N18 Regarding xenos tech - the illegal trading post

Ml2sjw

Gang Hero
Nov 25, 2017
1,200
1,809
138
United kingdom
I suspect autocannons were initially left out as a design/game balance choice or simply that their wasn't an official model during the very brief (thankfully) no models no rules stage.

Adding it to the outlaw trading post is a neat way to provide fan service without adding an FAQ or creating some kind of living trading post document
 

Petitioner's City

Gang Hero
Nov 15, 2017
510
970
133
Edinburgh, UK
Me too, but seems a bit random that autocannons and power fist are black market items, but plasma cannons, heavy bolters or power swords are from legal trade post.
But anyway a +1 rarity is not a big deal.
Andy explained in twitch for the book that it as a certain amount of gang violence is expected, even encouraged, by the hive masters. Therefore certain, even many, weapons would be part of that war situation. However, other weapons which don't suit the underhive and potentially threaten the balance of power, are harder to get. It's an explanation, and I'm paraphrasing, so it's not as nuanced as his words and poss misconstrues it.

Ultimately as with a lot of this; they are pushing and stretching the setting in new, more RPG sandbox, more narratively suggestive and complex, directions.

Necromunda isn't poverty porn anymore (if it ever was, since gangs could have plasma, melta and other special weapons easily), it is rather the economic variety of Thracian primaris or even Gudrun or that planet in Pariah - where wealth and petty kingdoms of the rebel lords of the underhive are possible evolutions for the scum, who skim weapons and gear from the trillions made on and traded on Necromunda. It's a mix of Gormenghast, Neo-Tokyo, Renaissance Rome or Venice, Ottoman Istanbul, scifi Shanghai, the wild west via Red Dead's imaginings, and a fantastical gang war LA or Sao Paolo - cities and landscapes from a dozen different time frames and narrative estimations - but in the 41st millenium
 
Jun 15, 2014
227
462
73
Almeria, Spain
I suspect autocannons were initially left out as a design/game balance choice or simply that their wasn't an official model during the very brief (thankfully) no models no rules stage.

Adding it to the outlaw trading post is a neat way to provide fan service without adding an FAQ or creating some kind of living trading post document
Its everything but neat. You can put in the book a section with an extension of the trading post and and section with a black market listings. It take literally almost no effort to do it and very little extra space. (space by the way is wasted repeating again all the basics for the new campaign mode that could be solved by a table of changes over dominion mode)


[/QUOTE]
Andy explained in twitch for the book that it as a certain amount of gang violence is expected, even encouraged, by the hive masters. Therefore certain, even many, weapons would be part of that war situation. However, other weapons which don't suit the underhive and potentially threaten the balance of power, are harder to get. It's an explanation, and I'm paraphrasing, so it's not as nuanced as his words and poss misconstrues it.
Not buying this, autocannons are not an acceptable weapon for gang warfare but plasma and lascannons are?
As I said is not a big deal for legal gangs to have a +1 rarity, but is simply lazy design to put all the new stuff in the same list of the new book.

I enjoyed Book of perils, but the more I read the book of judgement the more reminds me to the mess gang wars booklets were.


Necromunda isn't poverty porn anymore (if it ever was, since gangs could have plasma, melta and other special weapons easily), it is rather the economic variety of Thracian primaris or even Gudrun or that planet in Pariah - where wealth and petty kingdoms of the rebel lords of the underhive are possible evolutions for the scum, who skim weapons and gear from the trillions made on and traded on Necromunda. It's a mix of Gormenghast, Neo-Tokyo, Renaissance Rome or Venice, Ottoman Istanbul, scifi Shanghai, the wild west via Red Dead's imaginings, and a fantastical gang war LA or Sao Paolo - cities and landscapes from a dozen different time frames and narrative estimations - but in the 41st millenium
That have absolutely zero relation with I complain about. I do not see a negative thing that gangs are now better equip militias, but the way the new equiptment distinction seems random and the introduction of items IMHO not matching the setting at all (xenos and tainted most of them).
 
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Petitioner's City

Gang Hero
Nov 15, 2017
510
970
133
Edinburgh, UK
That have absolutely zero relation with I complain about. I do not see a negative thing that gangs are now better equip militias, but the way the new equiptment distinction seems random and the introduction of items IMHO not matching the setting at all (xenos and tainted most of them).
@el_ojo_y_la_sombra, I think it does though. This is a quite heavy allusion to the mix of elements that was Confrontation, with a heavy dose of Inquisitor. It's the return of RPG sandboxes were gamemasters and players choose and select what to use to create their own campaign. It's also clearly written with inq28 in mind, and it's exotic relationship with newmunda.

As an arbitrator that's exciting, and it was Inquisitor which as a teen I ported over to my homebrewed, specialist games-fed necromunda ideas. Inquisitor was not just a game of inquisitors, it was a toolkit for creating gang wars or anything else too.

