Necromunda General

Hired Guns Edition

Rule Transcriptions
Full transcription - reddit.com/r/necromunda/comments/7er2y8/necromunda_underhive_rules_transcript_en/
Tactics Card spreadsheet - mega.nz/#!ZG4mTbxS!8-jwRzThW3mOcvyoGDuKk97Ol_FOJ7FdaCx-Jnn6qTY

Rulebook Scans
Underhive/Core Book - mega.nz/#!ofRi3RKC!OZxxi54Q_PWERg7BaqGZsryf_iXrSGU8R0hL-47fPvE
Underhive Scenarios - mega.nz/#!xOZQ0ZwT!Tr4ExZbe1VhMHnyyOY1qCHlQLiK2YY1vet63D4-y_fI
Gang War 1 - mega.nz/#!tHI2XZyJ!g1ZDlhCzaTWIS5TmTUrdJsp_ELAVIScPAyXvsILtPFI
Gang War 2 - mega.nz/#!9OZlRKbC!Vh90vELCHMhDYweiLH7nr-vpG-zIZAUIsvGtTOKwN4k

Gangs of Legend - necromunda.com/wp-content/uploads/sites/5/2017/09/ENG_Necromunda_Gangs_Of_Legend_Download.pdf

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Got most of those Scum models from back in the day. Looking forward to wyrd's making an appearance one day.

I'm guessing that we'll be seeing them when Delaque are released. They're meant to bring psychic rules into the game with their Spook powered artificial wyrds.

Anyone done any work on homebrew gangs from the old stuff or anything new?

Someone is working on spryers and I've seen a few people mulling over enforcers. Former was posted up in the previous thread.

There's also Genestealer Cult gangs coming in March's White Dwarf.

>There's also Genestealer Cult gangs coming in March's White Dwarf.

Cool, any info on that?

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Anyone gt the necromunda short story collection?

I'm tinkering with a faction, though they were not in the original. Hospitaler mission. Non-militant (yeah, no power armour being seen here. That's out of scale) sisters tending to the poor. Good mental stats and armour but lacking a lot of the nasty edge that gives underhivers the upper hand.

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Link to my Spyrer homebrew again. Feedback appreciated!

I took a look a while ago. Any notable changes recently?

As I said in the last thread, I haven't gotten around to actually playtesting it, so no, unfortunately not.

Looks kinda cool. Didn't the old rules force you to have 1 of each, rather than any composition you want?

First draft of a Hospitaler mission, no promises it's balanced yet. It's based on the fluff that the Sisters Hospitaler are one of the primary groups that go and mission to the poor and helpless of the Imperium rather than just the nobles, which is why they have a saintly reputation among the imperial guard.

That and a bit of Sisters of Sigmar from back in Mordhiem.

The general design idea:

>Tough champions and leaders but gangers are rather average.
>Very good mental stats but mediocre direct combat stats.
>Quite poor melee.
>Tricky to permanently remove from a list.

I'm a little iffy on the weapons for them (In that they don't really have anything 'special' beyond the superior medicae kit option. They've mostly got a Gangs of Legend equipment list with more restrictions and a small price decrease on Bolt weapons). I'd been tempted to look into some more 'medical' options on that front but I didn't want to steal the toxin role of the Escher from them (And they've already got rather limited needle weapon access, with the needle combi weapon as a special) as my initial idea was tranquilizer rifles (Needle rifles but all Lasting Injuries by it are treated as Out Cold) so I played it safe and scrapped that for now.

I also tried to keep 'Weird special rules' to a minimum (Hence no Shield of Faith right now and them using Credits like other gangs, even if fluffwise it's a representation of their support from the locals and the upper hive).

Addendum: I messed up a bit. Initiates should only have A1 rather than A2.

4+ armor with shooting primary and bolt weapon global.

RIP.

Also Juve always have 1" move more than everyone because lulnoarmor.

Seems like a tougher but less shooty (don't get that crazy 2+ bs leader or heavy stubbers) van saar.

Really feels like it needs something extra, gearwise. Escher, Orlock and Goliath all get a few unique bits while these guys only have one.

Gang War 2 says bounty hunter choose between flak and mesh armor. No point post. Why would anyone ever pick flak armor when mesh is better in every way?

Because flavour.

No idea. It'd make sense if, say, Mesh wasn't compatible with the armored undersuit, or came with some restrictions to it, but it's all cost free so why even have that?

Armor needs a point cost like all other equipment. That'd solve a lot of issues.

