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So since all the ITC for March and April are cancelled I gotta get my gaming in somehow. I told the LGS and Club to keep my entry fees and I also bought underhive, most of the kill team starter squad/terrain sets, 2 of the wolves/tau starters, 2 power stations and the rock drill+knight repair terrain boxes to help them out while they're closed. And it's an excuse to buy more stuff lol

 

I am having a hard time finding some campaign material. I got some from the boxed set. But I also wanted to find some rules for other missions that arent about just killing. Maybe some sabotage, sneaky stuff, hacking stuff or like boss raid scenarios.

 

I have a little bit of a mechanicus type campaign. Since I have some kill team admech, ambots and Blackstone models. Maybe throw in a little Roleplaying elements in between fights...maybe 1 or 2 of your gangers you sent to scout out the loot are now turned into servitors, maybe if you can loot something special or find information on archeotech, you're able to get a tech priest and a servitor or robot raid some other gangs territory.

 

I really would love to see some stealth mission elements. Like defenders can set traps and patrol. The attackers can use distraction stuff to sneak past. If you trip and alarm or get spotted a drop pod lands down and you get curb stomped by bolters...I'm understanding the rules fine and I dont want to run campaigns just gang vs gang. I'd love to see some stuff be gang vs some NPCs

I'd start with the sneak attack rules  in the Necromunda:Underhive rulebook.  This will give you a starting point for sentries.  You could modify them easily to include traps if you're arbitrating/playing the defender in the game. Maybe include a special piece of tech to the attacking gang that can spot the traps, within a certain range, but they've only got one.

 

With first edition Necromunda, my buddies and I would come up with rules on the fly all the time, for using Space Marines, or Eldar hunting parties.  We were just after making Necromunda fun, so as long as all parties agreed on a thing, we didn't care if it was an official rule.

 

The official rules are a great starting point, but its your game, don't be constrained by them.

I'd start with the sneak attack rules in the Necromunda:Underhive rulebook. This will give you a starting point for sentries. You could modify them easily to include traps if you're arbitrating/playing the defender in the game. Maybe include a special piece of tech to the attacking gang that can spot the traps, within a certain range, but they've only got one.

 

With first edition Necromunda, my buddies and I would come up with rules on the fly all the time, for using Space Marines, or Eldar hunting parties. We were just after making Necromunda fun, so as long as all parties agreed on a thing, we didn't care if it was an official rule.

 

The official rules are a great starting point, but its your game, don't be constrained by them.

I haven't fully read the rules yet but thanks. Back in the day we did the same thing. Missions to try and raid imperial depots, go heads up with the Arbites and stuff. We even used necromunda rules a lot for 40k campaigns because 2nd ed was basically the same and we could level up some guys with some skills. I remember I had a scout sgt who had a leg blown off, got a bionic leg. Which had a power kick attack ability that I killed an ork dreadnought with.

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I like the new dark uprising terrain. But I really like the mechanicus stuff. I just ordered 1 more kill team starter and the big skull generators.

 

I wish they had redemptionists or ratskins in the new edtion.

Edited by Debauchery101

I like what you're going for.  Necromunda really does cry out for more of the roleplaying aspect.   You get drawn into your gang and its members, and want to see them progress and change over time.  I am quite enamored with the Dark Uprising Zone Mortalis terrain, but I do think for someone to get the most out of it, they need to get the ZM plastic tiles.  Everything friction locks to the tiles (well, walls and columns do) and it just stays put.  The only issue is keeping the tiles locked together.  I overcame this with magnets imbedded in the edge of the boards, but pieces of tape along the edges would work fine too.

I like what you're going for. Necromunda really does cry out for more of the roleplaying aspect. You get drawn into your gang and its members, and want to see them progress and change over time. I am quite enamored with the Dark Uprising Zone Mortalis terrain, but I do think for someone to get the most out of it, they need to get the ZM plastic tiles. Everything friction locks to the tiles (well, walls and columns do) and it just stays put. The only issue is keeping the tiles locked together. I overcame this with magnets imbedded in the edge of the boards, but pieces of tape along the edges would work fine too.

Yeah I watched some videos on the terrain. Honestly I can see the coolness of the versatility with it. But it seems kinda too much. I think I'll end up just making a lot of it semi modular. I dont like the flip top system for the columns. I thought of magnetizing but naw. I am kinda low right now for small/medium magnets and I was saving them for the rest of my raptors to use on the impulsors and rhinos.

