smelly butt face

New Member
Apr 23, 2022
8
0
11
Hi guys,

I'm pretty new to Necromunda and I was wondering if there is a place that has all the current up-to-date credit costs for things. The reason I am asking is because I am trying to build a starting roster for my Orlock gang and I noticed that the Hive War Rulebook seems to have different credit costs compared with the House of Iron book. I am assuming that the Hive War Rulebook is the more up-to-date version but it's still missing quite a bit if content.

For example: Orlock Road Captains are 105 credits in the House of Iron (HoI) book compared to 120 credits in the Hive War Rulebook (HWR). Road Sergeants are 80 credits HoI compared with 95 credits (HWR), Gangers 45 credits (HoI) compared to 55 credits (HWR), with no mentions of other unit types such as Juves, Arms Masters, Wreckers, etc. All the weapons appear to be the same cost in both books. Is it fair to assume that Juves have gone up 10 credits inline with Gangers? And probably a more important question; are Juves worth taking?

Here is a quick rundown of what I am thinking of including, pending credit confirmation. Let me know what you guys think. Any advice is most welcome. Like, is it worth putting an expensive weapon on a Road Sergeant so early, or should you wait until later into the campaign? I also know people are probably going to dis the sawn-off shotgun but I'm keen to try it out and give it a chance.

Road Captain (120 credits)
- Sawn-off shotgun (15 credits)
- Servo claw (30 credits)
- Mesh armour (15 credits)
= 180 credits

Road Sergeant (95 credits)
- Grenade launcher (65 credits)
- Mesh armour (15 credits)
= 175 credits

Ganger (55 credits)
- Combat shotgun (55 credits)
- Mesh armour (15 credits)
= 125 credits

Ganger (55 credits)
- Combat shotgun (55 credits)
- Mesh armour (15 credits)
= 125 credits

Ganger (55 credits)
- Autogun (15 credits)
- Mesh armour (15 credits)
= 85 credits

Ganger (55 credits)
- Autogun (15 credits)
- Mesh armour (15 credits)
= 85 credits

Ganger (55 credits)
- Autogun (15 credits)
- Mesh armour (15 credits)
= 85 credits

Juve (35 credits?)
- Stub gun (5 credits)
- Modified omni-wrench (maul) (10 credits)
= 50 credits

Hive Scum (30 credits)
- Reclaimed Autogun (10 credits)
- Blasting charges (35 credits)
- Mesh armour (15 credits)
= 90 credits

Total = 1,000 credits


IDK, what do you guys think?
 

El Torro

Juve
Jan 5, 2015
35
35
28
Slough
Starting your gang with a Hive Scum is an interesting idea, though I wouldn't do it. Better off getting your core gang sorted first before spending credits on Hangers On. I would also prioritise more useful Hangers on (like a Rogue Doc or Slopper) before investing in Hive Scum.

I wouldn't give a Road Sergeant a grenade launcher. Better to get a Ganger Specialist with a grenade launcher. For the Road Sergeant heavy weapons (especially a heavy bolter) are good. A big investment in credits though so you need to think carefully if you want to start with one. I would prefer a Road Sergeant with a bolter than a grenade launcher.

Your Road Captain is a bit lackluster. A sawn off shotgun isn't going to do much. A bolter here would be good too.

Juves are not a popular choice, most people prefer a Wrecker over a Juve. If you are taking a Juve I wouldn't bother with a maul, a stub gun is enough.

You have a good number of bodies in this gang, even if you get rid of the Hive Scum. However I think you've gone a bit too far in the Boys before Toys mantra. As mentioned one way to do this is to free up the 90 creds on the Hive Scum and upgrade some of the weapons on other gang members.
 
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smelly butt face

New Member
Apr 23, 2022
8
0
11
Hey El Toro,

Thanks for the advice!

I was originally thinking of giving the Road Sergeant a plasma gun but then changed it to a grenade launcher to squeeze more fighters in as I've heard of the boys over toys mantra but maybe you are right and I went a little too heavy on the boys. Is eight models too few for a starting Orlock roster? I was trying to have at least nine or ten. I'm just worried about models going out of action. Maybe this is where a Rogue Doc or Slopper might prove handy.

And maybe you are right about the Hive Scum, I was just being lazy and was trying to include a model that is already mostly painted so that I wouldn't have to paint as much. Plus, I like the idea of having a guy with grenades and my Hive Scum model is modeled with them. I know I could just give grenades to any Ganger but I like the idea of having my models represent the loadouts they are equipped with. I want my gang to be as close to WYSIWYG as possible, which I know may prove problematic as the campaign progresses.

A Wrecker might be a good option with the increased movement adding another dimension to the gang. I mainly chose the Juve to get another body and to see how/if he progresses. The wrench (maul) was mainly picked for comical/fluff purposes, I know they are trash, I just think it's funny having a Juve running around with a wrench that improves opponents' armour saves (WTF?).

Anyway, a lot to consider here. I'll keep working on my roster. Thanks again for the advice.
 

mateyboy3000

Gang Champion
May 29, 2017
275
280
63
I misses the fact you put a hive scum in your list. You really shouldn't as you are effectively throwing away 90 of your starting credits, you get him the first game you play and then he's gone forever and you now have a 910 credit gang
 

El Torro

Juve
Jan 5, 2015
35
35
28
Slough
8 models is a good number for an Orlock starting gang. You can probably get away with 7 but I definitely wouldn't go any lower that.

9 or 10 models is better of course, but as you've found it becomes hard to equip any of them with decent gear if you're going with this many models. There aren't many gangs where more than 8 models in a starting 1,000 credit gang is advised. Perhaps Cawdor.