House Escher: The Iron Maidens
Little known to the masses of Hive Primus the Darker Powers have long set their sights on the world of Necromunda. Its system is home to a labyrinth of Warp Lanes the Emperor’s Fallen Legions look upon with covetous eyes. Those once known as the Imperial Heralds have long since looked away from His Unholy Light and come once again to Bear the Word of Truth to those who have never seen a light brighter than the Hive’s neon distraction attractions.
The Underhive teems with souls who have rejected the harsh justice of Imperial Law as arbitrary and aberrant, and their voices have been heard by a cabal of Sorcerers known as The Black Hand, brothers once sworn to the Emperor’s Service to conquer a galaxy in Chaos, now sworn to each other and the True Gods.
Though the Heresy has long since been lost the Black Hand Cabal has not surrendered the fight for the soul of the Imperium, the Space Ports of Hive Primus being tantamount to the eventual victory of the Long War. Should the crimson Power Armored boots of the Black Hand step foot on Necromunda’s corrosive sands the result would undoubtedly be an Imperial response of such magnitude the Hives of Necromunda would likely crumble beneath the gears of mechanicus’ unstoppable war machine, and so, for now they must leave the fighting to proxies, mortal soldiers tasked with paving the way for their damned saviors in the dark musty halls of the Underive.
None no better than Veterans of the Long War that the murals of the Emperor’s Great Cathedrals lie. Not every battlefield is glorious and not every crucial cog is recognized for the role they play. Tzeentch has whispered that beneath the fetid domes of that sinking pit known as Hive Primus lies the key to vindication, and the Black Hand has sent forth a legion of cloned duplicates, guilders, Rogue Traders, rebels and renegades to walk the roads His Fallen Angels cannot. These agents, known as the Koronus Consortium, have long worked to infiltrate key locations such as Necrumunda, entrusting only their most favored servants with knowledge of the Truth and the consortium’s true purpose.
Chief among these is the sisterhood known as the Iron Maidens, a fellowship built in mockery of the Adeptus Sororitas by a simple gang leader named Fe Iron. Few of the Black Hand’s agents have knowledge of their true masters, but Fe was the first to truly believe that the Black Hand are simply their messengers.
Though she still lives in terror and squalor, Fe rejoices as the Dark Gods have whispered that the time of destiny is near at hand. Soon the Great Eye would open and the power of the Forgotten Ones would be known across the Galaxy. And on that day the time of hiding will be at an end. For now the Iron Maidens live in fear of the Inquisition and exposure to the zealous masses, and so they must toil in filth for scraps of tech from a forgotten age and mysterious substances known to open non-psykers to the Warp.
Whatever Fate may await the Sisters of the Iron Maidens they battle assured their Gods’ voices will be heard and their Victory in the Long War assured.
I'm a pretty big fan of the Black Library and enjoyed the background lore surrounding Necromunda, which is one of the main reasons I'm excited about this game. Personally I'm looking forward to the RPG element and was wondering who out there had some fanon lore for their Gangs?
What's your House? What's your gang called? Anyone else spend too much time coming up with a background story for your gang?
@glarghface The novel Fleshworks was pretty much entirely about hunting down a ganger to harvest his bionic limbs. This actually highlights one of the possible utilities of Saboteurs. In the novel the Van Saar had booby trapped their House's bionics so when a rival House tried to analyze their technology it exploded.
Therefore a pretty lore friendly way to have a pretty good idea that the enemy will actually walk to your trap is if you rig your own bionic limbs to explode. Gamewise if your ganger's dead and they're chopping his robot arm off to take home it'd open quite a few game possibilities. A bionic limb could function like a mine that activates on Ganger death, which could work by proximity, rigged to blow when they try to rip it off, or have your Gang Leader hold a detonator.
If rival gangs are persistent and hold territory then there can even be Campaign options. Let the enemy take your man's bionics home then blow it up there. Pretty sure you'd want a Sabatuer to disarm it in that case.
Or imagine if you could do some sort of Side Ops where you trick the enemy into buying a rigged bionic limb from your Gang. Personally I think it'd be pretty funny to win a Shootout by blowing off your challengers arm with the push of a button. But of course I'm a
Tzeentch Sorcerer jovial Inquisitor.
Power Armor would be all but restricted to Arbites and Spyerers. Power Armor is an Adeptus Mechanicus thing as it's a technology too important to leave to common citizens of the Imperium. Necromunda wouldn't have Power Armor facilities most likely due to them being a Hive World rather than a Forge World. Van Saar could kinda justify Power Armor because as of the new edition of Necromunda they have a malfunctional STC, so they have the technology. The problem would be that is Tech Heresy and would probably see their whole House wiped out by the Inquisition or something due to Power Armor being too important. I've read most of the original Necrumunda novels and they didn't have an example of any gangers with access to it, so I'd say pretty much no.
