Necromunda Necromunda RPG using Wrath and Glory

nooker

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I really want to make a Necromunda module for Wrath and Glory since that is already based in the 40k universe. I don't think it would very hard as they already have a ganger character type. Although it's so basic that seems actually less than even a juve of any house. It's also basic that it's hard to learn anything from it. Still I will use it as a basis.

In Wrath and Glory first one choose a faction which the available archetypes are defined, backgrounds and objectives are determined. For Necromunda, the factions would be the houses, archetypes would be fighter types available to that house. Backgrounds and objectives will be influenced by the house background.

Here is the Scum faction table:
Screen Shot 2021-07-17 at 11.27.44 PM.png


The archetype has bonuses and adds uniqueness and gives guidance on skills and wargear and a unique ability. Here's the ganger archetype:
Screen Shot 2021-07-17 at 11.28.36 PM.png


I'm gonna focus on Van Saar at first since there's a game coming up soon that I want to play a Van Saar in. I'll put that development in the next post. Any help or suggestions are welcome.
 
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nooker

Prodigal Viking of the Librarium
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Feb 17, 2011
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Van Saar Archetypes
  1. Subtek
  2. Tek
  3. Neotek
  4. Archeotek
  5. Augmek
  6. Prime
Van Saar Backgrounds
Origin
  1. Born on the frontier of Hive Trazior. Max Wounds
  2. Rose out of obscurity. The character was originally overlooked as a prospect to be indoctrinated into Van Saar as they didn't seem to have the aptitude for it. This only motivated them to prove themselves to be worthy. Resolve
  3. Maintained the servitors of Gothrul's Needle. Influence
Accomplishment
  1. Upheld the 3 laws. Conviction
  2. Tracked down a rogue Archeotek. The character was part of a gang that tracked down a rogue Archeotek and either captured or destroyed it (player's choice). Influence
  3. Served as a guardian of the Chamber of Light. Wealth
Goal
  1. To become a court artisan of a noble house. Determination
  2. To rise to the level of Archeotek or, if already an Archeotek, to make it into the inner circle. Resolve
  3. To find the motherload. Conviction
Van Saar Objectives
  1. Get a piece of unknown (to the character) tech functioning.
  2. Avenge a comrade, especially a leader.
  3. Exalt the superiority of Van Saar tech, especially melts tech.
  4. Criticize the lack of artistry and/or elegance of an encountered tech.
  5. Extol Democracy as a supreme form of government
  6. Convince a machine spirit to do what you want (hack the computer)
SubTek
Tier: 1
Species: Human
XP Cost: 9
Keywords: AGILITY, SHOOTING, SAVANT, [ANY]
Attributes: +1 Int
Skills: +1 Cunning +1 Tech
Archetype Ability: Area of Expertise: Van Saar are actually trained. Not the psedoscience of the the Adeptus Mechanicus, but actual training. Their training is in a single area, but they are an expert in that area. The area can be as simple as reading the lumendials of a thermal output valve - and unravelling their meaning - or as complex as crafting the perfect magnetic containment flask for a plasma carronade. No matter what, they actually know what they are doing in this area and get a -2 DN when dealing with their area of expertise. Players should work with their GM as to what their area is, but it is always tech related and fairly narrow. Since they are gangers, having something weapons or warcraft related would be very appropriate.
Wargear: Armored Bodysuit, A Power Knife or a Shock Baton, Bedroll, Canteen, Gang colors, any one of the following: a Hand Flamer, Laspistol, or Plasma Pistol.
Influence: +1
Suggested Attributes: S 2, T 3, A 2, I 3, Wil 2, Int 2, Fel 3
Suggested Skills: Awareness 1, Ballistic Skill 2, Cunning 3, Deception 1, Investigation 1, Stealth 1, Survival 1, Tech 1, Weapon Skill 2
Suggested Talents: Cold and Calculating, Gadgeteer, Mental Mastery, Photonic Engineer, Rad Phaged, Weaponsmith

Tek
Tier: 1
Species: Human
XP Cost: 15
Keywords: COMBAT, CUNNING, SHOOTING, SAVANT, [ANY]
Attributes: +1 A, +1 Int
Skills: +1 Cunning, +2 Tech
Archetype Ability: Area of Expertise: Van Saar are actually trained. Not the psedoscience of the the Adeptus Mechanicus, but actual training. Their training is in a single area, but they are an expert in that area. The area can be as simple as reading the lumendials of a thermal output valve - and unravelling their meaning - or as complex as crafting the perfect magnetic containment flask for a plasma carronade. No matter what, they actually know what they are doing in this area and get a -2 DN when dealing with their area of expertise. Players should work with their GM as to what their area is, but it is always tech related and fairly narrow. Since they are gangers, having something weapons or warcraft related would be very appropriate.
Wargear: Armored Bodysuit, A Power Knife or a Shock Baton, Bedroll, Canteen, Gang colors, any one of the following: a Lasgun, Las Carbine, or Suppression Laser
Influence: +1
Suggested Attributes: S 2, T 3, A 3, I 3, Wil 2, Int 2, Fel 3
Suggested Skills: Awareness 1, Ballistic Skill 2, Cunning 3, Deception 1, Investigation 1, Stealth 1, Survival 1, Tech 2, Weapon Skill 2
Suggested Talents: Cold and Calculating, Gadgeteer, Mental Mastery, Photonic Engineer, Rad Phaged, Weaponsmith

