Necromunda Killer bird dinosaurs from SPACE!

Yeah, that’s the one. I liked the idea, but thought they were too “chunky”

edit: and by “chunky” I mean too angular, not chubby.
 
A second game with my Kroot gang, once again against the pinning-immune Blood Axe orks, But THIS time The Spear Flies True managed to pull a win, instead of turning tail and running.

Scenario was Scavengers. The monster didn’t appear even once. Only two loot counters on the table. Dense cover kept the hunters from shooting up the orks until the green skins got close to the prize.

One greenquill pair raced in, headed up to the exposed walkways and grabbed the loot that was out in the open, with the carrier being immediately blasted off his feet by the orks’ sustained fire shooting. He spun about and went down, promptly falling from the walkway to the deck below.

When the orks rushed forward, the other greenquill remained just out of reach, walked over and picked up the loot, before turning to shoot ineffectually at the nearest pursuing ork, just before the hunter group took him down with their long rifles.

Meanwhile, across the table, the orks clambered up to the other loot token, in a bastion well sheltered from Kroot shooting. A very inaccurate exchange of Frag between the krootox Rider and the orks left ... everyone still standing. Charging the krootox and the third greenquill into one of the entrenched orks, however, showed the advantage of the weight of numbers, with the ork going down to the second attacker bonus. Consolidating into the other orks, a very messy melee erupted.

But with two orks down, the Blood Axes Lost their morale and abandoned the slim winnings to the Kroot.

Thoughts: lost the first game decisively. Won their second game decisively. In both cases, numbers down were actually few, but with eight-fighter gangs, it doesn’t take much.

The krootox was a beast in melee, but mostly because he was the second fighter against a single opponent, and said opponent rolled a three and two ones for his attacks. A flamer (kombi skorcha) nearly did the krootox, as well, before he even got there. More testing, but he seems about right for his high cost and high starting xp - weaker overall, say, than an ogryn bodyguard by a fair margin.

Anyhow. Gang roster updated here on Yaktribe, a pair of clubs bought for one now-experienced greenquill, and one more greenquill hired on (they are now just under half the gang). Now to save up credits to be able to hire someone decent.
 
Minor playtested updates, ages later.

Kroot rifle 25 credits, range 10/20, 0/-1. Still based on an extended range solid slug shotgun.

The kroot rifle is modeled on the shotgun, specifically solid slug ammunition in a shotgun, and only solid slug allowed, with range increased marginally (2”), and cost increased. Given the free club that Ratskins all get, the effects of a club were also rolled into the rifle.

Krootox I dropped to 2, skills list replaced with Muscle, Ferocity, Stealth. Cost dropped to 165.

The Krootox that replaces the Shaman is simply a Scaly, with the Ld reduced from 9 to 6, and the cost increased from 120 to 165, an increase of 45 credits for that loss of Ld. Oh, and loss of fear causing. That increase may be far larger than warranted, but I would rather make them slightly OVERcosted than slightly undercosted.

The core of the gang list comes from the Ratskin Renegades, both in special rules (resilient, start with free club), and in general composition. The skill list was modeled on the Dapakanni Tribe Ratskin skill list, from the Citadel Journal.

The Kroot Hounds are just dogs from the Stay! There’s a Good Boy. rules.

 
Welcome back. That is a very long gap between posts. Have you checked out the new Kroot Kill Team yet? I think that would make a lovely gang.
 
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Picking up the Kroot part of a split box this evening, in fact. And they’ll be able to join my next Kroot gang as they gain equipment, when I playtest this slightly altered next iteration.
 
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With the revised Venators rules now better supporting using that set of gang rules for a handful of Kroot bounty hunters, my cannibal dinosaur chickens from SPACE are back on the menu.

So here are a scattering of the new folks in the offing:
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^ Surefoot has been promoted, as it were, to Leader of the Hunt.
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^ A scattering of Hunters, plus a pair of potential Hangers-On, being Underhive Traders or other procurers of goods of a questionable nature.
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Their galleries are at
and
 
The Kroot are an especially lovely sort for painting - being avian dinosaurs, it opens up all the colour options of birds around the world as solid inspirations. There isn't a "right and accepted colour palette" for Kroot.

Personally, I chose the most talkative crowd of miniature raptor herds here locally, being European Starlings (dark brown, white flecks, and a slight iridescent sheen in patches), but there are some wild bird colour patterns that would be beautiful on Kroot. Macaws. Bluejays. You name it. Heck, rock pigeons. Though that one might not have the "aggressive predator" vibe you might be going for.

