N18 The Jamesters Knowledge

That compelling back story about a long running gang war that has resulted in just a few large powerful gangs remaining: why not play that rather than jumping to the end?

There's a clichéd quote that you've likely heard: "it's the journey not the destination". Despite being clichéd, it's often true. In the case of a game like Necromunda, having a bunch of powerful, well equipped characters isn't fun in of itself. What's fun is trying to build that gang over the course of a campaign. Collecting the experience, scrounging the trading post for the right equipment, and hoping you avoid career ending injuries: these are the things that will make your campaign fun. You'll probably never manage to create the perfect gangers* your campaign idea allows you to start with, but the gangers you do end up with will be much richer for the story behind them.

Don't believe me? Then play one of these campaigns you've come up with and see how you like it. If you and your fellow players enjoy it cool! It doesn't really matter what people here think of them. However I suspect you'll find it less fun in reality than it is in your imagination. Certainly for me, the lack of anything to work towards would make the campaign boring.

But that's just me. Like I said, if this appeals to you and your friends then give it a try. Different strokes and all that.

*I'm using ganger to mean a generic member of a gang here, not the in game rank.
 
I have a question about modifying A Gang another player has suggested. What do you think?

His or her Gang is as follows

  1. Queen - Plasma pistol, Stiletto Sword, Mesh armor. Spring up. (220)
  2. Matriarch - Needle Rifle. Dodge. (135)
  3. Death maiden - Needle Pistol, Venom claw, Chem-synth, Mesh armor. Hit & Run. (200)
  4. Specialist - Grenade launcher. (105)
  5. Ganger - Shotgun, Acid ammo. (95)
  6. Ganger - Shotgun (80)
  7. Ganger - Lasgun (55)
  8. Little-sister - Stub gun, Stiletto knife, Photon grenades. (60)
  9. Little-sister - Autopistol, Stiletto knife. (50)

My question is this

My group has decided that our next campaign will be the 1st Necromunda Campaign were we only use rules from Official Sources and we're hoping to start a day or 2 after Bonfire Night

The person in charge has decided it will last 2 months with a 1 week break period every 3rd week and has decided that because the rules don't say we can't use The Credit Allowance and free advances mentioned in The 3-day Campaign rules during A 2-month campaign that we can

I like The 2nd Version of your Gang enough that I plan to use it/them but as this will be my only 3rd edition Necromunda Campaign were me and my group only use rules from Official Sources I need help and have a few questions

As its 1,750 Credits, what do you suggest I spend the extra 750 Credits on?, what you think The 4 extra Primary Skills of the players choice, 1 extra Random Secondary Skill and 3 Stat Increases should be? and who should get them? and bear in the mind that even though theirs 8 free advances no model can get more then 3 of them?

As I am hoping to use 1 I was thinking of getting A Wyld Runner, giving her the maximum of 3 Advances and as I know most of my foes won't expect it I'd give her +1 WS, +1 S and 1 Random Primary Skill, that way I reckon that by The 2nd Break she's guaranteed to advances to become A Champion and if I'm lucky could be 1 by The 1st Break. What do you think of that idea?
 
Bearing in mind my last post I've come up with the following Gang. What do you think of it?, ideas and suggestions welcome and I've decided who will get
The advances

Of the 4 extra Primary Skills of the players choice, my Leader got 2, Matriarch 1 got 1 and The Death Maiden got A Finesse Skill and I've choose them, have randomly rolled The extra Random Secondary Skill and got The Cunning Skill Infiltrate for my Wyld Runner and handed out and 3 Stat Increases should be

Queen. Plasma pistol, Master Crafted Stiletto Sword, Mesh armor. Spring up. Commanding Presence, Sprint.(235)

Matriarch 1. Needle Rifle, Mesh Armor. Dodge. Counter-Attack(150)

Matriarch 2. Plasma Cannon, Suspensor, Mesh Armor. (305)

Matriarch 3. Needle Rifle, Mesh Armor. Dodge. (150)

The Death maiden. Needle Pistol, Veom claw, Chem-synth, Mesh armor. Hit & Run. Combat Focus(200)

The Specialist. Grenade launcher, Mesh Armor. +1 BS(120)

Sister 1. Shotgun, Acid ammo, Flak Armor. (110)

Sister 2. Shotgun. Acid Ammo. Flak Armor. (110)

Sister 3. Lasgun. Flak Armor. (70)

Little Sister 1. Stub gun, Stiletto knife, Photon grenades. (60)

Little-sister 2. Autopistol, Stiletto knife. (50)

Wyld Runner. Wyld Bow with Poison, Explosive and Acid Arrows and Phelynx. +1 BS, +1 T. Random Cunning Skill that ended up as Infiltrate.(155 Credits)

Leaves 35 Credits and after Game 1 I hope to use them to buy 1 dose of Bad Blood and 1 dose of Night-Night

I forgot to mention that every gang starts with A Reputation of 18+1, A Turf of 8, A Settlement and as the rules don't say you can't start with a a alliance we can

My group has also decided that since the rules don't say that A Player whose Gang is allied to House Greim can't choose which model gets seconded that he or she can choose which model gets seconded

That means 1 model of your choice gets 1D6 free XP per game, he or she has a decent chance of still being able to take part and as the only risks are a large risk of missing a game with no injury, a below average risk of injury and a very small chance of death, which is why all 12 of us are starting with A Alliance to House Greim
 
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My group has also decided that since the rules don't say that A Player whose Gang is allied to House Greim can't choose which model gets seconded that he or she can choose which model gets seconded
Uhh, Pg 96 in HoChains makes it very clear that the fighter seconded to the militia (which must be a Gang Fighter, so no Champions or the Leader) is chosen at random.
 
Uhh, Pg 96 in HoChains makes it very clear that the fighter seconded to the militia (which must be a Gang Fighter, so no Champions or the Leader) is chosen at random.
Does it?. Sorry. Guess my groups campaign organizer made a mistake. I'll tell him
 
I preferred your first gang, without the extra buffs and bonuses, it was a good starter gang.

As for the second, never take flak armour, spend the extra creds for mesh or don't bother with armour.

The Wyld Runner is a waste, will never pull her weight. Drop her and use the money to up-gun some matriarchs
 
I preferred your first gang, without the extra buffs and bonuses, it was a good starter gang.

As for the second, never take flak armour, spend the extra creds for mesh or don't bother with armour.

The Wyld Runner is a waste, will never pull her weight. Drop her and use the money to up-gun some matriarchs
The 2nd Gang is basically a bigger and better, in my opinion, version of the 1st, I've just added another 750 Credits worth of stuff and handed out The 4 extra Primary Skills of the players choice, The 1 free Random Secondary Skill and The 3 Stat Increases

On The Subject of The Wyld Runner I like the model enough that I want to use 1 in my groups 1st 3rd edition campaign were we only use official stuff

My groups Organizer has A Idea, do you think we should change it only using official rules?, that way we'd be allowed use Scenarios and only Scenarios that have been made by fans
 
My groups Organizer has A Idea, do you think we should change it only using official rules?, that way we'd be allowed use Scenarios and only Scenarios that have been made by fans

Without knowing what the fan made scenarios you're thinking of using are, it's kinda hard to say. That said, if I were in your group I'd encourage it to keep things simple for now. Play the official scenarios, find out what you like and don't like about them, and only after that consider modifying them or adding in custom scenarios.