If anything it would be an Ultra Rare item in the Black Item. Something that would have to be smuggled in off world, and given the strict control of intergalactic shipping and the size of Power Armor it would be all but impossible to attain by anyone but the biggest and most powerful gang leaders.
So in short, Power Armor doesn't make a whole lot of sense unless Arbites are a thing. If Arbites and Spyrers get added, then they'd have access. As far as Gangers at that point it would make sense to be able to Loot the corpses of Arbites and Spyrers to get their armor. That was something that did happen in the Kal Jerico novel, where after they killed a Spyrer a Ganger took their gear for themselves. Without these groups then really I think that it would only make sense for high level campaign bosses to have them. It would be justifiable for some powerful enemy to have access to it. Having every gang inevitably getting access to Power Armor at some point wouldn't be very lore appropriate.
Which makes me think about the Saboteur class. Since they are the more tech focused class engineering and looting skills could be an interesting choice. Support characters do tend to at least feel underpowered, but if they get gear and loot bonuses then it could even things out more, making them more useful in the post-game and campaign.
@snickdesnick You are incorrect. One of the Codex's, I believe Outlanders, had profiles for Chaos Space Marines and it included a description that said they would occasionally operate in the Underhive. There's also Chaos Cults in the Gang War Expansion. So yeah, it's within the lore of Necromunda for this kind of thing to happen. If there happens to be a Chaos Space Marine around and there's Chaos Cultists around too, it makes perfect sense that the Cultists would want to start following the possibly 10,000 year old Champion of Chaos.
Or if they didn't use Watchmen they can limit the "gang" population of Arbites by doing something like only allowing for Elite/Hero slots to be used and not even allow Arbites to have standard infantry. So it'd be kinda like if in Mordheim you only get your Leader and maybe get an extra Hero slot to offset not having any Henchmen available.
There's Watchmen to consider. In the expanded rules of the original game they made it possible to turn your gang into the "Law", so they could possibly have it to where the Gang Leader is an Arbite and maybe have Enforcers for Elite options, then have the rest be some underhivers they use as a meatshields(Watchmen). It wouldn't have to be OP if they did it right. Arbites have a limited armory even if they have better guns standard. Something that would make sense to nerf them is that Watchmen and/or Arbites would be more limited in their options. Like Exotic or Xeno Weapons wouldn't be allowed, since Xeno weapons are illegal, so it would make sense that the Enforcer wouldn't allow their Watchmen to own or operate something like a Splinter Rifle, and weapon modifications are Heresy against the Mechanicus, so while Gangers can modify their weapons, Watchmen/Arbites would have to stick with Standard Issue. No extended magazines, no special scopes, just unmodified STC Weaponry. They're lawmen, not Inquisitors, they don't really get to change the rules.
This model can be used elsewhere. Like I'm a big Chaos fan and really want Chaos Cults to get added. They could use this model there too, with 1 Sorcerer or Chaos Space Marine leading a gang of cultists. They'd of course be able to modify their weapons, so to counterbalance they'd have to do stuff like make their weapons less reliable and harder to get to model Outlaw rules.
I thought their novel Fleshworks was the best of the Necromunda collection. The spy games Delaque vibe worked really well for me, it had the best pacing and writing. They left it open for a continuation but sadly it doesn't seem they're going to.
I wouldn't think they'd show up at the start. They're not really a gang so it wouldn't make a lot of sense having them play like another gang, they'd really need some sort of special campaign.
Another problem is power. They have Bolters and Carapace Armor so it'd be hard to not make them OP. There's a similar problem with Spyrers, so that probably won't be too big a deal, probably a lower gang population cap.
IDK. I don't think Arbites would be too desirable as a playable faction. Personally if they show up at all I think they'd be better as an NPC faction that shows up when things get out of hand. Like a gang gets too powerful or the gang fights cause noticeable structural damage or something.
Well it also bears to keep in mind that an Autogun/Autopistol isn't as specific as a Bolter. Bolter variants aren't really all that different, every style is basically the same gun that looks a little different. You know, besides the Stalker Bolter.
Autoguns are different. While a Bolter is almost a "Brand" an Autogun is essentially any automatic projectile weapon. They showed this in the new Necromunda in how Esher and Orlock Autoguns look quite different from eachother. My point is that there's a lot of room for the devs to go nuts, both in cosmetics and stats. While a lot of lore weapons have clearly defined looks, an Autogun can be any gun they want. Modern military rifles would all be Autoguns in the Warhammer Universe, so if the devs wanted to they could model real firearms and it would still be fairly lore accurate.