Their established pillaging of trophies and weaponry and all gives lots of great minor conversion possibilities as well. There is a lot in their background that is definitely inspiring. Plus, they have a bit of that "likeable-in-spite-of-themselves-space-pirate" vibe, in a lot of the fiction. Plus cannibal space dinosaurs.
 
One of the lovely bits in the recent Kroot fluff (the Tau Empire 10th edition (!! 10!!) codex, and the Kill Team), is that rather than leave the old, young, or infirm behind and lose their genetic treasures, they will instead (ritually) eat them, to keep them with the kinband. And that sometimes far-ranging Kroot mercenaries will return to Pech having eaten a host of other species, and offer themselves to be ritually sacrificed and eaten by a whole lot of Kroot, to spread that genetic bounty farther, faster, than simply through their own offspring and their reproduction in turn.

So it gets to be both! Heh!

Can't let good genetics go to waste!
 
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The scattergun, with the addition of one of the lizardman pikes, can suitably represent a Blunderpole. The two cold bloods have blades linked by chain and line to be a whip or a shock whip, drawing on the same visual language as the War Shaper and its "blade at the end of a line" weapon.

First two scenarios in, test driving the 2025 Venator gang list for my Kroot bounty hunting pack.

First scenario was from the new Halls of the Ancients - Exploring the Depths. The Venators pulled it off, with the Goliaths eventually bottling, but it was a close run thing. Playstyle felt good and appropriate. Worth noting, this scenario has become my new "Recommended for a first scenario for a campaign gang," in that both sides get some rewards, succeed or fail, and there is a light-touch suggestion of Badzone Environments hinting toward the Book of Peril, and while combat does become necessary it is entirely incidental to actual victory or loss in the scenario. As a "kickoff" scenario for two starter gangs, it has a lot going for it. Worth noting, only the Stinger Mould Sprawl territory keps the Venators from losing a fighter to Critical Injury. The reroll was an Out Cold (thankfully!). None of the several downed Goliaths suffered more than Humiliated.

Second scenario was a Gang Raid, to keep things brief - Clandestine Rendezvous, with a dice-off having the (Kroot) Venators as attackers trying to take down the corrupt Enforcer meeting with the Goliaths. The Blunderpole ("Scattergun and harpoon") equipped Hunter zipped in and set the Enforcer and one Goliath on fire, before running off at top speed (shoot THEN move). The Enforcer activated first, and promptly ran off eleven inches on the one clear line straight to the edge of the battlefield, fell over, and went out (allowing them to escape during the first End Phase for the win! Ha!). The Goliath's Stimmer, who had not caught flame from the burninating template, used an Improvised Projectile tactics card, and charged off to murderate the Venator gunslinger before they even had a chance to breathe (once again, the Stinger Mould Sprawl prevented a loss). End of the round, and the Enforcer, having run 11 inches along the one straight path while on fire, left the board, and a win for the Goliaths. Ha!
 
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Another pair of scenarios against the Bonesnappers (Goliath). The first scenario we rolled up was Escape The Pit!, and things rapidly came to a close in scrum surrounding the one ladder to the escape point. Once in close, my bounty hunter chickens were decidedly wary of risking being engaged by the Goliaths, although the stimmer was not on the table, their leader with his frightening strength and toughness was. This led to a pile of Venators holding loot caskets hiding on one side of the central structure, and a bunch of Goliaths with loot caskets lurking on the other side of the same central structure. Meanwhile, successive turns of maneuvering had seen the battlefield get narrower and narrower as the walls closed in. Suddenly, the Goliath boss lurched in and up the ladder, perching at the very top to prevent any of my crew from following him upward to where he loomed over the ladder's inevitable end. Red Sky at Morning - my "Cawdor legacy" bounty hunter wielding the Blunderpole - stepped out from behind cover and washed the Goliath leader with burning fuel. The weapon didn't have any chance of wounding [A lie! Technically, it could have rolled a 6!], but it did successfully set him a-Blaze! The next round saw everyone lurking again, maneuvering to try to arrange a decisive charge, with Red Sky ducking back into the cover of the building, until inevitably the leader had to activate at the end of the round. He ran off the upper story of the escape building and fell (four inches), failed to be wounded, succeeded in his Nerves of Steel test, but chose to stop drop and roll ... and failed to put himself out, despite an assist from a nearby friendly [rolled a 1+3 is 4, not 6]. Two of my faster Venators dragged their caskets to the ladder and up, while the others positioned to level guns at the bottom of the ladder. Over two turns they quickly climbed up, and then up, to the escape point, while the Goliaths took out their frustrations on Red Sky at Morning, and Perch and Walker made good use of versatile weapons and flechette pistols, respectively. And then the battlefield went away, just after the two fastest runners among the Venators made it out the escape point. Victory snatched from the jaws of defeat, thanks to a single blaze template, in effect.

