N18 The Jamesters Knowledge

JMISBEST

Ganger
Feb 15, 2021
144
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MOD- this thread brings together a number of separate threads with similar themes into one place. The responses might seem out of order or not make sense in places, it’s due to the time stamps on posts from those threads and /or lack of quotations.

Once Carona is over me and a group I joined 2 weeks prior to Carona are planning to do A Necromunda Campaign, the Campaign will have several features and rules that will make the campaign unique, I plan to use house Orlock, so far I've only decided what each model will cost and I want to if the following is a balanced starting gang

The Gang will have 1 270 Credit Road Captain, 2 210 Credit Road Sergeants, 1 210 Credit Arms Master, 10 100 Credit Gunners, 2 85 Credit Wreckers and 2 65 Credit Greenhorns

In this Campaign all Gangs start with 2,200 Credits, A Reputation of 16 and A Turf of 8

They also have all A Settlement that raises their Reputation to 17

Thanks to The Rules changes The GM made that lets all Gangs start with up to 3 Champions, up to 3 3 Brutes and up to 3 Hangers-on

As well as which all Leaders or equivalents and all Champions or equivalents start with 1 Free Skill and the player gets to choose The Skills

That all Gang Members, even Juves and Gangers or the equivalents, start with 1 Free Advance chosen by The Player

Despite that he/she can’t choose to promote Gangers or the equivalents to Specialists

But all Gangs start with 1 Ganger promoted to Specialist

Rules for buying Properties that will get you a free replacement any Hangers-on that die or leave. 3 examples being Private Surgery for Rogue-Doc, Private Slop-House for Slopper and Brute Training Ground for Brute Handler

Theirs no longer a limit on what A Gang Member can own

The former limit on what A Gang Member can own now applies to what they can use in a game

The GM has ruled that Helot Cultist Gangs can have 3 Champions and 1 Witch

Thanks to get another rules change The GM made all members of all Gangs can store or even sell stuff they don’t want
 
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I've just realized that I made a few mistakes but I didn't realize until after the 3 minutes deadline was up. The 1st paragraph should have been 2 paragraphs and here's the correct version

Once Carona is over me and a group I joined 2 weeks prior to Carona are planning to do A Necromunda Campaign, the Campaign will have several features and rules that will make the campaign unique, I plan to use house Orlock and so far I've only decided what each model will cost

I'll also admit that I've never played Modern Necromunda before, never played 2nd edition and the only(?) 1st edition Gangs I ever used were Guilders that I borrowed from A Mate and Delaques, Eschers and Pit Slaves that I owned and I want to know if you think the following is a balanced starting gang
 
You can edit posts to correct them.

I'm not sure what you want comments on - it sounds like a cool campaign but without more details on the fighters there's nothing much we can say.
 
You can edit posts to correct them.

I'm not sure what you want comments on - it sounds like a cool campaign but without more details on the fighters there's nothing much we can say.

The main potential problem is that I've never played modern Necromunda before and haven't played any edition of Necromunda in almost 16 years and I want to know if people thing that A Orlock Gang made up of the models, with the listed costs and listed numbers of model of each type sounds like it would be a balanced gang
 
My cousin has designed a campaign that his best friend has agreed to run and it will have a lot of things that unique to it. Here's what he's told me is in it. Does this sound like a idea for a great campaign idea? and on the times were I mention A GM its the times were The GM has changed my brothers changes

Your gang is the sad and battered yet still very large and fairly powerful remains of a once gigantic criminal Empire

The families of all Gang members have been loyal to mine for around over 340 years and the actual members of the gangs have been loyal to me/their leader, for around 20 years

This means up to 5 Champions, as many Brutes as they want/can afford and as many Hangers-on as they want/can afford

But that applies to 1’s recruited during gang creation

To put that in terms that are easier to understand it means that your reputation doesn’t limit the number of Champions, Hangers-on and Brutes you can have. Rather you can have up to 5 Champions and their is no limit on the number of Hangers-on and Brutes that you can recruit during gang creation