Ultimately change how rarity works and everything becomes harder to access - roll 1d6 and add the usual leader/champ/rep bonuses. Limit how many many rare or illegal items a person can buy to one. Etc. These attentuate necromunda more to a vision of poverty gang warfare.

Yet indeed the issue is vision. Andy et al are creating a fusion between games of the past (Confrontation, Necromunda 1&2, Inquisitor, the FFG books Andy and Owen wrote with others, and Inq28) and something new, one that is couched in their own sense of storytelling foremost (driving far deeper into an imperial world than ever done before, which naturally changes how we might perceive one), and also scale - a world of trillions, with thousands of ships arriving daily and trillions of trillions goods being imported and exported, over a bed of archaeotech and other dark secrets Gangers and explorers might find.

Thus contraband and eccentric weapons - definitely too easy to access, although splitting you between adding to rare trade or adding to illegal trade (since both are seperate post game actions). Finally using it does have strict gaming consequences - being declared outlaw, losing access to house lists, facing free bounty hunters in opponents' gangs, etc.

Something an arbitrator can add to :)
 
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almic85

Gang Hero
Oct 30, 2014
1,013
1,672
133
Palmerston, ACT, Australia
@el_ojo_y_la_sombra while I agree that the above reasoning for not giving the autocannon special ammo cause it would be too powerful is a bit silly, but I still don’t see a big issue with adding Xenos weapons and chaos tainted versions of Imperial weapons.

Back in 2nd ed 40k that ORB/NCE is based on most armies shared the same weapon names and profiles, which is why they likely didn’t exist in ORB/NCE.

Eldar weapons (shirtless pistols, etc.) only came into existence in 1994 a year before ORB was released in 1995, so it’s possible they didn’t really have time to include them into the ORB.

Even in ORB all of the heavy weapons (except multi-melted) were common and accessible to all house gangs.

The only real difference was that in ORB special and heavy weapons were limited to leaders and heavies (max 3 per gang) while in the new version everyone can use special weapons, and you can have unlimited champions.
 

cronevald

Gang Hero
Jun 5, 2016
532
955
98
Missoula, MT
This is exactly what I love about the new background direction. While I still love and would gladly play ORB, I was more than a little disappointed that so much of the Confrontation background was discarded. I'm quite happy to see it return and be incorporated with later visions of the setting.
 

TopsyKretts

Hive Guilder
Tribe Council
Dec 29, 2017
3,039
2,896
173
Norway
I suspect autocannons were initially left out as a design/game balance choice or simply that their wasn't an official model during the very brief (thankfully) no models no rules stage.

Adding it to the outlaw trading post is a neat way to provide fan service without adding an FAQ or creating some kind of living trading post document
You mean unlike what they did in the Perils book, where they added a bunch of stuff to the living Trading Post?
 

TopsyKretts

Hive Guilder
Tribe Council
Dec 29, 2017
3,039
2,896
173
Norway
Its everything but neat. You can put in the book a section with an extension of the trading post and and section with a black market listings. It take literally almost no effort to do it and very little extra space. (space by the way is wasted repeating again all the basics for the new campaign mode that could be solved by a table of changes over dominion mode)
Yes, looks like we're getting a new wave of reprints now. How many times have we bought books that include the injury table? xp table?
 

Al_Weeks

Ganger
Dec 22, 2014
144
155
53
Balance issues aside. Has anyone got any ideas for modelling the following weapons seem as though the one you get as part of allying with Cold Traders is random

A slaught necrotic beamer, a yu'vath puzzle box, a xenarch death-arc and a demiurg energy drill, and the midflect shards (grenades)

Figure I know what to do for the rest. (Gonna count the Rakgol razor gun as a Dark Eldar Sharde carbine as rules wise I thing it could cover this shorter ranged higher rate of fire version of DE splinter weaponry.

Hrud fusil, modified kroot rifle with a plasma flask and some exotic percussion lock mechanism.

The rest are easy
 

KA7777

Ganger
Jan 19, 2018
192
216
48
Canada
Hrud fusil, modified kroot rifle with a plasma flask and some exotic percussion lock mechanism.
I was thinking this too, but the fact that there's an actual Kroot rifle in there too makes me want to avoid repeating the component. There's only so much converting you can do, and it will likely end up looking like "Kroot rifle with extra parts".

Might cobble something together out of Kharadon and Skaven bitz instead.
 

cainex1

Gang Hero
Dec 8, 2017
1,838
2,450
123
USA
Indeed I did, cleaned up some old Empire muskets made in the style of an actual fusil and added on a few Eldar bits and one of the mag things from an Ad Mech rad gun.
ecqz2e2wwae3ayl-jpg.jpg

I just notched out a piece of the receiver/action to add in the "plasma coils" and cut the hinge pin and replaced it with the Mechanicus part. The stock extension is another Eldar vehicle vane I think.
ect0ak-x4aarpep-jpg.jpg

And I cut the sword and added on a piece of IG lasgun strap for this one.
Hope these are some helpful tips for this particular gun at least.