Red Sky and the Goliath leader (Krobar) won "fighter of the match" for their respective gangs, one for the shot that set Krobar ablaze, and Krobar for handily surviving two full rounds of falling off buildings while on fire, and coming out of it no worse the wear.

The second scenario, we chose Monster Hunt, looking to get to plunk my sump beast on the table. Both gangs were wary of being the victim of the Beasts' Lairs, but eventually four did end up on the table. Surefoot made good use of Take Cover, next turn Spring Up, Shoot, Take Cover, next turn Spring Up, shoot, Take Cover.The Goliaths for their part used their Bolters to knock down the runners (Fog on the Water). The goliaths then did the lion's share of the work taking out the Lairs, through their strong melee fighters. Finally the Sump Beast poured itself onto the table mid-field between the two gangs. The Goliath stimmer roared, popped a Stimm Slug Stash, and charged (a tactics card let him treat Charge as a Basic action) over fourteen inches across the table to pile into the Beast. He chewed through four wounds of its eight, but then was immediately laid low by the beast's reaction attacks. Perch and the recovered scouts used their versatile weapons to do another wound, and then pulled back out of the way to allow the Goliaths to be nearer so they would take the brunt of its attacks. The newest Goliath ganger, recently inducted into the gang, stepped forward to hold the Beast there while their leader ran toward the melee. Zolgo failed to hurt the monster, but he stood there and survived its retaliation, with only a flesh wound to show for its trouble. Both Surefoot and Walker used their flechette pistols - Walker actually to some effect, pouring a couple of flesh wounds into the beast! The beast struck down Krobar, but was unable to finish him thanks to the somehow still standing (now with trhee flesh wounds) Zolgo holding it at bay by trapping it in melee! Finally, Perch, the Krootox (Ogryn) bounty hunter swept in from behind and finished the beast off with a lucky (very lucky!) roll, like a rogue kill-stealing for the Experience and Treasure.

Zolgo and Walker won "fighter of the match," one for holding the beast in place, and Walker for managing to Toxin it down to T3 before the end, despite its armoured hide and high toughness.

Monster Hunt is ... insane. In a good way. It feels VERY "old Necromunda" in the amount of chaos it sows across the table, and looks like it would make a great multiplayer game for sessions when the play-group are all at the table. We have decided that in future games, though, gangs should get some creds for finishing off the Beast Lairs too, as a bounty, because "creds for only the winner" is a problem in a bunch of scenarios including this one. That would help to spread it around.

So, two narrow wins for the Venators, with tight, down-to-the-wire turns-around to pull it out. Credits were actually quite low for both gangs, as rolled, but the Venators during Monster Hunt managed to use the "Blood Money" tactics card which gave them a post-scenario cash influx. Bought only long-term investment while the getting was good - in part since the amount of experience gained over the two scenarios upped gang rating a not insignificant amount, and in part because the Rarity rolled was 14, so getting while the getting was good. Bought an Isotropic Fuel Rod to convert the Old Ruins into a Settlement. No, Venators have no Juves. Yes, the odds of rolling boxcars to get a spare venator is not great. But 1D6x10 is twice as good as 1D3x10, and there is no down side to that increased income over the campaign. And bought a dose of Stinger Mould to hold in the stash for when the territory (Stinger Mould) reroll doesn't cut it. Just to have further insurance that is better than a Rogue Doc, if more expensive.
 
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^ The Bonesnappers' Goliath Stimmer, Gortrek The Immovable, manages to sprint more than eighty feet (14") across the gantries over the sump sea, thanks to stimm slugs and careful tactics cards, to smash into the Beast. Perch and the scouts lurk a short distance off, with their versatile weaponry, trying to keep their distance. Gortrek goes down in a moment under the scything limbs of the horrifying Monster. Meanwhile, Collector and Stone's Throw overlook the mess happening below.
 
