N18 The Jamesters Knowledge

Kiro The Avenger

Gang Hero
Apr 4, 2018
1,693
2,227
128
Bristol, UK
For what it's worth Goliath are one of the best gangs in the game right now.

As for being corrupted by both, you can't. It's either/or.
If you must be corrupted by both, just apply all benefits and all drawbacks. There aren't any that are mutually exclusive.
 
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JMISBEST

Ganger
Feb 15, 2021
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For what it's worth Goliath are one of the best gangs in the game right now.

As for being corrupted by both, you can't. It's either/or.
If you must be corrupted by both, just apply all benefits and all drawbacks. There aren't any that are mutually exclusive.
Can't you?. Sorry, my group read on a site that because the rules don't specifically say that you can't be corrupted by both that you can be corrupted by both and because of how much knowledge the people on that site seemed to have every member of my group and the 5 other groups I'm on friendly terms with assumed that they were right and Gangs can be corrupted by both
 
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JMISBEST

Ganger
Feb 15, 2021
144
13
23
I've spend the last few weeks cooking up rules for Inquisitor Gangs. What do you think? and these are designed to only be used by The Person running the campaign and are also designed to be both very small and very powerful and are intended to win games with a mixture of the power and quality of their weapons, the powers of their models and the vastly superior nature of their strategic options

Basic info

These are mostly designed to only be used in Campaigns that are custom made to accommodate them, at least 4 out of every 10 Gangs must be either Cults or corrupted, their must be rules to give gangs a better chance/any chance, of winning, Gangs must have access to stuff designed to be used against Inquisitor Gangs and their must be custom scenarios that were Gangs have a huge advantage over The Inquisitor Gang and that will let them get stuff, XP and unique Skills that will give them a chance in regular games later on

They should normally only be used by The Person running the campaign and are also designed to be both super small, for their credit cost and small powerful, again for their credit, and are intended to win games with a mixture of the power and quality of their weapons, the powers, abilities and skills of their models and the vastly superior nature of their strategic options

Even if used by regular players they are still designed to be both super small, for their credit cost and small powerful, again for their credit, and are intended to win games with a mixture of the power and quality of their weapons, the powers, abilities and skills of their models and the vastly superior nature of their strategic options

They don't or at least shouldn’t do regular 1-off games, if doing special or unique 1-off games then they must be worth at least 6,000 Credits and must be either the attacker and be worth at least 50% more then their foes or be the defender and the attacker must be worth at least 50% more then them and in a campaign all gangs must start out with at least 2,500 Credits they get double that, which means at least 5,000 Credits,

Saying that though you should trust me when I say they are going to need it and after creation they can't buy anything or recruit anyone or anything, which means they have no way of replenishing lost weapons, and losing models is far worse

Rules stuff

They buy anything from any house list, book, Trading Post or Gang List, but only The Inquisitor can have stuff that either has A Rarity Value of 13 or higher or A Illegal Value of 13 or higher, or any Xenos Stuff or that only 1 House can normally have

As well as which the only models that can have any Imperial Stuff are The Inquisitor, The Hellblaster(if there is 1), the better then normal Arbite Sergeant(if there is 1) and Sanctioned Psyker(if there is 1)

As their gang will always be outnumbered and most foes will target them when or if possible The Inquisitor/Leader can have the stats, costs and rules of being any House Leader or A Enforcer Captain or can choose 1 of The 3 Stat-lines of A Venotar Gang Leader

Inquisitors always have Savant, Shooting and Leadership as Primary Skill Type and The Players choice of either Cunning or Combat as their 4th Primary Skill Type, their 3 Secondary Skill Types are Agility, Ferocity and The Players choice of The Specialist Skill Type of either Enforcers, Escher or Goliath

What is more power as The there are large parts of The Underhive that is more corrupt then most places The Inquisitation wouldn't risk a very powerful Psyker, which is why lnquisitors and Sanctioned Psyker with only 1 or 2 Psyhic Powers treat The Psyhic Power tables as A Primary Skill Table and those with 3 or more Psyhic Powers treat The Psyhic Power tables as A Secondary Skill Table