I think I had 4 or 5 of them but only have one left cause I was an idiot child and didn't take care of things.

I played Necromunda way back in the day and had a fucking blast with it. I saw that it's getting rereleased and I'm pumped as shit. What's changed? Is it worth it to get the new box set? What's the playerbase like? Between the core rulebook and the gang wars supplements does it cover as much stuff in as much depth as the old release?

its gotten both better and worse.

- Gangs start ff with armour, leaders/champions get more wounds and a skill apiece.

- no psykers

- Hired guns are absolute garbage and pointless.

- Only three gangs released so far, you need to buy the main boxed set and two £17.50 expansion books in order to play goliath/escher/orlock

- ore expansion books in future to play as each of the other gangs.

- Full weapon list in next expansion.

- Rules are all over the place in terms of quality/needing faq's.

- Squat and beastman hired gun miniatures though.

- Miniatures are quite good even if the joints preclude easy arm swapping in the case of goliath/escher., resin kits to come out to give each gang the full range of weapons.

>- no psykers

That needs a "yet" on the end.
The way they've been doing rules piecemeal means they just haven't been included so far.

- white dwarf will have rules releases for genestealer cults/chaos cults and bounty hunters, also bounty hunters have a choice of three different profiles, on of which is clearly a squat profile s potentially you can have a gang of squat bounty hunters.

- Rules for hangers on like docs, cooks etc, which can appear in person in certain scenarios.

- Future rules for pets, each house has its own pet, goliaths get sump crocs, escher get genetically engineered feline, orlocks get dogs, cawdor get bomb rats and van saar get mechanical spiders, not sure what delaque get.

Rules for guilders in future like water guild/promethium guild and corpse guild, ether as npc's or a gang in their own right.

I can't remember the details of the three bounty hunter profiles, but I remember getting the distinct impression that one of them (the middle?) was garbage.

Guy you were replying o here, yeah, its the bottom one, it's not as tough as the middle and not as fast as the top and only has one wound

I remember being impressed by how awful the mental stats were on one of the profiles. I'll have to check which.

Looking for a group to play online.

I remember that when I was playing Necromunda last in ~2006 that it was like a free for all with what models people used. Now that GW is supporting the game again is there less proxying and converting with third party models?

That would be the bottom one. It is either the worst Goliath ever or their for ork freebooter conversions.

GW tend to be a bit strict with what you can use in store. Your LGS probably won’t give a fuck.

My group is trying to start up the original Necromunda and one guy wants to play genestealer cults but when I was looking over the rules for them it mentions fielding a Patriarch (Mentor), does anyone know what book that comes from?

The original rules just gave you 1000 creds and a base cost for each rig, you could fill out the remaining creds by giving you hunters starting xp. The NCE did away with that by simply saying you start with 5 hunters, I kept that since it was easier than coming up with exact point costs for the specific rigs. Neither of them restricted you in which combination you could take, just that you couldn't change it after you started.

2nd edition tryanid codex

Your best bet is asking on Yaktribe. I think their community edition should have everything.

The new game is, fundamentally, really good. Alternating activations and the two action system works really well, and things flow a bit quicker than the old version.

That said, the rules release format is a clusterfuck for a bunch of reasons. Thankfully they've been consolidated into a single pdf by someone on reddit, but they're still not as rich an offering as the original Necromunda yet. There's also issues with some stuff (Toxin weapons being of dubious usefulness, hired guns being prohibitively expensive).

I expect/hope by the end of the year, when all 6 house gangs are out, the game will be in a good state and with a consolidated rules compendium.

Maybe off topic, but the nearest GW is pretty far so I kind of doubt I'll be going there. Is there some type of database with reviews and shit for FLGS? I don't wanna get back into it if it's only some grognard neckbeard basement dweller shit nearby. Is the Necromunda community growing? Who tends to play it?

Is Mox in Seattle any good?

The one in Ballard or the one in Bellevue?

It's alright for boardgames and cardgames. In my opinion the tables are a bit too small for miniatures games. It's also pretty heavily associated with Wizards of the Coast (Like four blocks away from the HQ) so they tend to favor their games a bit more.

Both locations have horrible parking.

Games and Gizmos had Necromunda tournaments back in the day, but I haven't been to any of their locations in 15 years so I don't know what they're like now. Talking with friends I think it's still a hangout for Privateer Press people so it probably favors Warmahordes.

