N18 The Jamesters Knowledge

2 people that are thinking of joining my group have asked me to design them A 2,000 Credit for A 1-off Game they're hoping to do and I agreed but the problem is that they both asked my separately and because they didn't tell me that they playing against each other I assumed that they weren't playing against each other

The problem is that at the time I agreed I didn't know that they were playing against each the other and now I'm worried that I may end up unintentionally favoring 1 of the people I want to help, how would you suggest I avoid unintentionally favoring 1 of the people I want to help
 
My group has 3 Delaque Players and as they all got House of Shadows yesterday The Groups delaying The Campaign by 2 to 3 weeks, the reason being to give them time to create A Gang using House of Shadows

I've decided to give The Maidens/my Escher Gang, a overhaul and I'll create a better version in a few hours and post it late afternoon
 
Too many credits! Can you force your campaign down to starting amount of 750-1500 credits. Yes, I know it's hard to not pick everything, but that is the problem - you pick a lot of items, and I doubt you'll ever use them.

It's actually really hard to offer advice on a 4000 credit list, in part because by the time most people get to that amount, they are encouraged to retire, and a list of that magnitude (and it is magnitudinous to reach that many credits) has evolved naturally in response to the campaign it fought in.

I think you are giving yourself a bad experience to start so high. Too many rules to know out of the gate, too many models to play with, too little narrative or connection to your fighters.

It's just not an easy way to play Necromunda at all, nor I think an enjoyable way. As I mentioned, by the time a gang gets to 4000 credits, it is really reaching that time when it's best to retire.
 
^ this.

What you have there is a very late campaign gang. They've got good gear - a few things i wouldn't have bothered with (mostly grenade bloat and double pistols on juves) but aside from that they seem reasonable.
 
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I’ll echo the advice given here. Even with basic loadouts I spend half my time with my head in the rulebooks looking for obscure rulings amd whatnot. It’s better to ramp up the rules mental load gradually so you know how most of the basics work before adding more difficulty. If the players you are playing with are new, they’ll be relying on you to guide them so make it easier on yourself and keep it simple! More time playing the game, less time pouring over rulebooks.
 
Can I have advise?

My groups Campaign Organizer created A 1D100 Events Table that gets rolled on at the start of the very first week of the campaign, after that he rolls on it every 2nd week and he's potentially hit a snag that's massive but in a good way. What should I do?

The roll in Week 1 was A 100 on 1D100 then A 9 on 1D12 then A 5 on 1D6

By regular(?) I mean the 1 that bears some resemblance to The Champion they had before their House Of Book, for example in A Escher Gang The Free regular(?) Champion would be A Matriarch and not A Death Maiden

My groups Campaign Organizer has freely admitted that he only put this event on the table because he figured that he'd never roll it but he has and he did it in week 1

Now that he thinks about it my groups Campaign Organizer admits that if he’d thought about it he’d have realized that theirs no way that A living legendary Hero of his/her/its House/Gang potentially lower himself/herself to help out and fight for A Gang Leader that’s, potentially, a beginner

Because of what he/she is he/she gains +1 each to M. WS, BS, I, A, LD and CL, he or she gains 1 extra Primary Skill(meaning he or she has 2 Primary Skills) of the players choice, 1 Secondary Skill of the players choice, has another 4D6 experance, he or she also gets 1 Random Savant Skill and that he or she gets it even if his/her gang doesn't have any access to Savant Skills

Gear wise he or she gets 1 suit of Carapace Armor -Light, 1 Plasma Gun with A Suspensor, 1 Falsehood, 1 set of Frag Grenades, 1 Power Sword and stuff worth up to another 80 Credits that can have A Rarity of up to and including 11+ and because she's been in The Underhive his/her stuff isn't limited to only what's on his/her House Lists

My question is this. Bearing in mind The Gang whose link is https://yaktribe.games/underhive/gang/the_maidens.204652/ what Skills and extra stuff worth up to another 80 Credits that can have A Rarity of up to and including 11+ would you suggest I give her?
 
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It looks like you have missed a few lines in your post to tell us what the d100 roll actually means.

