A local group is starting up a new campaign, and last time I played Necromunda wasn't this millennium, so I'm pretty hyped for it!
We're playing a Dark Uprising campaign and I'm not entirely sure what this entails, but that's probably fine.
I'm doing an Orlock genestealer hybrid gang, almost entirely because I always liked genestealer hybrids, and I like the look of Orlocks the most. Not sure that they synergise well but w/e...
A question I have is if the Extra Arm I'm allowed to give Juves is worth it?
30 creds for an extra unarmed attack that is Rending?
Is there a Book of Ruins Errata that adresses that there's at least two slightly different Extra Arm rules?...
I'm still reading up on stuff, but a preliminary starting gang could look like this:
Comes out to 960 creds, so there's some wiggle room still.
I'm going for numbers more than gear here. I might trade in some people for armour on the bosses, and better guns.
The Wreckers would be converted and be hybrid forms with either wings or climby limbs, but use the rules for jump boosters... and I hope to heck they live long enough to get WS boosts. Optimally I should probably get them some guns...
I should also probably get the one Aberrant I'm allowed.
We're playing a Dark Uprising campaign and I'm not entirely sure what this entails, but that's probably fine.
I'm doing an Orlock genestealer hybrid gang, almost entirely because I always liked genestealer hybrids, and I like the look of Orlocks the most. Not sure that they synergise well but w/e...
A question I have is if the Extra Arm I'm allowed to give Juves is worth it?
30 creds for an extra unarmed attack that is Rending?
Is there a Book of Ruins Errata that adresses that there's at least two slightly different Extra Arm rules?...
I'm still reading up on stuff, but a preliminary starting gang could look like this:
Name | Tags | Price |
---|---|---|
Leader | 105 | |
Psyker | 40 | |
Plasma Pistol | 5 | |
Chainsword | 25 | |
Road Sergeant | 80 | |
Grenade launcher | 65 | |
Autopistol | 10 | |
Arms Master | 95 | |
Shotgun | 25 | |
Wrecker | 55 | |
Flail | 20 | |
Wrecker | 55 | |
Flail | 20 | |
Greenhorn | 35 | |
Fighting Knife, autopistol | 25 | |
Greenhorn | 35 | |
Fighting Knife, autopistol | 25 | |
Gunner | 45 | |
Autogun | 15 | |
Gunner | 45 | |
Autogun | 15 | |
Gunner | 45 | |
Autogun | 15 | |
Gunner | 45 | |
Autogun | 15 | |
Total: | 960 |
Comes out to 960 creds, so there's some wiggle room still.

I'm going for numbers more than gear here. I might trade in some people for armour on the bosses, and better guns.
The Wreckers would be converted and be hybrid forms with either wings or climby limbs, but use the rules for jump boosters... and I hope to heck they live long enough to get WS boosts. Optimally I should probably get them some guns...
I should also probably get the one Aberrant I'm allowed.