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Lord of the Kronos Consortium and definitely not a heretical infiltrator.

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posted in Necromunda - General Discussion read more

I purchased the new Codex and found something relating to this. The psychic generating drug is called spook, a little can make someone develop psyker powers and a lot may permanently change them, or see their soul consumed by the warp.

It's supposed to be secretely popular with the Delaque for its utility for spying.

posted in Necromunda - General Discussion read more

The official term is hangers on from my new Codex, and there's a pretty good chance the devs heard of this because one thing that they were able to say was they've been in close contact with GW, so for theorycrafting there's a decent chance they'll take cues from the current edition of TT.

Yes I do think this is a good tie in to gang rating, lore wise it makes perfect sense, when your gang gets big and strong people will want to basically latch onto you for protection, once things are looking bad they'll soon abandon you. I really much prefer the idea of being able to rise and fall, and having upgrades tied to locations and people is a great way to do that in a way that's immersive and makes sense.

It also makes for thematic "quests" like the OP asks, that part I agree with. It becomes a little difficult again to speculate on what it should be, but assuming Settlements will be a key mechanic say to get discounts for gear sales a quest would basically be earn the favor of a settlement, maybe you rescue a trader being held hostage then you gain a hanger on who gives a flat bonus, or if Settlements offer bounties on troublemakers then collect one then that Settlement gives you a better deal. Then you can also lose it if the trader dies or get's scared off, or you lose the Settlements favor somehow. There could also be achievement quests like Mordhiem with bonuses that are more permanent, some things can be tied to the Gang as a whole, or even individual gangers.

posted in Necromunda - General Discussion read more

That kind of stuff is more than fine with me, but a universal system is not the way to go. They should be making individual gangs more immersive and unique, which doesn't include "your Cawdor gang got 300 kills, now your Escher gang and all alts get an weapon dealer." Or something like that. The Veteran system was about your Warband growing in fame and influence, if all got it it wouldn't.

Going to mention, the Table Top campaign has stuff about your gang's associates/hangers-on, non gang member suppliers and such. Contacts and merchants that provide bonuses that can actually be lost in certain scenarios where they are killed.

posted in Necromunda - General Discussion read more

What do you mean global veteran system? Like you get the upgrades for all your gangs?

I wouldn't want to see that, I'd rather see warband upgrades changed entirely, specifically the kind of bonuses offered by the veteran system being tied to stuff like territories you hold. Simplifying it to only need to get them once and have them for all your gangs is basically the oppisite of what I'd want.

posted in Necromunda - General Discussion read more

Yes, a verbatim implementation would be way to much to hope for, especially since I doubt many us have a great understanding of upper level programming, but I do hope as they plan the game they at least mull over some of the ideas that fans, myself included, have presented. But yes, a direction is all we can realistically hope for.

Of the two, Settlement interaction is more something I'd like to see. The lore has several rather major Settlements (Dust Falls, Glory Hole, and Junkion) that I really hope are going to be included, and they can just make up some more since there's always going to be new settlements and old ones going away. These three, primarily Dust Falls, are just a couple mostly permanent ones. I'd like to see ways we can interact with them besides sending resources for creds.

posted in Necromunda - General Discussion read more

@adam_rush29 Yeah, there's a least a little bit of attention paid, at least in the Welcome Area section, we can only hope there's some possibility of influence, but I know I have little idea of how difficult it is to program. Nothing is going to be strictly easy, but I think some ideas are worth it.

posted in Necromunda - General Discussion read more

@glarghface Well there's a couple things to note there, the Delaque/Orlock feud is more recent, but certainly is a valid point. But it's more like a generation old than an ancient rivalry, Delaque's assassinated the last Orlock House Leader after the Orlocks sabotaged one of their contracts. Point being, it's a fresh conflict rather than deeply ingrained. Should definitely be considered if they do this regardless. Also, you're absolutely right that Escher and Goliath hate each other. However, the new TT lore is expanding on the interdependence of the Houses. Escher is the Hive's drug and cham dealers basically, so despite their hatred, Goliath actually buy most of their growth stimms from Escher, and presumably Escher has to buy some raw materials from Goliath.

Now I wasn't talking about being Outlawed, more this one settlement has an issue with you and they are offering a bounty. The difference being that Outlawed means all towns shun you and want you dead, bounty means one does. But I do also hope Outlawing is either a thing to begin with, or makes its way in later with groups like Scaavies and Ratskin Renegades.

But yeah no, I wasn't referring to the law of the Underhive, just the "someone is offering money for your head" part that would be most of the Bounty Hunter's work. But the "law" is another thing.

posted in Necromunda - General Discussion read more

I know how it sounds on the surface, it's certainly not something represented in the TT, however it is represented in the lore. Gangs can have rivals in their own Houses that are in different gangs, or they can work with each other. Naturally the politics would look different than diplomacy between nations, so yes it's perhaps not the right word for it. Forming a pact to take down a stronger rival, demanding protection money/tribute, ordering around a smaller gang, these kinds of things are completely within the realm of Necromunda the setting. It was just an idea to float, because if there are persistent gangs the question comes of if every interaction with them should be fighting or if there should be more to it. I mean if you've checked out some of the updated lore they've pushed the idea that the Houses despite being rivals are also largely interdependent on eachother, something that means potential for non-hostile interactions between individual gangs. It made more sense in Mordhiem for there to be no for lack of a better word diplomacy, because the hatred was more severe and some weren't even the same species, but on Necromunda they're all human, technically Imperial, and their Houses have to work together.

Now as for an example from the lore, there's the story of Junkion where the Settlement was in dire straights so they hired multiple gangs to guard the place, Goliath and Cawdor, but Goliath angered an Escher gang when they robbed them at the gate and they ended up teaming up with a gang of Orlocks to attack the town.

Which also bring up, what about settlements? Whether or not you thing interactions between gangs should go beyond the barrel of a gun, there's plenty of towns, some major, most minor, scattered in the Underhive. I think they should be more than say Mordhiem where the extent of your interaction was selling them Wyrdstone. Here there's an opportunity to do things like guard the place, or just force them to send you tribute, or if the town thinks they can take you they can put a bounty on your gang.

posted in Necromunda - General Discussion read more

Well, yes and no. You may be referring to the Houses themselves, who are certainly the mega gangs, but what I got out of the lore was that individual gangs are more like cliques, but these smaller gangs are mostly independent of eachother. There's a larger association between them but each crew is more like 15-20 members centered around a leader, with a some bigger ones here and there. Hard to say since in the stories I read they didn't really get into specific number counts, though some did sound rather large. Don't know if you read Fleshworks, but I think the antagonist there probably had members in the 100's. Admittedly I think I may be trying to get too specific, but the lot's of smaller, loosely associated gangs part I think is accurate.

In any case, we're almost certainly going to be controlling these smaller crews in the game. Although I think 15-20 would be an acceptable amount, I think that area would have many more gangs than that.

Of course then there's the question of if diplomacy could or should be a thing.

posted in Necromunda - Welcome Area read more

@lilstrid Cool. So I understand you can't go into details... but how about a general idea of when more details can be shared?