From the rest of your post I am assuming it means you get a “regular” champion added to your gang with the extra stats and skills listed in paragraph 7?

honestly it doesn’t really matter what you spend the 80 credits on as she is already kitted out (though why she needs suspensors on a plasma gun I don’t know).

Any mix of grapnel launcher, grav chute, armoured undershot, bio-booster, or photo-goggles will be great. You could also try giving her a status item like a gold plated gun if you just want something cool instead of effective.
 
It looks like you have missed a few lines in your post to tell us what the d100 roll actually means.

From the rest of your post I am assuming it means you get a “regular” champion added to your gang with the extra stats and skills listed in paragraph 7?

honestly it doesn’t really matter what you spend the 80 credits on as she is already kitted out (though why she needs suspensors on a plasma gun I don’t know).

Any mix of grapnel launcher, grav chute, armoured undershot, bio-booster, or photo-goggles will be great. You could also try giving her a status item like a gold plated gun if you just want something cool instead of effective.
The idea behind The Suspensors is that if the campaign lasts long for you to be able to to buy him or her a Heavy Weapon then most players will and when/if you do The Suspensors that he or she starts with will make it easier to use
 
But she can’t take a heavy weapon as she doesn’t have the space. She can only carry three weapons and already has a plasma gun and a power sword so only has space for a single slot weapon.

You can always make multiple cards, but with the cost of her other weapons it seems a waste.

With her skill access you can give her Spring Up, Dodge and either Infiltrate or overwatch and she will be a really annoying fighter for any gang to take on.
 
But she can’t take a heavy weapon as she doesn’t have the space. She can only carry three weapons and already has a plasma gun and a power sword so only has space for a single slot weapon.

You can always make multiple cards, but with the cost of her other weapons it seems a waste.

With her skill access you can give her Spring Up, Dodge and either Infiltrate or overwatch and she will be a really annoying fighter for any gang to take on.
Actually she could take a heavy weapon, if I can afford to get her 1, and the reason for that is because 1 of my Groups House Rules changes the limit of 3 weapons to the number a model can use in a fight, which means theirs no limit on the number of weapons a model can own

I've also remembered that I'd forgotten that the living Legend also gets 1 Random Savant Skill and that he or she gets it even if his/her gang doesn't have any access to Savant Skills. I've since amended the earlier bit
 
So you effectively gave everyone tools of the trade but removed all of the downsides of multiple loadouts due to random selection etc
 
I've decided to post the 1st edition version of the same event we're talking about but even though we made 22 rolls across 2 campaigns we never generated this event. Here it is. What do you think?

This individual is literally A living legendary Hero of his/her/its House/Gang that has lived in The Underhive for at least 5 to 20 years

Unlike last time it applies to A Regular(?) Ganger or the equivalent rather then A regular(?) Champion or the equivalent. 3 examples of that are A Pit Slave Gangs Pit Slaves, A Redemption Gangs Brethren and A Guilder Gangs Mercenaries

This can and if needed will gain A Enforcer Gang A 9th regular(?) Enforcer and as he or she's A Veteran whose lived and fought in The Underhive for at least 5 to 20 years he or she can take part in 3 games in a row rather then 2 but if he or she gets killed they aren't replaced

My groups Campaign Organizer has freely admitted that he only put this event on the table because he figured that he'd never roll it but he has and he did it in week 1

Now that he thinks about it my groups Campaign Organizer admits that if he’d thought about it he’d have realized that theirs no way that A living legendary Hero of his/her/its House/Gang would potentially lower himself/herself to help out and fight for A Gang Leader that’s, potentially, a complete beginner

Because of what he/she is he/she gains 6 stat increases that consist of +1 each to WS, BS, W, I, A and LD and he or she gets A 7th stat increases that is chosen by his or her player

He or she gains either 1 Shooting Skill or 1 Agility Skill chosen by The Players Choice, he or she also gains 1 Cunning or 1 Agility Skill chosen at random and he or she starts with 2D3+162 experance

