Monday 20 May 2019

Necromunda custom wargear list

Without having to convert your existing ones as well! As always, extra bullsh*t is always good, add depth and complexity to each game system you enjoy. Custom weapons in Necromunda Underhive is no exception.

This is my guns'n'ammo roster, would love feedback. If you want me to share them with you, add me as a friend in Yaktribe and you can use them too!


So lets start with what I was aiming for with each.

- Minimal changes to weapons already owned and in-use
- Provide genuine differences to the options available
- Higher cost and rarity generally, but also with some low-cost options to introduce some early complexity

Some justification for some of these weird profiles. I’m totally a fan of using the stats available to melee weapons, within ranged ones.

Ammo dice - We assume that a power sword’s power cell isn’t going to run out but a Plasma guns always is? Check it!
Fixed strength values –  some times melee weapons are not going to be amazing, Whips? Is that likely to kill you regardless of who plays with it? No.
Ranged VS Melee Traits- why cant you put some ranged traits on a melee weapon, Melta is a bitching one, if you fail your armour check, Vice versa, you get knifed with a mega-poison and have to take three injury dice? I think that works fine as its supposed to be a damn poison weapon!
AP values – having the maul with a positive modifier to armour is a great option, so I wanted that to be reflected in the rest of the roster.
So – onto the roster.

 Ammo types

So firstly, the easy wins were the new ammo’s and mechanisms for all of the existing weapons.

Hi-freq clips, nice obvious one to add, spray and pray twice, but automatically need to reload, and only really any good at short range, added for small and medium weapons at separate prices.
Weapon Weapon type Cost Rarity Short Range Long Range Short Acc Long Acc Str
 Explosive rounds for auto weapons, I was going to add the Dan Abnett Eisenhorn Tronvasse types (and still might) but wanted a mid-point between autopistols and bolters.  High likelihood to run out, but tricksy at short range,
Tranquilizer ammo, this came from Venator-based inspiration, and the associated short range of the needle rifle to make it longer, and need to actually capture some people! Web is nasty, but at range not quite as bad, as you can be supported.
Flamer ‘Gels’, inspired by the relatively underused flamer vs incendiary grenades. Acid gel’s intent was much more a ‘crap crap crap I’m covered in acid’, and the Chem Gel was more for area based defence, with some good reliability in case it doesn’t get used.
I was tempted to add a torrent rule in here, and maybe only make it a S2 weapon, but the problem is based more on pinning
Hallucinogenic gas – one to make sneak attacks all kinds of fun, run and freak out, and then be blind
Melta missile – This was just to mirror some of the stuff seen in-game, a one shot ranged melta boom of doom! Pricey and stupid.

New weapons 

These were the new ones that seemed to fit the gangs fairly well!
Stilletto knife - Caryatid Toxin, with the new rules in play for toxin (but the knife getting worse based on the removal of hit benefits and ap minuses), I wanted a badass version of the Toxin blade to make it really nasty, hence Melta. Its only AP-1, but does have a thrown profile as well if you want to throw things away.
Slave goad, so I had the actual weapon as part of the chaos renegade enforcers and thought it would be too good to miss out on actually using. As a melee weapon, I didn’t want it to be too fancy, however, I figured its got a charge, if it runs out it loses its profile (not mentioned but implied).
Whip, I mean it’s a standard whip, I figured even a cheap versatile weapon could actually be of benefit. Didn’t want to give anything more fancy really. Fixed strength too.
Shiv, this was the original badboy that started this all off, I wanted to start a custom campaign, and wanted some real base-level weapons which could be of super minor use. Shiv was the obvious one. Ap-1 melee attack, but again, at fixed strength
One shot, (the above should show 'one use') but I love the idea of a loaded hold-out with some serious OOMPH as a S5, but then wanted the power not to impact someones chance to save against it. I see this as a ledge-winner 😊
Duelling Laspistol – The Escher laspistols are beautiful, and I wanted that reflected in something that may be actually fairly powerful. Extra range, standard Las decent short range…range and a bit of AP-1 to add some funk. Shouldn’t make this too pricey.
Helmawr Pattern Blunderbuss – I’m sure this is coming, but I wanted to get ahead of things. Short range, but random strength means this could be fun. High chance of it running out of ammo as well, and positive armour save to reflect the fact that it’s a bucket of gravel.

Wargear

I want to also look at additional wargear for the gangs too, so will be looking at some basic upgrades which all gangs could benefit from.

Bayonet 10 creds – If used when charging, the fighter gains 1 additional unarmed attack at S+1, (this additional attack cannot be used if the model is using 2 cc weapons)
This is more of a modelling type option, but represents the fact that they will decent option for charging your lasgun armed guys
Drum mag, 10 creds for Pistol and 20 for Basic weapons– fighter gets to reroll a failed firepower dice, once per game
Bipod, 10 creds – If the fighter did not move in the previous turn (including not getting pinned) they gain +1 to hit with the ranged weapon.
Harpoon Launcher – Grappling hook  35 creds– Unless the fighter is armed with a harpoon launcher, this weapon takes up 2 slots. A fighter armed with this version of the harpoon launcher is counted as being armed with a 24 inch ranged grappling hook.
Solid Armour plate – 20 creds, Similar to Furnace plate, front arc only, +1 to overall armour save, however any damage over s5 destroys the item for good, one per character only
Amorax Malifica – 75 Creds, pyskers only. Declare you are using it when casting a psychic power, the psyker may ‘store’ the continuous psychic power for use in its next turn. If this is used, the roll for casting the power is made with a -2 modifier to the Willpower dice roll. If the Psyker is engaged, pinned, feared, fails a nerve check, or is seriously injured, the power is lost.


Really enjoyed this a thought exercise, so will be fun to get using these in-game. 

Remember, if you want these profiles shared give me a shout or a comment below!

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