Hanging On For Dear Life – Part 1

If my gangs want to establish their notoriety in the Underhive they’d better not go embarrassing themselves by getting lost, falling into a crevasse or blundering aimlessly into the lairs of any savage beasts. What they need is someone who can guide them through the cramped tunnels and gloomy depths in exchange for a modest share of any loot, yet who lacks the guile to successfully sell them out to their rivals. We need a dome runner and this chap looks like the very man.

Dome Runner Convert Or Die (2)Dome Runner Convert Or Die (4)Dome Runner Convert Or Die (1)Dome Runner Convert Or Die (3)

In the long run I’ll be creating a pool featuring all of the hangers on to be available to my gangs, plus some hive scum, bounty hunters, downtrodden civilians and whatever else I can come up with.

19 responses to “Hanging On For Dear Life – Part 1

  • Thomas

    I think he’s awesome. Very 40k. Very cool.

    • Wudugast

      Thank you! I really wanted to play up the 40k vibe of mixing high-tech (probably misunderstood) and low tech. He’s probably got some fancy futuristic GPS in his pocket but he doesn’t know how to switch it on and only takes it with him because he thinks it’s lucky…

      • Thomas

        Naw, the GPS in his pocket is switched on (he just don’t understand how to operate it) and he wanders the underhive guided by voices.

      • Wudugast

        Nah, that’s the transistor radio in his other pocket. He thinks he’s a latent psyker and that only he can hear the voices, spends his whole time terrified that he’s going to be put on a black ship and trying to work out why the daemons he hears are so oppressed with pop songs that were in the charts a couple of decades ago.

  • Alex

    Nicely done mate, great character – I’m looking forward to seeing this little project grow!

    • Wudugast

      Thanks mate 😀 Thinking I might make a few tweaks to him, maybe change the angle of the candelabra and add some packs or pouches. I’m also working on the other hangers on, think I’ve got a good idea for a slopper so hopefully he’ll be popping up soonish.

  • imperialrebelork

    Cool man. I see you’ve bought the Nighthaunt kit. I was only looking at it last night and the candelabra stood out the most hehe.

    • Wudugast

      Cheers 🙂 Yeah, I managed to bargain hunt myself a good deal on the Nighthaunt from the starter set. I’m planning to turn my old vampire counts army into a Death army for AoS, maybe chuck in a start collecting box somewhere. Not a project I’m going to tackle immediately though. You get a spare candelabra in the box and I knew I wanted it for this guy so that helped tip the balance too.

  • heresyofus

    Great character mate. I have to agree with IRO that candelabra is a great bit and it suits your character well.

    • Wudugast

      Yeah, I’ve got a feeling that candelabra is going to be a very popular bit for convertors, probably a good thing that I got in early before everyone’s used it 😀

  • Faust

    That is sweet! Love the story. I haven’t read the hanger-on rules, does he have an in-game purpose or just using him for some narrative?

    • Wudugast

      So basically if your gang’s reputation get’s high enough you can hire hangers on. There’s an equivalent in Blood Bowl apparently because that’s where they got the idea from but I can’t for the life of me think what they’re called. The hangers on (Dome Runners, Rogue Docs, Ammo Jacks and Sloppers) bring special rules and abilities to the gang but mostly come into their own in campaigns and don’t take part in games unless one gang is raiding another gang’s hideout, in which case the hangers on can muck in with the rest of the crew.

      Naturally though you could also use them in narrative shenanigans if you felt so inclined (perhaps if one gang is ambushed by another whilst exploring the underhive they might have their dome runner with them, or one gang – tired of bad meals – might try to kidnap the others’ slopper. Or, a variation on the last idea, if a gang leader gets killed/seriously injured, their gang could try to kidnap the other gang’s doc – assuming they don’t have one of their own. Successfully kidnap the doc and your leader lives, fail and he dies).

      • Faust

        Oh man, I need to read that section. Adds quite a bit of interesting flavor the game. I have to admit, I haven’t been 100% sold on the game so far, having just played the basic demo. It was like ‘move, shoot, move, hit, etc.’. But just like Blood Bowl and most games, the campaign-game is much better as you get to level up your characters, create stories around them, etc. Very nice to know that they are expanding that.

        In Blood Bowl they have “inducements”. Things you can buy when your team is at a disadvantage, like Star Players, Bloodweiser Babes, etc. There is also Coaching Staff, things like Cheerleaders, Apothecaries that you can add to your team as well.

      • Wudugast

        See, getting up on my hobby horse, I tend to feel that every miniatures game (not including the likes of Blood Bowl, Battlefleet Gothic etc – but basically anything where dudes fight other dudes, be they gangers, dreadnaughts, dragons, what have you) will boil down to; dudes moving, dudes hitting people, dudes shooting people. If you’re a bit fancy then, depending on the system, you might also end up with dudes using magic or dudes using special abilities, but that’s your basic framework. You’re right, it’s not that interesting. It’s basically a case of pushing little lumps of plastic about and rolling dice to decide whether or not to put them back in the box.

        The interest comes from the context. Firstly it comes from the stories these models help us tell, the individual heroics, the against the odds successes, the way they advance and develop. Then there’s the way they interact with their environment, being able to do things like open doors, jump over crevasses and actually behave as though they live in the world we create for them. Thirdly there’s the contextual elements, the wider story. Why are we fighting at all? We know that House Goliath and House Escher don’t get along but why would these particular people fight here, now? The Underhive is a big place, there’s room for everyone, so why risk life and limb for this particular bit of rusty tunnel? This is what makes them characters in a world, rather than just gaming pieces.

        The more complex the rules the less I find one is able to think about these things because the more one gets bogged down in the mechanics. I want mechanics that are as simple as possible so that I can learn them and then not have to think about them. I want to be thinking about how my boys will outsmart those Eschers, about whether the doc can be convinced to save my champion, about how the rising influence of the genestealer cultists is affecting the local power dynamic. I don’t want to be looking at rulebooks because that puts me back in a mundane world of dice and models, not in an exciting world of aliens, monsters and heroics.

        From what I’ve seen of the developers discussing their plans for the game I think they’re on the same page as us, they know that people aren’t as interested in competitively mix-maxing that perfect Necromunda gang to just play through the basic starter mission.

        Have you got the gang war supplements yet? I’ve only had a nose through Gang War 1 (my copy is in the post – it was out of stock when I tried to buy it before) so I’ve only properly read 2 and 3. Gang War 2 brings in the hangers on and various environmental extras but Gang War 3 really goes to town with the campaign side. At first I thought they were probably going to be a bit of a waste of money but I allowed myself to be persuaded and I’m glad I did actually, they really bring a lot to the game. I’ve seen a few interviews with the developers and they’ve clearly got some very ambitious ideas for this beyond what we’ve seen so far.

        Anyway, that went from rambling about the philosophy of game design to advertising GW’s products for them – I’ve tired myself out now! 😀

      • Faust

        Haha, take a nap and come back and read my reply then! 😉

        I’m lured by both mechanics and story. Too much of either is going to spoil it for me. I’ve played complex rpgs, boardgames, etc. But over time, I started to enjoy simpler more intuitive rules that can cover a wide variety of things. Like you said, that gives people more time to focus on playing the game. Either shifting how best to strategize your moves and/or focus on story and character potentials. Rules should really take a backseat to all that, and constant rules checking is sure to disengage other players.

        I have all the Necromunda books to date. I did a complete read through of the game book and GW1. I’ve only really skimmed through GW2 and barely looked through GW3. I did drool at the 3D
        Terrain pics though.

        I keep hoping they will compile a revised rulebook. But it doesn’t look like that is on the horizon just yet.

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