When it comes to equipment this living legend of his or her house and/or gang starts with 1 suit of Carapace Armor, 1 1-in-a-million Boltgun that is fitted with both A Silencer and A Mono-Sight, 1 Power Sword, 1 set of Skull Chip and 1 Concealed Blade

Sadly Spyer Gangs can't gain extra gear and can't get another member/members, but they make up for this by the fact that every Spyer in The Gang is allowed to temporarily return to The Spire for advanced training, which results in all of its members getting 6D6+6 experance
 
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Our Campaigns Organizer has had a idea for a campaign were every player commands a coalition of 5 Gangs of his type and because of this they only start with a normal Gang, which means they get 1,750 Credits per Gang. I'm toying with ditching Escher and using Delaque, I haven't if I will or not and if I do I don't know what they'll get but if I do I've decided what each Gang Member Credit Cost will be and on that matter I have a question

So does A Delaque Gang made up of 1 Leader upgraded to Psyker who costs 260 Credits, 1 Ganger upgraded to Specialist with A Special Weapon who costs 260 Credits, 1 Regular Champions who costs 220 Credits, 1 Special Champion upgraded to Psyker who costs 260 Credits, 1 Prospect with 3 Extra Physic Powers who costs 200 Credits and 5 Credit Ganger that all cost 110 Credits sound like a good gang
 
It looks like you have missed a few lines in your post to tell us what the d100 roll actually means.

From the rest of your post I am assuming it means you get a “regular” champion added to your gang with the extra stats and skills listed in paragraph 7?

honestly it doesn’t really matter what you spend the 80 credits on as she is already kitted out (though why she needs suspensors on a plasma gun I don’t know).

Any mix of grapnel launcher, grav chute, armoured undershot, bio-booster, or photo-goggles will be great. You could also try giving her a status item like a gold plated gun if you just want something cool instead of effective.
On the subject of Suspensors on A Plasma Gun I'll admit that I was confused but I've learnt that every player in my group has the option to pay 30 Credits to upgrade it to A Plasma Cannon and all 12 of us have paid 30 Credits to upgrade it to A Plasma Cannon
 
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So does A Delaque Gang made up of 1 Leader upgraded to Psyker who costs 260 Credits, 1 Ganger upgraded to Specialist with A Special Weapon who costs 260 Credits, 1 Regular Champions who costs 220 Credits, 1 Special Champion upgraded to Psyker who costs 260 Credits, 1 Prospect with 3 Extra Physic Powers who costs 200 Credits and 5 Credit Ganger that all cost 110 Credits sound like a good gang

I'm sure this has been said to you before a few times now, but just telling us how much a ganger costs gives us no idea whether the gang is built or equipped well, all it tells us is they have X points worth of equipment, but we have no idea if that's guns, knives or popcorn making up that cost.

I appreciate the House of Shadows tools aren't up yet, but giving us a (short!) List of what your gangers are equipped with, without a wall of text around it would help here.

Eg.

Leader - mesh armour, web pistol (x creds)
Champion - mesh armour, long rifle (x points)

Etc
 
10 minutes ago I woke up from A Dream about A Necromunda Campaign and The Campaign had many things both in it and about it that were unique, I remembered everything. What do you think of this Necromunda Campaign from my Dream and even though it'll never become a actual Necromunda Campaign I want to know how people think they'd play it, what kind of models they'd use and what stuff they'd give their models. Here's everything I remember

Its based on the idea of the dying stages of A Gang War that has ravaged, maybe I should say decimated?, this part of The Underhive for 52 years

During the 52 year long Gang War that has ravaged, maybe I should say decimated?, this part of The Underhive 104 Gangs have been completely obliterated

Even if you only count the people that have been officially confirmed as died the deaths amount of over 8,200 Gangs members, over 4,300 Bounty Hunters, over 3,400 Enforcers and over 16,700 civilians

That’s why The Campaign only has 6 Gangs, they must be from A Different House and every Gang starts The Campaign stronger then roughly 80% of Gangs are at the end of a very long, meaning 20 or more weeks of real time, Campaign

And

Those are how the person running the campaign justifies the following

All Gangs get 4,300 Credits to spend on their Juves, Prospects, Gangers, Champions and their Leader and in case you’re wondering but they can’t use any of it to buy Hangers-on, Brutes, Pets and Beasts