But that only applies during gang creation and once the campaign has started your reputation does limit the number of Champions, Hangers-on and Brutes you can have

That also means that you could start with 5 Champions and even if you don’t gain or lose any points of Rep you can still, when you can afford it, get 2 extra Champions that A Rep of 10 to 20 would normally let you have a maximum of

As well as which the normal limit on Hangers-on and Brutes recruited during the campaign has been changed so that you can have the same number of both, not in total

Like I each Gang is the sad and battered yet still large and fairly powerful remains of a once gigantic criminal Empire that once covered most of the hive and all Gangs start with a very powerful gang. See both above and below for more info

For example we all start with 1 Settlement and 8 other territories chosen at random that consist of 5 regular territories, 2 Territories from The Uprising Rules and 1 Territory from The Dominion Rules

As well as which all Gangs can gain Regular, Gang or House Specific and Special Favors and get 2 rackets, 2 intrigues, 1 each of guild, criminal and noble allies, A Reputation of 15(before modifiers) and A Turf of 12

As well as which we all get 4,000 Credits with which to buy regular members, 450 Credits with which you can spend on Hangers-on(not including any you start with) and up to 650 Credits each to spend on Brutes and Exotic Beasts

Due to all Gangs being able to spend up to 650 Credits on Exotic Beasts The GM changed the rules so that Leaders(or equivalents) can have up to 3, Champions(or equivalents) can have up to 2 and Specialists can have 1

Now changed to up to 4,300 Credits with which to buy regular members, 550 Credits with which you can spend on Hangers-on(not including any you start with) and to 750 Credits each to spend on Brutes and Exotic Beasts

Due to all Gangs being now able to spend up to 750 Credits on Exotic Beasts The GM changed the rules so that Leaders(or equivalents) can have up to 3, Champions(or equivalents) can have up to 2 and Specialists can have 1

As they represent Very Corrupt Enforcer Gang even Enforcers get those extra models, which is the only way for Enforcer Gangs to buy Hangers-on(not including any you start with), Brutes, Exotic Beasts and Pets

As they are among the best in this part of The hive all Juves(or equivalents), Exotic Beasts, Prospects, Hangers-on and Pets start with 2D2+2 experance, all of their Gangers(or equivalents) and Brutes start with 2D2+5 experance, all Champions(or equivalents) are start 1D3+12 experance and all Leaders(or equivalents) start with 2D2+14 experance

Using the new rules for House Gangs Prospects start with the same experance as A Juve(or equivalent) and The 1, or more if you are lucky, Ganger that starts out promoted to Specialist gets the same as A Ganger +1 more

That means that in all 8 Gangs all of their The hive all Juves(or equivalents), Exotic Beasts, Hangers-on and Pets start with 6 experance, all of their Gangers(or equivalents) and Brutes start with 8 experance, all of their Champions(or equivalents) are start 14 experance and their Leader(or equivalents) start with 17 experance

The GM has changed the rules so that whilst Exotic Beasts, Hangers-on, Pets and Brutes can gain experance their limited intelligence(or programming) means that they require double the normal EXP per advance

Saying that though at least The GM has decided that you don’t double the extra 2 EXP that you have to spend for every prior advance you have

Using the new rules for House Gangs Prospects start with 8 experance and The po or more if you are lucky, Ganger that starts out promoted to Specialist gets the same as A Ganger 8+1 or 9 experance

As well as which not only do all Gangs start out with 1 Ganger(or equivalent) promoted to A Prospect, theirs also the fact that all Gangers(or equivalent) start out with enough experance for 1 advance, which if you are lucky enough to get 1, or more, advance rolls of A 2 or 12 can result in your Gang starting with more then 1 Specialist

As well as which all members of those types(or equivalents) start with the same experance and the person playing them can either use them to buy advances before the campaign has even started d or spend them at a later date