 

I ain't gonna lie...the OG Necromunda terrain was still legit...we just primed and dry brushed the bulk heads, used left over bits, sprue and even the boxes card to make barricades, ladders and ramps. I remember one scenario, we had 5 sets with arbites using most it in the center. It was free for all vs arbites. Who had a leman russ and 2 sentinels with about 15 judges. Everyone had a very specific objective that would reward them

 

Ratskins...they needed to raid the logistics room and steal the sector hive engineering schematics...extra infiltrators and can choose who deploys first

 

Van saars...pretty obvious..they want tech. If they could breach the armory they could steal equipment that gave them bonuses to ammo rolls

 

Delaques...steal all the classified investigation and surveillance data...I forget exactly what they got but had something to do with getting employing cheaper hired guns

 

Goliaths...raid the medicae facility for combat stims/heals...They would get easier recovery and you also had to roll a die..on a 1 your guy od'd on a 6 he had extra move and str.

Yes, I really miss that terrain.  The high walkways and platforms...greatness.  The original boxed set really passed the Christmas Morning test.  Absolutely everything in the box you needed to play with right away.  Was kinda disappointed with the first of the new boxes, but Dark Uprising made up for it.

 

We, too, had a large Arbites force, a few squads of Bolter/Shotgun armed dudes, juves with shields and shock batons, captain, snipers, a heavy riot robot with an autocannon and a paddy wagon made from an old M113 model I had laying about.  They were always used by a neutral third party, either as a random encounter if the gang fight was too noisy, part of escort missions, home turf raids or precinct assaults.  Lots of fond memories.

I am having a hard time finding some campaign material. I got some from the boxed set. But I also wanted to find some rules for other missions that arent about just killing.

There was a mini-booklet of new missions called "Gang Raids" in December 2019's White Dwarf.  There's only 4 and they're designed for quick 30 minute games, but they could be a good starting point.  Goonhammer has a quick write-up of them, together with all the other missions from the 2017 re-release & supplements:

https://www.goonhammer.com/necromunday-all-the-missions-scenarios-part-1/

https://www.goonhammer.com/necromunday-all-the-missions-scenarios-part-2

 

Alternatively, Yaktribe has 140 scenarios in their vault, which are a mix of ones for the 2017 re-release, and the original game (which can obviously be adapted to the new version or otherwise used as inspiration).

 

 

I am having a hard time finding some campaign material. I got some from the boxed set. But I also wanted to find some rules for other missions that arent about just killing.

There was a mini-booklet of new missions called "Gang Raids" in December 2019's White Dwarf. There's only 4 and they're designed for quick 30 minute games, but they could be a good starting point. Goonhammer has a quick write-up of them, together with all the other missions from the 2017 re-release & supplements:

https://www.goonhammer.com/necromunday-all-the-missions-scenarios-part-1/

https://www.goonhammer.com/necromunday-all-the-missions-scenarios-part-2

 

Alternatively, Yaktribe has 140 scenarios in their vault, which are a mix of ones for the 2017 re-release, and the original game (which can obviously be adapted to the new version or otherwise used as inspiration).

 

Thanks for the reply and tips. I actually got into yaktribe a lil over a week ago just to use the builder and Roster sheets. I will have to explore the scenarios there.

  • 2 weeks later...

Is it just me or is the dark uprising terrain Hella annoying to everyone else with the 'modular' system? I really don't want to magnetize all this..it doesn't really stay together and I was looking around for the floor tile sets but they're no where to be found for sale.

 

I think I'm just going glue most of it together and make a couple pieces or use it for an Enforcer Precint HQ

Yes, in my opinion, you really need the tiles to use the Zone Mortalis terrain properly.  The magnets you'd be putting into the walls are really only there for the extra stuff to latch on to if magnetized, like the pipes and terminals.  Still, I find it fantastic stuff.

 

I managed to find 4 boxes of tiles through eBay and my local.  I also, with the release of Necromunda:Underhive and way before the Zone Mortalis stuff was out, bought a set of Death Ray Designs fantastic MDF scenery.  Deadbolts Derelict fits perfectly onto the card tiles, locks together and is really nice stuff.  A lot more time consuming on the assembly side, but really good stuff.

 

In the end, you do you.  I've painted most of my tiles, but only managed to paint a single wall and door section, so I'm currently using it unpainted, but I love it modularity.

I'm probably going to just use it all to make a large building. I have so much mechanicus stuff already from the 2 kill team starters, gsc drill, knights repair station, admech reactors and the dark uprising. Its so much easier to switch it around. Plus I've made some extra gangways and ramps. I enjoy playing on maps that include a lot more elevation. I feel like you get to play gangers to their skills more often that way plus its awesome to say the floor is lava and punt people off to death

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