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Author Topic: New Gang Idea: Splicers?  (Read 4433 times)

Offline StyrofoamKing

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New Gang Idea: Splicers?
« on: August 03, 2009, 05:26:56 AM »
The new 'G.I. Joe' movie got me to thinking about old 80's TV shows, so my mind eventually swung around to the Thundercats.  Of course, the noble cat-man race of Thundarians are totally against the style & fluff of the Underhive... however, I came to realize that the Mutants might not be so ridiculous.

So, here's just a few ideas. I'm new to the Necro system, so I'm completely unable to build a new gang on my own, so any help would be greatly appreciated.  I know enough of Necro to know that they're definitely Outlaws.  Speaking of which, where do I find ganger lists other than the House lists to compare off of?

SPLICERS
Splicers are mutated humans with their genes spliced with animal DNA.  In some cases, this was an attempt to access a single genome that failed... a scientist using reptile genes to increase healing, or inserting in an ape sequence to prevent a disease.  In most cases, the splicers were a deliberate result of genetic experts trying to make slave warriors and workers.  These spliced creatures are dumber than humans in some ways, but more than make up for it in their resourcefulness and their knack for escaping.  Bands of these mutated half-man often band together, rather than fight amongst themselves like the animals they resemble.  This is a wise choice, as they have plenty of mutual enemies.

FOUR MUTANT TYPES

SLITHERS- Mutants spliced with reptile dna. Can resemble the scavvie mutant 'scalies', or be tiny newts, or massive crocadilian creatures.
Heavies & Gangers - Added resistance (+1 toughness?)
Juves - added stealth
Gang Leaders - Cold-blooded: higher leadership
models: Scalies or lizardmen work great.

GNASHERS- Mutants bearing the dna of mammalian hunters and scavengers: jungle cats, canines, jackals, and various other fiercesome beasts.
Heavies, Gangers, Juves - added movement?
Gang leader - added strength?
models: None from GW. Third party?

SCAMPERS- Mutants mixed with primate dna... or in some cases, their own human dna is devolved.
Heavies, Gangers, Juves - higher Initiative? climbing bonus?
Gang Leader - ?
models: None from GW. Third party?

SQUAWKERS - Mutants mixed with bird dna. Of course they cannot fly, but their senses are as finely tuned as any hawk's.
Heavies, Gangers, Juves - Higher shooting? farther range?
Gang Leader - ?
models: None from GW, except the occasional Tzeentch model.

Of course, it would be possible to add more types, just so WFB players can use their Beastmen & Skaven bits. 

I don't have much of an idea on the final list, but I think a player could pick from as many mutant types as he'd like, one per figure.  The bonuses could be free, or could have a cost attached to each, depending on how balanced they are.


Offline Dimreapa

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Re: New Gang Idea: Splicers?
« Reply #1 on: August 05, 2009, 02:29:20 AM »
So, here's just a few ideas. I'm new to the Necro system, so I'm completely unable to build a new gang on my own, so any help would be greatly appreciated.  I know enough of Necro to know that they're definitely Outlaws.  Speaking of which, where do I find ganger lists other than the House lists to compare off of?

Hello, well firstly, here's some links:

http://www.games-workshop.com/MEDIA_CustomProductCatalog/m1330042_Necromunda_Rulebook.pdf
http://www.games-workshop.com/MEDIA_CustomProductCatalog/m1330066_Nec_Gang_Roster.pdf
http://www.games-workshop.com/MEDIA_CustomProductCatalog/m1330051_Nec_Enforcers.pdf
http://www.games-workshop.com/MEDIA_CustomProductCatalog/m1330058_Nec_Ratskins.pdf
http://www.games-workshop.com/MEDIA_CustomProductCatalog/m1330065_Nec_Redemption.pdf
http://www.games-workshop.com/MEDIA_CustomProductCatalog/m1330060_Nec_Scavvies.pdf
http://www.games-workshop.com/MEDIA_CustomProductCatalog/m1330054_Nec_Spyrer_Gangs.pdf

The one of interest to you will likely be Scavvies.  Scavvy Gangs are essentially Necromunda's mutants, and if you want to use Mutants in Necromunda, they're your best bet.  If you want to expand on the rules available there, working away from the Scavvies as examples is a good idea.

In the future, for finding PDFs on the GW site, start on the main GW page, go to the Specialist Games Tab and go down the menu and click on 'Specialist Games Resources'.  From there, you'll find all the available PDFs for any specialist game.  There is also some interesting stuff in the Out Of Prints section, including Gorkamorka.
« Last Edit: August 05, 2009, 02:34:16 AM by Dimreapa »

Offline StyrofoamKing

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Re: New Gang Idea: Splicers?
« Reply #2 on: August 05, 2009, 05:01:07 AM »
Thanks much. My browser hates the GW site, so I have a 1 in 5 chance of loading it without it crashing.

Offline Dimreapa

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Re: New Gang Idea: Splicers?
« Reply #3 on: August 05, 2009, 06:35:53 AM »
Yeah, don't get me started on that site.

Offline Chaos_Rabbit619

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Re: New Gang Idea: Splicers?
« Reply #4 on: October 19, 2009, 10:28:49 AM »
for your Squakers i would suggest taking Koot heads and adding them to a human figure such as Imperial Guard

Offline The Arbitrator General

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Re: New Gang Idea: Splicers?
« Reply #5 on: October 19, 2009, 11:02:27 PM »
Also, if you have flyers let them fly.  Use the yeld rules as base until you are comfortible tasking your own rules.
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