Regardless of A Gangs starting Reputation, including Modifiers from Territories, Rackets, Intrigues and Members, they can all hire up to 5 Champions, as many Hangers-on as they can afford and as many Brutes as they can afford

On the subject of being able to recruit up to 5 Champions, as many Hangers-on as possible and as many Hangers-on as possible it only applies during Gang Creation, outside of it you can only have the 1’s you got at creation +1 more then the normal limit

As well as which Enforcers and Venotars can have Hangers-on, Brutes, Exotic Beasts and Pets that are normally only available to 1 or 2 Gangs

What’s more Corrupt Enforcers can buy any Illegal Items they can get, but the only Xenos Item they can have is The 1 they get for A Alliance with The Cold Trade

The limits on weapons and/or armour and/or grenades and/or Wargear and/or other stuff a model can have doesn’t apply to what Gang Members can own, rather they only apply to what they can use in A Game

As well as which all permanently recruited Special Characters can gain experance, but the only permanently recruited Hired Guns that can are Bounty Hunters

As well as which all permanently recruited Special Characters and all permanently recruited Bounty Hunters start with the same 3D3+3 or 11 extra experance and this applies regardless of if they are recruited at the start or join later

In the case of permanently recruited Special Characters that 11 extra experance is in edition to The EXP The GM rules that they already earned and spend. For example The GM ruled that Gaen, The Gunk Queen, Gorvos has already earned and spend 35 experance and gets another 11, extra, experance

The GM has ruled that whilst gangs can only hire 1 Bounty there is no limit to the number they can have from their reputations, territories, rackets, intrigues and events, but regardless of how many they have they can only use 1 per battle

The GM has made a decision about The Legendary Names available to House Orlock Gangs. Which is that because their Road Captains/Leader, and Road Sergeants/Champions, and Wreckers/Champions, can start with 1 and because the rules don’t say that they do have to pay for their Legendary Name that they don’t have to pay for their Legendary Name

The GM has changed the rules, which means that theirs no longer a limit on the number of gang members you can use in a battle

The GM has changed the rules back to what they were, which means that yet again there is a limit on the number of gang members you can use in a battle

As well as which The GM has changed the rules so that the normal limit on the total combined number of Brutes and Hangers-on you can have is now the number of each you can have, and that is in edition to any and all Brutes and Hangers-on that you start with and that is in edition to any you start with

Despite or perhaps because of that using all or even most of your most of your models in 1 game isn’t a good idea, after all the more you use in a game the more likely it is that several of them will suffer permanent injury or even death

For example I have a reputation of 18, which would normally mean I could have a combined total of 5 Brutes and Hangers-on, but in this campaign I can have 4 of each, and that is in edition to any and all Brutes and Hangers-on that you start with,

As well as which The GM has ruled that for every full 10 points of reputation you have over 25 you can take 1 more of both Brutes and Hangers-on. and that is in edition to any and all Brutes and Hangers-on that you start with

For 2 examples A Gang with A Reputation of 35 to 45 could have up to 6 of both Brutes and Hangers-on and A Gang with A Reputation of 46 to 55 could have up to 7 of both Brutes and Hangers-on and that is in edition to any and all Brutes and Hangers-on that you start with

Ooops sorry The GM made a mistake and has just informed me and that mistake is that in most campaigns for every 5 full or partial points your reputation is over 25 you can have 1 more Brute or Hanger-on, but in this 1 for every 5 full or partial points your reputation is over 25 you can have 1 more Brute or Hanger-on, and that’s as well as any that you start with

That means that in normal games A Gang with A Reputation of 26 to 30 could have a combined total of 6 Brute or Hanger-on, but in this 1 they could have up to 6 of both Brute’s and Hangers-on, and that’s as well as any that you start with

As well as which The GM has changed the rules so that any Bounty Hunters you get for your Reputation or from Intrigues, Rackets, The Mission or 1 or more Territories are permanent and come with up to 120 Credits worth of free stuff

Some Weekly Events can let you recruit members normally restricted to 1 House. The 1 that's my personal favorite has A very large part of A Clan House having serious money troubles and selling the services of its prospects

Some Settlements Events can also let you recruit members normally restricted to 1 House. The 1 that's my favorite has Slave Traders being willing to sell you Juves and Prospects that have committed minor crimes, were caught and as punishment were sentenced to slavery
 
It looks fairly decent assuming reasonable loadouts for the price, but those road sergeants could be 200 credits of useless equipment for all I know.
 
