|
Post by Legionnaire on Jul 5, 2011 16:09:45 GMT
Come and get it while it's hot!!! As most of you probably know by now, Neil and I have our little games of Post-Apocalyptic Mayhem now and then. Think Fallout (computer games), Mad Max, Traveller (book series), Gamma World etc. We've now decided to try to start up a campaign, using the Necromunda ruleset (but not world) and the supplement for vehicles The Ash Wastes. Anyone interested can join in in the fun . Basically what you need is about 10 minis of your choice (ragged survivors, mercenaries or even old west ones and civilians...), maybe a vehicle (motorbikes or a souped up old pick-up truck) and give it a go. Welcome to the Wastelands!!!
|
|
|
Post by Legionnaire on Jul 12, 2011 18:23:45 GMT
Neil, and anyone wanting to participate. How about a little start-up on the coming Monday, 18th?
The free ruleset of Necromunda and Ash Wastes (for vehicles) can be downloaded from various sites (think GW has Necromunda).
Follow the Basic Rules: 1000 credits to buy your Gang with, no Rare items from start and only Gangers, Heavies and Leaders can be assigned as Drivers of a vehicle.
300 pts to buy vehicle/-s of your choice, BUT any vehicle weapons counts cost against the value of Heavy in your Gang and are NOT paid for with Vehicle Pool.
Choose a catchy tag for your gang: "Bounty Hunters", "Cannibals", "Road Dregs", "Marshalls" etc. and off we go!!!
You are of course free to use whatever minis you like and think will fit the bill. I personally lean towards a mix of Old West, Scavengers and Westwinds Roadkill...
|
|
|
Post by mike954 on Jul 13, 2011 16:33:37 GMT
Hi guys, this sounds great, I have some Spyrer minis I haven't used in ages, and this is a great chance to give them an outing. Looking at the new rules, the Spyrers have been toned down quite a bit but are cheaper points wise. I suppose it's the old GW trick of getting you to buy more minis!
|
|
|
Post by Legionnaire on Jul 13, 2011 22:39:06 GMT
Cool! Looking forward to start. I'll play my Road Marshalls, here to bring The Law to the Land: 1 fat Old West gunman, a couple of bike riders in trenchcoats and on foot (Westwind Roadkill Brotherhood), a few chicks with SMG's (also Roadkill) and a battlecar (cheap Chinese plastic £-shop find) .
|
|
|
Post by mike954 on Jul 15, 2011 13:22:15 GMT
I have dug my Spyrer minis out, and although one of them is still MIA I'm looking forward to the campaign. However, after reading the Ash Wastes vehicle rules I've noticed that they don't really work with the rules for Spyrers, specifically in terms of vehicle maintenance and maintenance costs which are derived from loot gained during missions.
As self-sufficient headhunters (think of the Predator movies), Spyrers don't collect loot or use money. Instead each Spyrer team must pick a goal based on vows (eg. racking up a certain number of kills, experience). Nor do Spyrers do any maintenance as their weapons and suits are a semi-intelligent technology which evolves, maintains and replenishes itself automatically.
The vehicle fund could therefore be spent on more gang members or Spyrer training. The latter is the usual use for unspent recruitment points in the Necromunda rules.
|
|
|
Post by Legionnaire on Jul 15, 2011 18:49:24 GMT
Just a clarification Mike, scrap the specific rules for gang X, Y or Z and build it as if you would build a generic gang. I.e. Leader 120 cred, Heavy 60 cred, Ganger 50 cred, Juve 25 cred.
The weapons are bought as per the generic cost table, NOT the specific gang one.
So now the vehicle rules will work fine ;D.
Any queries just drop us a line. I'll check the forum at least once a day.
|
|
|
Post by mike954 on Jul 15, 2011 20:03:57 GMT
I think I found the problem after I had a further read of Ash Wastes at page 82. The rules state that "Spyrer Gangs cannot be used in the Ash Wastes without lots of modifications." I think it might be best if I sit this one out, in line with the author's remark: "I recommend excluding Spyrer gangs." To be honest I can see the author's point, Spyrers are just too different to regular gangs to be catered for by Ash Wastes which is aimed at regular gangs. I think the gangs on one hand and Spyrers on the other were probably inspired by starkly contrasting archetypes as well, so it's no surprise: Spyrers(about 165pts-195pts base cost depending on suit) are probably based on the Predator:Regular gangs are closer to Arnie's wrecking crew:I actually have some Predator minis which would be great for a 28mm scenario sometime, where they could use the Spyrer rules as a foundation.