Terracrux in Tacoma is starting a campaign after GW3 comes out. Place is nice and well lit and has plenty of tables but parking is a bitch aside from Sundays. If you're coming from outside of Tacoma you'd want to park at the Tacoma Dome Park and Ride and take the light rail to Commerce St.

I know some of the Flying Frog people have a gaming association that rents a meeting hall in Redmond, but I think that's mostly boardgames and rpg stuff.

So, I'm trying to figure out my Goliath gang. My thought was to have a ranged group that activated with my leader, a melee group that activated with a melee champion, and a half and half group that activated with my other Champion.

This is what I have planned so far:
Leader - Power Hammer, Grenade Launcher
Champion - Renderizer
Champion - Combat Shotgun, Brute Cleaver(Actually a 1st edition WH40k Ork Chainsword)
Ganger - Brute Cleaver, Grenade Launcher
Ganger - Stub Cannon
Ganger - Brute Cleaver, Spud Jacker
Ganger - Stub Gun, Spud Jacker.

Which leaves 25 credits in the stash. Any suggestions on improvements? Should I swap some of the brute cleavers with axes so I can put grenades or stimm slugs on the guy with a renderizer? I'm trying to keep it Wysiwyg.

Oh wow. I just realized that Stimm-Slug Stash doesn't have any kind of "once per game" limitation on it. Technically you can use it at the start of every turn with that character.

*tzz* Oh yeah, that's the good stuff!

You do run a slight chance of dropping dead, but that's the dangers of substance abuse...but yeah, stimms are good.
I especially like how they mimic actual stimulant abuse by having the stimm give you (potential) flesh wounds, which you can get rid of with further stimms.
Definitely a very good item, but at 30 credits too expensive to just slap it on every ganger you have.

On a Champion with True Grit you can pretty much use it every turn of the game without much risk. Only a 1/3 chance of being injured, only a 45% chance of getting worse than a Flesh Wound.

I don't know why people would ever bother with Brawn skills on Goliath champs when Ferocity skills are so nuts.

good info, thanks!

Has anyone had a chance to play with the models much? How's the sculpts? Are they very compatible for conversions? I've got a bunch of leftover guard bits, and was thinking I might be able to use some of the weapons and things with the escher gangs.

Got around to checking it, yeah I can confirm #3 is balls. #1 is the best for solo mobile shooting, #2 is best for everything else, and #3 fills no role or even niche.

I wonder how they'll do Wyrds when they eventually happen. I'm sorta hoping they don't do them the 8e way (With Mortal Wounds for psyker powers). Mortal Wounds work ok with there is a shit tonne of models but 'Remove d3 wounds from the model, no save or wound rolls' sounds really boring and shitty with Necomunda.

Mortal Wounds make more sense for rate-of-fire based abilities anyway. The idea that rare-but-powerful shots should always deal X unavoidable wounds is backwards, and this is why Mortal Wound psychic powers are so uncomfortable.

>Are they very compatible for conversions?

Orlock yes

Goliath, Escher nope, different arm size, different hand size. unless you don't mind your ganger with smaller/bigger arm than the other. Converting usually involve cutting the hand and the weapon out of the weapon arm and attach them to approriate arm from the gang.

What are the months for the WD release for chaos cultist? And what kind of customization can I look forward too or will I be stuck with the loadouts they come with from the box?

>or will I be stuck with the loadouts they come with from the box?
most likely this as GW doesn't put out rules without models anymore and removed rules for anything that didn't have official rules after the chapterhouse lawsuit. They have to do that so nobody else can claim a creative precedent over their IP.
They even named the Scion transport for a Beastmen character that didn't have a model so nobody else could use the name anymore.

So most likely only loadouts they sell, although probably the loadouts from DV, not just the snap fit ones.
At least that's what I'd expect. I'd be surprised if you get a full armory without them selling the models these days.

They are the same cultist models sadly. Yah the chapter house stuff is a complete shit show for what it's done for 40k. Some people I've talked to that play other games like Warmahordes even reference that shit for model and rules releases. Was really just hoping the WD release might include some of the FW r&h stuff if only for some variety and customization.

I want my fucking Space Cops goddamnit.

I imagine that starting loadouts will largely be restricted to the weapons in Dark Vengeance, but if they get access to the trading post then you'll only be limited by your ability to convert.

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I hope Delaque get psyber monkeys.

>- Future rules for pets, each house has its own pet, goliaths get sump crocs, escher get genetically engineered feline, orlocks get dogs, cawdor get bomb rats and van saar get mechanical spiders, not sure what delaque get.