This really belongs in the “rules and mechanics” section rather than the “Yakromunda Community Edition” section.

It’s a very different idea to what I like in Necromunda as it is essentially starting with an extremely developed gangs right from the start.

Also your writing contradicts itself from one oarapgeaph to the next. It makes it much easier for the end reader if you cut out all of the “and now the GN has done this...” followed by and now he has changed his mind. Just put the final agreed rules up in a coherent order if you want people to actually bother to read this.

All that said there are a few issues with the rule set that would make the game boring for me.

4000 credits (or is it 4300 or is it 6000 or some other number!!!!) can buy an awful lot of fighters for some of the gangs with cheap fighters and/or weapons, and even for more expensive gangs you are still going to end up with lots of fighters on the tabletop and your games may bog down.

If someone really decides to go down the cheap fighter spam route you could end up with an imperial guard army on the table. I can fit 22 Van Saar juves with lasguns into 1000 credits, so 88 in a 4000 credit gang. And I would because having 88 fighters activate in a single turn is going to beat everything and take so long that the opponent is going to give up before the end of the first turn.

I would suggest countering this by the GM placing a hard limit on the total number of fighters that can be in a gang as well as the total number that can be used in a game. It will encourage people to take better skilled and equipped fighters over hoardes of juves.

You don’t really cover how additional fighters are hired or what they can spend their credits on, but the gangs are going to be earning an obscene amount of credits from the number of territories and rackets they have. So many credits that they are going to be not just replacing those 88 juves but actively expanding the number of fighters they have.

Honestly I think you will find that you might be better off playing small games of 40K by the time you realise how many models are going to be on the table. At the least I would be either limiting the number of fighters on the board or introducing some sort of squad movement mechanic to speed up play.
 
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As Kiro said it’s hard to give feedback on your gang when all we know is how much each fighter costs.

We would need to know what they are all armed with in order to give some idea of if we think it’s a good or balanced gang or not.

Your campaign looks like it has a lot of house rules which could wildly change how gangs operate as well so any feedback we give might not be accurate without knowing all the house rules.
 
As Kiro said it’s hard to give feedback on your gang when all we know is how much each fighter costs.

We would need to know what they are all armed with in order to give some idea of if we think it’s a good or balanced gang or not.

Your campaign looks like it has a lot of house rules which could wildly change how gangs operate as well so any feedback we give might not be accurate without knowing all the house rules.

It likely won't be starting for several months and as its my 1st campaign of Modern Necromunda all I want is advise from people who have more experance when it comes to Modern Necromunda
 
Is this a parody?

It just looks like a new player joining a heavily house ruled campaign.

It’s a big wall of text though and it contradicts itself a few times so it could still be that the arbitrator is still finalising the house rules and is asking for feedback.

For the OP is this the same campaign that you posted about This starting Orlock gang for?

Given the size of the gangs taking part I will again warn that your games are going to take an excessive amount of time. A game with 15-20 fighters on the board will take about 2 hours to play through of people are quick. A game with 40 fighters on the board will take an hour per turn.
 
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A friend of mine in the group text me saying The GM's increased the starting allowance to 100 Credits and that The GM has decided said that when creating your Gang you get to choose which Ganger auto-promotes to Specialist before you choose their stuff, which means you free Specialist can start with A Special Weapon

So in order to have my free Specialist start with A Special Weapon should I go for A Cheap 1? or should I get a good 1? even though it''ll cost me 1 Wrecker and possibly 10 Credits off of both Road Sergeants and The Arms Master
 
Happy to give advice, but there is not a lot in your post to give advice about.

