Necromunda General

Make Toxin Great again.

FAQ out
necromunda.com/wp-content/uploads/sites/5/2018/03/Necromunda_FAQ_v1_ENG.pdf

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
Genestealer Cult Rules - mega.nz/#!VPpAnSST!XifC8Y7S1w3jDKLHVjsjrgPEdckxBT0E_PPQcvTkkbg

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

Other urls found in this thread:

youtube.com/watch?v=0eaqdOb9H2U
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Escher Juves with stilleto knives just became decent in combat - hitting on a 3+ and then toxin bypassing their str2. Plus 6"+d3" charge range.

You know what i bloody wish they would do when they do these multiple page FAQ's?

Do them in a format where you can cut n paste a printed page right into the original book.

It would make this mess a bit easier to navigate.

When a ganger dies in a campaign can you keep their gear and put it into your stash or do you lose it?

Rules are free, I suggest reading the rule before trying to play the game.

Since Captain Happy above won't answer, its on Page 23 of Gang War - Section 5B

Yeah, Toxin went from "pretty bad" to "balls-out crazy" in the space of one line of text. Honestly I feel it's a bit too strong atm - completely bypasses armour and multiple wounds, meaning the AP on the stiletto sword and needle rifle is completely irrelevant. Some sort of middle ground would've been nice, keep replacing the wound roll so you can bypass Escher's low strength, but keep the rest of the sequence intact so you still have armour and it only does 1 dmg...

Any idea's what to equip a GSC Adept with? I was thining an Autogun in order to take advantage of that high BS and keep him out of combat.

Unfortunately Adepts can't get basic weapons, so you cannot give them an Autogun, but trying to keep them out of Combat sounds like a good idea with how fragile they are.

Your right....my apologies.

I would have given him a cult icon but that doesn't give him any bonuses he doesn't already have.

Possibly give him a familiar or two to act as bullet sponges or even a hand flamer

Flamers are REALLY good, but obviously they require you to be very close to the target. They do form a perfect deterrent to getting close to the bearer, though, so it might work well for the Adept.

>Q. If attacking with a pistol in close combat, can I use the Rapid Fire (x) trait?
>A. You can indeed.

WTF? I roll now ammo roll in CC and can get potentially like 3 hits from pistol?

Still run the risk of ammo checks, and if you’ve already run out of ammo at that point, obviously you can’t use it

This is what happen if you didn't read the rule.

How do you fuck up the rules this badly? Literally all they had to do was some modernising of the old rules but now it's some stupid fucking clusterfuck of half-assed written rules that have zero balance.

Holy shit, they fixed toxin weapons. Doesn't this make their strength stat almost completely irrelevant, though?

Not almost, it does make it completely irrelevant...along with their AP and their Dmg stats, not that any of the Toxin weapons has more than 1 dmg.

Actually I was wrong, it does matter - ranged toxin weapons with a high strength would raise the alarm in missions with sentries easier, which makes exactly 0 sense since they're supposed to be completely silent, but hey, such is life in the clusterfuck of rules that is Newcrom unda.

Just ran a game with the new FAQ, Escher juve managed to take down an Orlock leader in a single charge with a stilleto knife, these bitches are deadly.

Fucking about time.

Stupid question: In zone mortalis games you draw a line from base to base to establish modifiers and line of sight. If an enemy model is behind a barricade so that their entire base is hidden but your model can still see them do you count them as in heavy cover (-2 to hit) or can't be shot at because you can't draw a line to their base?

RaW they can't be shot at if you can't draw a LoS to any part of their base. It's a relatively stupid rule, but easily fixed by simply treating the 'walls' as going infinitely high and using the cover rules for Sector Mechanicus otherwise.

Care to explain?

The toxin rule replaces the wound roll, but armor saves still apply since the wounding section is separate from the armor save section in the rulebook. If something ignores armor (Like gas) it's specifically called out.

I really hope they clarify Bulging Biceps to ALSO include the text from Suspensor, as the skill is really not worth it for melee if you can't double Renderizer.

They really need to state that saving throws can be taken to prevent the effects of the injury roll, just as they would had a successful Wound roll been made.

True, but I think it's a good idea to spell it out explicitly.

Not sure actually, as it goes directly to the Injury after replacing the wound roll. To me that sounds like it would skip the armor save, but I would also agree it makes more sense to keep the armor save.
How would that help? You can use the Renderizer one-handed, but nothing in the text for Suspensor makes the weapon equipped with it count as only one weapon instead of two. Bulging Biceps specifically states that the weapon DOES still count as two, so you couldn't ever dual wield renderizers...