I think some limited randomization would be good. Too much would be annoying, but I do understand people's point about how part of what made these games fun is that things don't always go like you'd think. Not sure how that would translate to game mechanics.
One way is while I agree Skills and Perks should be player controlled, they can randomize some parts. For example, when you recruit a new ganger it'd be better to have their stats randomized rather than every new recruit being the same. It makes sense, people have different skills and talents. But more over I think it would give your gang more personality while still allowing you to control their progress.
Stuff like that would be cool. Randomly falling off ladders, not so much.
As an option it would be okay, but I don't want it entirely separate. I get attached to my NPCs but I still can think of situations where I'd want to bring my official gang in a PvP, such as the "lore" outcome of a battle with a friend, but I wouldn't want to do play a lot of online matches with my narrative gang because PvP is more unpredictable than Ai. With persistent wounds it's a somewhat intimidating prospect to risk units you've grown attached to in PvP, which can be easy mode or ultra-hard mode depending on the luck of the matchmaker.
So yeah, I'd like to see options. This standard budget setup is one way, that's more competitive. Or dedicated PvP Warbands separate from single player. And one other thing is that considering the increased challenge of facing a human player, I believe that they should figure out a way to lessen the risk of skirmishing in PvP. Casualties are bound to be higher in PvP, so I don't actually believe it's fair for the permanent consequences of losing units to be as likely and severe as in singleplayer. But if they get rid of consequences entirely that's also a detriment, because permeance is an important part of this game.
I understand the feeling, especially when leveling a new character took so long as well. At a certain point the risk reward becomes questionable, and when you max level a Warband it's sort of an end game, you get to the peak and then all you can really do is lose it.
But then on the other hand, where does unlimited leveling lead? Is it going to be fun, or lead to unbeatable characters that a fresh recruit simply dies like a Red Shirted character on a Star Trek hostile alien life episode, except your main character really do die.
I'm not sure what the balance is. I feel like a cap is less noticeable when it's a high number, like 100, and make lower tier characters worse, yet no so bad that they have no hope to come out on top. In Mordheim the only hope a low tier had was to only pile in to ongoing fights and hope they don't get targeted, tactics besides getting more of your guys in the fight were limited.
At the same time, if you're more likely to lose your high level characters, yeah you're less inclined to want to field them. I think the medical system could use some help there. A little less roll of the die, at least in permanence. Necromunda has more in lore options to keep persistent wounds/death and still have options to counteract them. Like if you lose a leg then you should be able to buy replacement cybernetics. Naturally if it's just some Juve they'll have to earn it, at least in my gang.
Even death can be temporary if they really want, depending on the Dev's thoughts on Chaos and Corruption. There's more than a few ways to lore respawn, though all are Heresy of various shades. Though that would entail a different set of risks that I don't think is currently in the scope of the game.
I never got much into multiplayer myself. I presume it was persistent? For the most part I was just interested in the campaign anyways, but a hangup I had was that you wouldn't want to stick in a level 1 warband against even an equal sized veteran warband, seeing as a leveled character is just plain better than a fresh one. I ran into a similar thing in the campaign where bringing in a new warrior to a late campaign match was a pretty good way to get them killed. I get a tad overinvested in my characters too, so by the time I'd reasonably level a Warband I wouldn't really want to risk them against a human player. You never know what to expect against another player, you can wipe out someone who barely understands the game mechanics yet, or get wiped out by someone who has built the ultimate stat monster. I'm sure there was some sort of ranking system to ensure a total noob players don't go against a top ten ranked player, but since it's a game of skill, strategy, and (according to some I've talked too much) stats (if a Rank 10 fighter faces a Rank 1 there's only one way that tends to end) so inevitably you're going to take a beating. Even more so than against an Ai, no matter how well designed, a player v player matchup is going to hurt more than a Single Player match, so the persistent wounds dissuaded me from checking out Multiplayer with my Warband. The double edged sword is of course the persistent character system is what gives the characters character in the first place.
I would like to see Multiplayer be a more involved part of the game, I hope a Co-op version of that Conquest mode is a possibility as well as competitive. I see what this guy is saying about separating them, it's a cool option for someone to be able to use their Single Player Warband, but if it's the only option, on my end at least it limited my desire to actually risk my Warband in online competition. And it's not just a matter of me not liking competitive multiplayer, it's just that Mordheim's option never really drew me in.