Gentlemen you do me much honour with your kind words, a compliment from Plynkes on my backstory, well thats a memory to treasure. Jolly Bob, thanks for that tip, I will doubtless get dragged along to Debs in January for the sales, and now I will have my own objective. Fortunately Edward (Mr Dodo) has some of these planes himself. So maybe Capt. D'Astardly will bring some friends from the Vulture squadron back with him. The next installment is planned for November, and there will be a follow up report.
Red Orc and Marko, as for the rules, the thing I most like about them is their simplicity and flexibility, especially as one can avoid getting tied down with all the GW nonsense. Characters can be allocated fairly realistic stats, and the same applies to the extras. With a campaign it would be a fairly starightforward matter to develop character skills, by merely adjusting the skill menu to fit the era. One could give driving skills, crackshots, stealth etc. For me the positives of this set far outweigh the negatives. Weapon stats and ranges can be easily converted. I use the leadership as a means of assessing characters abilities to perform tasks. The only slight negatives for me are the armaching amounts of dice to be thrown, but that is no big deal really. The wound system is a bit vague, 1 for a flesh wound, then 2-5 for "down" and only a six for killing. That might need some tweaking, perhaps a two tier system, one for heroes and one for extras. So that heroes can sustain flesh wounds or knockouts, whereas the poor old extras might die. Not unlike the original Star Trek, you always knew the guy in the red shirt was a goner, especially when you had never seen him/her before. But I will stand by the rules, I mean, its a pretty good set of rules that enables you to play only using a playsheet. The only thing I have borrowed from elsewhere is the GW rules on damage to vehicles from WH40K. I did mean to try out Triumph and Tragedy, having read good things about them, but why mend something that isn't broken. These rules have been used by me for a variety of historical skirmish games with no adverse results. A big factor is the people you play with. But that holds true whatever the ruleset.
For my money Necromunda was one of the good things GW have done over the last few years, which is probably why it no longer appears in White Dwarf that much.