The reason all 6 Gangs can’t use any of those 4,300 Credits to buy Hangers-on, Brutes, Pets and Beasts is because all 6 Gangs each get 600 Credits for Hangers-on, 1,100 Credits for Brutes, 1,100 Credits for Pets and 1,100 Credits for Beasts

As they’ve been fighting in this 52 Year Gang War for at least 18 years Juves and Prospects can each start with 2 things that are either Rare or Illegal and those 2 things can have either A Rarity Value or A Illegal Value of up to 9

As they’ve been fighting in this 52 Year Gang War for at least 25 years Gangers can each start with up to 4 things that are either Rare or Illegal and those 4 Things can each ither A Rarity Value or A Illegal Value of up to 11

As they’ve been fighting in this 52 Year Gang War for at least 35 years the maximum of 7 Specialists that A Gang can start with up to 6 things that are Rare or Illegal and they can each have either A Rarity Value or A Illegal Value of up to 13

When I say maximum of 7 Specialists I refer to the fact that you are guaranteed to be able to take up to 4 Specialists, 3 of which don’t automatically promote to Champion and you can get up to 3 more from Advance Rolls

As they’ve been fighting in this 52 year Gang War for at least 45 years and roughly 93% of them have been in it for the full 52 years Champions and Leaders can start with 8 Rare and/or Illegal Things and theirs have no limit on The Rarity or Illegal Value of the stuff thy start with

Because you start with them, they’ve likely been with your for at least 10 to 12 years and their loyalty is several times greater then most members of their profession The Hangers-on, Brutes, Pets and Beasts you start with don’t count against your normal limit

Almost all members of all 6 Gangs are, by Underhive Standards, very close to entering old age and some have entered old age, which is why all member of 6 Gangs have learnt, often grudgingly to have the common sense needed to not grow too attached to the stuff they fight with

That is the reason why even though in most Campaigns you can’t sell or store stuff belonging to members of your Gang in this Campaign you can

That is also is the reason why even though in most Campaigns members of your Gang can only own 5 Weapons, of which only 1 can be bulk, in this Gang all members of all Gangs can own as many weapons as you can afford and the limit on only being allowed to own 5 Weapons, of which only 1 can be bulky, has been changed

The rules change means that A Model can own as many Weapons as you want/can afford, and the old limit of only being allowed to own 5 Weapons, of which only 1 can be bulky, now applies to what a model can use in A Game

Saying that though any Hangers-on, Brutes, Pets and Beasts you recruit in the campaign do count against your normal limit

What’s more if any of the Hangers-on, Brutes, Pets and Beasts you start with either die or leave and you replace them then their replacements also count against your normal limit

Each Gang can choose 2 types of Hanger-on that are available to all Gangs, all Hangers-on of those 2 types know that your Gang can be trusted to look after most if not all Hangers-on of their type

That is why you can recruit 1 more then normal of both types but when creating your Gang you can only choose the normal maximum number

As a example of choosing 2 types of Hanger-on that you can recruit 1 more then normal of both types if A Escher Gang choose Auto-Jacks and Mad Docs then when creating your Gang I think you could only choose up to 3 Auto-Jacks and 2 Mad Docs but once the campaign has started I think you could have up to 4 Auto-Jacks and you could also have up to 3 Mad Docs

I also forgot to mention that if theirs 1 or more Hangers-on that only you Gang can use then your can use double the normal maximum amount, but if take more then the normal maximum amount then for every 1 you take over the normal maximum amount he or she costs triple what he or she would normally cost

As a example only Escher Gangs can use Apprentice Chem-Smyths, I think they cost 55 Credits and I think you can normally only have 1 but if I'm right then in this campaign you could have up to 2 Apprentice Chem-Smyths but if you did then your Gangs 2nd Apprentice Chem-Smyths would cost you 55x3 or 165 Credits

As they’ve had many years to recruit Hangers-on, Brutes, Pets and Beasts that would normally rather be dead then work with A Gang from their Gang can recruit 2 Hangers-on and 1 each of Brute, Pet and Beast that are normally only available to A Gang other then theirs