All we can see is that you have 18 fighters in a 2,200 credit starting gang.

We can’t tell what your fighters are armed with, what skills your leaders and champions have taken, what advancements you are going to choose for your gangers, or anything else really.

To illustrate my point you have said you have 10 gangers worth 100 credits each but have not told us what they are armed with. These could be gunners armed with boltguns, armed with combat shotguns, armed with mauls and bolt pistols, or with any other variations of weapons, armour and wargear that adds support to 100 credits.

You really need to tell us what you have armed everyone with for us to give good, constructive feedback.
 
I've been thinking, a friend of mine whose got A Helot Cult they've never used is willing to lend me his collection, I've toyed with a few ideas, have come up with A Helot Cult Gang that seems like it might be fun to use. But what do you think?. Would the following be A Good Gang for The Campaign I'm thinking of doing

Gang Ratting

Initial

Credits

Maximum available

2,200

Spend

2,200

Experance

0,

Total

2,200

Current

Initial

Credits

2,300

Experance

0

Total

2,300

Current

2,300

Members

The Ganger Equivalents

No 1 Helot Cultist

His equipment is 1 Flamer, 1 Reclaimed Autopistol, 1 Lasgun and 1 Chainsword. His stats are M 5, WS 4+, BS 3+, S 3, T 3, W 1, I 3+, A 1, LD 9+, CL 7+, WIL 7+ and INT 8+. He has no Skills and Stat Advances. His 1 free advance was +1 BS. His cost is 210 Credits. His experance is 0 initial +0 earned or 0, 0 spend and 0 left.

No 2 Helot Cultist

His equipment is 1 Power Glavie and 1 Shotgun. His stats are M 5, WS 4+, BS 4+, S 3, T 3, W 1, I 3+, A 2, LD 9+, CL 7+, WIL 7+ and INT 8+. He has no Skills and Stat Advances. His 1 free advance was +1 A. His cost is 125 Credits. His experance is 0 initial +0 earned or 0, 0 spend and 0 left

No 3 Helot Cultist

His equipment is 1 Power Glavie and 1 Shotgun. His stats are M 5, WS 4+, BS 4+, S 3, T 3, W 1, I 3+, A 2, LD 9+, CL 7+, WIL 7+ and INT 8+. He has no Skills and Stat Advances. His 1 free advance was +1 A. His cost is 125 Credits. His experance is 0 initial +0 earned or 0, 0 spend and 0 left

No 4 Helot Cultist

Her equipment is 1 Autopistol and 1 Axe. Her stats are M 5, WS 4+, BS 4+, S 3, T 3, W 1, I 3+, A 1, LD 8+, CL 7+, WIL 7+ and INT 8+. She has no Skills and Stat Advances. Her 1 free advance was +1 LD. Her cost is 55 Credits. Her experance is 0 initial +0 earned or 0, 0 spend and 0 left

No 5 Helot Cultist

Her equipment is 1 Autopistol and 1 Axe. Her stats are M 5, WS 3+, BS 4+, S 3, T 3, W 1, I 3+, A 1, LD 8+, CL 7+, WIL 7+ and INT 8+. She has no Skills and Stat Advances. Her 1 free advance was +1 WS. Her cost is 55 Credits. Her experance is 0 initial +0 earned or 0, 0 spend and 0 left

No 6 Helot Cultist

Her equipment is 1 Autopistol and 1 Axe. Her stats are M 5, WS 3+, BS 4+, S 3, T 3, W 1, I 3+, A 1, LD 8+, CL 6+, WIL 7+ and INT 8+. She has no Skills and Stat Advances. Her 1 free advance was +1 CL. Her cost is 55 Credits. Her experance is 0 initial +0 earned or 0, 0 spend and 0 left

