House Orlock Deep Dive | Necromundown

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in the Grim dark future of the 41st Millennium there are still Teamsters hello and welcome to the necrom Mund down we're back with another house Deep dive and today we're talking orlock possibly my number one gang really I think it's one of my favorite okay um because I like being able to do a little bit of everything that's fair and orlock do a little bit of everything but we'll get into it brief lore as always orlock are basically they control the mining operations and also the cargo routes of necromunda thus the teamsters joke uh most of the house is what's called The Dredge classes I.E Miners and like laborers um so to get out of that miserable existence you can try and join a gang the gangs are aesthetically and the way they're run basically biker gangs they're very biker gangs of the 41st Millennium yeah they got the like the the bandanas the big leather jackets I might as well be wearing jeans uh yeah so um overview 40,000 foot view MH this is your generalist gang y they do everything okay D to Space Marines they can do anything at least a little bit yeah at least a little bit but less tough and less Elite yeah that's true um they shoot pretty well they punch pretty well but they won't outshoot vanar and they won't outp punch Goliath true um um they also have a lot of shenanigans isn't the right word they have a lot of auxiliary tools related to toughness they're not tough in the same way a Goliath is tough with toughness four or a squat they're tough in the way of their skills access they have the legendary names they have and they're builtin rules give them additional ways to stick around so tough through tough through Shenanigans yeah and the only reason I don't want to say Shenanigans is because it's all very straightforward yeah orlock is very blunt yep even as much as if not more so than Goliath another thing they do very well is income Generation Um they have a lot of access to the Savant skill tree which has some great income generation on it um they have legendary names that give them more income generation they have a couple hangers on that do the same thing they need that income generation because they're expensive their stuff is expensive they don't have no five credit L guns here good but once they have it so they kind of have a rougher early campaign and a very strong late campaign so skills uh their house specific skill is called bravado and it's bad it's pretty bad I hadn't actually read it i' I've never played orlock despite playing against them a lot uh but I I read them they're all pretty bad yeah there is one decent uh bado skill it's called shotgun Savant basically uh it allows you to ignore the long range um uh allows you to use your short range bonus as your long range bonus but only for shotguns only for shotguns and when you roll a D6 for scatter shot because remember the way scatter shot works is you roll a D6 for the number of hits so that's the number of wound rolls you roll two D6 and pick which one you want okay so it makes shotguns better yes it makes shotguns quite a lot better mhm there is room for a shotgun Savant wielding shotgun savant in your gang uh especially because orlock also have cheaper access to combat shotguns and combat shotguns are really good yes they are very very strong they're just very short-ranged and very expensive mhm this make they are less expensive and this makes them even better Fair there's also another one called steady hands which is just a free reload at the start of your activation that's fine um and the only reason I say that it's not bad is because activation and um using your uh uh actions effectively is very very strong yes um so not having to reload but there's some games where it just won't come up the bigger problem with the bravado skill tree in addition to it not being great is that the skills they have access to otherwise are fantastic yeah our bananas they have access to the Savant skill tree which has a couple things on there one of the they have um the the what is it Savvy Trader mhm Savvy Traders on there which gives you plus one to your trade ronus they have fixer which is just D3 times yeah 10 credits yep um Savant is very good and then they also have ferocity which is another way way that they are uh deceptively tough yeah ferocity is not a specific skill tree to orlock other people have it too but it has things like nerves of Steel which is avoid getting pinned on a cool check orock have good cool they have things like uh I always get those two confused but there's the one that lets you roll two injury Dice and pick the best M and there's one that lets you recover a flush wound when you have them y uh that is Unstoppable and no I don't remember the other I don't I never I never remember them and I forgot to write it down but they're very very good so between those being very good and bravado being kind of meh you're probably not going to use bra a lot now their main house mechanic is maybe the weakest one we've talked about so far but it's also the first one that's completely free yes because we talked about the eer have their chem stuff which is expensive but fun Goliath have their Jean smithing which is expensive but really good vanar have their kind of Niche but better than a normal arm replacement cybernetica orlock just have what are called legendary names uh this is basically kind of a a rules way of like giving people nicknames yeah like that's Bob iron stair feros you can pick one at creation for your leaders and Champs other people can get one as an upgrade yes uh it is three points to get a random one and six sorry three experience to get a random one and six experience to choose one and increases your credits by five which I think five is a little cheap for some of these it is is but you're probably not going to unless you are kind of being a power gamer in spamming you're probably not going to do that fair so some standout ones there are by the way 18 of these yeah which is nuts uh they range they have upsides and usually a downside all of them are kind of fun and flavorful