I have a bunch of old Adeptus Arbites models. Is there any way to use them in Necromunda?

Not yet, but it's definitely coming. Probably going to be a while though.

What I mean is they switched Bulging Biceps from working in melee and ranged to only working for melee. Which is a substantial nerf.

Also, Bulging Biceps does not state that the weapon still counts as two. It states "If any weapons carried by the fighter have the Unwieldy trait, the effects of the trait are ignored."

Damn, that is true, I completely overlooked that part. That is a substantial nerf to the skill indeed.

Check the Errata - “This fighter may wield an Unwieldy weapon in one hand rather than the usual two. Note that Unwieldy weapons still take up the space of two weapons with regards to how many a fighter may carry.”

Literally the first few sentence in the rulebook, Firepower dice section.

Literally the first few sentence in the rulebook, Firepower dice section.

Every single FAQ, there had to be some kind of retarded FAQ for the retarded demographic.

Nope, arbites where never in necromunda, enforcers on the other hand have, learn the difference.

I've heard that bounty hunters are getting fixed which should be good, as they stand they are worthless.

Just picked up the box set and am pretty excited to get started
Heard Genestealer cults have/will have rules which is pretty tits. Think space cops will get a "gang"? Adeptus Arbites that is

see

>Heard Genestealer cults have/will have rules which is pretty tits.
Read OP you nigger.

So I have some gene stealer cult minis and the base gamebut dont play gang war.

What's the best way to build a genestealer gang to match the size of the 2 base gangs of escher and goliath?

is there a limit to the number of max gangers you can have in 1 gang? if not, is it safe to just have a shitton of no skill neophytes?

Presumably they'd still needed against targets that are immune to toxin for whatever reason (Necrons? AdMech?).

>is there a limit to the number of max gangers you can have in 1 gang?
no

>is it safe to just have a shitton of no skill neophytes?

neophyte can never get skill in the base game.

Getting more body is pointless because only one scenario you can use your entire crew.

Or maybe that guy doing the medical faction homebrew. Hospitaler Carapace providing protection against disease and poison.

so just try to match near point for point the total base gang points and I should be fine?

The skirmish points costs for some weapons are higher for skirmishes (presumably because their wielder can bounce back fresh next game). The points costs tables for GSC would have to be adjusted accordingly.

How's the board game as a "starter kit"?

Does the points and equipment from Shadow War Armageddon work with this? Could I bring 3 marines into Necromunda and ruin it for everyone?

>Get plasma to the face and died.

Come back with Harlequin and we'll talk

Pretty good value. Disregarding the rulebook, templates, etc you're getting 2 gangs ($35 ea), barricades ($30), and a set of bulkheads ($30, could be made into terrain for sector mechanicus).

You know, it still baffles me that marines don't get two wounds a piece.

Plasma deal 2/3 W, doesn't matter what's your marine have 1,2 or 3 W.

Less wound rolls.

What do gangs of legend and genestealers do with the cards?

I'm vaguely coming up with an idea to create maps that are reminiscent of Chicago and Detroit

Use the "universal" card.

Right. Is that much of a disadvantage?

You can only bring 2,3 card and there are lots of good universal cards.

Finally finished my Escher leader after working on it all day. Jesus Christ, there are so many small details to really get into. I’ve never really painted anything this in depth, but I really tried to make the colors pop without being too cartoony

Try painting multi color on the feather, monotone look boring, especially for a leader model.

oh it gets fucking rough buddy

Does that mean that an Unwieldy ranged weapon can be fired as a Basic action rather than a Double, or is this change to explicitly prevent that? If so, the Rivet Cannon just got EVEN WORSE.

Unwieldy trait take up 2 space of weapon no matter what.

Suspensor make shooting cost 1 action.

Bulgin Bicep make melee weapon count as 1 hand, allow you to dual wield.

Bulgin bicep have no effect on Unwieldy gun.

Miniature wise it's pretty good value. In terms of the rules it depends on how much you want to beeline for Gang War/full campaign play and whether you want to make your own gangs or not. The loadouts they recommend in Underhive may not be the best (though the changes to Toxic weapons in the FAQ mean things won't seem so much in favour of Goliaths), but the starting creds/cost of all sorts of stuff is different in a full campaign.

That said, if you're not sure you want to go full hog immediately the box set is a great place to start, especially if you lack a full table of terrain. Having the tiles is also useful, because even in Gang War you may want to do a tunnel fight or two.

