N18 The Jamesters Knowledge

I've got to ask a favor, I find asking this favor embarrassing but I'm going to ask it. Can someone please tell me how to make a link to the site? and when you do can you make your instructions a simple as possible?

Its at YAKTRIBE.GAMES, my names JMISBEST and The Gangs called The Maidens, can someone please help me by making a link then giving advise on what free Gun worth up to 15 Credits and what 40 Credits worth of other stuff to give my Little Sister?, even if Little Sisters can't start with Flak Armor The Event that The Campaign Organizer generated means that she can start with Flak Armour, and what advance/advances do you suggest I buy with her 8 points of initial XP on?
 
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I've got to ask a favor, I find asking this favor embarrassing but I'm going to ask it. Can someone please tell me how to make a link to the site? and when you do can you make your instructions a simple as possible?

Its at YAKTRIBE.GAMES, my names JMISBEST and The Gangs called The Maidens, can someone please help me by making a link then giving advise on what free Gun worth up to 15 Credits and what 40 Credits worth of other stuff to give my Little Sister?, even if Little Sisters can't start with Flak Armor The Event that The Campaign Organizer generated means that she can start with Flak Armour, and what advance/advances do you suggest I buy with her 8 points of initial XP on?

Nobody is going to believe that you don't know how to copy an URL address, especially as you've been told previously that that is all you need to do.
 
Nobody is going to believe that you don't know how to copy an URL address, especially as you've been told previously that that is all you need to do.
Like I said I'm bad when it comes to technical terms and I hate to admit it but theirs 2 problems, the 1st is is that I've never known how to copy a URL address and the 2nd is that the instructions I was previously given weren't simple enough

Please believe me when I say that I'm not trolling, its just that theirs a large number of technical term that I don't understand and how to copy a URL address is 1 of them
 
I've decided that for her free gun worth up to 15 Credlts I'm going for A Laspistol and for her 40 Credits of other stuff, that can include Flak Armor, I'm going for Stiletto Blade, Skinblade and Flak Armor and that I'm using 6 of her 8 initial XP to give her +1 BS
 
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My group has set the date that we hope to get together and do the few 1st games of The Campaign. Its set for next Thursday and The 2 players I'm hoping to play against are both using Goliaths. If all goes to plan shall I post how my 1st 2 games go?. Its not guaranteed to go to plan but I can hope

The 1st of the 2 games I'm hoping to do will see me playing A Scenario my group made called Prison Break, which sees A Gang trying to break A Crime-Lord out of Prison, The Attackers gets 6 models to The Defenders 10 but The Attacker gets to choose his or her 6 Models while The Defenders 10 Models are Chosen at Random, if The Attacker wins then he or she gets 200 Credits from of Free Illegal Rare Items of his/her choice and if The Defender wins he or she gets 200 Credits worth of Free Legal Rare Items of his/her choice

The 2nd of the 2 games I'm hoping to do will see me playing another Scenario that my group made, this 1's called Trap The Beast, when selecting their crew both Players choose whether they get either 5 models of their choice or 8 random models and they don't have to choose the same selection method. both Gangs are trying to Capture The Exotic Beast that only their Gang can use if your gangs succeeds then 1 Champion misses 1D2+1 games while he or she heals then tames then trains the beast but he or she gets 1D3 XP per game they missed, after that periods up you get The Exotic Beast that only your Gang can use and you get it for free

The strangest thing is that its unique in 3 ways, the 1st is that its possible for both gangs to accomplish their victory conditions, the 2nd is that you can win without even firing a shot anywhere near a member of the other Gang and the 3rd is that if you want once you've captured your beast you can, but you don't have to, help the other Gang and this be a easy way to get Juves and Prospects XP and if you're careful theirs very little if any risk

The best thing, in my opinion, is that helping A Gang in this way can potentially save lives, by which I mean some of The nastier Settlement Events on Settlement Event Tables 3 and 4 can result in members of your Gang either dying or being captured by Slavers and never seen again or otherwise disappearing without you being able to prevent it, but if you helped A Gang in this way then theirs a chance that their in the same settlement at the same time and if they are they could save several members of your gang
 
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It’s awesome that you are bursting with ideas and really want to engage with the community, and that is always welcome! Please consider starting your own thread in the Necromunda forum where you can keep all your messages in one place. If you tell me what you would like to name it, I can create it for you and move the majority of your previous posts into it, replies and all. Repeatedly posting threads documenting variations of a theme in random forums is getting a bit hard to moderate now, and I politely request you try to focus your energies into one place.