uh there is one that lets you ignore the first bullet hit per round but when you do that you have to then spend your next two activations on a move because you're basically bullet dodging that's so dumb uh there is one that lets you ignore the effects of the blaze trait but no not let do any group activations cuz you are clearly insane um for uh Power wise uh a few of the standouts one of them is iron stair which is enemies have to pass a cool check to shoot you if you have line of sight to them and you never count as the closest person for targeting priority this is uh yes you never count as the closest person for Target priority which the book kind of says like but this is the downside it's not there's it's not that this one has no downside um you know even a champion with four up cool yeah can occasionally roll a two or a three yeah and just not be able to shoot someone with this which is insane because fearsome says can't be attacked in melee for a reason right this one does not apply to melee right doesn't apply to it doesn't stop charges it just can sometimes stop you from getting shot it's very good it's very strong another one and this is the one you kind of have to watch out for is too pretty for for Primus uh if the if the fighter is still on the battlefield you get 2d6 time 5 credits but if you roll doubles your opponent gets the credits instead mhm uh this is one that as an arbitrator you should probably make sure your players don't spam because this can lead to early game cred generation we have had this particular legendary name ruin at least one of our campaigns yes um and we had a talk with the player they said that they didn't think it was going to be as strong as it was but yes if you spam this you can just absolutely roll away with and if you're going for that kind of campaign by all means do so because there's no limit on legendary names which is stupid yeah we we house rulle uh that one person only one person can have a legendary name from each gang because it doesn't make sense to me that there can be two guys with the iron steer nickname yeah what like oh that's iron ster Tony oh and that's iron ster Bob no like no only one of you gets to be Iron steer why are they not limited that doesn't make any sense to un everybody in your gang just looks like that one Grandpa from The Boondock just doing the thing and there's 18 of them you have plenty of choice right well there's not 18 good ones yeah but uh my personal favorite one um this is not the most effective one but it's my favorite is bullet Lord which is once per battle you can set a firep dies to three but you auto fail an ammo check so you get that three shots at least three hits or if you combine it with a rapid fire two weapon cuz it's you set a Firepower dice to three right it's not set both of them to three so you set one to three and you have to roll the other one yes but you could get yeah it's great for priority Target killing and as long as you don't have a scarce weapon just reload yeah uh Beware the scarest though put that on the guy that has uh the S the one skill that says you reload for free or you can do something way better with your time so yeah the legendary names all of these are completely free I mean if you pick one later after creation it's five credits whatever who cares but otherwise they're really fun yeah it's kind of like the lowest lowest house mechanic we've had that there there a strange balance be being not too strong because they're free right and uh spammable so potentially broken yeah welcome to necromunda yeah fair enough you new here so your base leader is your road Captain see where see the themes here roads he's 105 credits he's the only leader before squats who starts with three wounds mhm which makes him again we talked about toughness in ways it not toughness cuz he still has the basic 5 in movement threes and threes so he's a dual uh strength three toughness three three to hit three to hit initiative four two attack so he's not a melee Powerhouse sure but he's good enough at it a very good leadership four a decent cool five willpower five intelligence five uh he's 105 credits and he's like he's he's does everything yeah he's not great at melee like a eer leader has three attacks or a Goliath leader has strength four yeah it it's it's really weird for a leader to have not that many like above average stats yes um his mental stats are good and his wounds are plus one but other than that he's pretty average yeah but as anybody who's playing NECA knows plus one wound is huge oh yeah it's massive three wounds to start can make a guy really difficult to kill and that means that using your leader can be an interesting challenge because he's got three up ballistic skill M you could put a heavy gun on this guy and go to town he's also got three up weapons skill and three wounds so you could also use him as a melee Powerhouse if you wanted to very much like the eer that we talked about previously it wants to do both so you kind of don't want to ignore either one right uh which can make him very expensive the difference is is unlike eer where they kind of have equal access um orlock have some great access to heavy weapons and with that late game you are probably looking at making this guy a ranged weapon Powerhouse probably less so than a melee Powerhouse mostly because there's another guy that probably makes a better melee Powerhouse true um he obviously his skill access he has uh leadership M um he doesn't have robado he has leadership and Savant yep and fasi I like putting the leadership skill that gives him minus one to bottle that is a very strong one because that combined with another one we're going to talk about means that your orlocks are really hard to get rid of yeah I don't care how Elite you are running is going to be difficult right uh that one's called Iron Will yes I love Iron Will in general and it might seem redundant to put it on these guys but it means that you just don't bottle like ever because you're rocking a minus three to roll 105 credits is decent yeah that's probably average for a a leader uh next is the road Sergeant I find it very funny that these are both Road despite um ashway not coming for years and years after this was no yeah it was it was implied that they kind of ruled the road they ruled the roads before roads existed uh they're also movement five weapon skill four ballistic skill three so again leaning more towards range uh strength three toughness three wounds two four up initiative two attacks still pretty good mental stats leadership five cool willpower and intelligence six and all that for 80 credits 80 credits it's pretty good yeah um so the weapon skill four clearly puts this guy into the he is your ranged Gunner yep and especially combined uh up against the other Champion we're about to talk about this is your range champ this is the guy you put heavy weapons on yep heavy weapons even even a like just a Bolter is good on this guy because while bolters are basic weapons they're very strong basic weapons yeah and they do get them a little cheaper yep or combat shotgun they uh they particularly like um what what what is it called when it's physical ammo bullets well yes but not what I meant there's like there's like kinetic gunpowder like there's not really ru do not really turns for necromunda but ktic ammo yeah orlock doesn't do lasers no well except for one they do one laser better than everybody else um the road uh Sergeant has ferocity and also bravado so he has ferocity yeah he has ferocity basically and you're going to put this is a great guy to put iron stair on this is a great guy if you don't want to get pinned and lose your shot before you get suspensors to put um nerves of Steel on because you can get shot and then just kind of stare at somebody beware though that can betray you because you can get shot and not pinned and then just keep getting shot yeah and then just stand there at gang start a Bolter is a great way to go you're probably going to eventually want to put a heavy web Bolter on this guy sure plasma guns are also fantastic we say they don't do energy lasers but they do do plasma they everybody does plasma it's on the list so D it's always good I love the thought of having a heavy Bolter and then your heavy Bolter runs out of ammo so you pull out a regular Bolter it's also a up there even a tactics card to fire both at once oh my God I think well no I think that doesn't work with unwieldy but still this is your range champ mhm your not range champ is your arms Master he's 95 credits and for that so 15 credits more than a road sergeant and 10 credits less than your captain so keep that in mind for that you are re-up graded to three up weapon skill and literally every other stat is exactly the same every other stat is the same but he comes with a built-in rule he does have an extra rule which is definitely worth those 15 points so in addition to hitting on thre he has rule of iron so first off when you activate them one visible friendly fighter within six inches gets nerves of Steel if they don't already have it you don't get to double dip I don't even know how you would do that I don't know like I get to make two cool checks no so you can give someone else nerves of Steel which is really good um but more importantly plus two to your bottle check which is so strong right there is an entire skill that is just plus one this guy gives a a a positive plus two modifier or am I saying that wrong is in minus two I always get confused with how you roll these basically he makes your bottle checks better by two mhm and is it is not per arms Master it is if you have at least one yes and as long as he's on the battlefield once he dies yeah that goes away that that goes away um for that alone I think it is worth bringing money to these guys especially at gang creation because this lets you go more Elite at gain creation without suffering the biggest problem of elite which is losing two guys and having to make a bottle check agre now the downside to the arms Master is is that his weapons choice is very limited yes not just the weapons choice on his page like on his house list but he can only get pistol basic and close combat weapons even from the Trading Post yep for a champion his choices are very limited but his choices inside those limitations are pretty good so he still has ferocity still has ferocity and bravado this is the one guy I could see putting shotgun Santas really if you don't want to make him a melee Champion maybe because it's just not how you're rolling giving him a combat shotgun which is on his house list and giving him shotgun Savant and having him be just a close range brawler true or making him a melee um champion and giving him shotgun Savant anyway yeah so he can fire as he walks up the field I think it is a legitimate play for this guy that's fair because your other guys uh your road Champions don't really want to be up close no this guy and your leader are the only ones who kind of do your normal gangers well and your prospect do but those are different things so yeah he can only get like you can't build him as a heavy weapon spat for because he literally cannot hold them even even after Creation With The Trading Post so giving him either a really good melee weapon or a shotgun and shotgun Savant with some really cool ammo is the way to go for them agreed next we have the Gunner which is the ganger your your basic ganger your basic boy uh think of a normal stat and they probably have it it is movement five weapon skill four ballistic skill four strength of Defence three one wound one attack four initiative six on leadership which is slightly above average and also doesn't matter and also doesn't matter and then seven across the board on the other three yeah the the Gunner is the definition of average yep yeah and he's 45 points which is honestly probably a little too expensive but eh yeah there there is a school thought that Gunners are a little too expensive for what they are um especially because of your other things and you won't end up bringing a lot of them no honestly because of the other things you have access to but they're there and they're very basic and they do they do well you can make them punch okay you can make them shoot okay mhm they've got cheaper bolters on their house list what do you want yeah Fair worth noting that the Gunner specialist can bring heavy weapons yes other Specialists usually can't do that they can only bring specials yes the Gunner can bring uh the Gunner specialist can bring heavy weapons and the heavy Bolter is on their list which is hilarious makes it very easy to have three heavy bolters on the field if you choose dear God it's one of the ways to make them very good I'm so glad that they don't have access to OverWatch and then we get to the real uh P resistance my most hated model in the game cuz they're so good cuz they're so good they're so good they're recer everyone's favorite Prospect so for 55 credits 10 credit is more than a gunner worth every penny you get a natural 6inch movement five up weapon skill not as bad as it seems four up ballistic skill strength at toughness three one wound three up initiative one attack uh and bad mental stats nine leadership and eights across the board the main thing you get with Wreckers built into their cost of 55 credits is you get a jump booster MH so once per on your activation not both for both moves during a move or charge you can just add 3 in so functionally he always has 9 in weon yeah speed nine with no downside eat it uh vanar yeah who has speed seven and gets minus one to whatever it's fine but you can also choose to OverWatch it or sorry over overcharge it which gives you uh you roll a D6 and on a one you fall flat in your face you get pinned and you lose all your stuff which is very funny that's very orc to me but um you then add D3 extra to your movement mm on top of the 3 in right so you can go up to 9 plus D3 in if you choose not only that you also get plus one strength and plus one to hit when you charge when you do it which is why that five up weapon skill doesn't seem so bad y because you're hitting on Force yep and then without a plus one from your weapon so if you take like a flail or a sword or something which you probably will uh they house list their list of course is pistols uh basic weapons yeah they're close combat weapons fast tubes oh sorry pistols and close combat weapons with like one special weapon yeah um one of the highlights of their list is flails MH which is plus one to hit in melee and plus one strength yep or chainswords which are also plus one to hit in melee meaning that on the charge you will hit on threes yeah which is awesome and and chain swords are pretty good you're dual wielding you're going to have three attacks hitting on threes three attacks with n in minimum of movement is really good oh and also um we didn't didn't mention cuz it's not listed here uh they can also ignore vertical movement for half of their moves yeah it is a jetpack so you can you know so you if you have 9in movement you can ignore 4 and half inches of vertical movement yeah so you can basically climb buildings without having to climb them yeah it really is a better vanar Prospect it is now there are some slight downsides if you roll that one you'll flatten your face uh any template or grenade weapons you use get the unstable keyword if you use them okay I want you to look at me in the eyes never put a Grenade on these guys because grenades always count as running out of ammo automatically always put a Grenade on these guys every time you shoot it they have a 50% chance to die witness me now hand flamers on the other hand all day uh yeah they can get hand flamers yes and um I mean it's unstable but man oh yeah just moving at minimum 9 in hand flamer so for 55 are a little too expensive to give a blasting charge and go on a suicide run in my opinion I agree uh I actually prefer putting a melee weapon and a pistol yep if you want to spring for a Plasma Pistol because it's very good yeah uh and on the chge you're hitting on a three yeah cuz it's plus one to hit you if you want to make them cheap you give them an auto pistol and a flail yeah they can go where they want threaten whom they want uh at the um they also have LZ Cutters on their house list LZ Cutters are an 85 credit uh strength nine ap3 damage to monstrosity it ap2 I don't remember they're absolutely brutal weapons that ignore your weak strength and will mince anything yeah I don't I don't care what your strength is I'm strength nine they're expensive but they're very good yeah Wreckers are for my vote the best Prospect in the game completely agreed I if yeah we'll talk about it at the end but yeah if I were to make a list it would yeah nothing but Wreckers they also look really cool yeah uh they should not just for balance purposes they shouldn't have gang fighter they they should count as a champion sour grapes sour grapes is the these are really what makes orlock good yeah agreed uh so let's go on to the next disappointment the the the rest of them are all very like generic and can do kind of anything but nothing special those are busted well let's uh let's balance it out with the greenhorn uh greenhorn is your run-of-the Mill juvie uh he is 35 credits speed six weapon skill five ballist skill five strength three toughness three one wound one attack three initiative seven 888 for mental stats yeah so bad mental stats it's basically minus one to your ballistic skill and otherwise exactly the same for 20 less credits yeah that's not nothing that's not nothing there is a school thought of like spamming those guys I have a few in my list because they can get the B skills upgrades um eh yeah they're they're there to go out maybe hit some stuff and probably die they the problem is they're only 10 credits less than a normal ganger yeah and for 10 credits would you rather have plus one weapons of ballistic skill I would plus one weapons ballistic skill but minus one movement and initiative I'd still rather have the ganger most of the time I don't bring I me I agree um yeah they're fine yeah uh worth noting by the way that the wrecker uh does OTE up into a road Sergeant or arms Master M and when they do so they keep their jetpack yeah it has been a they keep their jet pack so you could have in theory if you got through a long enough campaign you could have a wrecker who becomes an arms Master yes with a jetpack fear me fear me yeah witness me so that's it for the main gangers let's talk about our brutes our pets and our vehicles so uh got to shout out the ambot here we've talked about the ambot a lot yes uh it's not unique to orlock but what it is is it's discounted yeah so there are I believe it's two gangs that get it discounted um and we haven't talked about the other one yet so we'll save that for later but the ambot is one of the best brutes in the game and they get it for 30 points cheaper at 185 yep why because they're miners I understand it's mining equipment I understand they get it a like discount from the manufactor whatever I just hate it thanks I hate it uh on the not so great side of things we get the lugger cargo servor which does not have a model nope to my knowledge it's 230 credits so 45 credits more than an ambot yep uh it comes with a harpoon launcher and a light carace by default uh it ignores unwieldy by default so suspensor built in it rerolls ammo checks of a one it has the shooting skill uh shooting's good yeah it is good the problem is is that it's a movement four BL skill four strength and toughness five with three wounds two attacks really good cool and bad mental stats so I see this as you take an ambot you make it shooting instead of melee and because of that they had to increase its points yeah now the problem is the Harpoon launcher is kind of short range not great yeah uh to give it a good weapon you've got to cough up 50 credits for heavy Boulder or 85 credits for a heavy flamer you will never do that and you should not do that cuz it's not as good as a heavy Bolter for 50 credits or 20 credits for a heavy stubber if you kind of want to go cheap yeah heavy stubber is not bad as long as you're not in the ash wastes yeah uh 20 extra credits to put on heavy carep armor which is not as big of a downside as it would be on some other brutes because this thing is not going to charge you're probably not charging and your initiatives already five yeah so doesn't matter uh don't do that if there are Photon Flash grenades around uh you can put a monoy on it for 25 credits interesting I think that's the only time I've ever seen a weapon upgrade on a brute they're pretty rare they're very rare I don't remember other ones if you are flush with credits because you're taking too pretty for Prim us on everybody you know what for 200 so the problem is for 280 credits you are getting a strength five toughness 5 ballistic skill four weapons platform yes once you start getting and you know a heavy Bolter even on ballistic skill four heavy bolers have plus two to hit at short range yeah which is 18 inches yeah it's not bad that's not bad like he's not that bad he's just expensive um yeah he's very expensive I would love to see what the model for this looks like yeah I've never taken one because I would always just rather put better guns on my gangers that's true again if you're flush with cash go for it but otherwise there are other options one of the other iconic parts of house orlock is their dogs doggos they're cyber Mastiffs they're exotic beasts they 100 credits and I'm going to say there might be the one the most worth it that we've talked about so far interesting uh they're they're stats are irrelevant basically strength three toughness three one wound one attack uh the main thing and it's it's melee attack is strength three ap2 one damage and disarm sure it's fine the main thing that this does is that it stops you from being cou a Gro while it is active and engaged within three hes of the owner MH not even within base contact of the person like right an enemy fighter cannot C to grow you while this thing is standing in active so normally you can't C to grow someone when you're within one in of another enemy but this one has three in of its owner so basically as long as it's in its leash range this thing can stay out of combat and still protect you yeah which is pretty interesting that is pretty good I don't know if it's worth 100 credits most of the most the exotic pets aren't it's fair I like the spider better yeah it's a it is a tough call weers are always terrifying yep between Weber and fearsome and it's only 75 credits compared to 100 I like that one better but this one is probably the the second best we've seen it's got the combat skills primary cool whoop you flipping do is combat the one with headbutt I want to make my dog headbutt somebody no that's braa oh dang combat is the one with like um Perry that would be funny uh hangers on uh there's a couple of them uh one of the big ones is the bullet version M he's 75 for everybody else but he's 25 for uh orlock uh all the ammo in the Trading Post becomes common any limited ammo becomes scarce Instead This has become less good in the new book because they took away a lot of the super special ammos some of them still exist but not near as strong that being said it's only 25 credits this has a lot of synergy with combat shotguns and fire strong rounds yes combat shotguns um the the The Limited ammo is always a turnoff to like go like ah well if I ever run out of ammo it's gone but turning your limited um indis sces it makes you take things you would normally take right U executioner rounds mhm for normal shotguns become very even better with this uh the Bolter Explosive Rounds yes uh also very good turn your bolters into a3s next is the Grease Monkey I I've always hated that name uh is similar to the uh The Brute Handler from Goliath in that it makes your brutes cooler but it's a hanger on so you have to have a hanger on slot and a brute or uh or what what am I miss jump boosters of your Wreckers oh the wrecker part I forgot so the GRE monkey 40 credits um you can overcharge one of your brutes or the jump boosters of your Wreckers during the pre- battle sequence an overcharged brute gets Movement ancts by D3 whenever it activates um however if you roll a one you get a wound with no safe yeah the jump booster gets D6 to the movement um roll each time the fighter is activated if you roll a one no extra movement and you only get a single activation um this one's not great it's not great for 40 credits for a thing that could hurt you it is not great but recer with an extra sence movement and uh if I'm reading that right uh it doesn't say instead uh it's D6 on top of your normal movement yeah and over D6 to the movement of a wrecker so they're nine plus D6 plus D3 I think this is instead of the D3 yeah an overcharged because you have to overcharge yes and it's D6 instead of the D3 which makes it even less good but it says uh Grease Monkey can overcharge the jump booster and if it's overcharged it's D6 I think it's on top of the D3 oh that that is an interesting one I have to take you that yeah I I that might be that might I'm probably not taking it either I mean not me either it's way too Niche and again potentially harmful and there's other better things that they can bring which we're about to talk about basically the priz fighter so for another 40 credits you roll 2d6 uh pick the highest uh time send credits after every match so you roll 2d6 you get a four 40 credits yep if you roll a one you get no credits if you roll double ones he dies on average this guy pays for himself after two matches M and dies in like eight matches or something like that on average I mean you could fail or you could never roll LEL once this guy is just sheer income generation with no risk just like two pretty for Rus except there there is a risk to give it to your there is techically a risk there too but another reason that they are high on credit generation and can get out of hand if they get this stuff early and get lucky and the price fighter you should buy early yeah I agree that's the thing about orlock is that they need this credit generation because there stuff is expensive yeah but it can get out of hand yeah but that's kind of necron in a nutshell you know true nutshell likea anyway ammo Jacks obviously not uh only orlock but I want to shout out ammo Jacks for orlock because they don't have an ammo check above a yeah basically anywhere anywhere um so rrolling ammo Jacks good yeah um it also should be mentioned that um the ammo Jack and because you have access to svant you can take munition ear which can also give you R steer ammo checks yes pretty good it's a good pick probably secondary after the prize fighter yeah all right let's talk about their one vehicle mhm uh it was the first vehicle released it was in the ashway starter head the orlock outrider quad uh it is 80 credits A light vehicle with 9-in movement one of the fast vehicles in the game toughness four on the front which is better than a light vehicle generally uh dedicated Gunner which means it can move its full distance and still shoot M uh with a move and shoot and it can uh it has two whole points which is also better than a regular it's just generally better we talked a lot about this in our vehicles specific video uh it's basically a light vehicle but better yep uh you do need to pay 35 points for the the crew instead of the 20 points for a scum racer um but it's worth it yeah uh the crew is basically it's very average stats but it has six up cool and cool is one of the mental stats that does matter for vehicles yeah it is the most relevant mental stat in the game yep so and you can stick have Bolter on this thing at creation which is pretty decent or you could put a last can on it later which is hilarious uh yeah it's a good allaround vehicle I heavily recommend bringing one they also look really cool they do they are really annoying to build though oh really yeah they're fair and paint hope you like sub bam B cuz you will use them yeah all right unique equipment not a lot yeah they have basically their thing is Bolt weapons bolt guns shotguns yes a lot of like again biker stuff and they get discounted boltt weapon bolt guns and shotguns yeah um but yeah they don't have a ton of interesting weapons they have the arc Hammer which I think is unique to them it is it's kind of like a slightly better it's a better two Entertainer because it doesn't give you the Min one to hit yeah I think which is you know with a problem with a two in Hammer exactly um they have a lot of access to the sonoff shotgun the sonoff shotgun sucks don't take it yeah it's pretty bad it's strength three instead of strength two but it's like 4 inch range for that plus two to hit yeah uh some groups you give it the sidearm keyword we don't because it gets too good yeah it goes from basically unplayable to why wouldn't I take one right to it's like the only thing you would use for a combat character yeah so yeah I mean it's thematic for orlock but don't take the sonuna shotgun it's really bad yeah yeah there's not a lot of unique stuff to them um I want to shout out that they also have pretty good access to the mining laser yeah which is the Poor Man's last Cannon yes strength nine ap3 three damage 18in range minus one to hit out of nine is the problem yeah but it's cheap it is cheap and you put that on somebody that's three up to hit is not that bad just don't use in the ash waast nope it's real bad there otherwise I don't really think they have much any house specific weapons I don't think so their thing is like cheaper bolters and combat shotguns you know arguably the two most effective basic weapons in the game yeah train there's a lot to talk about here but not a lot to talk about here yeah so I believe this was one of the first House books um no it was the third really this was after this was the first one this was no the chains was the first this was after chains and um blades oh yeah you're right because they were the original starters um the sonoff surprise hilariously the same points credit uh points cost as a shotgun oh no a sonoff shotgun is 15 isn't it yeah no it's five for five credits more than a sonoff shotgun you can get a sonof shotgun booby trap which is in my opinion better yeah I mean it's more useful than carrying it it is I'm still not going to pay for it um all it's it works like a booby trap if you move within so many inches of it um you have a chance to set it off with your initiative and you get automatically hit with a sonoff shotgun which is strength