I decided to go with bright and multiple colours for my Escher gang's scheme. I love the result, but fuck me they take twice as long to paint as everything else.

>someone who is good at game design please help me fix this. my rule system is dying

New trailer for Underhive Wars (the video game).

youtube.com/watch?v=0eaqdOb9H2U

Please do not fuck up like Mordheim.
It was funny to tank hits with skaven the first 10 times. Then it was just silly

Opinion on Mordheim seems to be really divided. I see people saying that it's total garbage, but just as many singing its praise. Did they launch badly and patch it up or something?

Updated based on the feedback I got last time I posted them. Adepta Hospitalers treating the poor and helpless of the underhive (Something they do in fluff that makes them very popular among the general imperial population, since they'll heal even the most hopeless).

Major Changes:
>Actually has a couple of unique weapons (An alternate bolter ammo and a specialist grenade. Feedback on the price of the grenade appreciated, since it's a toned down effect but more reliable flash grenade.)
>Moved bolters from basic weapons to special and folded in the alternate ammo cost to increase the base price (To add more of a cost to just trying to get bolters on everyone)
>Modified champion and leader stats (They now have mov 4 like Goliath to make the carapace armour not all upside.)
>Modified mental stats (The gangers and juves are just local underhivers helping them, they don't get any bonus to mental stuff).
>Futureproofed some restrictions on them (They can't deal with chaos or xenos gangs or make use of wyrds when they eventually get rules, since all 3 are listed as future things that will be turning up.)

Feedback is appreciated. I'm trying to not make this overpowered and I am rather hesitant about how it currently is, though they are a lot less shooty than house Van Saar and a lot more expensive...but Van Saar is not likely a good balancing point either with the BS2+ dakkaleader.

I compare it with blood bawl pc game. That one is basically the table top in a pc
While Mordheim was all the random crap of Mordheim while adding nothing of value

It’s not a bad game, but it is not Mordheim

I'm fine with that. Necromunda UW is definitely not going to be the tabletop game from the info they've released, and I don't know how a straight conversion would work given that NM is so reliant on arbitration, house rules, custom events and all that.

I’m mostly worried about things like Escher tanking hits for 4 rounds due to how hit points work.

I really like this version. Shooting/Savant access is very strong and limited carapace armor is nice, but the generally low cool, average stats and conservative house weapons list balance it out well, imo.

Overall though I think it fits in well with the existing released gangs - A nice further development would be some abilities for the leader (In the same way the genestealer cult adept has his own mini-skill list) to reinforce the whole 'battle medic' concept.

>Overall though I think it fits in well with the existing released gangs - A nice further development would be some abilities for the leader (In the same way the genestealer cult adept has his own mini-skill list) to reinforce the whole 'battle medic' concept.

I was tempted by doing such but I didn't want to quite overload it with additional stuff to start, since it's hombrew and I was concerned about power levels.

Yeah, there needs to be a balancing act. I'm ok with a video game making guys a bit tougher but not 'can tank hits, out of cover, for ages'

Had anyone try kitbashing orlock arm with Escher?

The orlock i order (back in Feb) still did not arrive, what a shitty fucking month.

I don't think it'd be easy. Orlock arms are chunkier than Escher ones and they're missing shoulders. The shoulder pads/back plate are a single piece that fills in the shoulder gap on both sides.

What's your interest in combining the two kits? More autoguns?

It’s not going to work without a lot of effort. As user mentioned above, the arms and shoulders are designed to fit with their respective torsos, so it will require lost of shaving and cleaning with greenstuff

I can cut the weapon arm at the wrist and attach them to an Escher hand, problem is I have no idea how big are these Orlock hand until I can get my hand on them. If they have marine fat hand it will look bad.

>What's your interest in combining the two kits? More autoguns?

Nah, just want to make some cool looking Leader and Champs,

I'm not quite happy with the weapon they provide in the box : frail looking las weapon, badly pose Shotgun, ugly whip, lack of right arm knife.... So I went out of my way and make lots of conversion.

I have lots of autogun arm from neophyte hybrid kits so more autogun isn't really a problem.

Anybody care to give some feedback on this Escher List?

Leader with power sword + combi bolter/needler (Step Aside) 245
Champ with stiletto sword + Autopistol (Spring Up) 140
Champ with shock whip + plasma pistol (Sprint) 170
Ganger with lasgun 55
Ganger with lasgun 55
Ganger with shotgun + stilleto knife 100
Ganger with Autogun 65
Ganger with Autogun 65
Juve with laspistol + stilleto knife 50
Juve with laspistol + stilleto knife 50

I know the shock whip isn't that great but I really like the look of it on the model. I also didn't want to run purely with stilleto weapons.