What’s more if it’s a Brute, Pet or Beast that your Gang can normally use you ignore any limit on the number you can have. See below for 1 example of both of those

The 1 example of both of those is that all Gangs that aren’t from House Goliath can have 1 Sumpcroc, and Gangs that aren’t from House Goliath can have 1 Sumpcrocs as you can, or, as is more likely, you think they can afford

Sadly you can only recruit Hangers-on, Brutes, Pets and Beasts that would normally rather be dead then work with A Gang from your Gang House when creating your Gang and once the campaign has started you lose the ability to do this

Hangers-on, Brutes, Pets and Beasts that most Gangs pay more for cost the same for every Gang. For example A Goliath Gang would pay 25 Credits for A Chem-Dealer and every other Gang would pay 50 Credits for A Chem-Dealer but in this Campaign all Gangs 25 Credits for A Chem-Dealer

All 6 Gangs start with 5 Underhive Scummers that all have 1 Mesh Armor, 1 Sword and 1 Respirator, they can spend up to 95 more Credits of other stuff, 1 Item can have A Rarity of up to 9 and because all 6 Gangs start with them their both free and you don’t have to pay to keep them

All 6 Gangs start with 2 Bounty Hunters that all have 1 suit of Light Carapace Armor, 1 Power Sword, 1 Respirator, 1 set of Smoke Grenades and 1 Skin-Blade, they can spend up to 220 more Credits of other stuff, they can have up to 4 Rare Items that can have A Combined Rarity of up to 44 and because they start with them their both free and you don’t have to pay to keep them

What is more if all 6 Players agree, but they don’t have to, then 1 of the 2 Bounty Hunters all 6 of them get will start with 1 free Las-Pistol/Plasma Gun Combi Pistol and when I say free I meant that its cost doesn’t come out of The 220 Credits they get to spend on other stuff

Hangers-on can’t gain experance but you can pay for them to gain advances but the cost is double the amount that the advance would normally increase The Gang Members Credits Value by

To have survived this long both Bounty Hunters you start with will have become veterans, that’s why after choosing their stats you get to choose advances worth up to 220 Credits

Its also why they both get +1 M, +1 BS, +1 T, +1 W, +1 A, +1 LD and +1 WP and its also why they get 1 Shooting Skill and 1 Combat Skill of The Players Choice and 1 Cunning Skill and 1 Savant Skill chosen at random

To have survived this long all 5 of The Underhive Scummers you start with will have become veterans(by their standards), that’s why they get to choose advances worth up to 115 Credits

Its also why they all get +1 W, +1 A, +1 INT and its also why they get 1 Cunning Skill of The Players Choice and 1 Shooting Skill chosen at Random

As they’re all veterans of between 18 and 52 years of Fighting every few days all 6 players get to choose 14 models that all get +1 to every stat and as every Gang gets these bonus’s it doesn’t increase the Gangs Credit or XP Values

Its also why each player chooses 1 Juve and 1 Prospect that both get 1 free random Primary Skill and as all Gangs get to do this it doesn’t increase the Gangs Credit or XP Values

Its also why The 3 Specialists you’re guaranteed to get that don’t start as A Champion 1 free Primary Skill of the players choice and as all Gangs get to do this it doesn’t increase the Gangs Credit or XP Values

Its also why The 1 Champion you’re guaranteed to get that was A Specialist gets 1 free random Primary Skill and 1 free Primary Skill of the players choice and as all Gangs get to do this it doesn’t increase the Gangs Credit or XP Values

Its also why up to 4 Champions that start as Champions get 2 free Primary Skills of the players choice and as all Gangs get to do this it doesn’t increase the Gangs Credit or XP Values

Its also why every Gangs Leader gets get 2 free Primary Skills of the players choice, 1 free Random Primary Skill and 1 Random Skill from any List and as all Gangs get to do this it doesn’t increase the Gangs Credit or XP Values

