N18 Venator gang advice for campaign

Twilite

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Dec 18, 2021
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1,000 point Venators advice

Hey folks,

Firstly, I hope I added the right prefix. I guess I am meaning the most up to date rules, but probably not home brew stuff.

I have made up a 1,000 point Venator list for our coming campaign, and want to know what people think of it? Their primary skills are Shooting and Ferocity.


ACE (leader) (145)

M: 5 WS: 3+ BS: 3+ S: 3 T: 3 W: 2 I: 3+ A: 2 Ld: 7+ Cl: 6+ Will: 6+ Int: 6+

Sanctioned Psyker: Pyromaniac


THE THING (Champion) (300)

M; 4 WS: 3+ BS: 5+ S: 4 T: 4 W: 2 I: 5+ A: 2 Ld: 7+ Cl: 5+Will: 8+ Int: 8+

Carapace Armour

Undersuit

van Saar House Allegiance

Spider-Rig


THE GREY (Champion) (195)

M: 4 WS: 5+ BS: 2+ S: 3 T: 3 W: 2 I: 4+ A: 1 Ld/Cl/Will/Int: 6+

2 Autopistols

Web Pistol


PINK BOOTS (Hunter) (120)

M: 4 WS: 3+ BS: 4+ S: 3 T: 4 W: 1 I: 5+ A: 1 Ld: 7+ Cl: 6+ Will: 8+ Int: 9+

Combat Shotgun


3 HUNTERS (85 each, 235 total)

M: 4 WS: 5+ BS: 3+ S: 3 T: 3 W: 1 I: 4+ A: 1 Ld: 6+ Cl: 6+ Will: 6+ Int: 7+

Lasguns with hotshot packs.


All up, a total of 995. I have a champion with a grenade launcher, carapace, and grapnel launcher and a hunter with Cawdor allegiance and bomb rats to come when I can afford them. Then I'll start issuing out armour (maybe fields) and various grenades to the gang.

What does everyone think?
 
It looks reasonable.

You might want to reconsider the profile for The Grey, firing a web pistol (which they'll always want to be doing, he probably doesn't need those autopistols) doesn't need a 2+ BS as its an auto-hitting template weapon, they'd be much better off with a profile that favours movement speed as it increases their threat range.

What skills / wyrd powers are you considering
 
It looks reasonable.

You might want to reconsider the profile for The Grey, firing a web pistol (which they'll always want to be doing, he probably doesn't need those autopistols) doesn't need a 2+ BS as its an auto-hitting template weapon, they'd be much better off with a profile that favours movement speed as it increases their threat range.

What skills / wyrd powers are you considering
Ah yes, good spotting! Thank you! Originally I was going to make him a gunfighter with 2 pistols, but then decided to add a web pistol later.

So, the skills and powers are as follows:

Grey: hip shooting

The Thing: nerves of steel

Ace: unstoppable and wall of flame
 
Firstly, I hope I added the right prefix. I guess I am meaning the most up to date rules, but probably not home brew stuff.

I have made up a 1,000 point Ven
1,000 point Venators advice

Hey folks,

Firstly, I hope I added the right prefix. I guess I am meaning the most up to date rules, but probably not home brew stuff.

I have made up a 1,000 point Venator list for our coming campaign, and want to know what people think of it? Their primary skills are Shooting and Ferocity.


ACE (leader) (145)

M: 5 WS: 3+ BS: 3+ S: 3 T: 3 W: 2 I: 3+ A: 2 Ld: 7+ Cl: 6+ Will: 6+ Int: 6+

Sanctioned Psyker: Pyromaniac


THE THING (Champion) (300)

M; 4 WS: 3+ BS: 5+ S: 4 T: 4 W: 2 I: 5+ A: 2 Ld: 7+ Cl: 5+Will: 8+ Int: 8+

Carapace Armour

Undersuit

van Saar House Allegiance

Spider-Rig


THE GREY (Champion) (195)

M: 4 WS: 5+ BS: 2+ S: 3 T: 3 W: 2 I: 4+ A: 1 Ld/Cl/Will/Int: 6+

2 Autopistols

Web Pistol


PINK BOOTS (Hunter) (120)

M: 4 WS: 3+ BS: 4+ S: 3 T: 4 W: 1 I: 5+ A: 1 Ld: 7+ Cl: 6+ Will: 8+ Int: 9+

Combat Shotgun


3 HUNTERS (85 each, 235 total)

M: 4 WS: 5+ BS: 3+ S: 3 T: 3 W: 1 I: 4+ A: 1 Ld: 6+ Cl: 6+ Will: 6+ Int: 7+

Lasguns with hotshot packs.


All up, a total of 995. I have a champion with a grenade launcher, carapace, and grapnel launcher and a hunter with Cawdor allegiance and bomb rats to come when I can afford them. Then I'll start issuing out armour (maybe fields) and various grenades to the gang.

What does everyone thin
Can you provide a link to where in which rulebook it says that the Venator Leader can be a Psyker? An arbitrator in our campaign is banning me from being a Psyker until I provide him with a link to the rule. Thank you in advance.
 
Can you provide a link to where in which rulebook it says that the Venator Leader can be a Psyker? An arbitrator in our campaign is banning me from being a Psyker until I provide him with a link to the rule. Thank you in advance.
Its on page 52 of the book of the outcast:
• Bounty Hunters and Venator Hunt Leaders (see Necromunda: The Book of Peril) can be upgraded when hired to have the Sanctioned Psyker or Non-sanctioned Psyker special rule (as chosen by the player) for +35 credits”

hope that helps!
 
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1,000 point Venators advice
I recently played a Venator gang to good success in my recent campaign, with some similarities to yours: Shooting/Ferocity skillset, Hotshot lasgun-armed hunters with a Combat Shotgun in the mix, etc. It played like the best parts of Orlock and Van Saar.

Right now, you have very few guys to start with (not surprising for Venators), and only one of them (The Thing) has a modicum of protection (which I get, him being your rough-and-tumble dude). I might suggest ditching the Carapace Armor on The Thing for some Mesh- in exchange for going from a 3+ to a 4+, you'll save 65 credits- enough to get you a whole additional Hunter. You can probably afford Mesh Armor for both Ace and The Grey by shaving off the autopistols as Heart Of Storm suggested, and maybe sacrificing a Hot-Shot pack, or swapping the Combat Shotgun for a Boltgun. That's just me, though- an 8-ganger minimum and Mesh at the outset for all my leaders/champs is my preferred starting point (which I imagine I'm not alone in).
 
Its on page 52 of the book of the outcast:
• Bounty Hunters and Venator Hunt Leaders (see Necromunda: The Book of Peril) can be upgraded when hired to have the Sanctioned Psyker or Non-sanctioned Psyker special rule (as chosen by the player) for +35 credits”

hope that helps!
Thanks you the best!
 
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