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Post battle, with a good Trade roll and nine fighters (wanting to sit at nine momentarily because 12 is well out of reach, and we are using the 1995 Income Tables in a Ninety Fivers campaign), I decided to experimentally invest in a couple of Gang Stash items instead - one being an Isotropic Fuel Rod to improve the Old Ruins territory to a (fungal) Settlement, and the other is a Stinger Mould bit of insurance against lasting injury if the Stinger Mould Sprawl Territory cannot keep the worst at bay. It is more expensive than a Rogue Doc, but doesn't increase your gang rating for something that may never be more than insurance on paper, and also does a better job than a Rogue Doc who can at best push your fighter into Recovery with still having some lasting injury.
A dose of Stinger Mould can be used after a fighter has rolled on the Lasting Injury table. If the result of the roll was anything other than a 66 – Memorable Death, the result is ignored (including positive results such as 11– Lesson Learned) and the fighter is instead Out Cold
Just a bit of very solid insurance for the few Solid Investment characters in the gang. Nobody is more than a 210 credits value, at present at least, but several of them would be a serious loss to lose.

And where next for gang development? Well, a second Krootox Rampager (Ogryn Hunter) might suit well, so I have modeled one up.
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And while I would love to include a bunch of Ratlings (being a fan of Ratlings and actually having rules for Ratlings here), my already aiming to use Ratlings for the champions in the GSC Pit Slaves gang means I want to avoid double-dipping into that theme.

Maybe using Necromundan Giant Rats as Kroot Hounds, and touching into Exotic Beasts. Or heck, hiring a single Squat Champion so as to pick up an Exovator or two for the loot crates? Not sure. Maybe just slowly pick up some more Hangers On that are decidedly not Xenos, as their Reputation improves.

But that gets into "what hangers on"? A bullet merchant has some appeal, but most of my weapons don't accept other ammunition types (except the two Long Rifles), so it would take a while for one to "pay for itself." An Ammo Jack? Maybe. But again, most of the weapons in the gang have Plentiful, so an ammo jack is less vital. Ragnir Gunnstein? Fun to model, but same trouble. Whisper Merchant? Also fun to model, but limited use overall? Maybe the most likely though? A second Underhive Trader to really improve the Rarity rolls? That could be fun to model another so as to make a "diorama" of them of sorts... and they pay for themselves within three scenarios thanks to the Savvy Trader skill. Hmm.
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^ My first Underhive Trader, very Connected is mister Gaffer Twofoot. ... Okay, yes, he's a Ratling.
 
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After whatever next scenario, IF there is any chance of fifty credits spendable after the Income table [the Stinger Mould territory plus a dose of Stinger in the stash hopefully makes medical escorts unnecessary, knock on wood], I plan to pick them up a second Underhive Trader (connected). Mmm, +6 on the Rarity Roll before my own Leader and Champions even get involved, and savings of 40 credits on gear.

Anyhow, waffling over who or what to use for that Hanger On [who will similarly almost never see the table, so doesn't worry too much about showing a Master Crafted Lasgun]. Another ratling is, of course, tempting. But so is some other completely over-the-top wealthy looking fool. Maybe the old pewter Vostroyan captain that I used to use as a Guilder for N95? Hmm. Needs a new paint job. Or maybe one of the adventurers from Blackstone Fortress.

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^ This wee eedjit could be a good conscript for that job, pulled from my Mordheim halflings warband. Love this sculpt. Or maybe save him for a Ratling Venator.
 
There. Meet Klause, who will be my second connected Underhive Trader, and who is entirely human - wearing his flashiest, Uphiviest clothes to impress the foreigners with his importance. Really, all they care about is his expensive perfume, but he doesn't know that.
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Two short scenarios tonight.

Mercator Storehouse Heist (gang raid), in which the servitor took out more Goliaths than anyone. The Goliaths bottled as a result, but not before my Gunslinger with flechette pistols whittled the Servitor down to nothing and someone grabbed the loot. Worth noting: krak grenades knock down ogryn (krootox). Easily. Handily. But my opponent this evening rolled an average of 1.5 on most dice, whereas I rolled an average of 3.5.

The second scenario was Shootout, for which we rightly played the theme to the Good the Bad and the Ugly during.
That said, I had three fighters to his two, and my fighters passed their initiative checks at 4+ where his failed theirs at 4+. The shock whip failed to get past high toughness, but once again the flechette pistols proved their worth.

That ALSO said, we had two small crews standing 4” apart for several rounds, as almost no one failed a cool check each round, until one final round of checks in which EVERYONE failed, and we finally had the quick draw.

Either crews need to be larger, or the table needs to be longer, if there is to be a chance of one gang “cracking” at any distance at all.

Shootout FEELS like it should be excellently thematic, but with Cool values of 7+ or less, no one went for their guns.
 
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