Creating your gangYour territories, that's
all that counts. More than choosing your House or spending your 1'000
credits for hiring gang members, rolling for territories defines nearly
everything else. Different situations may occur. If you roll nothing
but weak and uninteresting territories, you may spend the money to hire
one or even two Ratskin scouts. It's a much better opportunity to get
more interesting territories than to try to get them from another gang.
But frankly, it's not a good start, and you may ask your buddies to
reroll them altogether. Weak territories are giving nearly no money
without having any special rules of their own. Some territories may
look uninteresting vecause of weak earnings, but are in fact worth chunks
of gold, like Tunnels and Vents. If you get such territories, you should
turn your gang into hand-to-hand specialists, or at least define some
hand-to-hand fighters among your gangers to create a dedicated group of
infiltrators. But let's have a look on the recruitment. As a leader and
some gangers are mandatory, the number of heavies and juves is open to
debate, as well as the equipment of all your fighters. Never take less
than 4 Gangers, unless you are really sure of the territories you want to
extract cash from. 5 Gangers are mandatory for a maximum income, providing
none will be wounded; but your gang should never have more than 9 members
from the start since income table gets real rough beyond that number. My
usual composition is one Leader, two Heavies, 4 to 5 Gangers and 1 to 2
Juves to reach a total of 9 fighters, most often accompanied by a Hired
Gun. No matter the circumstances, I always recruit two Heavies, but -
here's the trick - it's not mandatory for them to carry a heavy weapon.
Since you can hardly afford two Heavies properly equipped from the start,
I usually take one with a heavy weapon and another with a lighter ranged
weapon - flamer or meltagun, or even a plain rifle like any Ganger. The
second Heavy is there as a backup: if the first suffer a major wound,
loses an eye or something like that, you already have a substitute for
him. The substitute himself is as good as any Ganger of his own and can
score some kills in games. If any of the two Heavies get a +1BS promotion,
you can be sure he'll receive the gang's only heavy weapon! And if
credits flow in, you may end up with enough money to buy your second heavy
weapon while already fielding an experienced
gunner.  | Van Saar and Goliath Houses are bitter
enemies. | Juves are a bargain but also a bit annoying. They are
unable to draw credits from your territories, but are rather inexpensive -
costing half the recruitment cost of a ganger - and benefit from an extra
promotion when reaching ganger status compared to a fresh ganger. Chances
are, it is unlikely that a Juve becomes an extra-strong ganger with +1WS,
+1BS and another interesting promotion or skill while in Juve status. Dice
rolls often end up with stupid promotions, +1I or +1Ld or useless combat
skills, especially for an WS2 BS2 character. In short, don't expect much
from your Juves and never consider them as would-be gangers that will
become one on a happy day. They are disposable fighters, equipped lightly
and sent forward to draw fire. Since they are your front line, use them
with extra close-combat weapons so they can inflict some damage on a
charge. Usually, having 3-4 Juves is really a maximum, I rarely take
more than 2. If your territories include a settlement or two, you may end
up cluttered by Juves turning your gang into a nursery. It's no good at
all because as your gang becomes numerous your net income vanishes
quickly.Hired Guns are useful because they are a lot stronger than your
starting members. Yet, they cost a lot and draw cash, so take them only
for a short period of time. Which one should be taken boils down to your
playing style. For example a Bounty Hunter is horribly expensive - 35
credits per game - but well worth it: 2 wounds, BS4, plenty of equipment,
and the ability to capture any ganger he beats in close-combat.
Mercenaries of this kind has a fearsome reputation and will change the way
your opponent plays as he will do his best to remove this threat as he
gets close. On the opposite, a Ratskin has an interesting 4+ fixed save
against overwatch shots and will be more appropriate for a cunning gang
approaching slowly from cover to cover. If you ever recruit a Hired
Gun, put him as a spearhead in your attack and don't worry if he gets
wounded or worse, that's part of the job. If your mercenaries are only
there to catch bullets, no need to spend too much to get the cream of the
crop, a couple underhive scums will be perfect. Finally, here are some
advices to keep in mind when creating a gang:
Keep it simple.
