There is Only Necromunda

By cpteveros, in Only War

I like it! Though ideally, each class would be equally useful in a way that they work best if you combine them, making use of all the unique perks offered by each "career".

For example, maybe the Heavy does get the largest gun and the best armour. But he's going to be slow and (relatively) inaccurate, and other gangers will have to make up for that, making sure the enemy does not hurl too much firepower his (or her) way, and picking off individual targets that are too dangerous to be left to the Heavy's "spray 'n pray" gun.

The Heavy will cover their gangmates, and the other gangers will cover the Heavy, all depending on the situation.

Good analogy regarding the Juve, by the way! It escaped me earlier, though it's so obvious.

Ideally, we would want a mix of character specializations, so that the game is fun and (relatively) balanced. Necromunda was the same way, and going off of memory, Heavies were more expensive to hire, as they were the ones who could operate heavy weapons. However, like you said, they were slow.

I think making the players start character creation by first "hiring" their characters, and then balancing those selections with what equipment is available to them and is cost-effective. You could have a gang of all Heavies, but it's unlikely they would have anything but the knives they start with in such a system. Doing so might encourage players to pick different specializations, or be more conservative with what weapons and armor they buy.

How does this look for House-based modifiers and Aptitudes?

HOUSE CAWDOR-

Religious fanatics devoted to the Cult of the Redemption. Their beliefs compel them to hide their faces behind masks and cowls, and they regard non-Redemptionists as little better than heretics.

Starting Modifiers: +3 Toughness, +3 Willpower.

Starting Skills: Common Lore (House Cawdor, Imperial Creed), Intimidate, Linguistics, Scrutiny.

Starting Talents: Cold Hearted

Aptitudes: General, Weapon Skill, Willpower, Offence, Defense, Social, Leadership.

HOUSE ESCHER-

A House dominated by its female members, due to a genetic defect that causes Escher males to be born severely stunted. Escher gangers prefer flamboyant displays of graceful combat skill; naturally they are especially contemptuous of House Goliath, whom they regard as lumbering oafs.

Starting Modifiers: +3 Agility, -1 Wound.

Starting Skills: Acrobatics, Common Lore (House Escher), Linguistics, Parry.

Starting Talents: Enemy (House Goliath), Leap Up.

Aptitudes: General, Weapon Skill, Agility, Finesse, Defense, Fieldcraft, Social.

HOUSE DELAQUE-

Devious and conniving, the primary occupation of House Delaque is trading in information. In fact they spend so much time lurking in shadows that most of them wear darkened lenses to protect their eyes from normal illumination.

Starting Modifiers: +3 Agility, -1 Wound.

Starting Skills: Common Lore (House Delaque), Linguistics, Stealth.

Starting Talents: Light Sleeper.

Aptitudes: General, Ballistic Skill, Agility, Perception, Defense, Fieldcraft, Social.

HOUSE GOLIATH-

Members of this House are native to a section of Hive Primus with notoriously hostile conditions, where only the strong survive. As a result, Goliaths are hugely muscled brutes who consider the other Houses to be weaklings. They especially hate House Escher, who’s nimble women simply “don’t fight right.”

Starting Modifiers: +5 Strength, +2 Wounds.

Starting Skills: Athletics, Common Lore (House Goliath), Linguistics.

Starting Talents: Enemy (House Escher), Street Fighting.

Aptitudes: General, Weapon Skill, Strength, Toughness, Offense, Defense.

HOUSE ORLOCK-

Mining slag deposits are the primary source of revenue for House Orlock, so much so that they are nicknamed the House of Iron. Orlock gangs cultivate a broad range of combat skills, rather than focusing on a single fighting style.

Starting Modifiers: +3 Weapon Skill, +3 Ballistic Skill.

Starting Skills: Common Lore (House Orlock), Linguistics.

Starting Talents: Quick Draw.

Aptitudes: General, Weapon Skill, Ballistic Skill, Offense, Defense, Finesse.

HOUSE VAN SAAR-

Renowned for the quality of the technical components they manufacture, Van Saar is the wealthiest non-noble House within Hive Primus. Van Saar gangers who venture into the underhive almost always wear high-tech bodygloves rather than standard gang leathers.

Starting Modifiers: +3 Intelligence, -1 Wound

Starting Skills: Commerce, Common Lore (House Van Saar), Linguistics, Tech Use.

Starting Talents: Technical Knock.

Aptitudes: General, Ballistic Skill, Intelligence, Defense, Finesse, Tech, Knowledge.

House Orlock, house Cawdor and House Goliath are clearly superior choices to Houses Delaque, Van Saar and Escher. That needs some addressing

Edited by Cail
I agree. I notice the "disadvantaged" Houses get an additional Aptitude, but I don't think this will really pay off in combat. Worst case, this bonus won't matter at all in the first couple levels as nobody is buying "Fieldcraft", "Social" or "Knowledge" stuff in a game about gang warfare - or, if you make the associated abilities actually worth having for everyone, the Aptitudes would at some point reach a "pay off" and then just start being plain superior to a small bonus at the start, due to how they save XP you can then put in more combat perks.


I dunno, maybe the difference won't be so drastic, but it's a potential issue that I feel can easily be avoided.


I feel there's two ways the different gangs might be statted:


#1: Offer a directly comparable combination of Characteristics, Skills and Talents (for example, one gets +3 Toughness, another +3 Agility, yet another +3 Intelligence, etc)


or


#2: Offer an indirectly comparable combination of Characteristics, Skills and Talents calculated by XP (in theory allowing all characters to be identical after a few Ranks if they purchase whatever they lack)


I actually like option 2 better, as it'd allow us to create a slightly larger gap between the Houses' characteristics without making them inherently imbalanced. For example, House Goliat could receive a double Strength bonus (+6), but have fewer Skills or Talents. The starting bonuses would simply represent a focus (which fits to how the Houses would train them), and a small headstart for players deciding to embrace said focus.


With Escher, I'm not even necessarily opposed to a physical penalty - if the document makes it clear that this is due to their fighting style, not their gender. That being said, I feel the penalty should actually be in Strength rather than a Wound, as I'd interpret a Wound penalty to hint at lacking in health/vitality. The same goes for House Van Saar. With House Delaque, a Wound penalty actually fits as the description does make them sound a bit sickly!


Perhaps the Strength penalty could be off-set by a bonus to the positive Characteristic? For example, Escher would get +5 Agility -2 Strength, and Van Saar +5 Intelligence -2 Strength, whereas the standard Characteristics profile for a House would be a simple +3 [of something].


Regarding Van Saar, I think the stats are generally okay IF they also get a bonus to item purchases, reflecting their better equipment (and compensating for overall unimpressive physics). This way you'd circumvent the lack of combat viability of intelligence/knowledge-based perks without actually having to renege on them (as they do fit to their background).

Maybe not a cash bonus, but one for Availability rolls and/or Quality?

Edited by Lynata

Van Saar should start out with better weaponry/armor, I think. Or possibly have a more broad list of items available to them for purchase at the start? Otherwise, I really like the houses, even though some of the bonuses need work.

How does this look for House-based modifiers and Aptitudes?

What I would be strongly tempted to do (and basically did in my game) is use the House as "Regiment" and modify the Guardsman specialties to suit the gangers.

Heavy Gunner = Heavy

Weapon Specialist = Ganger

Sergeant = Leader

Operator, with a little retooling, would make a fine "Reclaimator/ techie" role and Medic is a role gangers would find handy.

Hired Gun could easily be based on modified versions of the other specialties... Psyker = Wyrd, Priest just equals Priest. Enough modifications would be required for Scum and Bounty Hunter to make it more worthwhile to just make those whole-cloth.

Edited by LuciusT

Good feedback- keep it coming!

I'm kind of surprised that the general opinion is that Delaque is underpowered- I was worried that starting with Stealth and an Agility bonus might give them an unfair advantage. You can't attack what you don't know is there, after all...

Would giving Eschers Dodge instead of the more limited Parry make them more appealing? I almost went that route, but I was worried that it might seem like an unfair advantage.

I agree that Orlock isn't well balanced. I'm not sure how to represent what are supposed to be a tactically flexible gang while keeping them distinct from the other gangs...

I suppose it depends on how Stealth and Agility end up being used. It does not in itself guarantee an advantage over the other gangs (you might still fail the roll), only makes it more likely to gain an advantage (when trying to ambushing others). Even with surprise and initiative, the combat itself may yet be a different story, and this is where the other gangs' advantages would come into play.

Dodge certainly seems more useful, given that I have a feeling Necromunda would be mostly about gunfights. Besides, I'd think it also fits better to agile fighters - Parry would make more sense only if they'd actually have a preference for melee, with each member spending significant time training with close combat weapons..

I still think a "formula" of sorts would ensure improved balance, too. :)

As for Orlock, perhaps you can present their flexibility as their distinguishing mark? "Jacks of all trades, masters of none". Give them more bonuses, but smaller ones.

Like ... using the aforementioned concept of using +3 as a standard:

Cawdor : +3 Willpower
Escher : +5 Agility, -2 Strength
Delaque : +3 Agility
Goliath : +6 Strength (double bonus, compensated by fewer Skills/Talents)
Orlock : +1 WS, +1 BS, +1 Toughness
Van Saar : +5 Intelligence, -2 Strength (+ equipment bonus)
Or, if we were to use +6 as a standard:
Cawdor : +3 Toughness, +3 Willpower
Escher : +5 Agility, +3 BS, -2 Strength
Delaque : +3 Agility, +3 WS
Goliath : +6 Strength
Orlock : +2 WS, +2 BS, +2 Toughness
Van Saar : +5 Intelligence, +3 BS, -2 Strength (+ equipment bonus)

What I would be strongly tempted to do (and basically did in my game) is use the House as "Regiment" and modify the Guardsman specialties to suit the gangers.

Heavy Gunner = Heavy

Weapon Specialist = Ganger

Sergeant = Leader

Operator, with a little retooling, would make a fine "Reclaimator/ techie" role and Medic is a role gangers would find handy.

Hired Gun could easily be based on modified versions of the other specialties... Psyker = Wyrd, Priest just equals Priest. Enough modifications would be required for Scum and Bounty Hunter to make it more worthwhile to just make those whole-cloth.

That's what we have been discussing doing, as it would be easiest and make the most sense.

As for the specialties, I think the idea is to keep it as Juve/Ganger/Heavy/Leader as the core four, and then work on the Scum/Bounty Hunter/Priest/Wyrd stuff down the line. Medic and a reclaimer don't really fit the spirit of Necromunda as much, as healing was through time and maybe finding a doctor, while scavenging could be done by whoever.

If you use traditional gang stereotypes (which Necromunda is based around, sort of) would it make sense to have a doctor or inventor in a Crip or Blood gang?

As nobody seems to actually be interested exploring anything but playing a under equipped squad composed of weapon specs a maximum or two gunners and one (and only one!) sergeant that calls itself a "gang" on a hive world that just so happens to be called Necromunda why is any modification of the basic OW rules required?

If you aren`t going to embrace the free-roaming wild west spirit of the Necromunda setting leave it be.

What I would be strongly tempted to do (and basically did in my game) is use the House as "Regiment" and modify the Guardsman specialties to suit the gangers.

Could you post what you came up with?

If you aren`t going to embrace the free-roaming wild west spirit of the Necromunda setting leave it be.

I think it's more a matter of "where to start" - and modifying existing material is a lot easier (and safer) than working entirely from scratch. I would caution against copying the existing careers too closely myself, but in general, looking towards the regiments and careers and what could be done to "necromundify" it is a valid entry point.

Neither Only War, nor Deathwatch and Rogue Trader were created entirely anew; all are just a heavily modified evolution of Dark Heresy.

Once the basics have been established, then it'd be time to look at the more exotic and unique features that would truly give such a game a feeling of running with a gang. Speaking of which, what do you think are we missing in particular?

Medic and a reclaimer don't really fit the spirit of Necromunda as much, as healing was through time and maybe finding a doctor, while scavenging could be done by whoever.

Agreed*. Also, I'd rather keep the initial selection small so as to not overwhelm people with options. Tbh I didn't even think about Priests or Wyrds as they were not in the rulebook and not as much a staple of the setting as the other classes.

*: although first aid is a Skill that should be available to people, to at least keep their buddies from dying until they can get them to a Friendly Doc

Edited by Lynata

As nobody seems to actually be interested exploring anything but playing a under equipped squad composed of weapon specs a maximum or two gunners and one (and only one!) sergeant that calls itself a "gang" on a hive world that just so happens to be called Necromunda why is any modification of the basic OW rules required?

If you aren`t going to embrace the free-roaming wild west spirit of the Necromunda setting leave it be.

Baby steps, my friend. Baby steps.

Exactly how would you handle exploration? What modifications to the rules, or new rules do you propose? The Necromunda game was played through skirmishes, with money making, experience, healing, and buying and selling in between. The focus there was combat, first and foremost. While that's not necessarily what I would want to roleplay, it's what the game was about.

That being said, there was a lot of fluff in the book about the Hive itself; from the isolated settlements to lost caches of advanced archeotech. You are in right in that it had a Wild West feel, and I think implementing that with plenty of exploration, interaction, politics, and intrigue would really to the setting justice. All we need is help fleshing it out.

What I would be strongly tempted to do (and basically did in my game) is use the House as "Regiment" and modify the Guardsman specialties to suit the gangers.

Could you post what you came up with?

Since you asked, here's what I'm currently using... Note, this is for a generic hive world rather than Necromunda specifically and, because it's what my players were interested in, I focused on the hired gun side of things. I haven't actually written up my notes on gangers, but it would be easy to do. Also, I didn't use Aptitudes in the end... using instead the Unaligned advancement costs from BC.

Hivers

A hive city is a massive urban conglomeration, housing hundreds of millions of citizens, covering huge sections of continents and rising miles into the pollution-choked sky. They are industrial centers where countless workers toil in thankless obscurity, manning the factories which churn out endless streams of vital goods.

Skills: All Hivers start with Awareness, Common Lore (any one), Linguistics (Low Gothic), Trade (any one) or Intimidate

Accustomed to Crowds: Hivers grow up surrounded by crowds and they are used to weaving through even the densest mobs with ease. Crowds do not count as Difficult Terrain for hivers.

Hivebound: Hivers rarely endure the horror of open sky or suffer the indignities of the great outdoors. While outside of an enclosed or artificial environment, they suffer a -10 penalty to Survival tests due to their unfamiliarity with such places.

Urban Violence: Hivers are constantly alert for the first hint of trouble, be it a hive quake, a gang shot-out of a hab riot, and know how to quickly avoid (or take part in) these dangers. Hivers start with one of the following Talents: Face in the Crowd, Heightened Sense (any one) or Streetfighting

Militia Training: A hive that cannot arm a sizable portion of its population in the event of invasion or uprising is vulnerable. All hivers, as part of their primary education, are drilled in the safe and proper handling of standard Imperial weapons. Hivers start with the Talents: Weapon Training (Las, Low Tech and Solid Projectile)

Quick and the Dead: Most hivers toil diligently in the factories, attend the masses of the Ecclesiarchy, keep their heads down and live quietly in the oppressive and regimented safety of the city. Those who, by choice or circumstance, live outside this stability are said to fall into two categories – the quick and the dead. Such characters gain a +2 to all Initiative checks.

Archtypes

Bounty Hunter

In the depths of the Underhive, Bounty Hunters pursue those criminals, outlaws and mutants who threaten the fragile peace of the settlements or who have earned the ire of the City or the Guild.

Characteristics: Toughness +5

Starting Skills: Common Lore (Enforcers) or Common Lore (Underworld), Inquiry or Interrogation, Intimidate

Starting Talents: Disarm or Takedown

Starting Gear: Shotgun or Autogun, Stub Automatic or Stub Revolver, Knife, Light Flak Coat or Chain Coat, Manacles, Data-slate of bounties

Merc

Mercs are professional fighters. Some were soldiers or enforcers in the Hive City, others are warriors for the underworld cartels or simply gangers who seek to turn a talent for violence into a profession.

Characteristics: Ballistics Skill or Weapon Skill +5

Starting Skills: Athletics or Acrobatics, Common Lore (Underworld) or Common Lore (War), Intimidate

Starting Talents: Iron Jaw or Quick Draw

Starting Gear: Autogun or Shotgun, Stub Automatic or Stub Revolver, Knife, Light Flak Coat or Chain Coat

Sage

Sages are wise and learned individuals. Some are educated professionals, such as medicae or tech adepts. Others are clerks, scribes or simply learned dilettantes.

Characteristics: Intelligence +5

Starting Skills: Common Lore (any one), Medicae or Tech Use, Scholastic Lore (any one)

Starting Talents: Total Recall or Jaded

Starting Gear: Stub Automatic or Stub Revolver, Knife, Quilted Vest, Data-slate, Interface Port, Combi-tool or Medkit

Scum

Scum are thieves, hustlers and desperados who often move from settlement to settlement in the Underhive, looking for the next big score which will set them up.

Characteristics: Fellowship +5

Starting Skills: Charm or Deceive, Intimidate or Sleight of Hand, Stealth

Starting Talents: Quick Draw or Rapid Reload

Starting Gear: Autogun or Shotgun, Stub Automatic or Stub Revolver, Knife, Quilted Vest, Pack of Lho Sticks or Flask of Rotgut Booze

Wyrd

Wyrds are otherworldly individuals with potent psychic powers, including reading minds, divining the future or moving objects by will alone. They are outcasts forced to hide from the threats of superstitious mobs, firebrand preachers and the Imperial witchfinders.

Characteristics: Willpower +5

Starting Skills: Forbidden Lore (Psykers) Deceive, Psyniscience

Starting Talents: Psy Rating 1, Psychic Powers (200 exp worth), Resistance (disease)

Starting Trait: Unbound Psyker, Enemy (Imperium, Red Redemption), Corruption (1d5+5)

Starting Gear: Stub Automatic or Stub Revolver, Knife, Quilted Vest, Tarot Cards or Engraved Bones or Crystals (psy focus)

I like those non-ganger classes a lot, thanks for contributing! You said that's what you've been using... Care to share what sort of campaigns you've ran using hives? Like what did you have your players do, where did they go, etc.

Okay, my second attempt at the Houses, going with a net +6 characteristic bonus:

HOUSE CAWDOR-

Religious fanatics devoted to the Cult of the Redemption. Their beliefs compel them to hide their faces behind masks and cowls, and they regard non-Redemptionists as little better than heretics.

Starting Modifiers: +3 Toughness, +6 Willpower; -3 Intelligence.

Starting Skills: Common Lore (House Cawdor, Imperial Creed), Intimidate, Linguistics, Scrutiny.

Starting Talents: Cold Hearted.

Starting Aptitudes: General, Weapon Skill, Willpower, Offence, Defense, Social, Leadership.

Gear: Standard.

HOUSE ESCHER-

A House dominated by its female members, due to a genetic defect that causes Escher males to be born severely stunted. Escher gangers prefer flamboyant displays of graceful combat skill; naturally they are especially contemptuous of House Goliath, whom they regard as lumbering oafs.

Starting Modifiers: +3 Weapon Skill, +6 Agility; -3 Strength.

Starting Skills: Acrobatics, Common Lore (House Escher), Dodge, Linguistics.

Starting Talents: Enemy (House Goliath), Cat Fall, Leap Up.

Starting Aptitudes: General, Weapon Skill, Agility, Finesse, Defense, Fieldcraft, Social.

Gear: Add Sword to standard kit.

HOUSE DELAQUE-

Devious and conniving, the primary occupation of House Delaque is trading in information. In fact they spend so much time lurking in shadows that most of them wear darkened lenses to protect their eyes from normal illumination.

Starting Modifiers: +3 Agility, +3 Perception.

Starting Skills: Common Lore (House Delaque), Linguistics, Stealth.

Starting Talents: Light Sleeper, Paranoia.

Starting Aptitudes: General, Ballistic Skill, Agility, Perception, Defense, Fieldcraft, Social.

Gear: Add Photovisor to standard kit.

HOUSE GOLIATH-

Members of this House are native to a section of Hive Primus with notoriously hostile conditions, where only the strong survive. As a result, Goliaths are hugely muscled brutes who consider the other Houses to be weaklings. They especially hate House Escher, who’s nimble women simply “don’t fight right.”

Starting Modifiers: +6 Strength, +3 Toughness; -3 Agility.

Starting Skills: Athletics, Common Lore (House Goliath), Linguistics.

Starting Talents: Enemy (House Escher), Street Fighting.

Starting Aptitudes: General, Weapon Skill, Strength, Toughness, Offense, Defense.

Gear: Replace Gang Leathers with Piecemeal Armour (25% chance per hit of 3 points of armour).

HOUSE ORLOCK-

Mining slag deposits is the primary source of revenue for House Orlock, so much so that they are nicknamed the ‘House of Iron’. Orlock gangs cultivate a broad range of combat skills, rather than focusing on a single fighting style.

Starting Modifiers: +2 Weapon Skill, +2 Ballistic Skill, +2 Toughness.

Starting Skills: Common Lore (House Orlock), Linguistics.

Starting Talents: Quick Draw.

Starting Aptitudes: General, Weapon Skill, Ballistic Skill, Offense, Defense, Finesse.

Gear: Standard.

HOUSE VAN SAAR-

Renowned for the quality of the technical components they manufacture, Van Saar is the wealthiest non-noble House within Hive Primus. Van Saar gangers who venture into the Underhive almost always wear high-tech bodygloves rather than standard gang leathers.

Starting Modifiers: +3 Ballistic Skill, +6 Intelligence, -3 Toughness.

Starting Skills: Commerce, Common Lore (House Van Saar), Linguistics, Tech Use.

Starting Talents: Technical Knock.

Starting Aptitudes: General, Ballistic Skill, Intelligence, Defense, Finesse, Tech, Knowledge.

Gear: Replace Gang Leathers with Bodyglove (same armour value, but no Primitive quality); may upgrade one starting weapon to Good quality.

-And my first attempt at the three core ‘specialties’:

GANGER-

The backbone of any gang, basic gangers are both the core troops in gang warfare, and the ones who work the gang’s territories for income when the fighting ends.

Starting Modifiers: +3 Weapon Skill or Ballistic Skill.

Starting Skills: Choose two : Awareness, Commerce, Intimidate, Navigate (Underhive), Parry, Survival (Underhive).

Starting Talents: Any two Tier 1 Talent for which the Ganger meets the Prerequisites, plus Weapon Training (choose 3 excluding Heavy and Exotic).

Starting Aptitudes: Weapon Skill or Ballistic Skill.

Starting Gear: Gang Leathers (2 Arms/Body/Legs; Primitive); Knife; Autopistol or Hand Cannon or Laspistol or Sword or Flail; Autogun or Las Carbine or Shotgun or Chain Sword or Great Weapon; 2 Reloads for each ranged weapon; Bedroll; Backpack or Clip/Drop Harness or extra Reload or 1d5 extra Knives.

HEAVY-

Gifted with both prodigious strength and technical savvy- attributes key to wielding heavy weapons- Heavies command great respect within their gangs.

Starting Modifiers: +3 Strength, +3 Intelligence.

Starting Skills: Athletics, Trade (Technomat).

Starting Talents: Iron Jaw or Rapid Reload or Technical Knock, Weapon Training (choose 3 excluding Exotic).

Starting Aptitudes: Ballistic Skill, Strength, Tech.

Starting Gear: As Ganger, plus Heavy Stubber or Plasma Gun or Flamer or Grenade Launcher, or replace Ganger’s Basic weapon choice with Meltagun or Heavy Bolter or Missile Launcher.

LEADER-

A good gang leader is both loved and feared by his followers. Unlike leaders in much of the rest of the Imperium, a gang leader comes by his position purely through merit rather than hereditary ascension.

Starting Modifiers: +3 Weapon Skill, +3 Ballistic Skill, +3 Fellowship.

Starting Skills: Command, Commerce,

Starting Talents: Iron Discipline, Weapon Training (choose 3 excluding Heavy and Exotic).

Starting Aptitudes: Weapon Skill or Ballistic Skill, Willpower, Leadership, Tech.

Starting Gear: As Ganger; may replace Basic weapon option with a Boltgun or Plasma Pistol.

So, I’m seeing an obvious problem with turning Necromunda into a WH40HRP game: if we go with a fairly straight adaptation, the gang’s Leader will be head-and-shoulders better than the other options. They are the only ones who start with WS, BS, and I of 4; combined with access to the most skill categories and special Leadership abilities, a Necromunda Leader is not just a basic Sergeant. Should Leaders be neutered to make them more balanced with the other specialties, or should we just expect the non-Leader players to accept the superior abilities of the Leader character…? Would the fact that the Leader has a permanent target on his head be enough of a counter-balance? If we make Juves a PC option rather than a variant on Comrades, the problem will be even more extreme: there would simply be no way to make them balanced enough to be a realistic choice compared to Gangers or Heavies, without violating the core concept of what a ‘juve’ is.

So, I’m seeing an obvious problem with turning Necromunda into a WH40HRP game: if we go with a fairly straight adaptation, the gang’s Leader will be head-and-shoulders better than the other options. They are the only ones who start with WS, BS, and I of 4; combined with access to the most skill categories and special Leadership abilities, a Necromunda Leader is not just a basic Sergeant. Should Leaders be neutered to make them more balanced with the other specialties, or should we just expect the non-Leader players to accept the superior abilities of the Leader character…? Would the fact that the Leader has a permanent target on his head be enough of a counter-balance?