|
|
|
Post by neuromancer on Jul 15, 2011 21:00:47 GMT
Come and get it while it's hot!!! As most of you probably know by now, Neil and I have our little games of Post-Apocalyptic Mayhem now and then. Think Fallout (computer games), Mad Max, Traveller (book series), Gamma World etc. We've now decided to try to start up a campaign, using the Necromunda ruleset (but not world) and the supplement for vehicles The Ash Wastes. Anyone interested can join in in the fun . Basically what you need is about 10 minis of your choice (ragged survivors, mercenaries or even old west ones and civilians...), maybe a vehicle (motorbikes or a souped up old pick-up truck) and give it a go. Welcome to the Wastelands!!! What Scale interesting i could paint up my modern Brits and do a OHMSS On Her Majestys Stargate Service team :-)
|
|
|
Post by mike954 on Jul 16, 2011 8:04:59 GMT
Necromunda minis are the same as 40k scale, so one could use 28mm or perhaps 25mm scale minis.
|
|
|
Post by Legionnaire on Jul 16, 2011 12:09:56 GMT
I think I found the problem after I had a further read of Ash Wastes at page 82. The rules state that "Spyrer Gangs cannot be used in the Ash Wastes without lots of modifications." I think it might be best if I sit this one out, in line with the author's remark: "I recommend excluding Spyrer gangs." There is still nothing whatsoever that stops you from using your Spyres in our game (unless you don't have enough, about 10 or so...). All this is based upon you actually using "armylist" and specific gang-rules, which we scrap and make a generic gang. True: none of our gangs will get any special abilities etc, but I think that's not a big deal. Hopefully our gangers will advance and gain cool skills and traits setting them apart anyway ;D. In our game (I did say we use Necromunda rules but not the world) they might be escaped test-subjects, mutants or even stranded aliens ! You have 1000 credits to build your gang (regardless of what your minis look like...): UnitLeader 120 cred Heavy 60 cred Ganger 50 cred Juve 25 cred WeaponsKnife (First one free) 5 Chain/ Club/ Maul/ Bludgeon or Flail 10 Massive Axe/ Sword or Massive Club 15 Chainsword 25 Stub Gun 10 Autopistol 15 Laspistol 15 Hand Flamer 20 Bolt Pistol 25 Plasma Pistol 30 Autogun 20 Shotgun 20 Hunting Rifle 25 Lasgun 25 Boltgun 35 Flamer 40 Plasma Gun 70 Grenade Launcher 80 Storm Bolter 80 Meltagun 95 Heavy Flamer 100 Heavy Stubber 120 Heavy Bolter 180 Missile Launcher 185 Heavy Plasma Gun 240 Autocannon 260 Lascannon 300 Frag Grenades 25 Frag Missiles 35 Super Krak Missiles 50 Dum-Dum Bullets 5 Manstopper Shells 5 Hot Shot Shells 5 Bolt Shells 15 Clip Harness 10 Filter Plugs 10 Hook Rope 10 Photo Contacts 15 Weapon Reload Weapon/2 creds. And yes Maurice 28mm is the scale, if you'd like to join in you're welcome. Modern Brits will fit in well, maybe some mercs, remnants of a larger army or just an ambitious Warlord maybe??? I might actually write some "fluff" for this .
|
|
|
Post by landowner on Jul 18, 2011 11:26:20 GMT
Will give me an incentive to start some proper scenery...
|
|
|
Post by John on Jul 19, 2011 13:16:22 GMT
I'm having a hell of a time trying to find the Ash Wastes rules. I've got the Necromunda rules, and the generic gang creation rules but I've got no idea about the vehicle rules.
|
|
|
Post by Legionnaire on Jul 19, 2011 13:28:59 GMT
|
|
|
Post by mike954 on Jul 20, 2011 21:53:17 GMT
This link to a forum post may be of interest, though I'm not sure how many of the links in the post are active. There's a link for the Ash Wastes in there too, amongst other odds and ends; for instance, rules for attack dogs. "The Lost Necromunda Rules": www.wargamerau.com/forum/index.php?showtopic=79749
|
|
|
Post by graeme on Jul 22, 2011 13:29:52 GMT
Hi,
I'm new to the forum/club - just been directed here from my intro post. This sounds really good! I'm thinking of using a group of mounted raiders - a leader, three gangers and two juves on small beasts (horses) all with pistols and CCWs and a heavy in a sentinel armoured walker (heavy stubber/missile launcher). Will be using my own imperial guard conversions for the models, they look suitably postapocalyptic, being a mix of warhammer empire outriders, IG weapons and pig iron gasmask heads.
Would this be ok? By my workings out, it leaves me with a stash of about 45 creds.
|
|