Neotek
Tier: 1
Species: Human
XP Cost: more than 2
Keywords: AGILITY, SHOOTING, SAVANT, [ANY]
Attributes: +1 A, +1 Int
Skills: +1 Cunning, +2 Tech
Archetype Ability: Area of Expertise: Van Saar are actually trained. Not the psedoscience of the the Adeptus Mechanicus, but actual training. Their training is in a single area, but they are an expert in that area. The area can be as simple as reading the lumendials of a thermal output valve - and unravelling their meaning - or as complex as crafting the perfect magnetic containment flask for a plasma carronade. No matter what, they actually know what they are doing in this area and get a -2 DN when dealing with their area of expertise. Players should work with their GM as to what their area is, but it is always tech related and fairly narrow. Since they are gangers, having something weapons or warcraft related would be very appropriate.
Wargear: Armored Bodysuit, A Power Knife or a Shock Baton, Bedroll, Canteen, Gang colors, any one of the following: a Lasgun, Las Carbine, or Suppression Laser
Influence: +1
Suggested Attributes: S 2, T 3, A 3, I 3, Wil 2, Int 2, Fel 3
Suggested Skills: Awareness 1, Ballistic Skill 2, Cunning 3, Deception 1, Investigation 1, Stealth 1, Survival 1, Tech 2, Weapon Skill 2
Suggested Talents: Cold and Calculating, Gadgeteer, Mental Mastery, Photonic Engineer, Rad Phaged, Weaponsmith

Archeotek
Tier: 1
Species: Human
XP Cost: more than 2
Keywords: AGILITY, SHOOTING, SAVANT, TECH, [ANY]
Attributes: +1 A, +1 Int
Skills: +1 Cunning, +2 Tech
Archetype Ability: Area of Expertise: Van Saar are actually trained. Not the psedoscience of the the Adeptus Mechanicus, but actual training. Their training is in a single area, but they are an expert in that area. The area can be as simple as reading the lumendials of a thermal output valve - and unravelling their meaning - or as complex as crafting the perfect magnetic containment flask for a plasma carronade. No matter what, they actually know what they are doing in this area and get a -2 DN when dealing with their area of expertise. Players should work with their GM as to what their area is, but it is always tech related and fairly narrow. Since they are gangers, having something weapons or warcraft related would be very appropriate.
Wargear: Armored Bodysuit, A Power Knife or a Shock Baton, Bedroll, Canteen, Gang colors, any one of the following: a Lasgun, Las Carbine, or Suppression Laser
Influence: +1
Suggested Attributes: S 2, T 3, A 3, I 3, Wil 2, Int 2, Fel 3
Suggested Skills: Awareness 1, Ballistic Skill 2, Cunning 3, Deception 1, Investigation 1, Stealth 1, Survival 1, Tech 2, Weapon Skill 2
Suggested Talents: Cold and Calculating, Gadgeteer, Mental Mastery, Photonic Engineer, Rad Phaged, Weaponsmith

Augmek
Tier: 1
Species: Human
XP Cost: more than 2
Keywords: COMBAT, CUNNING, SHOOTING, SAVANT, TECH, [ANY]
Attributes: +1 A, +1 Int
Skills: +1 Cunning, +2 Tech
Archetype Ability: Area of Expertise: Van Saar are actually trained. Not the psedoscience of the the Adeptus Mechanicus, but actual training. Their training is in a single area, but they are an expert in that area. The area can be as simple as reading the lumendials of a thermal output valve - and unravelling their meaning - or as complex as crafting the perfect magnetic containment flask for a plasma carronade. No matter what, they actually know what they are doing in this area and get a -2 DN when dealing with their area of expertise. Players should work with their GM as to what their area is, but it is always tech related and fairly narrow. Since they are gangers, having something weapons or warcraft related would be very appropriate.
Wargear: Armored Bodysuit, A Power Knife or a Shock Baton, Bedroll, Canteen, Gang colors, any one of the following: a Lasgun, Las Carbine, or Suppression Laser
Influence: +1
Suggested Attributes: S 2, T 3, A 3, I 3, Wil 2, Int 2, Fel 3
Suggested Skills: Awareness 1, Ballistic Skill 2, Cunning 3, Deception 1, Investigation 1, Stealth 1, Survival 1, Tech 2, Weapon Skill 2
Suggested Talents: Cold and Calculating, Gadgeteer, Mental Mastery, Photonic Engineer, Rad Phaged, Weaponsmith