three scatter shot I mean yeah it does cause pin yeah cuz it's it's a gun technically I don't think it's good it's only it's only 20 credits though yeah I guess I could see the use for it it doesn't take up any ammo you just put it down yeah it's basically the shotgun trap from Fallout yeah B see a lot of this promethium barrels are 30 credits uh if you activate within three inches you only get one move instead of two uh you also get plus one to your Blaze roll um or sorry you get plus one to cause Blaze yeah with a hit so blaz in a three instead of a four so you only activ within three you only get one oh only get one move action sorry I thought it said only one action and I was like this is garbage no no it's one I mean it's still pretty bad yeah it's really bad don't get it but it's not as bad as a seror Sentry which is a Sentry for 100 credits that either comes with an auto gun or a shotgun and a five up ballistic skill it's like the uh what is the the servo skull yeah it's like it gets a single pistol with a five up and can't be increased like why why would you do that but this one's 100 credits yeah so much worse take your take your 15p point weapon and make it a five up Jesus yeah toolbox for 50 credits everyone within an inch get it's a free reload action you put this in the right spot it can help yeah uh also all your cyber stuff so your ambot your Mastiff your lugger the Sentry you're not going to bring can heal a wound on a four up within an inch uh so basically just the lugger because the ambot the Mastiff are going to be more than an inch away from this thing and you're never going to take the Sentry so the lugger could stand back and heal one yeah I could see a thing for putting the lugger by this with a heavy Bolter yeah and you know yeah put them next to an ammo crate and this thing and just turret yourself all day game that's better than this the Sentry CH yes it is granted it's also like three times the price yeah uh and then you get to the road Relic which is their Relic and is the best Relic we've seen so far because it has guns on it yeah rather than like making your opponent take an insane check or like giving you plus no no no stick a gun to it make something worth taking like it's a heavy stubbo but it's a heavy stubbo that does not have the want to hit it long range which is just immediately better and has a shorter range alternate fire version with Rapid Fire 3 and unstable woohoo I I love it I love this one I will be buying that it's not good I don't care but it's fun it's fun it's the it's the most fun Relic ever because this is our holy re Relic is that just a turret yes I mean Fair hop on and witness me this is yeah this that's going very Mad Max so yeah makes sense I will die historic in the necromunda roads all right and that's it so let's talk about some sample lists um the one problem with orlock is that because they can do everything there's kind of the choice paralysis thing right and and we say they can do everything but they're still a shooting focused gang yes they're not a their skills and such reward shooting more than melee true but they can throw down in melee will enough yeah I agree so with that in mind they're like so Goliath is the other side it's they can do both but they're better at melee and Goliath yeah because Goliath can carry heavy bolters just like everyone else yeah and they're terrifying but these guys are just a little bit off to the range side of the spectrum yeah so my starting list that I built as a road Captain uh for 105 credits I put a Servo Claw on him because it has plus two to your strength no AP but two damage it's pretty strong in initial start that's pretty good and I put a Plasma Pistol on him because that thing will last you the entire campaign m one downside of orlock is that your road captains and sergeants do not have access to armored undersuits o on their house list your arms Master does that makes sense your other two don't so at the start you're only getting mesh and you're liking it MH and of speaking of which I gave him mesh I also have a road Sergeant with a shotgun with executioner rounds mhm which to start with is brutal strength four execution rounds are ap2 two damage plus one to hit at long range outside of 8 in so that he's not he's a closer range character I didn't give him a Bolter sure which would have been about the same cost actually would have been cheaper to give him a Bolter U no sorry five credits more to give him a Bolter but this is building him up for later because if I give him a heavy Bolter later uh having that shotgun true oh hi you got close to me that was a bad idea yeah of course I have my arms master I gave him a combat shotgun and MH armor M you notice I didn't mention skills on these you can't go wrong nerves of Steel for your road Sergeant my road Captain I would put Iron Will on and then my arms Master depending on if I'm feeling see I would be more likely to put nerves of steal in my arms Master because being a I mean you don't have melee on him yes um but I would put melee on him and having U being a melee uh specialist without the ability to not be pinned is rough yeah it's a it's a rough choice between nerves of steel or something like uh Unstoppable then I have two Wreckers both who have auto pistol and flails no armor to start a gunner specialist who has the classic grenade launcher with a fragen crack can't go wrong with that two Gunners with auto guns two green HS with sub guns that gives me a total of 10 guys off the bat it's pretty good uh for 995 credits A lot of them don't have armor but a lot of them are supremely disposable so I don't care um so my list is less specific and more nebulous um which is to say you didn't write it down which is to say I didn't write it down um what what is a list man if you think about it what does a list like mean so um I would probably because they are so good probably take some things that are very similar to yours uh but I would swap swap things around a little bit my road Captain would have all the armor I can give him um so the bad news is that's just mesh I know uh mesh and a combat shotgun because I want