Inquisitors can get Psyhic Powers for 250 Credits, they always get 1 legit power their choice and can take up to 3 other powers of their choice for 120 Credits per power

They have access to Imperial Guard Stormtroopers Veterans, which are the same as Champions that can be from any house or houses but you can't mix Goliaths with Escher, Van Saars with more then 2 others and Delaques with Orlocks

Same goes for Elite Stormtroopers being the same as Leaders. Guardmens being the same as Gangers and Guard Rookies being the same as Juves

They can only take A Gangs more Specialized Champion, as 2 examples Goliath Stimmers and Escher Death Maidens, if they have both A Stormtroopers Veteran/Leader equivalent and A Regular Stormtrooper/regular Champion equivalent, from that House

They are the only Gang currently in the game, and lets be honest likely the only gang ever, that if you want can be made up entire of A Elite Leader, Lesser(?) Models that are as good as Leaders, Champions, Brutes, Hangers-on, Hired Guns and Special Characters

All Stormtroopers Veterans can use stuff unique to The Houses they are the equivalents of Leaders of, 1 of your Champions can do The same, but Inquisitors can only do it if they have the equivalent of 1 Leader, 1 Champion, 1 Ganger and 2 Juves from that house and no matter what can't access the unique stuff of more then 1 House

Inquisitors have no restrictions on number of Brutes and Hangers-on and can freely take those normally only available to 1 house and those that most houses would normally pay more for

Inquisitors have no limit as such on Pets and Beasts but if its 1 that normally only 1 Gang can have then if they have 4 members, of any type or types, from that gang then they get it for normal price, otherwise they pay triple normal price

All members of Inquisitor Gangs can get advances and they can either pay credits equal to triple what they'd normally increase your ratting by or spend multiples of 15 Credits that each get you 1D6+4 experance and hope you get lucky

You can also take 1 Rookie(?) Primaris Hellblaster, these have the stats of A Van Saar Champion but their 1 Skill must be The Shooting Skill Marksmen, you must pay for them to start with at least +1 BS, +1 S, +1 A, +1 LD, +1 WIL and +1 INT, you must pay for them to start with The Fearsome and Inspiring Presence Skill, but as Leadership and Ferocity Skills are Primary its not that bad and they must have Power Sword, Plasma Gun, Carapace Armour, Boltgun, Respirator and Frag Grenades and Smoke Grenades, which means they'll cost a fortune

The Gang can take 1 access to Sanctioned Psykers, whose stats and available equipment are basically legit versions of Genestealers Magus with Regular Powers and the rules for them starting with more then 1 power are the same as for Inquisitors

You can also take either 1 Light Gun Servitor which is the same as A Slave Ogryn Ganger, or 1 Medium Gun Servitor which is the same as A Slave Ogryn Champion or 1 Heavy Gun Servitor which is the same as A Slave Ogryn Leader

If they get A House Escher Chem Smyth then rather then her giving The Gang is Discount on Chems every 3 games she makes either 2 free doses of A Random Chem or 1 free dose of A Chem of The Inquisitor Players Choice

They can have 1 better then normal Arbite Sergeant, these are the same as A regular(?) Enforcer Captains, 1 difference is that as most Inquisitors wouldn't use better then normal Arbite Sergeant's that are Smarter or better Leaders then he/she is but likely wouldn't mind 1's having similiar levels of Coolness and Willpower to them this are different

This means they must lower both LD and INT by 2 points, but this also Increases both his CL and WIL by 2 points and he or she must be given Light Carapace Armour, A Plasma with any Gunsight, Frag Grenades, any 1 gun worth up to 20 Credits as a backup gun and Chainsword

You can also take 1 Deamonhost but if you do you can’t take A Hellblaster, The(if you have 1) costs +50% his/her cost rounded to the higher 100 and you must have A Sanctioned Psyker that has at least 2 Psyhic Powers and your Inquisitor must be A Psyker, but if you want he/she can only(?) start with 1 power

