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I'm sorry to say that I never did play Necromunda. I got into Warhammer when in 1995, right at the beginning of 3rd Edition, and Necromunda was more of a historical phenomenon, a relic from 2nd Edition, in my hometown when I started to play. However, I did come across a hardback Necromunda book, and I purchased it for my collection. I still dont think I'd play Necromunda proper as I imagine it would provide the same difficulties that Mordheim did for my friends and I, namely the modeling skills that were required to personalize your gang. I'm not really a big fan of the Necromunda models either. 3rd and now 4th Edition I believe has much better models. However, the skirmish game, as well as the campagin aspect and the individualistic touch that can be given to your gang that goes far and above anything you can do in 40k still appeals to me greatly. I began formulating an idea to revamp the rules for Necromunda to play with the Dark Eldar about a year ago, but have only recently gotten around to actually attempting to develop it.
I think fluff-wise the Dark Eldar are an obvious choice for a game about gang warfare, but in addition the models are perfect for the overall concept. They are easily convertable and highly interchangable, and Warrior models are extremely cheap. A single box of Dark Eldar Warriors costs $30 and contains 16 models, which is enough models for one or maybe even two gangs, and the sprue comes with most everything you could want to arm and decorate them with. The constant maintenance and conversion required for a single Necromunda gang could easily put you over the $100 mark.
I did see a Dark Eldar version of Necromunda online called Tales From the Dark City. However, last time I checked it wasnt posted any longer, and even though I thought it was fairly well built, I consider it more of a beta test since as far as I know it was never completed.
One of the things that I would definately do would be to update the close combat system to the 4th edition style. The Dark Eldar special equipment is already very protective of your valuable characters and the Hero-hammer dice system isnt needed to ensure your gang leader survives. However, as it is a skirmish game I would leave the ballistics system in place to allow room for the occasional lucky shot or incredibly good marksman. These are Eldar after all. Obviously the equipment and territories from the original Necromunda need to be completely revamped, and the hired guns need to change from gunslingers and wyrds to Wyches, Mandrakes, and Haemonculi. All of these should be fairly easy however.
What is going to be difficult and I think I'm going to need help on, if anyone chooses to jump on board, is the creation of an innovative new economic system. Its my understanding that the Dark Eldar have primarily a slave economy, however I dont believe that using slaves alone will make a coherent monetary system for the game. I think I'm going to have to use currency and then slaves as a commodity. Slaves, obviously HAVE to be used, both as a trading commodity, but also for upkeep (feeding your increasingly hungry gang leader and powerful gangers), and possibly for income generation (instead of sending out warriors to work, the slaves produce income based on number set to certain tasks).
There are also some special rules that I think need to be added to reflect the character of a Dark Eldar gang. For instance, a 'there can be only one' rule, where if a gang member has equal the exp or better than the leader, they will challenge them for leadership... a fight that one of them will die in. That rule should have probably been included in the old Necromunda, and it works for the game by keeping gang ratings down. Another thing I'd like to include is a system for counting coup above and beyond the experience chart.
Well, these are all ideas and Im posting asking if anyone else has had this same idea and has any thoughts about how to pursue it further. Thanks for any help in advance.
You've got an interesting idea there.
I think you'd be best served with a variation on the original territories from the Necromunda game, modified for Commorragh. Ie: A workshop territory is much the same, but the goods it produces are Dark Eldar instead. After all, all the slaves in the world will do you no good, without the territory or the facilities to implement their labour.
I can see what you mean regarding using slaves as a form of currency, however, as it fits the DE fluff wise. Might make some players upset however.
As for the use of slaves, well maybe you could have these territories with varying production capabilities depending on whether they are running with a full slave (and otherwise) workforce or not. So...say without full slaves it runs at half capacity or less. In addition, you'd need to have attrition amongst the slaves due to malnutrition, overwork etc., so that these territories would not run at peak efficiency forever, leading your band to once again go out and try to garner more.
The main problem I see with this is that the slave should ideally come from other races than the dark eldar, so unless you either, a) Allow NON DE gangs. b) Allow slave soldiers as individual members of DE gangs. c)Work out some kind of slave exchange from the losing gang, to the winning gang after a battle. d)Have slaves be found in between fights by your surviving/non injured gang members. e) Something else I haven't thought of.....
It seems like a lot of extra paperwork, but it could be interesting. The last thing I thought of, if you really want to use a slave based economy system, is to have all your gears costs, and maybe your income from your territories, be measured in slaves or even slave-man-hours. Shorten that to SMH instead of Credits.
My two cents,
I made a Dark Eldar gang for Necromunda useing eldar and dark eldar parts. I use Escher rules to play them, sence their most suited for dark eldar. My heavys are all useing eldar bodies cause they have the big back packs. and every one else is more or less dark eldar bodies.
For weapons, this is what I used...
Heavy Stubber: Splinter Cannon and/or Orc Shoota w/ 2 barrels end to end
Lasgun: Splinter Rifles and/or Kroot Rifles
Autogun: Splinter Rifles and/or Kroot Rifles. I don't use auto guns, gut their simmilar to las
Shotgun: Tau Rifles, they look like future'istic shot guns to me
Pistols: I used any thing as any thing, sence your pistols change all the time any how.
CCW: what ya see is what ya get ^_^
This would probably be the best way to get Dark Eldar into necromunda with out changing any rules, I'm in the proccess of making new rules for a fallen Eldar army *sigh* aspect warriors.
I called my Gang, Shadowblade and all of them have names of blades (well most of them ^_^) I'll have to post pictures of them everntuay. But I like them a lot, I'm realy pleased how they turned out.
Tomb Kings, Marines, Eldar
i think that it's a good idea, i hope hat you will be adding rules for tkaing enemy gang menbers that die as slaves