Gangs of Nu Ork

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The Other Dave
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Gangs of Nu Ork

Post by The Other Dave » Wed Nov 13, 2013 2:01 am

Probably old news to folks in the know, but still:

http://gangsofnuork.lordblackfang.net/

These folks have put together (what they claim is) a sort of streamlined mashup of Necromunda and Gorkamorka, including rules for "gangs" for all the major 40K races, including Squats (Genestealer cults are, sadly but perhaps not surprisingly considering balance, absent, however). I'd be up for giving it a go!

(A starting 1000-credit Space Marine "gang" gets 3 dudes. Sounds about right to me!)
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Spevna
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Re: Gangs of Nu Ork

Post by Spevna » Wed Nov 13, 2013 2:24 am

Shall give it a read.

I also recommend the Inquisimunda supplement for Necromunda. Great fun.
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The Other Dave
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Re: Gangs of Nu Ork

Post by The Other Dave » Wed Nov 13, 2013 1:09 pm

I did find an... interesting oversight, which hopefully isn't indicative of the whole project's reach exceeding its grasp.

So Power Armor gives you a 3+ save, 2+ if you wear your helmet - the trade-off is that wearing the helmet gives you a total of -2 to your initiative. OK so far.

There's a Career (every ganger gets one for free - is this a GorkaMorka thing, maybe?) called Bulwark, that does 3 things:

1) It lets you ignore initiative penalties due to armor.
2) It lets you ignore 1 point of armor save modifier when making saves.
3) It gives you an intrinsic 6+ save, that can be combined with other armor as usual.

So a Marine Bulwark wearing power armor with the helmet (who, admittedly, costs 250 points without any weapons at all) has his full initiative, and a 1+ armor save that ignores the first point of armor save modifier when making saves. This in a game based on Necromunda / GorkaMorka where a Bolter with its -1 armor save modifier is some serious mojo.

(Still, easily enough worked around / houseruled, and the core NM / GM rules are pretty solid, so they probably can't screw it up that much, knock on wood.)
Feel free to call me Dave!
-----
Miniatures painted in 2023: 252
Miniatures painted in 2024:
Epic scale: 9 vehicles, 56 stands of infantry, a whole buncha terrain
32mm-ish: 8 infantry

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Admiral-Badruck
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Re: Gangs of Nu Ork

Post by Admiral-Badruck » Wed Nov 13, 2013 1:16 pm

Looks good. I will play it but it looks rule heavy.
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The Other Dave
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Re: Gangs of Nu Ork

Post by The Other Dave » Thu Nov 14, 2013 5:05 am

Admiral-Badruck wrote:Looks good. I will play it but it looks rule heavy.
Most of the rules are "just" putting in rules for pretty much every single race and piece of wargear in 40K. :P The actual game rules are 30-ish pages at the front straight from Necro / GorkaMorka, and a bit less for the post-battle sequence.
Feel free to call me Dave!
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Miniatures painted in 2023: 252
Miniatures painted in 2024:
Epic scale: 9 vehicles, 56 stands of infantry, a whole buncha terrain
32mm-ish: 8 infantry

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Admiral-Badruck
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Re: Gangs of Nu Ork

Post by Admiral-Badruck » Thu Nov 14, 2013 3:07 pm

True
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Konrad
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Re: Gangs of Nu Ork

Post by Konrad » Fri Nov 15, 2013 3:22 am

Gave the first rules section a good read. Very nicely laid out, clear explanations and evidence of some test playing, a very encouraging start to what is a mammoth project.
But that being said, it's very much a work in progress.
It is a degree or two more intricate than any of it's source games, but probably manageable. The careers thing is not from any GW miniatures game, that is pure RPG.
Only skimmed the making gangs/exploration/points values bit. Waaaaay too much info to make any speculations on game balance. I suspect it's full of "must haves" and "why bother" models, equipment and skill lists much like 1st ed Necromunda. But they mention they used the current Community Ed. of Necromunda as a source, and the Community Ed is a gem.

I'm game. Who wants to rumble in Nu Ork?
...and now his Head was full of nothing but Inchantments, Quarrels, Battles, Challenges, Wounds, Complaints, Amours, and abundance of Stuff and Impossibilities.....
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The Other Dave
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Re: Gangs of Nu Ork

Post by The Other Dave » Fri Nov 15, 2013 4:36 am

Heck, they say straight up that some of the Careers are strictly better than others by design.

I'm up for it, with the caveat that I don't have any vehicles.
Feel free to call me Dave!
-----
Miniatures painted in 2023: 252
Miniatures painted in 2024:
Epic scale: 9 vehicles, 56 stands of infantry, a whole buncha terrain
32mm-ish: 8 infantry

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Spevna
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Re: Gangs of Nu Ork

Post by Spevna » Fri Nov 15, 2013 4:40 am

Would be down to rumble.
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Konrad
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Re: Gangs of Nu Ork

Post by Konrad » Fri Nov 15, 2013 6:21 am

The Other Dave wrote:Heck, they say straight up that some of the Careers are strictly better than others by design.

I'm up for it, with the caveat that I don't have any vehicles.
Easy enough to borrow something or cobble together from Daiso toys. You might not even need to use a vehicle. At first glance Gorkamorka grade vehicles in a game with Necromunda grade weaponry seem like a big risk. But who knows? I haven't even looked at the scenarios yet.
I've got an egg carton full of mutants, zombies and space pirates I have not had on the table in years and years. The Dirtsville Destroyers may see a re-birth!
...and now his Head was full of nothing but Inchantments, Quarrels, Battles, Challenges, Wounds, Complaints, Amours, and abundance of Stuff and Impossibilities.....
Cervantes, Don Quixote

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