On the plus(?) side its got either 2 Random Chaos Powers or 1 Chaos Powers of your choice, it has WIL, CL and INT of A Chaos Magos, it always has M 7 and when it comes to its WS, S, T, W, I and A you get to choose whether its stats are the same as A 2 to 5 on the relevant part of The Chaos Spawn Chart or you can roll on The Chaos Spawn Chart and hope that you either roll A 6 or at least don't roll A 1

The Hang can also take 1 Ogryn Bodyguards, these have the stats, cost and skills of A Goliath Stimmer, but they must have Semi-Illegal Genetic Modifications and these are the same as Goliath Gene-Splicing

The Ogryn Bodyguard they must have at least 1, can have up to 3, can't use 1's that reduce their costs, can freely use any of the 3 types, and they must have and can only have the following 5 bits of gear which are Ogryn only versions of regular stuff and the same costs, rules, stats and abilities are the regular 1's

Those 5 bits of Ogryn only gests are The Semi-Automatic Shredder which is A Ogryn only version of The Boltgun, The Light Foe Tearer which is A Ogryn only version of The Chainsword, Heavy Ogryn Plates which is A Ogryn only version of Mesh Armour, The Heavy Blast Bombs which is A Ogryn only version of The Frag Grenades and the super-sized planetary atmosphere mask which is A Ogryn only version of The Respirator

You can also get Hired Guns and Special Characters, these cost triple their normal hire fee, but they are worth it, indeed they’re well worth it, that’s because 1st off they're permanent, 2nd you can take up to 3 times as many Bounty Hunters as normal, sadly that only(?) means a maximum of 3 and 3rd they’ll be a lot better then normal and may well be among the top 50 of their type on the planet, so naturally they must be far better then normal

For Bounty Hunters first you choose A Bounty Hunters Stat Line from 1 of 3 then you add get +1 to all 11 stats, get 1 skill of your choice each from The Shooting, Cunning and Agility Skills, they also get either 1 Random Skill each from Leadership and Savant Skills or 1 of your choice from Savant, they have to take at least 200 Credits worth of stuff and they can have up to 300 Credits worth of stuff

For Underhive Scummers they add +1 to 6 of their 11 stats, up to 1 in 3, 3rd, rounded up, can pay 50 credits per extra +1 to increase up to 3 of the other 5 stats by +1, they have to take at least 65 00 Credits worth of stuff and they can have up to 125 Credits worth of stuff

Just like normal Bounty Hunters and Scummers they can't gain advances or even XP during campaigns and unlike normal Bounty Hunters and Scummers you can buy them advances before it starts

As well as which they can mix Outlawed Special Characters but if they have 1, or more, models with The Outlaw Rule they can’t take 1, or more, models with The Dead or Alive Rule unless he or she or they either also have The Dead Or Alive Rule or you’re playing A 1-off Scenario and even then you must have a good reason and your opponent must agree that it makes sense

You can have up to 3 Special Characters, but no matter how many you can afford of thing you can afford you can only 1 that can normally only be used by 1 Gang, and if you think you can afford the Credits you can take 2 characters that are business partners or partners in crime, for example Jerico and Scabbs, and these only count as 1 of your limit of Special Characters

Almost lot of inquisitors that lead Gangs of their followers on Necromunda manage to convince, even if it can take years, the followers of theirs that loyal to them but won’t die for them that they are very nice, very sociable, very merciful, very helpful to most if not all of their 5 most loyal followers that are normal humans and very kind, even if those are only when compared with most if not all other Inquisitors

That is why Hangers-on that would normally either die or otherwise retire are eventually healed, other recover or arrange for a friend, family member, ally or someone that owes their life to them

As well as which Inquisitors can form Alliances with either 2 Guilds, or 2 Noble Houses or 2 Criminal organizations, no normal humans foolish enough to double cross a inquisitor, 99% of normal humans are foolish to even consider it, that’s why their allies never break the alliance but they can and they never normally suffer side effects but can choose to

As a example theirs A Alliance with House Greim 1 Gang Member of the players choice, not random, would gain the experance but they wouldn’t have to roll on The Injury Table but for some reason he player wanted to roll on the injury table