Prime
Tier: 1
Species: Human
XP Cost: more than 2
Keywords: AGILITY, CUNNING, LEADERSHIP, SHOOTING, SAVANT, TECH, [ANY]
Attributes: +1 A, +1 Int
Skills: +1 Cunning, +2 Tech
Archetype Ability: Area of Expertise: Van Saar are actually trained. Not the psedoscience of the the Adeptus Mechanicus, but actual training. Their training is in a single area, but they are an expert in that area. The area can be as simple as reading the lumendials of a thermal output valve - and unravelling their meaning - or as complex as crafting the perfect magnetic containment flask for a plasma carronade. No matter what, they actually know what they are doing in this area and get a -2 DN when dealing with their area of expertise. Players should work with their GM as to what their area is, but it is always tech related and fairly narrow. Since they are gangers, having something weapons or warcraft related would be very appropriate.
Wargear: Armored Bodysuit, A Power Knife or a Shock Baton, Bedroll, Canteen, Gang colors, any one of the following: a Lasgun, Las Carbine, or Suppression Laser
Influence: +1
Suggested Attributes: S 2, T 3, A 3, I 3, Wil 2, Int 2, Fel 3
Suggested Skills: Awareness 1, Ballistic Skill 2, Cunning 3, Deception 1, Investigation 1, Stealth 1, Survival 1, Tech 2, Weapon Skill 2
Suggested Talents: Cold and Calculating, Gadgeteer, Mental Mastery, Photonic Engineer, Rad Phaged, Weaponsmith

Van Saar Wargear (Weapons that carry the VAN SAAR or [ANY] keyword)
Basic Weapons

  • Lasgun Rules in W&G
  • Las Carbine --> Homebrew
  • Suppression Laser --> Homebrew
Pistols:
  • Combi-pistol (las/melta) Inferno Pistol rules in W&G & Combi Rules in W&G
  • Combi-pistol (las/plasma) Plasma pistol rules in W&G & Combi Rules in W&G
  • Hand Flamer Rules in W&G
  • Laspistol Rules in W&G
  • Plasma pistol Rules in W&G
Special
  • Flamer Rules in W&G
  • Gravgun
  • Meltagun Rules in W&G
  • Plasma gun Rules in W&G
  • Rad gun --> Radium Carbine?
Heavy
  • Lascannon Rules in W&G
  • Multi-melta Rules in W&G
  • Plasma cannon Rules in W&G
  • Rad cannon
Close Combat
  • 'Hystar' pattern energy shield --> Storm Shield?
  • Power knife
  • Servo claw
  • Shock baton --> Shock Maul?
  • Shock stave
Grenades
  • Frag Rules in W&G
  • Krak Rules in W&G
  • Plasma Rules in W&G
  • Rad
  • Smoke
Armor
  • Armored Bodysuit --> Bodyglove?
  • Carapace light --> Carapace?
  • Flak Rules in W&G
  • Mesh Rules in W&G
Field Armor
  • Conversion
  • Displacer
  • Refractor
Personal
  • Bio-booster
  • Drop Rig
  • Filter plugs
  • Grav chute
  • Medicae kit --> Medikit?
  • Photo-goggles
  • Respirator Rules in W&G
  • Servo harness - Partial
Weapon accessories
  • Hotshot las pack Rules for dedicated hotshot lasguns in W&G
  • Infra-sight --> Preysense Sight?
  • Las-projector
  • Mono-sight
  • Supresor --> Silencer?
  • Telescopic --> Magnocular Scope?
Tech Talents
Cold and Calculating
XP Cost: 10
Requirements: TECH keyword
Effect: Once per round, when making a Conviction or Resolve check, this character may make a check using the Intellect attribute instead.

Gadgeteer
XP Cost: 20
Requirements: TECH keyword
Effect: Before going into combat (ie: the character must know combat is imminent) the character may modify the Weapon Traits of any weapon they carry that has the Reliable trait. If they do so, until the end of the battle (as defined by the GM) teh weapon loses Reliable and gains one fo the following, as chosen by the player: Agonizing, Brutal, Rending, or Silent. Alternatively, a Reliable weapon with the Rapid Fire (X) trait can add one to the X value. E.g. a Rapid Fire (1) would become Rapid Fire (2).