Its also why every Gang leader that’s from House Orlock get 1 Random Legendary Name and Gang Leaders that aren’t from House Orlock get 1 Random Skill from the table that only their Gang can use and as all Gangs get to do this it doesn’t increase the Gangs Credit or XP Values

When starting your Gang you can buy any and all Rare and Illegal Items but that’s because you’ve been building your Armory for decades but once the campaign starts everything, including Common Items, are at least fairly hard to get and most are very hard to get

That’s why once The Campaign starts Common Item cost double what they normally cost, Rare Items cost triple what they normally cost and Illegal Items cost quadruple what they normally cost

As well as which once The Campaign starts to buy A Rare Item you’ve got to roll twice and pass both rolls and Rare and to buy A Illegal Item you’ve got to roll 3 times and pass all 3 rolls

All Gangs get to promote 4 Gangers, not just 1 to Specialist and they get to promote 1 of those 4 to Champion, you choose which 1’s you promote when you recruit them and that’s so you can equip them appropriately

They also get to promote either 1 Juve or 1 Prospect to Champion and just like with The 4 Gangers that you promote to Specialist and the 1 of those 4 you promote to Champion you choose which 1 you promote when you recruit them and that’s so you can equip them appropriately

All Gangers start with 6 Advance Rolls, up to 4 Gangers that didn’t automatically promote to Specialist can promote to Specialist

No matter which advance roll it was that resulted in A Ganger that promote to Specialist he or she still gets his or her, up to 5 more, rolls on The Ganger Advance Table

As even the most inexperienced(?) Juves and Prospects has been fighting for at least 18 years and most of The Gangers Member have been fighting for at least 30 years and The Champions and Leader have been fighting for at least 42 years

That is why all regular(?) Gangers start with The 36 XP needed for their 6 advances, normal(?) Juves, normal(?) Prospects, The 3 Gangers that start as Specialists but don’t start as A Champion get 42 XP, Champions that didn’t start as A Ganger get 52 XP and Leaders get 60 XP

As well as which even though promoting from Specialist to Champion only(?) costs 15 XP and The 3 Gangers that start as Specialists but don’t start as A Champion get 42 XP none of The 3 Gangers that start as Specialists but don’t start as A Champion can spend 15 XP to also start promoted into A Champion

1 bit of info I’ve decided to mention separately is that the maximum of 4 Gangers that aren’t guaranteed to start as Specialists but do get the 36 XP needed for 6 advances also get another 8 XP

In theory The 1 Juve or 1 Prospect and The 1 Ganger that start as A Champion both gain 59 points of XP and the reason I say in theory is because they don’t get to keep and/or spend any of those 59 points of XP

The reason they don’t get to keep any of it is because as soon as you choose The 1 Juve or 1 Prospect and The 1 Ganger that start as A Champion you must sacrifice it to buy +1 WS, +1 BS, +1 W, +1 A, +2 LD, +1 INT, +1 WP and either 1 Primary Skill of The Players Choice or 1 Random Primary Skill

All Gangs start with A Alliance with 1 Noble House of their players choice that can’t be lost and they also start with 1 Alliance with either A Crime Syndicate or Guild of their players choice, but unlike their Alliance with 1 Noble House of their players choice their Alliance can be lost

All Gangs start with A Reputation of 60+1 or 62, not including bonuses from other Settlements(see later) and A Turf of 21 and as long as their original Leaders alive their rep

If your Alliance with A Noble House is with House Greim then even though the model that get seconded is normally chosen at random you get to choose who gets seconded and that is because of all the trust you’ve build up over the last 52 years

Normally if you lose A Game theirs a chance that you will lose 1 or more members but because of all the trust you’ve build up over the last 52 years if this happens you only lose 1 member and if you must lose 1 member then you have A 50/50 chance of being able to choose which 1 member your Gang loses

All Gangs get 2 Random Rackets that are both free and permanent, 2 Random Intrigues that are both free and permanent and they also get A 3rd Intrigue that’s both free and permanent but this, 3rd, Intrigue must be The Price of Peace

All Gangs will have either A very large Number of very low income Territories or A Very Small Number of very high income Territories or a mixture of low, meaning not very low, income Territories and high, meaning not very high, income Territories