Avoid fancy gadgets like gas masks or photo-contacts and redundant
weapons. Gangers don't need a backup weapon from the start. Having too
much gear adds up to your gang's roster value without bringing much
efficiency. Limit yourself to a small variety of weapons and
equipment. If some members of your gang have bolt pistols, shotguns,
lasguns, autoguns, hand grenades and the same range of melee weapons, you
will have a hard time remembering everything. Necromunda miniatures are
not helping this, but taking only two or three "configurations" gives
consistency and good look to your gang - and style is
everything... Have some cash left. When looking for rare items,
nothing is as stupid as getting the wonderful targeter you expect so much
without having any credit to buy it. Hiring some extra mercenary may be
handy when facing a hardened gang. Moreover, the less you spend, the less
your gang is rated; hard cash does not count in a gang's total value.
Take advantage of that.Choosing a Heavy weaponYour heavy
weapon is the single most expensive item of your gang, period. It should
be chosen with care, as you are unlikely to swap it for another. Foreplan
which couple of weapons you want to end up with and purchase the most
expensive one right from the start. If you buy a second heavy weapon
during the campaign, a heavy stubber at 120 credits is usually the best
choice, or a Heavy Bolter if other gangs are getting tough. But what
should be the first one? The Laser Cannon is the most impressive
of all, but frankly its cost doesn't reflect its effectiveness. The price
tag of an anti-tank weapon is insane in the hive, where targets are
man-sized. The Lascannon is unable to kill more than one ganger at a time,
but has an undeniable psychological effect: each ganger hit is likely to
become dead meat. I've rarely encountered a lascannon in the hive but
I've never seen any ganger survive a wounding hit either. Even with those
impressive destructive abilities, in my opinion the lascannon is
overpriced. Choose one only if you are fond of display. The
Auto-cannon does not appear often in the hive, mainly because there
are no Heavy miniature wielding one. It suffers from the same drawbacks
than the Lascannon: wiping out a single model, at best, is not enough. The
effects of the Auto-cannon are less impressive than its laser counterpart
but its price is also more affordable. It is not enough to make it a
popular choice. The Heavy Plasma Gun is a common choice for gangs
who have access to this delicate weaponry. There are two levels of energy
for each shot. The low level is usually enough to rip anything, but the
high level is even better, reducing any unlucky target to a pile of dust.
In Necromunda, all missing template shots scatter, so you are likely to
hit something anyway. The template also means you can wound enemy gangers
stacked together. Of course, your opponent will space his fighters to
avoid that, but it makes his whole gang weaker for morale tests. When
shooting at a high energy level, the plasma gun spends the following turn
building up energy again so it can't shoot, but that doesn't prevent the
Heavy carrying it to move. So if you plan to move your Heavy out of
harm's way the following turn, pull the trigger for full power before you
go! The Heavy Bolter could be the perfect weapon - Strength 5
hits causing multiple wounds, plenty of sustained fire dice and a moderate
price tag - but suffers from an horrendous ammo roll. You are very likely
to run out of ammunition quickly. Tech skills, always accessible to
Heavies, and rare items that can solve this problem. If you manage to get
better ammo rolls, then go for it! If you plan to give this to your
starting gang, then you may give an extra ranged weapon to your
Heavy. The Missile Launcher is an odd choice. Krak missiles are
designed for tank hunting and are overkill in the Underhive, duplicating
the Laser Cannon effects in a less impressive manner. Frag missiles can
lay the largest template in the game, but with insufficient strength for a
killer effect on experienced gangs - it really can't compare to the
damage a Heavy Plasma Gun inflicts. The frag template is so large that
when scattering it may catch something, even your own Gangers. Only shooty
Houses should make any use of the missile launcher. The Heavy
Stubber is the poor man's heavy weapon, close to the Heavy Bolter but
inferior in almost every aspect. Affordable, useful in a starting or in
mid-campaign, it becomes next to useless when gangs become powerful.
Inflicting Strength 4 hits causing just one wound is not enough to stop
the monstrosities that wander in the underworld, especially with a -1 save
modifier. Other powerful weapons exist in the special weapon list, like
Grenade Launchers and Meltaguns, but they don't come close to heavy
weapons: they are all either weaker or force the Heavy to be dangerously
exposed to use them because of their short range. The flamer is a
noticeable exception: it's really a dangerous tool. Giving special
weapons to Heavies can be an odd choice to surprise your opponents and
only cost a fraction of the heavier guns.It gives a very different feel to
your gang and appropriate territories - Tunnels or Vents - come handy for
this different style, allowing the Heavy to be deployed close to his
targets and then... Open fire, literally.  | Gun
shots break the silence of Necromunda underworld. |
In-Game
TacticsYour gangers should not be deployed alone, but in groups of
2-3 members at least. A lone fighter has a lot of trouble standing up, and
he's done for as soon as he loses a round of close-combat. A group of
several members can help each other and swarm opponents. A typical
spearhead is made of one Ganger and two Juves, the juves moving forward
with hand-to-hand weapons, while the Ganger delivers shotgun hits. The
shotgun is a weapon of choice when you expect to get close, since it can
negates cover saves. Flamers fall in this category also, but require to
get dangerously close, and since they're specialist weapons they are
scarcely available. Hiding is also a mixed blessing. Hidden models
can't be shot at, but since it's unlikely to have all your gang hidden
at once, your are just forcing your opponent into alternate targets. A
fighter should hide only if it can prevent an enemy model from firing at
all. If some of your gangers share interesting Stealth skills, you can
make a group from them. Going for a complete opposite is also a viable
tactic - but only if you have more than your share of Juves. The trick is
to expose them to incoming fire. They may not survive long in that role,
but their sacrifice may be worth it. Some protective items, giving a good
armor save can help a lot. Of course, the bait will be hit, but a Juve
hasn't more chances of rolling a "Dead" result on the wound chart than
any experienced Ganger. And if he dies, you can give his flak vest to
someone else (evil grin). Since your Juves will spend most of their time
lying on the ground spilling blood, no need to give them a lot of gear. If
you rolled one or two Colonies for your territories, you'll get Juves
very often to make up for your losses. Your Heavy is your most expensive
ganger, even more than your Leader. Since in Necromunda each opponent has
to shoot at the closest target, make sure that your Heavy is never the
closest target. Even better, deploy your whole gang whith the Heavy on the
rear, so he's among the last fighters to be targeted, no matter the
losses. It's saddening when a Ganger is deployed as a bodyguard, gets
shot at, and leaves the Heavy exposed to the whole enemy gang. Run
away!In Necromunda, it's not very rewarding to fight until the
bitter end. The only difference between victory and defeat is +1 EXP for
every member against superior odds, and +10 EXP for your leader. Of
course, if you beat a seasoned gang you will earn a cash bonus, but it's
usually harder that it seems. If two gangs fight three times in a row and
the second flees all the time while having better territories than the
first one, this gang will come ahead quickly. Since you can flee as soon
as you have reached 25% casualties (that's two to three downed members)
the game can stop very quickly. You can lose a lot from a protracted
fight: serious wounds, kills, captured gangers, and so on. Even in
scenarios where your gang can plunder some booty, every Ganger down is one
less Ganger sent to collect income from your territories. Between-game
rolls are more rewarding than the fight. Every game, win or lose, allows a
gang to collect income and to roll for rare items. Since it's more
interesting to flee two battles than to win a single one, I suggest a
rule change to make victory more appealing: for example, models
down at the end of the game may suffer from a serious wound on a roll of
5-6 instead of the usual 4-6, representing how their comrades can come to
help them once their gang dominates the battlefield. It's up to your
gaming group to adopt such a modification to Necromunda rules. But through
experience, with closely matched gangs, we discovered quickly that fleeing
was more rewarding than fighting and the game ended as soon as one side
had reached the minimum two casualties. We spent more time in campaign
rolls than actually playing the game... Becoming an
OutlawOutlander gangs have no such dilemma since they're outlaws
by definition. But for a seasoned gang, becoming an outlaw may be
interesting. The right question is - when? Timing is
everything.  | Welcome! (miniature painted
by Gaël) | As soon as your gang is outlawed, rules for income are
completely different. You lose all your territories except one. As it may
sound like a curse, it's far from it since your income is not limited
anymore by the number of fighters in your gang. Just one ganger alive and
well after a game is enough to get all the income. If your only territory
is a good one (bringing 1D6 x 10 credits or even 2D6 x 10 ones), your
income will stay reasonable even when halved. So, avoid being outlawed if
you don't hold such a valuable territory. But if you hold one and lead a
numerous gang, don't be afraid at all! Unwounded models can be sent out
to gather food - even Juves - and even if you have to pay 3 credit per
gang member the cash flow is usually better for a large outlaw
gang!A 10-man strong gang with a reasonably good territory (Mushroom
bed, Mine packed with slaves) can cross the red line with confidence.