For a few examples he or she was hoping for they’d roll A 11 and get even more XP or was hoping they’d roll A 31 to 56 since that would let them use The Injury curing Tech that Van Saar Gangs can roll or the model was already so badly injured that it would be a liability in every future battle and were hoping to roll A 61 to 66, which would kill him/her/it

As another example of A Alliance with House Greim if they lost the game they don’t have to roll to see if 1 or more models gets permanently seconded to the militia but they can choose, if they want to but I doubt anyone ever would, then they do so in a way that’s unique, which means the player chooses which model or models units gets permanently seconded to the militia

As a example of A Alliance with The Slavers Guild A Gang that has 1, or more models, that would either get sold into Pit Slavery or earn them cash, if they don’t want to risk losing 1 or more models to Pit Slavery they don’t have to risk it but they’re guaranteed to not get the cash, or they can try for the cash and risk losing 1 or more models to Pit Slavery

That is why Hangers-on that would normally either die or otherwise retire are eventually replaced, but it only has A 50/50 chance after every game and you don’t start rolling until after the 4th Game following their death or

I estimate that on average between 59% and 67% of The People that fight for A Inquisitor are both Elite and better then most people in their career and all of them are both better trained and more experienced then a average person in their career all members of The Gang start with at least 4D6+2 experance

A Inquisitor should, which doesn't mean they will, try and get some of the best and sack or even kill those not up to his or her standards, again should doesn’t meant that they will

This is why you roll this after you have bought a model and the stuff he or she has and before you decide what experance and advances you buy for him/her/it, which because of the advances and skills you must buy A Hellblaster, if you take 1, means that if you're very lucky with the roll for free XP he or she could be a lot cheaper then normal

As well as which A person that even attempts Inquisitor Training must be highly skilled, highly intelligent, highly educated and have a well above average intellectual capacity and have the potential to become even more skilled, intelligent and capable

That is why a rule unique to this gang is that no matter how many advances A Inquisitor starts with those advances don’t increase the XP cost of their future advances and any advances he or she acquires during the campaign also don’t increase the XP cost of their advances

As well as which if either The Inquisitation or Warhammer 40K were real I imagine that their would be a law that ideally their followers must have a slightly above average level or skill, intelligence, education and intellectual capacity

I also image that their would be another law that at the very least their followers must have the capacity to acquire a slightly above average level or skill, intelligence, education and intellectual capacity and must be willing to do so

That is why another rule unique to this gang is that no matter how many advances A Member of A Inquisitor starts with those advances don’t increase the XP cost of their future advances and as for the advances they acquire during the campaign they only increase the XP cost of their advances after the 3rd, which means starting with the 4th
 
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JMISBEST

Ganger
Feb 15, 2021
144
13
23
A friend of mine that's not the 1 from the last post has a question. What should he do?

He's from the same group as the friend from the last post and 1 of their groups unique rules is that Gangs can't start with Brutes or Hangers-on but that's because they all start with 1 random free Brute with no upgrades and they also all start with either 4 free Hangers-on chosen at random or 2 Hangers-on of their choice

I've just remembered another of his groups unique rules and that is that if 1 of The Free Hangers-on, but not the free Brute, dies, retires or permanently leaves you can't replace him or her and that's cos after the game you lose him or her in you roll 2D3+1(which gives a range of between 3 and 7), and after that many games you get a free replacement

I've just remembered that yet another of his groups unique rules and that is that the random free Brute with no upgrades and either the 4 free Hangers-on chosen at random or the 2 Hangers-on chosen by The Player that all Gangs start with don't count against your limit of Brutes and Hangers-on and as A Gangs Reputation can't drop below into negative amounts its impossible to lose the free Hangers-on but if The Brute dies you lose him/her/it

He doesn't have a clue, he claims to be playing the only house I've not used in any edition so don't feel confident giving advise and he's asked the friend from the last post but the friend from the last post thinks its best not to give that sort advise because it could be mistaken for him taking advantage of a player that's both a lot younger and slightly less experienced

I will admit that they both have their ups and down's and the 2 biggest, in my opinion, about deciding to gain 4 free Hangers-on chosen at random is that not only is it the only way to start with more then 1 of the same type of Hanger-on, its also the only way to start with A Hanger-on that only your Gang can have, as a example its the only way for Goliaths to start with Pit Trainers
 
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Kiro The Avenger

Gang Hero
Apr 4, 2018
1,693
2,227
128
Bristol, UK
A lot of hangers on aren't useful.
I'd also like to point out that normally gangs can only include 1 hanger on at zero reputation, and they can't start a campaign with one.
These rules will see gangs starting with 3-5 (Brutes are a type of hanger on).