Mental Mastery
XP Cost: 15
Requirements: TECH keyword
Effect: The character has an extremely disciplined mind and thus can withstand mental assault. If the character is the target of any psychic power that targets the mind, like most Telepathy powers, they may defend as though they had Deny the Witch. they may always defend, no matter what else is going on as the "defense" is merely the natural state of their mind.

Photonic Engineer
XP Cost: 20
Requirements: TECH keyword
Effect: This character may apply a +2 Damage and +1 ED modifiers of all las weapons used by them. Doing so, however, causes the weapon to gain the Unreliable trait. In addition, this fighter may ignore the Out of Ammo complication with las weaponry, provided the weapon does not have the Unstable trait.
Unreliable: A finicky and difficult to maintained weapon.
You can must double Complications related to this weapon per scene. Tests made to repair or maintain unreliable weapons are made with -1 bonus die.

Rad-Phaged
XP Cost: 10
Requirements: TECH keyword
Effect: When this character is hit by a weapon with the Inflict (Poison X) or similarly internally damaging Inflict trait, the X is doubled.
In addition, should the character suffer a hit from a weapon with the Rad (X) trait, roll a D6. On a roll of 4+ the weapon does no damage and also heals the character a number of points equal to X.
Finally, the character literally glows in the dark. This inflicts a -2DN on stealth and cover when direct sight is involved.

Weaponsmith
XP Cost: 20
Requirements: TECH keyword
Effect: Any weapons this character is equipped with will gain the Reliable trait. Weapons that already have the Reliable trait gain no additional benefit from this talent.




Alt ideas:
Due to their work with actual plans from an STC, Van Saar get a -2DN when working with Archeotech. Since they have real knowledge of how things work, instead of the psedo-religion of most other techs, the can upgrade human made weapons to effectively be master-crafted (increase weapon damage by 40% rounding down). Since this is both very hard and time consuming, the player must work with the GM to see they have the time and resources to do it. Also, failure could be disastrous.

Notes:
Origin
  1. Conviction 5
  2. Determination 6
  3. Influence
  4. Max Shock
  5. Max Wounds 4
  6. Resolve 7
  7. Wealth 2
Accomplishment
  1. [ANY] Keyword
  2. Conviction 4
  3. Determination 4
  4. Influence 9
  5. Max Shock 4
  6. Max Wounds 2
  7. Resolve 2
  8. Wealth
Goal
  1. Conviction 6
  2. Determination 9
  3. Influence 4
  4. Max Shock 3
  5. Max Wounds
  6. Resolve 2
  7. Wealth 2
 
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nooker

Prodigal Viking of the Librarium
Staff member
Necromunda Custodian
Feb 17, 2011
3,427
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Brooklyn Park, MN
Well, it's at the point a full character can be made. C&C welcome and desired.
 

nooker

Prodigal Viking of the Librarium
Staff member
Necromunda Custodian
Feb 17, 2011
3,427
3,233
218
45
Brooklyn Park, MN
TALENTS

AGILITY
CATFALL
XP Cost:
Requirements: AGILITY keyword
Effect: Halve the vertical distance (rounding up) when falling or jumping. If not Seriously Injured, pass an DN 1 A test to remain standing instead of Falling Prone. When falling into a pitfall. At the end of that round, catch the edge by passing a DN 1 A Test.

CLAMBER

XP Cost:
Requirements: AGILITY keyword
Effect: When climbing vertical distances, the move is at a normal horizontal rate. Also, move freely through ductways without spending a at a normal rate.

DODGE
XP Cost:
Requirements: AGILITY keyword
Effect: When wounded by a ranged or close combat attack, the attack is dodged by making a DN 1 A test and adding the successes to Defense. If they exceed the attack roll, the attack is dodge.

MIGHTY LEAP

XP Cost:
Requirements: AGILITY keyword
Effect: Leap twice as far as normally allowed.

SPRING UP

XP Cost:
Requirements: AGILITY keyword
Effect: If knocked prone for any reason, pass a DN 1 A test to instantly get on your feet.

SPRINT
XP Cost:
Requirements: AGILITY keyword
Effect: Move twice as fast over a short distance.

BRAWN
BULL CHARGE:

BULGING BICEPS
XP Cost:
Requirements: BRAWN keyword
Effect: Character can ignore the Unwieldily trait on the weapon they are using.

CRUSHING BLOW
XP Cost: 20
Requirements: BRAWN keyword
Effect: If using the M
elee skill, in addition to adding S to the damage of the weapon, the character may add a number of dice equal to S to the ED of the weapon used. In addition, if the character makes an Unarmed Attack, the damage profile is double the character's S and the ED dice are equal to S.

HEADBUTT: