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Old 10-02-2012, 03:44 PM   Top  -  End  -  #1
Adlan
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Join Date: Nov 2006
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Default Wanted! Necromunda Gangs!

ReRecruiting for my ongoing Necromunda Game. Original Recruitment thread:HERE

In a short summary, each play controls a gang in the dystopian underhive of a giant city. We use the Yakromunda site to keep track of the gangs, and all the rules are availible free Here.

If you are interested, please let me know, I'm looking for 1-5 more players, so there's lots of room.
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Old 10-07-2012, 05:42 AM   Top  -  End  -  #2
Grailkeeper
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Default Re: Wanted! Necromunda Gangs!

Sure I play escher in real life.
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Old 10-07-2012, 06:05 AM   Top  -  End  -  #3
The Zoat
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Default Re: Wanted! Necromunda Gangs!

Tentative interest.
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Old 10-07-2012, 10:27 AM   Top  -  End  -  #4
Grailkeeper
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Default Re: Wanted! Necromunda Gangs!

I've signed up as MCEscher on that site- how do I find your campain? I started a Redemptionist gang-

Do you have a guide to total war?
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Old 10-08-2012, 11:24 AM   Top  -  End  -  #5
Adlan
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Default Re: Wanted! Necromunda Gangs!

Cool, If you both post/PM me your gangs name, I'll send you an invite on the Yakromunda site.

@GrailKeeper,
The best guide for this would be the first page of the OC thread (link in my sig) and looking through the past gameplay. If you are an experienced Necromunda player, it should be mostly familiar, as all the gang development and Injuries are straight from the rule book.

Are you sure you want to play Redemptionists? Outlaw gangs miss out on some of the post game play due to their lack of territory and I want someone who knows what they are in for
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Old 10-08-2012, 12:39 PM   Top  -  End  -  #6
Grailkeeper
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Default Re: Wanted! Necromunda Gangs!

Ok might go for something else so
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Old 10-08-2012, 02:13 PM   Top  -  End  -  #7
SlyJohnny
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Default Re: Wanted! Necromunda Gangs!

Hmmm. Scavvies seem awesome. Are scavvies taken yet?
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Old 10-08-2012, 02:23 PM   Top  -  End  -  #8
Adlan
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Default Re: Wanted! Necromunda Gangs!

Quote:
Originally Posted by SlyJohnny View Post
Hmmm. Scavvies seem awesome. Are scavvies taken yet?
Not Yet, though duplicate gangs of the same type are allowed, having a house in common dosn't mean they'll be allies There used to be a Scavvy Gang, the Gutter Legion, if you want you can recruit from them following the rules in the LRB p109
Spoiler


And again, they are an outlander gang, you don't hold turf the same way a lawful gang does, and so only go for it if you are confident you know what you are doing.


Still plenty of space, All houses welcome but Missing at the Moment from House Gangs are Goliath, And as for outlanders, there's already an Enforcers Precinct waiting to be occupied... And following the map of a defeated Bad Skin, Hivers are going to violate sacred Ratskin territory. And 4 Mutant Heretics were burned in the settlement, bound to attract the attention of the Red Redemption.
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Dance in the oldest boots I own,
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Old 10-08-2012, 07:19 PM   Top  -  End  -  #9
Sarone
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Default Re: Wanted! Necromunda Gangs!

I'm looking at the rules and setting, but I'm kind of iffy. Is there any secondary enemies (like plague zombies, GM Controlled Scavvies/Ratfolk, etc) besides the Arbites?

Also, how are territories going to be generated? Do we do it on here or just randomly pick a few?
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3. An ordnance technician at a dead run outranks everybody.
27. Don't be afraid to be the first to resort to violence.


Last edited by Sarone : 10-08-2012 at 07:22 PM.
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Old 10-08-2012, 07:35 PM   Top  -  End  -  #10
Adlan
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Default Re: Wanted! Necromunda Gangs!

Quote:
Originally Posted by Sarone View Post
I'm looking at the rules and setting, but I'm kind of iffy. Is there any secondary enemies (like plague zombies, GM Controlled Scavvies/Ratfolk, etc) besides the Arbites?

Also, how are territories going to be generated? Do we do it on here or just randomly pick a few?
If we have an uneven set of battles I play an NPC scenario of some kind, usually related to the growing zombie problem in Rustholm. I also NPC campaign events like the recent pit fights.

Scavvies, Ratskins and Arbites Gangs are an option open to any experienced Necromunda player willing to put up with their limitations.

If you are familiar with any of the old articles and fan rules (lots available on yakromunda), I suppose I'm open to ash waste/chaos cult or other sorts of gang, but it'd have to be a good entry and more interested in plot building than carving out empires of turf.

Roll for your territories on here using the forum roller or on logged in on a site like invisible castle is the usual way of generating territory.
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Dance in the oldest boots I own,
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Old 10-08-2012, 07:59 PM   Top  -  End  -  #11
Sarone
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Default Re: Wanted! Necromunda Gangs!

I meant in facing them. I'm working on an Orlock Gang that is under the command of an Imperial Guard Lieutenant who was working for an Inquisitor.

Five Territories, lets see them

(2d6)[2][6](8)
(2d6)[6][1](7)
(2d6)[5][3](8)
(2d6)[4][3](7)
(2d6)[3][2](5)

[61] Friendly Doc- D6X10; D6X5 per body brought in
[53] Drinking Hole- D6X10
[43] Vents- 10; Up to 3 Models can be setup anywhere after player's First turn, and no more than 8" from an enemy model
[32] Settlement- 30 Cred; Roll 1d6, 6 recruits a Juve
[26] Mineral Outcropping- D6X10

Also, there were rules for vehicles and other hired guns, like dogs and such. Would those be allowed as well? (These articles were from the old Specialist Games Website from long ago.)
EDIT: Not bad. With the way I'm thinking about going for the gang, it looks like it'll fit the whole Inquisitor Backup.
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Cool. His ego and his survival instincts are fighting for control of his mouth. - Ennesby, Schlock Mercenary

Favorite Merc Maxims

2. A Sergeant in motion outranks a Lieutenant who doesn't know what's going on.
3. An ordnance technician at a dead run outranks everybody.
27. Don't be afraid to be the first to resort to violence.


Last edited by Sarone : 10-08-2012 at 08:33 PM.
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Old 10-09-2012, 01:43 AM   Top  -  End  -  #12
The Zoat
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Default Re: Wanted! Necromunda Gangs!

How much cash do we have?
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Old 10-09-2012, 05:18 AM   Top  -  End  -  #13
Adlan
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Default Re: Wanted! Necromunda Gangs!

Quote:
Originally Posted by Sarone View Post
I meant in facing them. I'm working on an Orlock Gang that is under the command of an Imperial Guard Lieutenant who was working for an Inquisitor.

Five Territories, lets see them

[roll0]
[roll1]
[roll2]
[roll3]
[roll4]

[61] Friendly Doc- D6X10; D6X5 per body brought in
[53] Drinking Hole- D6X10
[43] Vents- 10; Up to 3 Models can be setup anywhere after player's First turn, and no more than 8" from an enemy model
[32] Settlement- 30 Cred; Roll 1d6, 6 recruits a Juve
[26] Mineral Outcropping- D6X10

Also, there were rules for vehicles and other hired guns, like dogs and such. Would those be allowed as well? (These articles were from the old Specialist Games Website from long ago.)
EDIT: Not bad. With the way I'm thinking about going for the gang, it looks like it'll fit the whole Inquisitor Backup.
They will be allowed, but will probably be house ruled by me into our system rather than directly lifted. For example, someone wanted to use a special skill list, and so they sent their ganger to train with the animal handlers at the Pit Fight, and for a small fee, next skill advance the ganger gets will be on that table. Most of the old Articles are Archived on Yakromunda.

I'm interested to see your back story, please keep it reasonable as Inquisitors... they tend to be outrageously powerful by their title alone, so I'll keep the razor handy to trim anything too beardy

@theZoat
You have 1000creds to spend.
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And I'll dance to Tom Payne's bones,
Dance to Tom Payne's bones,
Dance in the oldest boots I own,
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Old 10-09-2012, 06:41 AM   Top  -  End  -  #14
Grailkeeper
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Default Re: Wanted! Necromunda Gangs!

I'll play delaque so as I always like those models (It's not possible to use the old redemptionist rules by any chance isntead of the updated ones?)

Territory
(d66)[42]Tunnels 10
Your gang has found a buried entrance to a labyrinth of ancient service ducts beneath the dome floor.
When the gang fights a battle it can use these ducts to position up to three fighters anywhere on the battlefield at ground level.
Models are set up at the end of the player’s first turn and cannot be placed within 8" of enemy models. This represents the
fighters working their way behind the enemy using their secret tunnels.

(d66)[65]
65 Archeotech 2D6x10
Your gang has discovered a hidden entrance into a small unexplored dome. A ganger can collect remnants of ancient technical
devices which can be sold for 2D6x10 credits.
So long as your gang is careful not to sell too many items at once no one will suspect that you have discovered a new dome. No
risk is incurred by collecting 2D6x10 credits. However, if you want to work the dome more intensely you can do so. A ganger
can collect 3D6x10, 4D6x10, 5D6x10 or even 6D6x10 from the hoard, but if he rolls any doubles at all then he has been spotted
entering the dome. You still collect the income rolled but the hoard is secret no

(d66)[20] slag 15
(d66)[46] holestead d6x10
(d66)[14] old ruins 10
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Old 10-09-2012, 06:45 AM   Top  -  End  -  #15
Adlan
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Default Re: Wanted! Necromunda Gangs!

Quote:
Originally Posted by Grailkeeper View Post
I'll play delaque so as I always like those models (It's not possible to use the old redemptionist rules by any chance isntead of the updated ones?)
Send me a Link to the PDF you are basing them off, and at least a rough idea of what you want to do with the gang and I'll see. Should be fine, I have a preference for the old Ratskin rules personally.
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Dance in the oldest boots I own,
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Old 10-09-2012, 06:47 AM   Top  -  End  -  #16
The Zoat
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Default Re: Wanted! Necromunda Gangs!

Right so I've readied my tribe of Ratskins, and so here it is.

http://www.yakromunda.com/index.php?...gs&gangid=6511

(6d6)[21] Bah, just wastes.
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Last edited by The Zoat : 10-09-2012 at 06:50 AM.
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Old 10-09-2012, 07:03 AM   Top  -  End  -  #17
Grailkeeper
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Default Re: Wanted! Necromunda Gangs!

I have thr reule book at home. It may be here.

http://www.wargamerau.com/forum/inde...ic=79749&st=20
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Old 10-09-2012, 07:35 AM   Top  -  End  -  #18
SlyJohnny
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Default Re: Wanted! Necromunda Gangs!

One of the Gutter Legion has a Bitter Emnity injury. Who is the bitter emnity directed towards? Or if records of this no longer exist, I can reroll for it, provided someone remembers which gang he took the injury from?
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Old 10-09-2012, 09:05 AM   Top  -  End  -  #19
Adlan
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Default Re: Wanted! Necromunda Gangs!

@ Sly Johnny It's directed towards Elizah, leader of the Members of the Holy Flame.

@Grailkeeper,
If you have the outlanders book, use that, as I also have a copy.

@The Zoat
You can't have both Shaman's and Totem Warriors, I don't mind if you use the gang rules with Shaman, or the new one with Totem Warriors but don't mix them both.

Also, a Name that's I can at least type, if not pronounce would be good, and a little back story. Dosn't have to be too specific, as I can tailor the campaign event that introduces your gang specifically.
Also, you rolled 6d6 and added them all up to generate your territory, that's not how it works. To roll a d66, Roll [rollv]2d6[/rollv] but without the bolding and it should work, ignore the total, you just want the two numerals produced.
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And I'll dance to Tom Payne's bones,
Dance to Tom Payne's bones,
Dance in the oldest boots I own,
to the rhythm of Tom Payne's bones.

Last edited by Adlan : 10-09-2012 at 09:07 AM.
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Old 10-09-2012, 10:32 AM   Top  -  End  -  #20
Grailkeeper
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Default Re: Wanted! Necromunda Gangs!

For the moment I'll go with Orlocks. Keep things simple for now.
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Old 10-09-2012, 10:37 AM   Top  -  End  -  #21
SlyJohnny
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Default Re: Wanted! Necromunda Gangs!

Advances for Ratskin Scout:

1st (1d6)[2], (1d6)[1] second roll if needed, (1d6)[5] third roll if needed.
2nd (1d6)[5], (1d6)[3] second roll if needed, (1d6)[5] third roll if needed.
3rd (1d6)[4], (1d6)[6] second roll if needed, (1d6)[3] third roll if needed.

Advances for Bounty Hunter:

1st (1d6)[6], (1d6)[1] second roll if needed, (1d6)[6] third roll if needed.
2nd (1d6)[6], (1d6)[1] second roll if needed, (1d6)[3] third roll if needed.
3rd (1d6)[3], (1d6)[3] second roll if needed, (1d6)[3] third roll if needed.
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Originally Posted by Candle Jack View Post
This image you have of European peasants huddled fearfully in decrepit hovels while packs of baby-eating wolves terrorize the countryside has no basis in reality.
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Old 10-09-2012, 12:45 PM   Top  -  End  -  #22
Sarone
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Default Re: Wanted! Necromunda Gangs!

McKain's Team

Spoiler


Basically, Lt McKain is leading the Orlock Gang to discover what is going down in Rust Home and see if it has any connection to the rumors of Plague Zombies. It is his wish to ensure that the lives of his men was worth the information.

What do you all think?
__________________
Cool. His ego and his survival instincts are fighting for control of his mouth. - Ennesby, Schlock Mercenary

Favorite Merc Maxims

2. A Sergeant in motion outranks a Lieutenant who doesn't know what's going on.
3. An ordnance technician at a dead run outranks everybody.
27. Don't be afraid to be the first to resort to violence.

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Old 10-09-2012, 02:05 PM   Top  -  End  -  #23
sean_hyer
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Default Re: Wanted! Necromunda Gangs!

Well, I've never played this before. But it looks interesting.

Rolling for territory:

(1d6)[2](1d6)[6]: Mineral Outcrop 1d6x10
(1d6)[5](1d6)[3]: Drinking Hole 1d6x10
(1d6)[1](1d6)[5]: Old Ruins 10
(1d6)[3](1d6)[6]: Mine Workings 1d6x10
(1d6)[2](1d6)[4]: Slag 15
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..... that was the coolest way I've ever seen some one ask for permission to betray everything.

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Old 10-09-2012, 02:14 PM   Top  -  End  -  #24
Adlan
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Default Re: Wanted! Necromunda Gangs!

To be honest, I don't see an Inquisitorial Agent operating like that, though the concept is good, I'd rather see it run as an Enforcer gang. Inquisitors have such access to power and influence and the sort of undercover gang they might run wouldn't really be interested in being the biggest frog in such a small pond as rustholm. But An Agent of the inquisition leading a retinue I could easily see as investigating the Zombies and that would be well represented by the Enforcers.
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And I'll dance to Tom Payne's bones,
Dance to Tom Payne's bones,
Dance in the oldest boots I own,
to the rhythm of Tom Payne's bones.
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Old 10-09-2012, 02:24 PM   Top  -  End  -  #25
Sarone
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Default Re: Wanted! Necromunda Gangs!

Quote:
Originally Posted by Adlan View Post
To be honest, I don't see an Inquisitorial Agent operating like that, though the concept is good, I'd rather see it run as an Enforcer gang. Inquisitors have such access to power and influence and the sort of undercover gang they might run wouldn't really be interested in being the biggest frog in such a small pond as rustholm. But An Agent of the inquisition leading a retinue I could easily see as investigating the Zombies and that would be well represented by the Enforcers.
Unfortunately, I'm not a big fan of the Enforcers or the rules for them. Orlock seems more of the investigative types without rousing suspicion.

Plus it fits. Unless the Inquisitor has enough proof, going for the shadows is the best to go for with out going Delaque (wasn't a big fan of the way they are all sneaky and such, either).
__________________
Cool. His ego and his survival instincts are fighting for control of his mouth. - Ennesby, Schlock Mercenary

Favorite Merc Maxims

2. A Sergeant in motion outranks a Lieutenant who doesn't know what's going on.
3. An ordnance technician at a dead run outranks everybody.
27. Don't be afraid to be the first to resort to violence.

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Old 10-09-2012, 02:50 PM   Top  -  End  -  #26
sean_hyer
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Default Re: Wanted! Necromunda Gangs!

Right. I have no idea how much of the starting money we're supposed to have left over, so I guessed.

Presenting Bryan's Bashers, the roughest, toughest Goliaths around.

Oh, yeah - in the army list, it says a massive weapon costs 10, but I'm paying 15 for it on the site. What should I do about that?

Spoiler
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..... that was the coolest way I've ever seen some one ask for permission to betray everything.

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Old 10-09-2012, 03:32 PM   Top  -  End  -  #27
Grailkeeper
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Default Re: Wanted! Necromunda Gangs!

Decided to go with my old escher gang n real life

My gang's fluff (WIP)
Tamla's Tigers
Motortown. Known to some as Tamla Motortown. Once a thriving hub of Nexromunda's vehicle industry, now a dead end wastland. Famous only for it's Music and It's grav-cars, and the last grav car left centuries ago. It's now become a gang controlled backwater nobody visits, it's only export are its songs.

Tamla's tigers are small time players in a dead end hab who've just been given a shot at the big time when they suddenly began finding more valuables than the norm- some even without bloodstains or fingerprints. The Tiger's control motor town, now they're going to try and control the entire hive. Tamla and motortown is going to be big one of these days, ya hear me big.

Gang is done on yakromunda- Tamla's tigers. cost 1000, rating 1340

What do I do now?
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Last edited by Grailkeeper : 10-14-2012 at 11:19 AM.
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Old 10-10-2012, 01:11 AM   Top  -  End  -  #28
The Zoat
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Join Date: Nov 2011
Default Re: Wanted! Necromunda Gangs!

Quote:
Originally Posted by Adlan View Post

@The Zoat
You can't have both Shaman's and Totem Warriors, I don't mind if you use the gang rules with Shaman, or the new one with Totem Warriors but don't mix them both.

Also, a Name that's I can at least type, if not pronounce would be good, and a little back story. Dosn't have to be too specific, as I can tailor the campaign event that introduces your gang specifically.
Okay. I'll get rid of the Totem warriors. I'm pretty sure you can only get one shaman, though?

(2d6)[5]
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Old 10-10-2012, 01:13 AM   Top  -  End  -  #29
The Zoat
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Default Re: Wanted! Necromunda Gangs!

Quote:
Originally Posted by The Zoat View Post
(2d6)[6][1](7)
Whoops.
(2d6)[6][1](7)

edit: Hell yeah!

Also: I think the one I'm using is the version from

files.sigil.biz/data/fo_052_ratskin_gang_variations.pdf
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Last edited by The Zoat : 10-10-2012 at 01:16 AM.
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Old 10-11-2012, 09:32 AM   Top  -  End  -  #30
Adlan
Ogre in the Playground
 
 
Join Date: Nov 2006
Location: 
Norfolk, England
Default Re: Wanted! Necromunda Gangs!

Quote:
Originally Posted by The Zoat View Post
Whoops.
[roll0]

edit: Hell yeah!

Also: I think the one I'm using is the version from

files.sigil.biz/data/fo_052_ratskin_gang_variations.pdf

Okay, you'd need to be specific about what tribe you were using, as that's a list of unoffical modifications to the old list, but it's also not very well play tested.

I'd much rather you use either the new list: http://www.games-workshop.com/MEDIA_CustomProductCatalog/m2350901a_m1330058_Nec_Ratskins.pdf with Totem Warriors, or the old list available in the Outlander Supplement.

You also have lots of Creds left to spend. There is some advantage to having a small stash of creds, but almost 1/4 of your starting strength shouldn't be wasted sitting in your stash.

@Grailkeeper,
you respond to my Invite on Yakromunda, Welcome to the Campaign, you'll be joining in the next round and I'll be introducing you in game. Feel free to post OC and ask for a battle for the next round. Your backstory is a little short, I could do with a few character traits or some personalities.

@sean_hyer
Invite on it's way but you need to finish your gang first. I like the backstory.
Yakromunda is charging you the list price for Massive Axes, not the starting gang price, so my best advice would be to make a note of it on your yakromunda sheet so I don't forget, note how many massive axes you have and spend that x5 extra creds, or add them right to your stash.

You will also want more gangers, Leaders, Heavies and juves can't earn money, and just 2 gangers is asking for trouble.

@Sarone,
Again, you need to finish your gang, you've left 100 creds unspent somehow, and none of your heavies have weapons. And please consider reworking your backstory, I really don't think I can deal plotwise with an Active Inquisitorial agent running around the settlement.

@SlyJohnny
Sorry to take so long to get back to you, Invite Sent. Great Gang.
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