Other players of your group may even be afraid by your nonchalance... If
you decide to fall for the dark side (figuratively speaking, there's no
good side in Necromunda) do so with style, at your pace. Gather some
credits, buy all the Juves you can for your last scenario, and throw your
gang into a Caravan Raid! It can bring an impressive amount of
loot, and killing a merchant will avoid the dilemma of paying a fee to
lift your outlaw status. Becoming an outlaw is not a big deal if you have
plenty of cash and a good territory. Retiring your
gangChoosing when to retire is always a tricky decision. Too
early, and your new gang will be wiped out every time when fighting one of
the seasoned gangs remaining. Too late, and the games become too complex
and annoying - the combination of better profile, skills and dedicated
equipment being able to turn a gang in a near-invincible striking
force. In my opinion, whenever a gang reaches the 2'000 pts limit it
becomes barely playable. It's a general consensus of course; depending on
your rolls, you may have a rather weak force at 2'000 pts (for example if
you loaded your gang with utility equipment or two weapons for everyone)
or really a bunch of killers. In one of our campaigns, I sometimes fired
gangers getting high on experience but without any interesting skill to
replace them by fresh meat. This way I ensured the ruthless efficiency of
my force by filtering out the weakest elements. I'm not sure this tactic
was really fair... When you retire your gang, you have the option of
buying back some of the fighters for your new gang, paying their total
value (base + experience) as some kind of "penalty". This penalty is a
rather light one, and by choosing the best fighters as a frame for the new
gang a second-generation group can really devastate any fresh opponent
built with 1'000 credits. Ideally, retiring a gang should be a rule for
a group and not only a decision by a player. If a veteran gamer refuses to
give up at some point, the league play may become annoying. Here are
several suggestions that you may introduce for your group of players. Feel
free to pick any or all suggestions from this list.
Second
Run: Only one experienced Ganger may be used to create a new
gang of the same House, appointed as a leader. Keep his base cost of 25 or
50, depending if he started his career as a Juve or a Ganger respectively.
His total recruitment cost is the addition of his base cost + his
experience + hard-wired equipment fighter already owns (bionic eye...) but
additional equipment and weapons must be bought from the 1'000 credits
allocation for gang creation. Heavies or the retired Leader are not
available for this option. Warriors suffering from an old wound cannot
lead a new gang. Old-timers: More fighters may be used in
the next-generation gang from the same House, but only converted as Hired
Guns, their hiring price being their value divided by 10. This option must
be chosen from the start, and as soon as they are released from their
mercenary service they disappear from the underhive scene. The gang cannot
field more than two Heavies, old-timers or not, but may be helped by the
former Leader. Warriors suffering from an old wound cannot get back as
mercenaries. House Lair: One territory of the retiring
gang can be kept for the new one from the same House instead of being
randomly decided. Arms race: Whenever a new gang is
created for a different House than the retired one (and for newer
players) the new gang receive a cash bonus of 1D6x10 credits and one rare
item for free for each full 1'000 points beyond 1'000 of the highest
active gang at that time. For example, if the highest gang is 3100 points,
newer gangs receive 2D6x10 credits and two rare items. If the highest gang
value is under 2'000, no bonus is received. Deed of
Valour: At the end of each scenario, after all campaign rolls and the
completion of the maintenance phase, the winning side rolls 2D6, adding +1
per full 1'000 points of gang value beyond 1'000 (eg. 0 for 1'850
value). On a roll of 12 or more, the House reclaims the gang for higher
interests and they immediately leave the Underworld. If the gang wasn't
outlawed at that point, a new gang created from the same House can start
the game with a Watchmen marker. The old gang is disbanded but some of its
members may be kept for creating a new one, following rules above.The
last suggestion is a bit tricky but it's very funny to have a rule for
random retirement! It only happens after a victory and avoids all the
reorganization a player can do to optimize his next-generation gang. The
purpose of all those optional rules is to make next-generation gangs
slightly more appealing, especially in a campaign where gangs are strong,
and keeping the pressure (with Deed of Valour) on players that keep
running the same gang for too long.  | Maybe time to
hole up... |
published on 18 Mar 2005 |