New models incoming

Chivers7

Gang Champion
Oct 22, 2017
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That would, probably, make more sense than having "noble savages" in the lower reaches of the hive for, well, no credible reason whatsoever.
Having not played the old Munda outlanders gang’s what were the strengths of Ratskins and AWN?

Would the two styles converge to fill a style that is missing with the current gangs?
 

cardyfreak

Executive Officer in charge of Radishes
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It's not impossible that they chose to merge the flavours of the old AWN and Ratskins in the new AWN (a bit like the re-imagined Cawdor are equal parts old Cawdor and Scavvies)
I think that’s a good call, but we’ve had specific mentions of Ratskins in the fluff and with Scab(b)s so I still think we’ll see them in one form or another.

It’s so difficult to try to imagine them as anything other than Native American style warriors cos it was so evocative and fitted them so well, but perhaps they’ll be a more modern style street gang that claim heritage to the original inhabitants of Necromunda rather than hive-spirit worshipping totem warriors, like something out of District-9, or perhaps they may take the form of prospector style guides or dome-runners. The dome-runner model had some old style Ratskin flavour if I remember correctly, though it’s been a while since I saw that model. They may have minor wyrd powers scattered throughout them, so when those finally get a full and proper ruleset we may see these lads pop up.
 

Punktaku

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Apr 4, 2017
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I hope @Thorgor has it right. I'd love to see the two mixed together. Ash Waste Ratskins? Ratskin Nomads? Either way, a group of tribal nomads who trace their ancestry back to the original colonists, can live in the wastes, and who know the secret ways around, under, and through the hives sound like a lot if fun.

Where the Spyrer hunters would be a hiver's technological nightmares, Ratskin Nomads would be their supernatural boogeyman. At the heart of both, they're just other humans.
 

spafe

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I'd love to see the two mixed together. Ash Waste Ratskins? Ratskin Nomads? Either way, a group of tribal nomads who trace their ancestry back to the original colonists, can live in the wastes, and who know the secret ways around, under, and through the hives sound like a lot if fun.
This is in the old fluff. In the old ash wastes campaign setting it says you can use ratskins without changes in the wastes, but you are using outhive natives, therefore they are affected by treacherous conditions if they find themselves fighting inhive, likewise normal hive bound ratskins who find themselves out in the wastes will be affected by treacherous conditions of the wastes if they find themselves there.
 

Paupoi

Gang Champion
Jul 6, 2013
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Barcelona, Sabadell
Having not played the old Munda outlanders gang’s what were the strengths of Ratskins and AWN?

Would the two styles converge to fill a style that is missing with the current gangs?
Ratskins were an outlander gang and as such came with the outlander rules. There were rules for hive dangers or whatever they were called, stuff like playing in the dark, or in a collapsing dome or there being a stalking creature that attacked the characters that were the farthest from eachother. But ratskins were in tune with the hive and so it didn't affect them. They used terrible and I mean terrible bad weapons, had no access to heavy and special weapons, had no heavy but got the chance of having their own pseudo psyker. They had good saves and some special weapons that could be infused with power and got more powerful the more archaeotech sites they got. I probably missed something.

AWN were miner-raider like outhivers who specialised in explosive weapons and driving vehicles.
 

Scavvierising

Gang Champion
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Aug 3, 2016
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Ratskins had the advantage if being very difficult to kill in ORB with them being able to roll twice on the serious injury table and picking the result. Got changed to a reroll in later versions I believe.
With a lot of the treacherous conditions affecting shooting and only one player wanting them in play they were also pretty good at pinning with basic weapons with an advance party getting in close for the kill.
Only know nomads from the citadel journal when they were decedent's of criminal's exiled from the hive and a bit foggy on rules apart from the fact they all had respirators and I think they cost only 2 creds to feed instead of 3
 

N3p3nth3

Fallen Angel
Feb 26, 2018
138
168
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Helsinki, Suomi
Im gonna be a happy puppy if q4 plastic release is a ash waste nomad gang box, after a q3 plastic enforcers box. A poor, but happy puppy!
Meanwhile, Book of Peril has finally showed up on ibooks, so I preordered it there, as well :ROFLMAO:

Same preview as was posted previously, so nothing new for the moment.
 
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andrewgpaul

Ganger
Feb 17, 2011
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Ratskins were an outlander gang and as such came with the outlander rules. There were rules for hive dangers or whatever they were called, stuff like playing in the dark, or in a collapsing dome or there being a stalking creature that attacked the characters that were the farthest from eachother. But ratskins were in tune with the hive and so it didn't affect them. They used terrible and I mean terrible bad weapons, had no access to heavy and special weapons, had no heavy but got the chance of having their own pseudo psyker. They had good saves and some special weapons that could be infused with power and got more powerful the more archaeotech sites they got. I probably missed something.
They all got access to cheap Blindnake Pouches (a 4+ invulnerable save against shots from Overwatch), which were rare items for everyone else. Also, while their weapons might be crap, the pistol bows were at least silent, so you could use 'em in raids. Free bludgeons instead of knives as a minor benefit, too.

The main one was the immunity to Treacherous Conditions. There were one or two circumstances where that could be a problem (when the condition rolled was actually beneficial), but most of the time it was a boon. For example my band being able to hid on the ground level under walkways and ambush the enemy gang when the entire tabletop "floor" level was actually the crust on a deep sump lake and anyone else moving on it might fall through and be killed instantly. Or when the local Spyrer team thought my Ratskins would be easy pickings, but got the condition where any shots made from cover had the potential to set off a gas explosion; my guys could lurk in cover taking pot-shots at the poor Spyrers in the open and laugh as the Yeld blew himself up. :D
 

Chivers7

Gang Champion
Oct 22, 2017
258
282
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Hampshire, UK
I found it on Facebook, seems they don’t have a WHTV link on WHC anymore?!

1600hrs- Necromunda Lore
1700hrs- Book of Peril
1815hrs- Van Saar vs. Venators
 

N3p3nth3

Fallen Angel
Feb 26, 2018
138
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Helsinki, Suomi
They spent the first hour talking about general necromunda lore. Nice, with some teasers of what they want to do, but nothing groundbreaking.

The second hour was on the new book and the major new thing I took away from it is that there’s optional rules for basically all terrain kits that gw has done in the past few years, from deathworld terrain to the 40k objective set.
 
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N3p3nth3

Fallen Angel
Feb 26, 2018
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Helsinki, Suomi
Sorry for the miserable minirecap, I’m typing on the phone and mrs Nep the elder has chosen to take advantage of the future mrs Nep the younger being out of town and put me into useful work :ROFLMAO:
 
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Tiny

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Jul 12, 2011
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What the **** is this crock of crap?

New halfling team (yay) but re-casts of some of the crappiest treeman models ever made?

Another GW release I was looking forward to but will not be buying... Now I'm looking at other 3rd party teams with nice treemen... Specialist games have to learn that their release schedule is costing them sales sometime surely?

99020999029_GreenfieldGrasshuggersTaketotheField01.jpg
 

Ben_S

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Jul 26, 2015
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Bit late to the party aren't we?

Wood Elves are the next team apparently, so I assume we'll be seeing a new treeman then.