I'd rather choose two as you guarantee you'll get the best.
Rogue Docs are always first on my list, what comes next will depend greatly on what your friend wants to do.
 
Jan 12, 2021
54
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Of course it's your game and you can do what you like! Buuuut, if you want my opinion... I don't think it works.

An Inquisitor outranks the Governor of the Planet. She (or he) can go to Lord Helmawr and make demands, and Lord Helmawr would have to comply. Inquisitors don't even answer to the High Lords of Terra. As for equipment, they can have anything that the Imperium produces and do not need to pay for it, they can just order the manufacturers to make it especially for them. And if they find that the planet is being corrupted by Chaos and/or Genestealers, they have the authority to destroy the entire planet and everyone in it with a phone call.

So the idea that an Inquisitor and their retinue would form a gang in the Underhive and fight with other gangs on the same level is maybe a bit silly.

What you could do is use the Inquisitor as an NPC in a special scenario. One or more gangs encounter the Inquisitor and merely surviving the encounter counts as a victory. Maybe you have to prevent the Inquisitor from discovering something that would justify Exterminatus, so you must hold her off for a certain number of rounds, or remove the evidence before she can reach it. If you succeed, you have saved Necromunda! Not that anyone will ever thank you for it.

Only my opinion, of course :)
 

Vonvilkee

Gang Hero
Jan 7, 2018
866
648
108
Bellingham, Washington USA
Oddly enough necromunda is in tithe to the imperial fists space marines, so an inquisitor's power is slightly limited in regards to exterminatus.

It isn't completely out of bounds but they are gonna need more proof so operating clandestinely (like a gang, a well funded gang, like really well funded) would be kinda cool. It's like when they are digging up the proof to get done what they know in their hearts needs to be done (or just needs to be done to assuage their ego...).
 
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JMISBEST

Ganger
Feb 15, 2021
144
13
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Of course it's your game and you can do what you like! Buuuut, if you want my opinion... I don't think it works.

An Inquisitor outranks the Governor of the Planet. She (or he) can go to Lord Helmawr and make demands, and Lord Helmawr would have to comply. Inquisitors don't even answer to the High Lords of Terra. As for equipment, they can have anything that the Imperium produces and do not need to pay for it, they can just order the manufacturers to make it especially for them. And if they find that the planet is being corrupted by Chaos and/or Genestealers, they have the authority to destroy the entire planet and everyone in it with a phone call.

So the idea that an Inquisitor and their retinue would form a gang in the Underhive and fight with other gangs on the same level is maybe a bit silly.

What you could do is use the Inquisitor as an NPC in a special scenario. One or more gangs encounter the Inquisitor and merely surviving the encounter counts as a victory. Maybe you have to prevent the Inquisitor from discovering something that would justify Exterminatus, so you must hold her off for a certain number of rounds, or remove the evidence before she can reach it. If you succeed, you have saved Necromunda! Not that anyone will ever thank you for it.

Only my opinion, of course :)
I may be wrong but when you say destroy the entire planet and everyone in it with a phone call wouldn't it have been better grammar if you had posted destroy the entire planet and everyone on it with a phone call

Also I'm not intentionally being clever or mean, I'm trying to be helpful and the reasons that its supposed to be a helpful comment is because I've know some very mean people that would pick on you for that kind of minor mistake. Sorry it seemed like I was being rude or mean or clever
 
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Devilmixer

Gang Champion
May 19, 2016
317
287
73
Albertslund, Danmark
Of course it's your game and you can do what you like! Buuuut, if you want my opinion... I don't think it works.