I'm curious about how pets will work, mechanically.

If I had to guess, they'd attach to a gang member and activate with them. Would probably be quite restricted in what actions they can take, though.

Yeah, that's my thoughts. Rather hope they'll be worth taking (As melee-only units they might be a bit iffy if priced poorly)

tl;dr your basic dudes are neophtes, acolytes are your champions, your leader can be pretty much any model depending on their loadout and if you somehow own some aberrants you can bring them along too.

they're comingat some point.

>And what kind of customization can I look forward too or will I be stuck with the loadouts they come with from the box?
Honestly the loadouts from DV already give you a pretty good selection of weapons...you got autoguns, autopistols, clubs, flails, knives, a shotgun, an axe, a sword (the latter two potentially as power weapons), a heavy stubber and a flamer in there. I'd imagine they just give you the general access (so Leaders/Champions can get everything, one ganger at start a special weapon and juves just cheap pistols and melee weapons) - if they simply put all of the above gear in a normal equipment list, that's as many weapons as Orlocks have access to, not counting grenades and general gear.

>Some people I've talked to that play other games like Warmahordes even reference that shit for model and rules releases.
Isn't Warmahordes even worse when it comes to conversions and 3d party models? From what I've heard, at least in official tournaments, if it's not 100% the original PP model, you're not allowed to use it or something (even heard something once about not being allowed to use non-official paint schemes, although that very well might've been garbage).

this.

plus the WD rules are probably a temporary hold over until we eventually get the "Chaos Uprising" gang which likely is going to be a full faction with dedicated (option filled) kit release.

conversions are allowed. as long as its clear what its meant to be. PP tournaments have a TO permission system instead of TO exclusion like GW events. 100% PP is correct though.

So, thoughts on the genestealer cults?

At least we know what Rending does now.

Webbers look really fucking mean. Honestly, they look as a whole like they've got serious type advantage against house Goliath with Webbers, Hypotism and just how few fucks those heavy grenades give about that T4.

4+ attack juve equivalents is kinda crazy. I'm not really noticing any weaknesses to them as a faction rather than 'Kinda mediocre armour' (And it's not really worse than the Escher armour).

Wait, nevermind. I noticed they are Mv4 at highest, meaning they are activley slower than Goliath (Who can at least get the Mv5 Juves). They are really going to want Infiltration on stuff.

They don't have any Juve equivalents. Otherwise I agree with you, they seem pretty strong, although the 4" movement makes them a bit slow.

Adept abilities are cool and unique, their weapons are all useful (toxin weapons aside maybe until they fix it...), and their general special rules are fitting. Nothing seems overly powerful - now if they only made Aberrants available somehow (although they feel a bit like a trap choice desu - they are dedicated melee units with slow movement and absolutely no way of getting any protection from being pinned over and over, making sure they pretty much never get to their target...).
Also feels a bit weird that Acolytes have only one attack and can never gain the "extra arm" wargear, even though they're clearly intended to have 3 arms (they can even take 4 weapons, opposed to the 3 normally permitted).

>They don't have any Juve equivalents.

They sorta do. Settlements give a free Neophyte (Who is on par with the gangers for other factions) rather than a Juve and anything you need a Juve for, you may use a Neophyte.

Abberants I'm iffy on, yeah. Not being able to get skills confuses me (Since as a slow melee guy, they desperately want Infiltration but can't get it).

Fair enough, but otherwise neophytes are treated like gangers - they don't have access to skills until they become specialists, are more expensive and have vastly expanded access to equipment.

Fluffwise it makes sense that aberrants can't get skills, since they're basically at animal levels of intelligence. Ruleswise I agree it really hurts them, as they really need infiltration or at least Nerves of Steel to get anywhere. At least it makes it less painful that it's basically impossible to get them at this point, short of buying the deathwatch game.

Yeah. I'm not sure I'd ever run Abberants; slow, unlearning and melee only doesn't make for appealing models.

Aberrants don't have access to an extra arm, Rock Saw and Bonesword have a (1) accuracy modifier. Is it +1 or -1?!
Fucking GW.

More than 30 years making rules and the fuckers haven’t learn a single thing.
They are still making the same mistakes of decades ago

Acolyte have 1 fucking wound.

No access to wargear, which mean late game they suck when everyone have underarmor and all kind of roid in their pants.

Ganger have extremely high Cl mean they can snipe your Leader ass off the board very easy.