Orlocks don't have marine huge hands, but they're definitely a bit chunkier than Escher ones. They tend to have gloves that reach down to the same sort of area that Eschers have gloves/wristbands, so in terms of transition points between parts that should work pretty well.

If you want more weapons you should keep an eye out for the weapon kits FW are releasing. Those are probably months out, though, and will probably be a bit pricey. Still, might save you the pain of conversions.

Shame that there's virtually no other female human models in 40k, at least when it comes to plastic/resin. Seen a cool conversion or two using Greyfax (though obviously overarmoured for an Escher), but beyond that there's Celestine and her crew and the Callidus assassin, I think? They're consistantly more slender than male minis too, so it's real tricky to find hand swaps that work.

Sorry the final Juve should have an Autopistol instead of a laspistol.

Looks good. 10 bodies, solid amount of firepower and decent melee punch. Was going to comment on the autopistol but yeah, you got that already. I'd suggest trying to find an autopistol elsewhere for a minor conversion, but laspistols are fine too.

Definitely helps that toxin weapons are good now, and if you want you can pick the Chem Thrower up later. Or a Heavy Stubber/big gun, when they're available.

>picked up Necromunda Underhive
>can't model beyond very very basic kit bashing
>heard magnets are recommended
>panic.jpeg

>Escher Juve with dual auto pistols
It's a special kind of special.

I was thinking a grenade launcher, adding in smoke grenades when I can afford them to create some cover for the combat characters. Might consider a needle rifle when the upgrade kit releases and depending on the in-game cost.

Do not worry user. The default loadouts in Underhive are good and fine, with the possible exception of the Rivet Cannon. Check the FAQ in the OP, but the main takeaway is that Toxin weapons are really good now as opposed to kinda bad.

I'd recommend designing your own gangs and assembling them to your own tastes. If/when you move onto Gang War/3D terrain you'll be able to assemble starting gangs out of your models pretty easily and will definitely not be able to take more than 10 members to start with.

Do not fuck around with magnets unless you really want to. Even if you know what you're doing it's fiddly, increases the time it'll take to put your gangs together and means their arms will pop off during play. If you're really worried about making bad choices then use super glue instead of plastic cemenet. That way you can pop any offending weapon loadouts off if you get desperate.

Grenade Launchers are Extremely Good, so of course. Given the ubiquity of spare ones from the Cadian kit around it should be easy to source the parts, assuming you don't own half a dozen already.

Managed to get hold of an elysian one, hoping that it's a little bit smaller than the standard plastic IG one.
It's looking like Orlocks will be the majority gangs I'll be facing so anything to help mess up their line of sight will be very helpful.
Also thinking of turning one or both of the lasgun gangers into longer range snipers with scopes/las projectors.

>weapon kits FW
Nah, i don't play with resin shit (prepare, filling, dust, miscast etc....) Plus Escher weapons kit are....meh aside from right hand plasma, autopistol.

>no other female human models in 40k

I have sister of silence and it look like their bolter, flamer arm fit well with Escher, but i have no interest in doing that.

Also Dark Eldar/Harlequin have great source of hand for melee weapon converting. Made a knife for my leader from Hellion hand and Harlequin sword.

Huh, entirely forgot about SoS. Figured DE were a wash due to xenotech, but yeah loads of good melee there.

Wrote up a first version of my Mechanicus Reclamation team homebrew rules, representing a junior tech-adept leading a small team of initiate Skitarii into the Underhive to try and salvage some Archeotech. Right now a lot of this is just eyeballing, especially the point costs, so any feedback is much appreciated.

Just remember that I also want to give the "buffed af" Escher body muscular orlock arm for shit and giggle. Holy shit that torso have the perfect firm pose but being fat really annoy me.

Fat? You mean the body they recommend for the chem thrower?

Was wondering when more news about that would come out.

Do we know anything about the gameplay yet? I hope it's not like Mordheim :/

All I've heard is that it'll use classes. I can't remember the names that were thrown around, but it won't be the leader/champ/ganger divide.

youtube.com/watch?v=-i3dWoxIA6I&

That there will tell you some stuff.

Ugh it's Valrak. If we ever got an X-COM style GW game I'd be a happy man.

whats the next gang anons? hoping its not van saar like the earlier spikey bits rumors

I hope it is, since that'll get a buddy of mine into the game.

So toxin is great now, but does that include the chemthrower? It's too cool for me not to use.

Gas was okay before. It should be fine and worth it.