him to be up front because I want him to be a little bit both yep um and I would give him iron will uh the road Sergeant uh which I will be taking one of each Champion the road Sergeant I would likely give a Bolter to start because it's cheap um and good to start the game with also mesh because I can't give anything else uh and then the arms master I would start with just the arc hammer and then all of the armor can give him come here yeah he's and like I said um AR 70 credits by the way which is a lot but it is good it is it's a lot but it's good uh oh and for the road sergeant again you can't really go wrong but if I had to pick like at the moment it' probably be muner like M yeah um especially if he's going to have a Bolter and the road Sergeant's goingon to have a shotgun um then I would take a specialist with probably a grenade launcher because the best thing a specialist can take I know it's very boring yeah but it's real good and then I would fill out the rest of the list with recers because they're broken they're not broken they're just good you we're gonna have so much fun when we get to corpse surer Colts yeah those recers they move nine inches anyway my lead is GNA move 18 hey hey hey we have a house ruled that that's not how that works I'm just saying no even with the house Rule still can move like 18 inches in one cuz two 9 in moves yeah that's true yeah no don't give me that fair enough um so yeah I wouldn't bother with Gunners I wouldn't bother with greenh horns I would just like give Wreckers all the way down Wreckers all the way down uh preferably with cuz I want to give them flamers later so probably some cheap range weapon like a stud pistol and then a chains sword if I can afford it I really think the auto pistol is way to go I know it's a little more expensive but it's so much better in combat than the stub pistol that's true um the stub pistol well but the St p more versatile at range the stud pistol is more versatile at range it it has access to the uh the Dum Dum rounds which is and it's cheaper it's five credits it is five credits which is like I said I want to make them super cheap and they're plus two at short range yes which means that ballistic skill four no five no no no it is four it's four is four so goes down to two at short range and you can move into short range really easily with a 9 inch move without even overcharging that's a very good point like you don't have to use Wreckers as um combat you can use them as mobile shoot platforms with pistols which why when I like to go in on record I like to give one a Plasma Pistol because a mobile Plasma Pistol shooty recer is terrifying yes it is now the only problem with wrecker spam is that because their mental stats are bad when you start failing nerve checks you are screwed yes that is the one the Wreckers are very good but they do not stick around which is why I have uh iron whe and a road Captain to get plus two to all of that well they don't get plus two to the nerve checks when like someone dies nearby oh they don't have to be next to each other they just they don't have to do within three oh yeah I'm not saying it's a bad idea like the records are really good yeah you just have to play them carefully because they're not Champions yeah they are fragile because they have none of until they level up to Champions none of that you are never getting a record that High um watch me my dual L cutter wielding record last campaign didn't even get that to that point it's cuz you two last Cutters you did it wrong yeah I know I just I blended a ridge hauler in one hit but I did it wrong yeah I should still only counts as one exactly apparently uh no Wreckers are great but they don't have any of the keep me alive sticks yeah so they fold like wet paper and they run like the breeze but that's the same as a greenhorn yes oh yeah um and I still have a specialist so I have I have four that aren't those and then the rest are just like running at you screaming with a chain sword and pistols no I think it's a I think it's got Merit to it yeah uh less Balan but probably more fun yeah which is how I do yeah fair so that's orlock in a very very large nutshell yeah they do everything a little bit nothing that they technically excel at maybe credit generation I guess you could say yeah kind uh honestly the dwars go a little bit that way to yeah I was about to say every and every faction can do that in every Monda um so I don't want to focus on that too much they just have a couple things that can do it a little bit earlier than everybody else yeah overall they're really fun to play this was our second place for starter factions because they're not quite as easy to play as Goliath off the bat right but they can do a little bit of everything and they lead very naturally to certain things they're less forgiving than Goliath because Goliath just had the stats to make up for it uh but they're also less confusing than Goliath because the genan smithing can get tough yeah Goliath is easy to play asterisks asterisk is ignore genan smithing yeah um whereas orlocks just easy to play yeah and legendary names are super simple you slap one on there and have fun yep you just get an extra ability yeah and that's it yeah so we are narrowing down the list of available factions left only two left are Flame boys codor and our Baldi boys dock before as far at least as far as the main houses yeah then we'll start getting into the auxiliaries like our stunty friends and our Ash waist friends and our cop and our bloodthirsty friends and our yeah and our corn on the cobs until then let us know below which one you want to see next and we'll talk to you next time byebye for
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Channel: Miniatures Rundown
Views: 2,864
Rating: undefined out of 5
Keywords: Minis, Miniatures, Games Workshop, Warhammer, Miniature Painting, Tabletop Wargames, Game Talk Network, Models, orlock, house orlock, necromunda, necromundown, how to play orlocks
Id: dk-XDrscZsM
Channel Id: undefined
Length: 49min 4sec (2944 seconds)
Published: Mon Jun 03 2024
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