So this gang is like a reverse of a normal gang. Champion and leader suck ball but Ganger are fucking amazing. But you need champion because apparently ugly alien can do gang stuff better than 99% seem legit humanoid alien.

>Champion and leader suck ball but Ganger are fucking amazing

Eh, the Leader is pretty good for that their role is. Hypnotism can do good work in stopping attacks and they can do objectives like a motherfucker with those mental stats. They seem to be less a traditional Necromunda leader and more like an Infinity objective runner, getting the important stuff done while the gang fights.

Still, in a straight up fight they seem like they've got some issues, yeah as not all missions will actually pay attention to objectives and dangers that need mental stats.

Well this makes me happy.

>Hypnotism can do good work in stopping attacks

That's the compensation for them not being able to get any safe-range weapon and had to be extremely close to if they want to fight. or else they're just useless pile of shit on the field and that ability just to protect them from harm.

Seriously they suck.

Yeah Acolytes are a bit bad for their price tag. They have good stats, but 1 wound and attack (and no access to wargear, as you pointed out) hurts them compared to everyone else's champions.
I'd be interested what happens if a specialist ganger chooses the champion upgrade - would they turn into an acolyte? If so, there's basically no incentive to ever do that, since they suddenly could no longer use the majority of their gear...

Goliaths have the same cool stat on their gangers, so I'd say that's not too OP, especially since GSC don't have access to shooting skills

nigga wtf are u doing, full leak here

>Goliaths have the same cool stat on their gangers
Goliath don't have access to good gun, GSC have access to Sniping Lazor, and Super Saiyan canon. They can snipe you off board in game 1. Don't ever expect ganger to gain skill so doesn't matter what skill they get.

>no good gun
>grenade launcher
>pick one
Also, accuracy on mining laser and Seismic cannon at long range is trash with a ganger that has 4+ BS - and you have to pay 50 creds on top of the already expensive weapon to make them able to move and shoot. On top of all that, you can only ever have one of these weapons. Granted, they're still strong, I'll give you that, but I wouldn't call it game-breakingly OP.

>you need to buy the main boxed set

False. They sell Goliath and Escher in separate gang boxes as well.

Most of what these guys are packing is pretty clear, but what about the dude in the front? It looks like an autogun, but it has a drum magazine. A shotgun, maybe?

It's an autogun with a drum magazine, similar to the ones Orlocks have. Generally the cultists so far have no shotguns apart from the pump-action one of their leaders carries.

Actually what I had in mind was mass autogun/lasgun and only 1 special weapon fisrt game. Which Goliath can't do, and Escher would be amazing if they have Cl 5+. Maybe it would be better to ditch the special weapon to get more Neophyte.

Currently the rule do not allow Orlock to take special weapon but Escher and Goliath can, which might be faq either way.

Do we have rules for the Cultists anywhere?

It's a autogun as well.

Not yet, they're supposed to come either in april or may in WD. I'm just going off the equipment the models have.

Cawdor works well enough for them.

Wait, shit. Sorry, you are right. I was getting Adepts and Acolytes mixed up. The Adept gets hypnotism and has no armour, the Acolytes are...yeah, kinda shit.

3+ shooting is kinda wasted when you've got no basic weapons. Seems like the goto for them is frag grenades, since they can get to 15" if they ever get +Str and that's further than they can ever fire a pistol.

Does any faction get photon flash grenades yet? I've not seen it but I also can't find a trading post COST for them yet so I'm curious about how much they'll end up running.

Plenty of autoguns have drum barrels. If it was shorter and didn't have a nib on the end of the barrel, or especially if it didn't have a pistol grip, I'd call it a shotgun.

How to tell 40k shotgun from autogun for dummy:

>Autogun barrel have slot (or heat sink) to cool the barrel because lolrapidfire.

.>Shotgun and Autogun have a different stock.

>Shotgun have a different forestock and a magazine tube under the barrel, that make them look like they have 2 barrel over and under.

Also GSC make use of modern shotgun (like above) and traditional break-action double barrel shotgun (side by side and over-under)

And Escher shotgun are probably the weirdest shit ever.

You can get the armor for adept for 10 credit.

I wonder if the familiar rules are how the gang pets will work.

Likely not far off. Hopefully they suck less than the familiar, which looks really weak.

They are increadibly good xp farming target.

what I meant was you need the main boxed set for the rules

Yeah pretty much I've been shooting my Nerves of Steel + Unstoppable renderizer champion with a grappling hook right in to the middle of enemy gangs every game using overseer.