Necromunda assumes that Leaders are more advanced, in terms of experience points, than ordinary gangers. I think the answer to this comes by disregarding the notion that the other PCs are "ordinary gangers." Rather they are exceptional gangers who are part of the leader's inner circle (rather like PCs in Rogue Trader represent the command staff of a vessel rather than the Rogue Trader and ordinary crewmen). The "ordinary gangers", if they appear in the play, are comrade/minion equivalents. Proceeding from that assumption, you can either balance the Leader's starting package with the others or give the Leader a stronger package but fewer starting experience points for customization.

I like those non-ganger classes a lot, thanks for contributing! You said that's what you've been using... Care to share what sort of campaigns you've ran using hives? Like what did you have your players do, where did they go, etc.

Our group consists of a bounty hunter, a sage, a scum and a wyrd (who managed to successfully hide her abilities from the other characters, if the not the players, until the last session).

Well, our first adventure involved the PCs looking for salvage, to make a little quick cash. It served as an introduction for the players to navigating the underhive, dealing with the local wildlife (millasaurs, giant rats and rogue servitors) and ended with them fighting off a gang of cannibalistic mutants.

Our second short adventure centered on a street brawl with some Redemptionists.

Our last adventure, before we started our break, involved the bounty hunter going after a rogue tech-priest for the bounty. Unfortunately, a failure to pay attention to the "Known Associates" line on the bounty listing and some really badly failed Inquiry tests led to the groups capture by the tech-priest's gang and their subsequent desperate escape from his lair. It was a rather intense session, resulting in the wyrd revealing her powers, the scum and bounty hunter burning Fate points to stay alive and culminating in the sage killing the rogue tech-priest with his own shock-staff.

I started the game as a break from our regular game while one of my players was away for a few weeks, traveling for work, and a way to play 40K-RP without them working for the "evil empire" (which was what turned several of my players off Only War). We enjoyed it, but now our wandering player has returned and we're switching back to resolving a storyline in our other game. We might pick this up afterward, depending on what my people are interested in.

Yeah, I feel the Leader - the player class, not NPCs - should be tuned down. Within the setting, they are this good because they're more experienced. Veterans leading a band of lesser gangers. For an RPG, this class could instead simply reflect people with an aptitude for leadership, but who have the exact same experience as the people they lead and just naturally shift into this role, getting recognised and then accepted (sanctioned in their role) by the higher-ups.


It's probably not the most common method of attaining leadership in a gang setting, but it's a possible one, and imho the best solution for a roleplaying game where the characters are supposed to be on somewhat equal footing (if with different specialities).


Basically, let's just look at what Only War did with the Sergeant? ;)



Overall, nice job on the revamped Houses and Classes though! I'm just not sure on the gear ... it feels a bit much if you have brand-new characters start the game with stuff like plasma and melta weapons, if only due to a gut-feeling that this sort of gear should be acquired via play, and starting guns should be limited to Solid Projectile and Las for "street level play".

The weird thing is that plasma and melta weapons in Necromunda are actually cheaper than a heavy stubber, but I'm not sure if this is balancing or a local phenomenon... what do you people think?


The Heavy also looks a bit "overloaded" if he gets the Ganger's weapons PLUS more (you can end up with a character that carries a hand cannon, an autogun, a heavy stubber and 1d5+1 knives). On the other hand ... the more I think about it, the more crazy (in a Duke Nukem B-movie good kind of way) this feels. :D


Also, does it make sense to give Escher an extra sword? I know they love close combat, but the class kits already include swords. The only way this would be useful is if you have a player who wants to have two swords and a gun, but that sounds very specialised.


On a sidenote: Are swords really that popular in the Underhive? It may just be my limited exposure, but my image of gang melee revolves more around knives and flails, maybe axes - though chain and power swords may become an option at higher levels of play. Speaking of chain swords, I'd remove them from the standard gear just like I'd remove the plasma and melta weapons, but this is really just a personal preference for a lower starting level (and that I'd like to see knives being more important). Needless to say, this also means I'd rather have the Leader knocked down a bit, rather than seeing the other PCs elevated because they are special right from the start. Personal preference: PCs are "gifted", but they still need to prove themselves!


In general I'd probably reduce the starting gear. By a lot. Say ...


Ganger: Knife, Pistol, Basic Weapon or additional Melee Weapon, 2 Extra Reloads for one weapon of choice

Heavy: Knife, Pistol, Heavy Weapon

Leader: Knife, Pistol, Basic Weapon or additional Melee Weapon

Juve: Pistol and Melee Weapon, 2 Frag Grenades


Everything else they either need to loot/steal or save for, or get it temporarily from their gang (specifically: a place to sleep).