No 7 Helot Cultist

Her equipment is 1 Autopistol and 1 Axe. Her stats are M 5, WS 4+, BS 4+, S 3, T 4, W 1, I 3+, A 1, LD 8+, CL 7+, WIL 7+ and INT 8+. She has no Skills and Stat Advances. Her 1 free advance was +1 T. Her cost is 55 Credits. Her experance is 0 initial +0 earned or 0, 0 spend and 0 left

No 8 Helot Cultist

His equipment is 1 Power Glavie and 1 Shotgun. His stats are M 5, WS 3+, BS 4+, S 3, T 3, W 1, I 3+, A 1, LD 9+, CL 7+, WIL 7+ and INT 8+. He has no Skills and Stat Advances. His 1 free advance was +1 WS. His cost is 125 Credits. His experance is 0 initial +0 earned or 0, 0 spend and 0 left

No 9 Helot Cultist

His equipment is 1 Power Glavie and 1 Shotgun. His stats are M 5, WS 4+, BS 4+, S 4, T 3, W 1, I 3+, A 1, LD 9+, CL 7+, WIL 7+ and INT 8+. He has no Skills and Stat Advances. His 1 free advance was +1 S. His cost is 125 Credits. His experance is 0 initial +0 earned or 0, 0 spend and 0 left

No 10 Helot Cultist

Her equipment is 1 Shotgun, 1 Chainsword and 1 Stub Gun with Dum Dum Shells. Her stats are M 5, WS 4+, BS 4+, S 3, T 3, W 1, I 2+, A 1, LD 8+, CL 6+, WIL 7+ and INT 8+. She has no Skills and Stat Advances. Her 1 free advance was +1 I. Her cost is 100 Credits. Her experance is 0 initial +0 earned or 0, 0 spend and 0 left

No 11 Helot Cultist

Her equipment is 1 Shotgun, 1 Chainsword and 1 Stub Gun with Dum Dum Shells. Her stats are M 5, WS 4+, BS 4+, S 3, T 3, W 1, I 2+, A 1, LD 8+, CL 6+, WIL 7+ and INT 8+. She has no Skills and Stat Advances. Her 1 free advance was +1 I. Her cost is 100 Credits. Her experance is 0 initial +0 earned or 0, 0 spend and 0 left

The 3 Champion Equivalents

No 1 Cult Disciple

His equipment is 1 Heavy Stubber with Mono Sight, 1 Respirator, 1 Laspistol, 1 suit of Mesh Armour and 1 Sword. His stats are M 5, WS 4+, BS 3+, S 3, T 3, W 2, I 4+, A 2, LD 7+, CL 6+, WIL 8+ and INT 8+. He has no Skills and Stat Advances. His 1 free Skill was The Cunning Skill Backstab. His Free advance is +1 A. His cost is 275 Credits. His experance is 0 initial +0 earned or 0, 0 spend and 0 left

No 2 Cult Disciple

His equipment is 1 Grenade Launcher with Frag and Krak Grenades with Mono Sight, 1 Respirator, 1 Laspistol, 1 suit of Mesh Armour, 1 Cult Icon and 1 Sword.
His stats are M 5, WS 4+, BS 2+, S 3, T 3, W 2, I 4+, A 1, LD 7+, CL 6+, WIL 8+ and INT 8+. He has no Skills and Stat Advances. His 1 free Skill was The Ferocity Skill Berserker. His 1 Free advance is +1 BS. His cost is 250 Credits. His experance is 0 initial +0 earned or 0, 0 spend and 0 left

No 3 Cult Disciple

His equipment is 1 Heavy Stubber with Mono Sight, 1 Respirator, 1 Laspistol, 1 suit of Mesh Armour and 1 Sword. His stats are M 5, WS 3+, BS 3+, S 3, T 3, W 2, I 4+, A 1, LD 7+, CL 6+, WIL 8+ and INT 8+. He has no Skills and Stat Advances. His 1 free Skill was The Cunning Skill Infiltrate. His 1 Free Advance is +1 WS. His cost is 275 Credits. His experance is 0 initial +0 earned or 0, 0 spend and 0 left