-edited language as original post reads a little harsh, which was not the intention.
 
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tMate your posts are starting to get a bit spammy. Multiple times you’ve posted walls of text or long messages and then backed out of them by saying ‘a friend’ or ‘my brother’ accessed your account and wrote it, even though every message follows exactly the same format, or had ‘dreams’ and other requests for advice.

I get that you are bursting with ideas and really want to engage with the community, but this isn’t the way to go about it. Please consider starting your own thread in the Necromunda forum where you can keep all your messages in one place. If you tell me what you would like to name it, I can create it for you and move the majority of your previous posts into it, replies and all. Repeatedly posting threads documenting stream-of-consciousness outpourings that are mostly variations of a theme in random forums is getting a bit hard to moderate now, and I politely request you try to focus your energies into one place.
Thanks for the offer I accept, how about The Jamesters Knowledge for a name. Also I apologies for all these similiar posts, I do have a habit of forgetting things that aren't very important and having forgotten that I'd made similiar posts I do it again and I do it because I can't remember doing the similiar posts so I keep doing similar 1's
 
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Thanks for the offer I accept, how about The Jamesters Knowledge for a name. Also I apologies for all these similiar posts, I do have a habit of forgetting things that aren't very important and hacing forgotten that I'd made similiar posts I do it again and I do it because I can't remember doing the similiar posts so I keep doing similar 1's
I’ve collated a bunch of threads of a similar nature into this thread now.
 
I've remembered something that happened during A 1st Necromunda Campaign I took part in back in April 2,002 and after only The Campaigns 1st Game every player admitted that my Gang was unbeatable and they declared me the winner. Here's the info. What do you think?

Here’s how

I went for A Small but very Elite Gang of had 1 199 Credit Magos, 2 280 Credit Genestealer Purestrains and 3 80 Credit Brood Brothers

My 199 Credit Magos had Chainsword, Plasma Pistol, Frag Grenades and in case her Plasma Pistol goes out of Ammo A Stub Gun

Even though it was The Campaign’s very 1st game we were playing a unique scenario and I’d foolishly let him use his best Juve from our last campaign

The Juve in Question had been used in more then half of the games he'd played, which means she'd been used in 9 of his 14 games

Saying that though this was supposed to be the only time that he’d use his best Juve from our last campaign. Looking back I realize that it was very foolish but it turned out OK in the end

And

My entire Gang were named after either people, beings or creatures from various Cartoons and TV Shows

Scenario

The Raid

The target was The Enemy Leader

That means that I was the attackers

It was A Grudge Match

Which means everyone gets double XP

I choose to go for Treacherous Conditions

I rolled A 66 which meant Hive Quake

The only losses were on the enemy side and they were 1 Ganger that used to be A Juve and The Enemy Leader

That means that I won, on the very 1st turn, without even touching a model

As it was A Grudge Match type Raid everyone nets 30+2D6 XP

And

The enemy Juve that got took out by The Hive Quake got captured, as this was the only scenario he was allowed to use her in my foe couldn't try to rescue her and my Magos managed to convert her

Advances

My Magos netted +1 LD and she also bagged A New Primary Power and with A roll of A 6 on The Telekentic Power Table she gets The Fists of Fury Power

As soon as she gained this power she got +1D3 WS, she ended up with +3 WS, she also gained a automatic +1 A and I can try to use it to increase her S to 8, gives her another +1 A and if she wounds her foe then her Attacks do 3 damage

When rolling for the maternity leave(as The Genestealer Cult rules called it) I lose both of my current Genestealer Purestrains, saying that though when rolling for what I get I rolled 2 5’s, which means they both give me 2 Genestealer Purestrains, that’s 4 Genestealer Purestrains