Notes:

- each Pistol, Special and Heavy Weapon comes with 2 Reloads

- each Basic Weapon comes with 3 Reloads

- specific gear depends on gang selection --->


House Goliath:

- Starting Armour: Piecemeal Armour (0 AP Arms, Body, Legs - 4 AP if damage is an even number)

- Eligible starting Melee Weapons: Axes, Bludgeons, Chains, Clubs, Flails, Knives, Mauls, Swords

- Eligible starting Pistol Weapons: Autopistol, Laspistol, Stub Gun

- Eligible starting Basic Weapons: Autogun, Shotgun

- Eligible starting Special Weapons: Flamer, Grenade Launcher

- Eligible starting Heavy Weapons: Heavy Stubber


House Orlock:

- Starting Armour: Gang Leathers (2 AP Arms, Body, Legs)

- Eligible starting Melee Weapons: Bludgeons, Chains, Clubs, Flails, Knives, Mauls

- Eligible starting Pistol Weapons: Autopistol, Laspistol, Stub Gun

- Eligible starting Basic Weapons: Autogun, Lasgun, Shotgun

- Eligible starting Special Weapons: Flamer, Grenade Launcher

- Eligible starting Heavy Weapons: Heavy Stubber, Missile Launcher


House Van Saar:

- Starting Armour: Hardened Bodyglove (2 AP Arms, Body, Legs)

- Perk: one starting weapon may be of Good Quality

- Eligible starting Melee Weapons: Bludgeons, Clubs, Knives, Mauls

- Eligible starting Pistol Weapons: Autopistol, Laspistol, Stub Gun

- Eligible starting Basic Weapons: Autogun, Lasgun, Shotgun

- Eligible starting Special Weapons: Flamer

- Eligible starting Heavy Weapons: Heavy Stubber


House Cawdor:

- Starting Armour: Robed Gang Leathers (2 AP Arms, Body, Legs)

- Eligible starting Melee Weapons: Knives

- Eligible starting Pistol Weapons: Autopistol, Hand Flamer, Laspistol, Stub Gun

- Eligible starting Basic Weapons: Autogun, Lasgun, Shotgun

- Eligible starting Special Weapons: Flamer, Grenade Launcher

- Eligible starting Heavy Weapons: Heavy Stubber


House Delaque:

- Starting Armour: Lined Duster (2 AP Arms, Body, Legs)

- Perk: Photovisors added to starting gear

- Eligible starting Melee Weapons: Bludgeons, Chains, Clubs, Flails, Knives, Mauls

- Eligible starting Pistol Weapons: Autopistol, Laspistol, Stub Gun

- Eligible starting Basic Weapons: Autogun, Lasgun, Shotgun

- Eligible starting Special Weapons: Flamer

- Eligible starting Heavy Weapons: Heavy Stubber


House Escher:

- Starting Armour: Padded Gang Leathers (3 AP Body, 2 AP Legs)

- Perk: Concealed Blade added to starting gear

- Eligible starting Melee Weapons: Bludgeons, Chains, Clubs, Flails, Knives, Mauls, Swords

- Eligible starting Pistol Weapons: Autopistol, Laspistol, Stub Gun

- Eligible starting Basic Weapons: Autogun, Lasgun, Shotgun

- Eligible starting Special Weapons: Flamer

- Eligible starting Heavy Weapons: Heavy Stubber


Notes:

- Goliath Piecemeal Armour "simplified" to speed up combat; now 50% chance to get either 0 or 4 AP (see minis)

- Eschers have had Arm AP removed, but gain an extra +1 AP on the Body location (pauldrons, see minis)

- all other Houses get standard 2 AP armour (item names are for House-specific cosmetic differences, see minis)

- starting weapons reflect House weapon preferences from the original Necromunda rules

...

I'm just not sure on the gear ... it feels a bit much if you have brand-new characters start the game with stuff like plasma and melta weapons, if only due to a gut-feeling that this sort of gear should be acquired via play, and starting guns should be limited to Solid Projectile and Las for "street level play".
The weird thing is that plasma and melta weapons in Necromunda are actually cheaper than a heavy stubber, but I'm not sure if this is balancing or a local phenomenon... what do you people think?
The Heavy also looks a bit "overloaded" if he gets the Ganger's weapons PLUS more (you can end up with a character that carries a hand cannon, an autogun, a heavy stubber and 1d5+1 knives). On the other hand ... the more I think about it, the more crazy (in a Duke Nukem B-movie good kind of way) this feels. :D
Also, does it make sense to give Escher an extra sword? I know they love close combat, but the class kits already include swords. The only way this would be useful is if you have a player who wants to have two swords and a gun, but that sounds very specialised.
On a sidenote: Are swords really that popular in the Underhive? It may just be my limited exposure, but my image of gang melee revolves more around knives and flails, maybe axes - though chain and power swords may become an option at higher levels of play. Speaking of chain swords, I'd remove them from the standard gear just like I'd remove the plasma and melta weapons, but this is really just a personal preference for a lower starting level (and that I'd like to see knives being more important). Needless to say, this also means I'd rather have the Leader knocked down a bit, rather than seeing the other PCs elevated because they are special right from the start. Personal preference: PCs are "gifted", but they still need to prove themselves!
In general I'd probably reduce the starting gear. By a lot. Say ...
Ganger: Knife, Pistol, Basic Weapon or additional Melee Weapon, 2 Extra Reloads for one weapon of choice
Heavy: Knife, Pistol, Heavy Weapon
Leader: Knife, Pistol, Basic Weapon or additional Melee Weapon
Juve: Pistol and Melee Weapon, 2 Frag Grenades

My weapon choices per specialty were based mainly on the miniatures- which probably isn't the best way to go for an RPG... ;) Most of the Heavy minis have a Basic weapon attached to their backpacks in addition to a Heavy or Special weapon in hand. I thought taking away their 'back-up' weapon might be a good way to balance the better Heavy/Special weapon options, but maybe not. (One of the Delaque Heavy minis- they have three, everyone else has two- is armed with a freakin' Lascannon! Gotta draw the line somewhere...)