I think its worth mentioning that some Gangs will also make use of things like Vents and Tunnels that make no money but can be and nearly always are useful

Although all Gangs will have a large amount of variance in most of the territories they have all Gangs automatically start with 1 Gambling Den, 1 Drinking Hole, 1 Settlement, 1 Workshop, 1 Chem Pit and 1 Stinger Mould Patch

I decided they’d all get 1 Stinger Mould Patch because all gangs can use it to cure any injury other then memorable Death and Gangs that have been around as long as these will know how useful that is and all of them would have made sure they get at least 1 Stinger Mould Patch

Beca they also all get 1,000 Credits with which to buy Territories, purchasing each Territory costs double the amount in would normally earn your Gang and you can freely choose your Territories from any Official Book

Vents and Tunnel Networks are 2 exception and because they let you deploy up to 3 models at the end of turn 1 they each cost 50 Credits per Vent and/or Tunnel Networks

Another exception is Friendly Doc and that’s because A Friendly Doc reduces the cost of A Medical Escort by 10 Credits, to a minimum of 0 Credits, and is why it also cost 50 Credits per Friendly Doc

Yet another example is getting A 2nd, or more, Stinger Mould Patch/Patch’s and that’s because if you’re Gang isn’t A Escher Gang then once per game A Stinger Mould Patch lets you ignore any injury other then Memorable Death and is why it also cost 150 Credits per Stinger Mould Patch

If you’re Gang is A Escher Gang then once per game A Stinger Mould Patch lets you ignore any injury, even Memorable Death and it still only(?) costs 150 Credits per Stinger Mould Patch

Because of The Unique way Mine Workings work when choosing your Territories you get to choose how many Credits they earn you per week and their cost is equal to the number of Credits they earn you pay week +another 30 Credits

Settlements are the 1 exception to that and that’s because Settlements don’t give you Cash but they can potentially give you A Free Ganger Settlements cost 100 Credits

And

Here’s a few examples of that

If I wanted to only use Territories from Gang War 1, but I never would and lets be honest would anyone ever do that, and I fancied a challenge then I might decide go for A slightly smaller(?) then normal Number of Territories most of which are fairly wealthy and those that aren’t either are or can be very useful

That’s why if I did that, but I never would, I’d go for 2 Spore Caves(240x2 or 480), 2 Drinking Holes(80x2 or 160 Credits), 2 Friendly Docs(50x2 or 100), 1 Mine Workings that gives me 80 Credits per week, (80+30 or 110 Credits), 1 Settlement(100 Credits) and 1 Vents(50 Credits)

And

All in all that means that if I did do that then I’d start with 17 Territories that consist of 3 Drinking Holes, 2 Spore Caves, 2 Friendly Docs, 2 Settlements, 2 Spore Caves, 1 Gambling Den, 1 Workshop, 1 Chem Pit, 1 Stinger Mould Patch, 1 Mine Workings that gives me 80 Credits per week and 1 Vents
 
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Holy crap that's a lot of text, I didn't read all of it, just skimmed through.

Sounds like nearly every campaign you've described, way too many credits, additional rules and bolt ons for a starting gang, making choice meaningless and the only way you can spend that much cash is to equip everyone with all the best possible gear.
 
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As heart of the storm states: Every one of your "campaign ideas" and "Gang ideas" are basically the same thing. Ludicrously high credit investments, ludicrously high XP investments, and ludicrous equipment availability.

Bigger numbers doesn't translate into a better gameplay experience. None of this would be very fun or interesting to play.

Just stick to 1000 or 1250 credit starting gangs, and dispense with all this stupid layering of "Well actually everyone has +20 to every stat and starts with 15 skills each". I'm genuinely doubtful that any of these gangs/campaigns have ever actually been used.
 
I just want you to report back on how the first game goes and how long it took. With that much gear, skills, etc, you best have all the books on hand with a highly knowledgeable arbitrator, because I see each and every activation taking an eternity looking up each and every little thing. And by your own words most of your players are fairly new to the game, as just about nothing in oldmunda shares anything with the new rules.