When rolling for the maternity leave(as The Genestealer Cult rules called it) of my 3 Brood Brothers I make 3 rolls of 1D6, all 3 rolls come up between A 1 and A 4, that means that they all net me A Neophyte Hybrid and that nets me 3 Neophyte Hybrids

The rules don’t say that if A Model goes on maternity leave you lose his/her stuff, which is why The GM ruled that you keep their stuff

That’s why my 3 new Neophyte Hybrids all start with The 1 Stub Gun and 1 Sword that their parent once had, all in all not a complete loss

This weeks weekly event was Jail-Break, which means that my 3 new Neophyte Hybrids all get +3D6 XP and because Neophyte Hybrids start with 0 XP that nets 2 of them 2 advances and nets the 3rd 3 advances

And

Advances wise The 1st of the 2 that got 2 advances got +1 WS and +1 LD, The 2nd of the 2 that got 2 advances got +1 BS and +1 S and the 1 that got 3 advances got +1 WS, +1 BS and +1 LD

Powers

The 3 Minor and 1 Major Powers that my Genestealer Magos started with were as follows

The 1 Major Power

Mental Strength

Once cast this Power, which if used correctly is 1 of the best in 1st edition, the effect lasts for the rest of your turn and all of your foes next turn and the effect is that you roll 1D6 and add the number to any 1 of WS, BS, S, T, I or A

And

Saying that though with her WS of 6 theirs no point to boosting her WS, with her S of 4 or 5 with modifiers their is little point boosting her S and if the campaign had continued with A BS of only(?) 3 boosting her BS would likely be my best bet

The 3 Minor Powers

Immune to Possession

Having this power completely removes The Main Weakness of all Wyrds/Deamonic Possession, but even though she can no longer be possessed if she her casting roll is A 2 or 12 she can still be dragged into the warp

And

Despite the benefits if this power even though A Deamon can’t possess her 1 can still attack her, and if it takes her OOA she can still die

Jynx

This power can only be cast if the user is shot at and if successfully cast the person shooting at The Magos automatically misses but in order to see if A Ammo Test is needed his/her/its Player still makes a to hit roll

Happy Trigger Finger

Before you cast it nominate 1 enemy and if you successfully cast this power then the targeted model develops A Happy Trigger Finger, he or she fires a lot of shots at moving shadows, which results in his/her/its Player having to make A Ammo Roll

And

Taking all of that into account its lucky(?) that if the target has more then 1 gun the controlling player chooses which gun may or may not run out of ammo

Also

On the subject of the captured Ex Escher Juve that my Genestealer Magos Corrupted into fighting for me she was equipped with Laspistol, Chainsword, Flak Armour, Respirator and Frak Grenades and she was worth 115 Credits and 68 Experance

This Former Escher Juve had 8 advances and her 8 advances were +2 WS, +1 BS, +1 S, +1 A, +1 LD as well as The Parry and Counter-Attack Skills

And

She has 4 permanent Injuries and her 4 permanent Injuries are/were Head Wound, Impressive Scars, Badly Shaken and Bitter Enmity VS All Scavvy Gangs

Also on this model

Normally A Player would try to rescue a model that good at any cost, but she was his best Ex Juve from our last campaign which means that he wouldn’t use her outside of that battle

Even though she was his best Ex Juve from our last campaign and he wasn’t planning on using her outside of that battle my, at the time, group would normally vote on if I got to keep her or not

And

Saying that with the entire group admitting defeat and unanimously declaring me the winner after the campaigns 1st battle, meaning not just my 1st battle, we never needed to vote on if I got to keep her or not

Trading stuff

My territories were 2 Friendly Docs, 1 Archeotech Hoard, 1 Settlement and 1 Slag Heap

Sadly I can only work 3 of them and in the end my gang makes A profit of 80 Credits

As I have A Settlement 1 of my groups house rules lets me roll to see if I get A Free Neophyte Hybrid, I roll A 6 and get A Free Neophyte Hybrid

It starts with 3D6 extra experance, it ends up starting with 13 experance and its 2 advances are +1 W and +1 A

