Necromunda General - /necgen/

Alive game, ded thread edition

Free Fan Resources
>yaktribe.games/community/vault/categories/necromunda.2/

Old Books (as in fluff, BL novels)
>mega.nz/#F!wx4BiKhD!YhnAf1BqSmAB8dO6xDM56Q

Actual old Necromunda rulebooks:
>mega.nz/#F!oTREUCDZ!Ne5yp0H0ETOlNqd-uwOg2g

New Resources
>necromunda.com/wp-content/uploads/sites/5/2017/11/ENG_Necromunda_Gangs_Of_Legend_Download.pdf
>necromunda.com/wp-content/uploads/sites/5/2017/10/Necro_Roster_ENG.pdf

New Reference Sheet
>necromunda.com/wp-content/uploads/sites/5/2017/10/Necro_Ref_ENG.pdf

Underhive and Gangwar 1, kindly donated by Binderanon and a hitherto unnamed user (there's also a preview of Gang War 2 in there):
>mega.nz/#F!F7AyAYTY!h9RuJLvAHUA8WC4hQEwIcw

FAQ when?

Finally played a game on terrain. Grenades/grenade launcher kick ass. The ability to place a template and hit fighters behind cover is great.

Also, Goliath initiative is dangerous. Had a fighter go out of action after trying to jump down 3.5 inches.

R34 when?

>nu-Bioware tier of females
>wants r34 with them
fuck off, Veeky Forums re christian imageboard

Who said anything about females tho?

Nice, we're starting out a Gang War campaign with my group in a week. I just need to get my three gangs plus a shitload of terrain ready.

Gonna be building and painting all through the holidays.

I like your style user.

Someone on reddit (yes, I'll fuck off) made a thread collecting questions for FAQ:
- The skill Mighty Leap is really unclear on what it does, either it allows you to make Leaps, and no one else can without the skill, or it lets you make longer leaps in some way that isn't specified. Please clarify.
- The Toxin rule is awful, currently the rules state that you make the Toughness Test instead of an Injury Roll, but if it fails it does nothing. It's mathematically worse than just hitting someone with a regular Knife, because with that you have 4/6 chance to take them out (with a following coup de grace) and 2/6 chance of flesh-wounding. This CRIPPLES house Escher, makes their weaker weapons more expensive, and really limits their weapon choices overall. Surely this isn't intentional!?
- What do Scare Gas Grenades do? Where are the rules for them? What does the Fear trait do?
- The stray shot mechanic currently allows fighters to bend bullets around cover, and get a better hitrate. If an enemy fighter is in full cover a Juve hits on 7+, but if he shoots at someone in partial cover behind them (on a 6+) and misses he then hits the original target with a stray shot on a 4+. Real potential for abuse here.
- Does the Charge action require line-of-sight?
- Do Juves ever get armour? There is no ruling on gaining armour in the downtime rules, and it can't be purchased at the trading post.
- Club/Hammer/Maul and Stub cannon statlines are absent from the Gang War Book, despite being available at the Trading Post and Goliath Armoury respectively. What are the Stats?
- The Underhive Armoury in the Gang War book includes a statline for a Sawn-Off Shotgun, but there is no way of purchasing one.
- There are a lot of useful weapons in the Legacy PDF, but they do not have rarities assigned to them so can't be merged into the Trading Post.
- Goliath Juves have access to Agility as a secondary skill pick, but not Combat like the rest of the gang.

