.

Well yeah go for it. May i suggest to add ungor for variety?
 
Well yeah go for it. May i suggest to add ungor for variety?
I just have the Fellgore Ravagers as far as beastmen goes. They've got really dynamic poses and I love them.

The Awakened Ogryn can be as cheap as 200 credits with a spud-jacker but that would require me to drop three scum from my roster, which puts me down to 8 gangers total (I'd drop two of the 60 credit ones and the two-handed hammer wielder at 75, then upgrade the reclaimed autogun to a standard one).
 
There's a few Beastmen in the Chaos Blood Bowl Teams that I expect could be converted with Felgor spares to be fit Necromunda really nicely.

For my two creds, I think the +1 W really isn't so bad. Still v. vulnerable to Web & Toxin. And pinning still pins.

It's more of a nuisance than anything else. (Arguably, it's less irritating than Squats' t4.)
 
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I have attempted to synthesize everyone's suggestions for improvement in this thread into one cohesive whole, really leaning into the theme of a ragtag gang of mutant beastmen psykers. A converted minotaur I've found will be my Awakened Ogryn of the gang. Once I'm done greenstuffing his arm, he will be posed pointing to his temple, ready to unleash a wave of psychic energy.

What does the community think?

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