All in all I ended up being offered 3 Rare Items

Those 3 Rare Items ended up as Flak Jacket -14 Credits, 1-in-a-million Weapon that I took as A Bolt Pistol -40 Credits and Smoke Grenades -26 Credits

I bought all of them and I choose to give all 3 of my Gangs new Rare Items to The Genestealer Magos that’s my Leader

All in all that leaves my gang with 80 -14 -40 -26 or 0 Credits. But its worth it, right guys

In the end I decided that rather then put in the stash or sell my Magos old Plasma Pistol I’d give it to 1 of my 3 Neophyte Acolyte’s

Likewise I choose to give The Old Stub that used to belong to The Neophyte Acolyte in question to my new Neophyte Hybrid

As A 1-in-a-million Bolt Pistol never runs out of ammo I also gave my Magos’s Back-up Stub Gun to my new Neophyte Hybrid

And

That means that my new Neophyte Hybrid now has 2 weapons that can be used in close combat, which gives her +1 A

My Gang

Name

The Sun Hill Mob

Type

Genestealer Cult

Ratting

Credits

1,884

Experance

0,488

Total

2,372

Territories

2 Friendly Docs

1D6x10 Credits +Special

1 Archeotech Hoard

Between 2D6x10 and 6D6x10 Credits +Special

1 Settlement

30 Credits +Special

1 Slag Heap

15 Credits

Stash

Empty

My models

My Genestealer Magos

Polly Page

She is armed with 1 Chainsword, 1 Set of Frag Grenades, 1 1-in-a-million Bolt-Pistol, 1 Flak Jacket and 1 set of Smoke Grenades. 224 Credits and 105 experance. Her stats are M 6, WS 6, BS 3, S 4(5), T 3, W 1, I 5, A 2(3), A 4, LD 9

Her Powers

Her 2 Major Powers

Mental Strength

Once cast this Power, which if used correctly is 1 of the best in 1st edition, the effect lasts for the rest of your turn and all of your foes next turn and the effect is that you roll 1D6 and add the number to any 1 of WS, BS, S, T, I or A

And

Saying that though with her WS of 6 theirs no point to boosting her WS, with her S of 4 or 5 with modifiers their little point boosting her S and with A BS of only(?) 3 boosting her BS would likely be my best bet

Fists of Fury

As soon as she gained this power she got +1D3 WS, she ended up with +3 WS, she also gained a automatic +1 A and I can try to use it to increase her S to 8, gives her another +1 A and if she wounds her foe then her Attacks do 3 damage

Her 3 Minor Powers

Immune to Possession

Having this power completely removes The Main Weakness of all Wyrds/Deamonic Possession, but even though she can no longer be possessed if she her casting roll is A 2 or 12 she can still be dragged into the warp

And

Despite the benefits of this power even though A Deamon can’t possess her 1 can still attack her, and if it takes her Out of Action then she can still die

Jynx

This power can only be cast if the user is shot at and if successfully cast the person shooting at The Magos automatically misses but in order to see if A Ammo Test is needed his/her/its Player still makes a to hit roll

Happy Trigger Finger

Before you cast it nominate 1 enemy and if you successfully cast this power then the targeted model develops A Happy Trigger Finger, he or she fires a lot of shots at moving shadows, which results in his/her/its Player having to make A Ammo Roll

And

Taking all of that into account its lucky(?) that if the target has more then 1 gun the controlling player chooses which gun may or may not run out of ammo

Genestealer Purestrains

Suicune

Its armed with razor sharp fangs, teeth and claws and armour like skin that gives it A 5+ Armor Save. Its worth 280 Credits and 64 experance. Its stats are M 6, WS 7, BS 0, S 6, T 4, W 1, I 7, A 4, LD 10

Entie

Its armed with razor sharp fangs, teeth and claws and armour like skin that gives it A 5+ Armor Save. Its worth 280 Credits and 66 experance. Its stats are M 6, WS 7, BS 0, S 6, T 4, W 1, I 7, A 4, LD 10