An Inquisitor outranks the Governor of the Planet. She (or he) can go to Lord Helmawr and make demands, and Lord Helmawr would have to comply. Inquisitors don't even answer to the High Lords of Terra. As for equipment, they can have anything that the Imperium produces and do not need to pay for it, they can just order the manufacturers to make it especially for them. And if they find that the planet is being corrupted by Chaos and/or Genestealers, they have the authority to destroy the entire planet and everyone in it with a phone call.

So the idea that an Inquisitor and their retinue would form a gang in the Underhive and fight with other gangs on the same level is maybe a bit silly.

What you could do is use the Inquisitor as an NPC in a special scenario. One or more gangs encounter the Inquisitor and merely surviving the encounter counts as a victory. Maybe you have to prevent the Inquisitor from discovering something that would justify Exterminatus, so you must hold her off for a certain number of rounds, or remove the evidence before she can reach it. If you succeed, you have saved Necromunda! Not that anyone will ever thank you for it.

Only my opinion, of course :)
that isnst quite true, it comes down to the rank of the inquisitor and his mission
 

Petitioner's City

Gang Hero
Nov 15, 2017
1,332
2,259
153
Edinburgh, UK
@JMISBEST - it seems you have lots of nice thoughts. could you format your ideas in a word doc-to-pdf that is bit more readable? It might also make clearer for other yakkers how your potential rules will work in practice. You might also want to look at other Inq28 ideas here on Yak and elsewhere, revisions of the Venator rules, etc.

@Barking Agatha - I think the great diversity of the Inquisition - its many branches, its dedication to byzantine levels of secrets and a cell-based structure, the great ideological and political differences between its countless cabals and members - means that any story idea one thinks of could conceivably fit into the setting.

If anything since 2001's codification of the inquisition through Inquisitor is clear, it is that there are no "rules" to how an inquisitor functions or uses their authority. Even what is an "inquisitor" is, I think, a far more complex question than perhaps we tend to consider - there are of course full "inquisitors" of all strands, ideologies and methods, but their teams - rosette-carrying and rosette-lacking - fit also under the idea of an "inqusitor" too, given their own invocation of authority.

While I am loathe to involve the kind of characters @JMISBEST is suggesting in a Necromunda campaign without a lot of care & tlc from an arbitrator (especially inquisitors and marines!), nevertheless we have many inquisitorial agents in fiction in settings much like Necromunda, in particular in John French and Dan Abnett's work with Covenant's agents and Eisenhorn's agents, respectively.

More so, we have in modern Necromunda's fluff a full embrace of a Wraigt-ian, French-ian and Abnett-ian approach to 'domestic 40k', creating a world that upturns the expectations we have of the setting (especially its meta-rules) which are derived primarily from texts written with a front-lines, military, black-and-white perspective (i.e. 40K source books, including rulebooks, codices, and other similar books). Instead, 'domestic' literature's more complicated and vibrant depictions of the setting (consider the heterodoxy of Varangantua, Gudrun, Sancour or Eustis Majoris, among others) fit right at home with Necromunda - and it is intriguing that until the excellent Warhammer Crime range arrived last year, and Necromunda's own literature, it really was the Inquisition that was responsible for most 'domestic 40k'. So there is good fluff reasons for Agents of the Throne to be inserted into a campaign - agents like Ianthe in the last link - just perhaps not the boss-level characters the OP suggested?
 

Unslain

Gang Hero
Nov 29, 2014
594
1,089
113
Peterborough, Cambridgeshire, UK
If your group wants to do both combined then give it a try! This version of Necromunda is very much a toolkit so do with it what you want. If it turns out that your gang is hideously powerful as a result then run a multiplayer game for several gangs to ally against yours in a purge, and then you start a new gang.

The first time "Genestealer Cult" was used by GW, it was explicitly for genestealer hybrids that served chaos. Those that didn't serve chaos were genestealer clans. Though I have no idea if that's influenced these rules, there is arguably a precedent.