1 Cult Witch

Her equipment is 1 Chainsword, 1 Reclaimed Auto-Pistol, 1 regular Auto-pistol and 1 Laspistol. Her stats are M 5, WS 5+, BS 5+, S 3, T 3, W 2, I 4+, A 1, LD 8+, CL 7+, WIL 5+ and INT 8+. She no Skills and Stat Advances. She has The Chaos Cult Wyrd Power Telekenisis -Dark Shield. Her 2 free Skills are The Untrained Psyker Skill that only she can have and The Savant Skill Fixer. Her 1 free advance is +1 WP. Her cost is 120 Credits. Her experance is 0 initial +0 earned or 0, 0 spend and 0 left

The Leader Equivalent, which is called A Cult Demagogue

His equipment is 1 Grenade Launcher with Frag and Krak Grenades with Mono Sight, 1 Respirator, 1 Laspistol, 1 suit of Mesh Armour and 1 Sword.
His stats are M 6, WS 4+, BS 5+, S 3, T 3, W 1, I 3+, A 1, LD 6+, CL 8+, WIL 8+ and INT 8+. He has no Skills and Stat Advances. His 1 free Skill was The Cunning Skill Escape Artist. His 1 free advance is +1 LD. His cost is 250 Credits. His experance is 0 initial +0 earned or 0, 0 spend and 0 left

1 of The Campaigns unique rules that my Friends Text told me about is that all Helot Cult Gangs get 1 Chaos Spawn they can only use in their first game and the 1 I generated is as follows. Its stats are M 5 when moving and 5+2 or 7 when charging, WS 4+, BS – and can’t shoot, S 5, T 6, W 2, I 4+, A 2, LD tests - and automatically failed. CL tests - and automatically passed, WIL tests - and automatically passed and INT tests- and automatically passed
 
Happy to give advice, but there is not a lot in your post to give advice about.

All we can see is that you have 18 fighters in a 2,200 credit starting gang.

We can’t tell what your fighters are armed with, what skills your leaders and champions have taken, what advancements you are going to choose for your gangers, or anything else really.

To illustrate my point you have said you have 10 gangers worth 100 credits each but have not told us what they are armed with. These could be gunners armed with boltguns, armed with combat shotguns, armed with mauls and bolt pistols, or with any other variations of weapons, armour and wargear that adds support to 100 credits.

You really need to tell us what you have armed everyone with for us to give good, constructive feedback.

Ooops I've just realized that I forgot to mention that I also wanted suggestions on what weapons, armour, Wargear, Skills and advances to give them. So what suggestions do you have on what weapons, armour, Wargear, Skills and Advances to give them?
 
As some general advice I recommend you read through This article from Goonhammer.

It’s not the be all and end all of what is good and bad but it will give you a decent understanding of what is better and worse in terms of weapon selections and some potential load outs and combos.

In short though Orlocks do very well at short to mid range (8-24”) shooting.

Leaders and normal champions can be given heavy weapons (heavy bolters are the best option) special weapons (plasmaguns and grenade launchers are best) or even basic weapons (bolt guns are some of the best guns in the game for their credits).

Leaders and arms masters can both take the roll of counter charger if equipped for close combat.

Specialist gangers should take grenade launchers.

Gangers should take a mix of boltguns, combat shotguns, normal shotguns and autoguns.

Wreckers I prefer to keep cheap with a single pistol until they skill up. They are essentially objective runners to me.

Juves/greenhorns are basically a waste of money if you can afford better fighters.

If you can start with brutes then the Orlock Lugger servitor works better as a heavy weapon platform than leaders and champions do. Spend the credits on buying the heavy bolter of you take one.