Raikou

Its armed with razor sharp fangs, teeth and claws and armour like skin that gives it A 5+ Armor Save. Its worth 280 Credits and 61 experance. Its stats are M 6, WS 7, BS 0, S 6, T 4, W 1, I 7, A 4, LD 10

Mewtwo

Its armed with razor sharp fangs, teeth and claws and armour like skin that gives it A 5+ Armor Save. Its worth 280 Credits and 65 experance. Its stats are M 6, WS 7, BS 0, S 6, T 4, W 1, I 7, A 4, LD 10

Neophyte Hybrids

Ash

He is armed with 1 Lasgun, 1 Sword and 1 Knive. She is worth 115 Credits and 14 experance. Her stats are M 4, WS 5, BS 2, S 4(5), T 3, W 1, I 5, A 1(2), LD 9

Tony

He is armed with 1 Stub Gun, 1 Sword and 1 Knive. She is worth 100 Credits and 17 experance. Her stats are M 4, WS 5, BS 3, S 4(5), T 3, W 1, I 5, A 1(2), LD 9

June

She is armed with 1 Stub Gun, 1 Sword and 1 Knive. She is worth 100 Credits and 15 experance. Her stats are M 4, WS 4, BS 3, S 5(5), T 3, W 1, I 5, A 1(2), LD 8

Misty

She is armed with 2 Stub Guns and 1 Knive. She is worth 100 Credits and 13 experance. Her stats are M 4, WS 4, BS 2, S 4, T 3, W 2, I 5, A 2(3), LD 8

Converted regulars(?)

Annie

She was A Escher Juve

She is armed with 1 Laspistol, 1 Chainsword, 1 Flak Jacket, 1 Respirator and 1 set of Frak Grenades. She is worth 115 Credits and 68 Experance. Her stats are M 4, WS 4, BS 3, S 4(5), T 3, W 1, I 3, A 2(3), LD 9. She has The Parry and Counter-Attack Skills, she has 4 injuries and they are Head Wound, Impressive Scars, Badly Shaken and Bitter Enmity VS All Scavvy Gangs
 
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I've had a idea for A Unique 1st edition Necromunda Campaign that uses The Rules for The Ash Wastes and and I want to know if you think my idea make a good campaign?

The idea is based around the fact that in a campaign set in The Ash Wastes all members of all Gangs must ride either in A Vehicle or on A Beast

The worst thing in a campaign set in The Ash Wastes is that unless you change the rules models that can’t ride either in A Vehicle or on A Beast can’t be used n

All Gangs get 1,000 Credits with which to create their gang, saying that though normally you’ve got to pay for your vehicles and/or your Beasts with your 1,000 Credits and your vehicles and/or your Beasts are likely going to cost most of their allowance

So my idea is to give all Gangs 1 Armored Gang Transport that moves on Wheels and 1 Medium Beast with 1 Upgrade and as all Gangs get The Same Type of Vehicle 1 it doesn't come out of The 1,000 Credits that all players get to create their gang with

And

Normally Hive Prospector Gangs can’t use any Beasts but to make it fair on Hive Prospector Gangs they can use The 1 Medium Beast with 1 Upgrade that all Gangs get but it’s the only Beast that Hive Prospector Gangs can use

mod- moved to existing thread
 
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Remember you have your own thread - https://yaktribe.games/community/threads/the-jamesters-knowledge.11455/page-6 :)

But this is an idea that works well if you don't want to sacrifice the gang itself. I've kinda done it for my n17 campaign with homebrew vehicles; in that I give my players 250 "vehicle credits" to spend on mounts in addition to their starting 1250 gang credits.

mod- moved to existing thread alongside post above.
 