As for a "good" gang, do you mean that in terms of purely tabletop performance, theme alone or a combination? Goliaths suffer for being slow and most will struggle on intelligence rolls, so you either want to be adding options that counter those problems or play into them. In my opinion your opponents will have more fun if you try to keep to slower, heavy hitting options since that will keep the feel of playing against goliaths. Personally I'd steer clear of gene-smithing for this gang, to reduce complications for both you and your opponents but you will know better than me if they'll be able to cope with no two of your models having the same stat line.
 
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TopsyKretts

Hive Lord
Honored Tribesman
Dec 29, 2017
5,898
6,011
193
Norway
The first time "Genestealer Cult" was used by GW, it was explicitly for genestealer hybrids that served chaos. Those that didn't serve chaos were genestealer clans. Though I have no idea if that's influenced these rules, there is arguably a precedent.
Interesting historic fluff background. There were some chaos corrupted orcs back in the day also. It seems newer fluff focuses on not mixing interests like this anymore, keep it simple and only use a single force or influence.
 
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JMISBEST

Ganger
Feb 15, 2021
144
13
23
I've had a change of plan, I live in a home for adults with learning disabilities and recently discovered that another person here also likes Necromunda, between the models we have and that family and friends on both sides are willing to lend us we both have enough models for a campaign and have decided that it would be fun for us each to use the gang the other normally uses. Me and him love the idea but niether of us have done something this ambitious before and are out of our league big-time. Please

This means that I'm using his Goliaths I've fought against in many dozens of games but have never used in even 1 Battle and he's got my Delaques, which just like me and Goliaths he's fought against in many dozens of games but have never used in even 1 Battle and in case you are wondering when I say that niether of us have done something this ambitious before and are out of our league big-time I'm serious. Help, advise and suggestion please

Between the 2 of us, 7 family members and 15 friends we can muster enough for us to each be able to choose 1 of 3 potential Leaders that all have different stuff, 1 Leader, 4 champions of both those are gang can use, 6 of both our gangs Juve and Prospect, 14 Gangers, 2 of each regular Hanger-ons, 1 of each hanger-on that only our gang can have, 2 copies of 1 Brute that we both have access, 2 copies of a pet we can both have, 2 copies of a pet that only the gang I'm using can use, 2 copies of a pet that only the gang he's using can use, 11 Scummers, 7 Bounty Hunters that all 5 different selections of equipment, Jerico Scabbs, 2 copies of the beast that only the gang I'm using can use and 2 copies of the beast that only the gang he's using can use
 
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Petitioner's City

Gang Hero
Nov 15, 2017
1,332
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153
Edinburgh, UK
When Book of Ruin was previewed on twitch in nov 2019, Andy mentioned you could have a gang corrupted by both chaos and genestealers - it's intentionally possible :)

 
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Heart of Storm

Gang Hero
Mar 8, 2019
854
1,286
103
Not sure how much Genestealer corruption adds to a Goliath gang, you can add an Aberrant, but with the amount of credits you have available to start id argue there's not much an Aberrant can do that you can't already accomplish with Gene smithing, you can also take Wyrd powers on your Leader, which I wouldn't bother with.

3rd arms are a cheap way of getting suspensors, but its limited to juves only, unless you house-rule otherwise
 
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Heart of Storm

Gang Hero
Mar 8, 2019
854
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103
As I've said on a number of posts, if this is your first time/ with new players i would keep it much much simpler, so you don't overwhelm people and put them off the game entirely.

The MiniMunda campaign on the Goonhammer site is a great introduction to the game, gets people playing quickly and allows you to get new players used to the basics of Necromunda and Campaign play, before you throw the full weight of brutes/hangers-on/intrigues/sub-plots etc etc at them
 

JMISBEST

Ganger
Feb 15, 2021
144
13
23
What would you like advice on?
I suggest you write up a gang or two using the models you have and we can give comments then.
Theirs 3 main things I want advise on. The 1st is that I've never used Goliaths before, not even in a 1-off game, the 2nd is that regardless of edition I've never done A Necromunda Campaign were me and the others only used the official rules and the 3rd is that the other players collected modern edition for several years but has never played even 1 game whilst I've played 8 1-off games and also entered 2 campaigns that both got cancelled after everyone had only done 5 games and I'm worried that I may unintentionally use my vastly superior knowledge to gain a very unfair advantage