- Escher Lasguns are 5 points, Las Pistols are 15 points.
- Juves require 6 advancements to match the stats of a ganger, which even when you take into account the 10xp for +1 M and +1 I puts them 34xp behind a Ganger. They are never going to be worth the 30 credits you save by hiring one instead of a Ganger.
- Juve maximum stats cap much lower than a normal fighter of any other type, in long term campaigns it makes them redundant.
- When Charging does moving within 1” automatically pull you into combat or does your total move need to get you into base to base? If the latter what happens when you move within 1” (as allowed in the rule for charging) but not base to base? Do you stop 1” away or do you stop the full move distance.
- Can a Ganger equip a Special Weapon without being a specialist? A Grenade Launcher purchased from the trading post? A Chem Thrower in the Gang's Stash?
- Is a ganger who is equipped with a weapon from the special weapons list during gang creation counted as a Specialist? Can you equip another Ganger with a Special Weapon if the one from gang creation dies?
- Can Escher fighters equip Goliath weapons and vice versa? They can acquire each other's equipment via an exchange for a captured fighter. Nothing in the rules prevents this.
- When Specialists become Champions do their stats change? We went over juves, there is a specific paragraph for them. The xp purchase for gangers to become champions just says they are promoted to champions and gain a skill. What does that mean exactly?
- When you hire a Champion their stat caps for Wounds and Attacks is 3. Juves and Gangers who become Champions through promotion have a cap of 2 for those same stats, meaning a Promoted Champion is inferior to one that is hired.
- Currently there are no modifiers for shooting blast weapons at fighters in cover, since cover is based on the model, and blast weapons don't target them. Is this on purpose?

- Since blast and template weapons don't target fighters, they can make attacks against fighters that are Hidden. Is this on purpose?
- Will, Int and LD are currently only used for a few skills and niche actions. Will there be more uses for these stats in the future?
- Can the True Grit skill negate an injury roll caused by a Stimm-Slug stash?
- Can Gangers use weapon attachments? Can juves use special ammunition? Rules say Gangers may use wargear, but weapon attachments are in a seperate list from "wargear". Juves should be able to use dum dum bullets, but the rules as written, they cannot. Same with wargear, they can't have them.
- Is there an error in the Ganger Advancement table? The Gang Value increase for WS/BS and WP/Int seems to be the opposite of the Champion/Leader/Juve table. The Ganger Advancement table seems to be the error, where WS/BS and WP/Int positions have been swapped.
- Do Gravchutes cause fall damage on enemies or allies you land on?
- The Entangle weapon trait from the gangs of legend PDF has no explanation of what it does.
- The 'Humiliated' Injury result says it decreases Leadership and Cool by 1 - is this intentional? The Leadership decrease is fine as debuff, but decreasing Cool seems like a buff (should it be -1 Leadership and +1 Cool).
- In a Sector Mechanicus game it says to place Loot Caskets (p21), but then the only reference I could find to what Loot Caskets do was in the Looters Scenario? Is this how the "regular" Loot Caskets work? Ie D3x10 credits if you are in possession? Do you have to get the casket off the board like you do in the Looters Scenario to be in possession, or is simply holding the casket enough?

lol at GW rules writing.

>Veeky Forums re christian imageboard

So is paheal

Reminder that all eschers are essentially clones of their mothers.

Jumping has never been a good idea.

-th for Iron.

Good luck buying these guys from a store, they're going to get leapt on as chaos cultist alternates.

Told my store manager I was really looking forward to these guys, he said he'd set a box aside. Guy's a bro.

any date on their release?

February some time.

Likely early-mid Feb, yeah.

Endgame, I see!

Hot

Claim your waifu

Claimed

Need to get some catwalks on that shit man. It's not Necromunda if you can't cross from one side of the board to the other never touching the ground.

I'm thinking of doing so civilian shanty towns and currently running my head through ideas, I can easily imagine it being made out of materials at hand.

I'm more curious to know if the Imperial Aquila is treated as a holy symbol? Because as material and metal are used, I could imagine folks getting up and tearing through these materials in a need for shelter and such.

Is it stupid to expect FAQ and errata before then or are they going to use Gang War 2 to clean up the mess...?

I have no idea. GW proper have been very quick on FAQs since the launch of 8th edition, with codexes getting FAQs 2 weeks post release. FW have been awful though.

...

Has anyone checked the community site under faq?

Even the category isn't there yet.

I'm excited for these guys. They look really nice. Need to get a demo before I commit to giving GW my money again, though.

Got some enforcers done and about to paint them. Since they don't have legacy rules just yet I'm kind of stuck on how to rule them, just to play some mates in a campaign so we're pretty loose.
I was thinking as using the legacy Van Saar a spin a base, making the BS a bit worse and blending the old enforcer rules with the ammo skills and weapon profiles... any thoughts?