Alternatively ambots are great and Orlocks get them for a discount. Use them to give you close combat support and focus your leaders an champions on better guns.

Hopefully that helps a little bit.
 
As some general advice I recommend you read through This article from Goonhammer.

It’s not the be all and end all of what is good and bad but it will give you a decent understanding of what is better and worse in terms of weapon selections and some potential load outs and combos.

In short though Orlocks do very well at short to mid range (8-24”) shooting.

Leaders and normal champions can be given heavy weapons (heavy bolters are the best option) special weapons (plasmaguns and grenade launchers are best) or even basic weapons (bolt guns are some of the best guns in the game for their credits).

Leaders and arms masters can both take the roll of counter charger if equipped for close combat.

Specialist gangers should take grenade launchers.

Gangers should take a mix of boltguns, combat shotguns, normal shotguns and autoguns.

Wreckers I prefer to keep cheap with a single pistol until they skill up. They are essentially objective runners to me.

Juves/greenhorns are basically a waste of money if you can afford better fighters.

If you can start with brutes then the Orlock Lugger servitor works better as a heavy weapon platform than leaders and champions do. Spend the credits on buying the heavy bolter of you take one.

Alternatively ambots are great and Orlocks get them for a discount. Use them to give you close combat support and focus your leaders an champions on better guns.

Hopefully that helps a little bit.

You're right about Greenhorns but in 1st edition Necromunda I loved the challenge of turning a rookie into A Veteran and I'm sure I'll enjoy it here. Theirs also the fact that theirs no rule against a double-promotion as I call it and the method is very sneaky but technically its also 100% legal

That is were A Greenhorn or any Juve equivalents lucky enough to get enough experance for 5 cheap advance I can give them to him/her, then make sure that no matter what advances I give him/her he/she always has at least 12 experance, then during break make him/her a specialist then use his/her 12 experance to make him/her a Champion, which means that in 1 break period he'll/she'll promote from Juve to Specialist then promote again, this time from Specialist to Champion. Like I said very sneaky but technically its also 100% legal
 
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You're right about Greenhorns but in 1st edition Necromunda I loved the challenge of turning a rookie into A Veteran and I'm sure I'll enjoy it here. Theirs also the fact that theirs no rule against a double-promotion as I call it and the method is very sneaky but technically its also 100% legal

That is were A Greenhorn or any Juve equivalents lucky enough to get enough experance for 5 cheap advance I can give them to him/her, then make sure that no matter what advances I give him/her he/she always has at least 12 experance, then during break make him/her a specialist then use his/her 12 experance to make him/her a Champion, which means that in 1 break period he'll/she'll promote from Juve to Specialist then promote again, this time from Specialist to Champion. Like I said very sneaky but technically its also 100% legal

I think you might find in the new version of Necromunda that it is nearly impossible to get enough experience to get the required 5 advances before the midpoint of the campaign to get the upgrade to specialist, let alone another 12xp to double promote in a single down time period.

On top of that you will also find that it is actually cheaper in terms of credit value to just buy another champion than to promote a juve or prospect through advancements.

Unfortunately the new version of Necromunda rewards buying new fighters and equipment over actually developing your fighters.

There are a bunch of players and there are multiple house rules campaign systems that reintroduced the old campaign system over any of the new ones as it is significantly better balanced and more fun for gang development.
 
This seems to be essentially three or so endgame gangs in one. I don't think there's a lot of benefit to giving so much starting money (along with so much territory, for even more boosted income); gangs are likely going to run to around 40 models. Either the games will use full gangs (hope you have seven ambots built and a week off to play each game), or they won't (so most of those members, and their models, won't actually hit the table).

The idea of starting off with a developed gang is fine, give some extra bonuses. But this is way beyond anything that's really workable in the game system. If you're new, then try a few normal games first, maybe a three-or-four game mini-campaign to work out the scale you want to think at. If you do want to play with units of giant robots and squads of melee fighters, you'd probably be better off using a ruleset built to work at that scale.