Swords are quite popular in Necromunda - pretty much the 'go-to' melee weapon because of a special feature similar to the Balanced quality in WH40KRP . A huge percentage of the Escher figs have them, which is why I made it a standard add-on for them: rather than having to choose between Sword or Pistol like everyone else, they can have both (or two swords, which is how one of the figs is armed).

In a White Dwarf article on Necromunda tactics, game designer Andy Chambers said that the playtesting revealed that Heavy Stubbers were quite the dominating weapon, which is presumably why it is so expensive compared to want are (fluff-wise) 'better' weapons. In the two Necromunda campaigns that I have played, Heavy Stubbers were useful, but certainly not uber-weapons (my gang's tactics had to revolve entirely around denying line-of-sight to my regular opponent's Heavy Bolter, which we came to call 'the God Gun').

I like your equipment lists, but one thing I would change: grenades are a Big Deal in the Underhive- not something that every Juve would be running around with...

Of course, at this point we should probably ask the question: should there even be fixed Starting Gear lists, or should each specialty just start with a certain amount of Credits with which to buy their own gear? I personally lean toward established lists (thus forcing players to start out 'true' to the setting/background), but I can understand using starting cash instead.

Of course, at this point we should probably ask the question: should there even be fixed Starting Gear lists, or should each specialty just start with a certain amount of Credits with which to buy their own gear? I personally lean toward established lists (thus forcing players to start out 'true' to the setting/background), but I can understand using starting cash instead.

That's a good question! I don't know if there is a "right" answer, though - both approaches sound equally appealing, one allowing for more customisation, but the other being more true to the background.

I suppose I'm leaning slightly more towards lists as well, simply because everyone can still customise their loadout later on, or even just have a talk with the GM to see if they can swap one item if they can present a good reason.

Most of the Heavy minis have a Basic weapon attached to their backpacks in addition to a Heavy or Special weapon in hand.

Oh - I hadn't noticed this. Most of the photos show the minis only from their front ...

I dunno, I guess I wouldn't really mind it anymore in terms of appearance alone - but similar with the Leader, it may be that the Heavy, which in Necromunda is a more expensive character, needs to be tuned down a bit so as to not outshine the normal Ganger everywhere. Forcing them to be more specialised with their loadout would be one way to do this.

I like your equipment lists, but one thing I would change: grenades are a Big Deal in the Underhive- not something that every Juve would be running around with...

Humm... You mean in terms of cost, or availabilty?

That being said, I imagined the Player Juve to be somewhat above Juve NPCs, both to balance them towards the other classes (and making them fun to play) as well as to justify their role in the group - without changing the perception of the average Juve (= Comrade). A sort of "Juve Prodigy", if you will?

However, the "special status" they're granted should only go so far, and if grenades are too much, something else should be found. I just wasn't sure what else to take; most of the equipment is so very specialised, and grenades looked appealing in that they might make the character look like a sort of "nimble runner" who dodges bullets in order to lob a few explosive presents.

That being said, if they get appropriate Talents/Skills/Traits, the class could still be made appealing enough. :)

I really liked the analogy regarding Rogues/Thieves in other games.

Also, thanks for the explanation regarding swords and heavy weapons!

Edited by Lynata

I think the lists are the way to go, otherwise the Houses are just a set of flat bonuses to start with. What House you are in should affect everything the gang does, from what equipment it chooses to how it fights.

I like the way it is balanced now, though the Juve shouldn't have frags. Maybe a higher stealth/dodge? I imagine them being lightly armed and armored, but being fast, agile, and stealthy. To balance that a little more, what if they are quite unreliable and timid? These are teenagers fighting in gun battles, of course. So a lower willpower, to compensate for skills and agility bonus?

I like your equipment lists, but one thing I would change: grenades are a Big Deal in the Underhive- not something that every Juve would be running around with...

Humm... You mean in terms of cost, or availabilty?

Cost- in Necromunda they are more expensive than Plasma Pistols (!), which makes them more rare than their Common availability would indicate.

The more I think about it, the more I'm convinced that Juves just wouldn't work as a PC option ("You can play a Ganger, or you can play a much less powerful Junior Ganger- both good choices!"). Heck, look at all the complaints about the low starting power level of Acolytes in DH1 - and a Rank 1 Acolyte would be a pillar of competence compared to a Necro Juve...

I'm leaning toward the idea of Juves being a variant on OW 's Comrades- basically a new recruit to the gang under the tutelage of a gang member. I would prefer them to be less 'abstract' than Comrades. One vague notion that I had would be to allow them to earn XP (at a lesser rate than PCs), and if their PC dies, the Juve gets promoted to full Ganger and becomes the player's replacement character. That would give the players incentive to keep their Juves alive and really feel the loss if they are killed, since that would mean that their future replacement character will be starting at a lower XP total. Just 'spitballing'...

Heavy: Knife, Pistol, Heavy Weapon

Oh, one thing I just noticed: Heavies are typically equipped with either a Heavy or a Special weapon- they aren't limited to Heavy weapons as their 'primary' armament.