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I've decided on The Gang I'm going to use. The links https://yaktribe.games/underhive/gang/the_maidens.178435/

The Campaign was meant to start a few weeks ago but 3 of my group were unwell with something other then Carona. The 1st few games start in about 1 hour but as a precaution at the place were each game is played their will only be the 2 players. I'll post how it goes sometime tomorrow

The GM has decided to let all Leaders start with 1D6+20 XP, all Champions start with 1D6+15 XP and The Ganger that starts promoted to Specialist, all Juves and all Prospects start with 1D6+10 XP, but The XP can't be used until after the 1st game

Also The Little Sister was free and I got her because The Campaign Organizer rolled on A Weekly Events Table he made and it resulted in every Gang getting 1 Free Juve equivalent with 40 Credits worth of free stuff and double The XP he or she'd normally have
 
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I've had a just for fun idea for creating rules for making A Gang of Covert investigators lead by A Inquisitor that's fully trained but this is his 1st mission as A fully trained Inquisitor, it draws inspiration from a lot of sources and here's my idea for the model types that are available in this gang

Also I apologies for initially saying a mate made them, I was taking a long break, my so called mate altered the post and it took me a while to realize. Sorry

For A Radical Inquisitor use A Delaque Leader with Physic Powers

If you don't want to turn A Ganger equivalent into A Specialist A Radical Inquisitor can take either A Kroot Scout that has the same and have the stats, skill options and equipment options of A Corpse Grinder Initiate or A Striking Scorpion that has the same and have the stats, skill options and equipment options of A Escher Matriarch

For A Puritan Inquisitor use The Redemption Priest from Delaque

If you don't want to turn A Ganger equivalent into A Specialist A Puritan Inquisitor can take either A Redemption Soldier that has the same and have the stats, skill options and equipment options of The Redemption Equivalent of A Ganger or A Death Cult Assassin that has the same and have the stats, skill options and equipment options of The Venotar Equivalent of A Ganger

For A Rookie Tech-Priest(Champion naturally) use A Van Saar Archeotek that has A Omega level piece of Archeotek and give him Mesh Armour, A Cheap Melee Weapon, The Best Special Weapon you can afford and in case his main gun runs out of ammo give him A Cheap back-up gun

You can only have 1 Veteran Imperial Guard Gunner but he or she can be either A Van Saar Gunner promoted to Specialist with A Plasma Cannon or A Escher Sister promoted to Specialist with A Plasma Gun

Regular Guardsmen are represented by Ganger Models, are the equivalents of Gangers, can be from any House Gang and have the stats, skill options and equipment options of A Ganger from that house

Conscripts are represented by Juve Models, are the equivalents of Juves, can be from any House Gang and have the stats, equipment optiona and Skill option of A Juve from that house

White Shields from The Former Planet Cadia are represented by Prospect Models, are the equivalents of Prospects. can be from any House Gang and have the stats, skill options and equipment options of A Prospects from that house

You can't use elite or Veteran Skiratti but you can use normal(?) Skiratti and they also use the rules for either heavily armed Orlock Gunners or lightly armed Van Saar Teks

For A Eversor Assassin(Specialist champion naturally) use A Goliath Stimmer with Master Crafted Renderizer Serrated Axe, A Stimm-Slug Stash, A Set of Furnace Plates and A Bio-Booster

For A Gun Servitor(2nd Specialist Champion) use A Very Heavily Armed Slave Ogryn Champion

For A Veteran Guard Sniper(3rd regular Champion) go for A Venotar Gang Hunt Champion and give him A House Escher House Legacy, A Chem Thrower, A Chem-Smyth, A Chainsword and A Suit of Mesh Armour and in case his or her Chem-Thrower runs out of ammo give him or her A Lasgun

For A Expert Medic(regular Champion naturally) use A Van Saar Augmek and give him or her The Medicae Skill, A Medicae Kit, A Suit of Mesh Armour, either A Lasgun or A Autogun and A Bio-Booster
 
Both bellatrix and voldemort (witch and disciple) have 1 too many weapons, the max is 3 and the stubber counts as 2.
I also wouldn't combine powerful with a gang that only gives 25% of its fighters a 5+ save
 
Last nights games got cancelled. Here's
Both bellatrix and voldemort (witch and disciple) have 1 too many weapons, the max is 3 and the stubber counts as 2.
I also wouldn't combine powerful with a gang that only gives 25% of its fighters a 5+ save
When I said powerful I was referring to them having 3 Champions, A Witch, A Tooled Up Specialist, A Fairly well armed Demagogue and a fairly large number of weapons that can do a lot of damage