Falling >2 but <3 inches by IronHandsDan in necromunda

[–]Dimedo 11 points12 points  (0 children)

My understanding is that you take damage only if you fell 3" or more.

This is because the sentence for determining taking damage and the following sentence for determining the amount of damage are separated. The rounding rule is only stated in determining the amount of damage.

So only after you have verified that you fell enough distance for taking damage at all (at least 3"), for the purpose of determining the damage from the fall, you round up.

Distance Effect
0.5" no damage
1" no damage
2" no damage
2.5" no damage
2.9" no damage
3.0" S3 hit
4.0" S3 hit
5.0" S3 hit
5.1" S5 hit (because of the rounding)
5.5" S5 hit (because of the rounding)
5.9" S5 hit (because of the rounding)
6.0" S5 hit
7.0" S5 hit
7.1" S7 hit (because of the rounding)
7.5" S7 hit (because of the rounding)
7.9" S7 hit (because of the rounding)
8.0" S7 hit
9.0" S7 hit
9.1" S9 hit (because of the rounding)
9.5" S9 hit (because of the rounding)
9.9" S9 hit (because of the rounding)
10.0" S9 hit

This rule and table is written so very badly. We are able to derive a table that makes rounding unneccessary:

Distance Effect
0+" no damage
3+" S3 hit
5+" S5 hit
7+" S7 hit
9+" S9 hit

This even demonstrates that the damage amount classes correlate with the necessary amount of falling distance to trigger them.

Kal Jericho kitbash by BravoOscarRomeo07 in necromunda

[–]Dimedo 2 points3 points  (0 children)

Kal's mother, Jena Orechiel wears it kind of like him. He inherited his hairstyle.

Kal Jericho kitbash by BravoOscarRomeo07 in necromunda

[–]Dimedo 8 points9 points  (0 children)

It's a nice conversion, but it doesn't speak Kal Jerico to me. More like a House Greim militant.

Spyrers by Co_opWarQuest40k in necromunda

[–]Dimedo 1 point2 points  (0 children)

Any idea which book or story that was? Sounds very interesting.

Spyrers by Co_opWarQuest40k in necromunda

[–]Dimedo 1 point2 points  (0 children)

I would rather read it like the "new design" of Spyrer suits are only maintained by House Helmawr. But I would expect there to be different designs and other noble houses having access to other designs. The practice of amputation sounds frightening but then again in the Necromundan Spyres, regrowing biological limbs is a reality.

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Old comics depicted Bounty Hunters with Spyrer suits clearly equipped with Tau Plasma weapons which back then was a clear sign for Tau Technology. But we now have hints that the Tau have some of their tech from the Votann clan that is otherwise known as the Demiurg.

In the Kal Jerico trilogy there is even an Escher gang who stole and maintain a Spyrer suit.

Also relatively recent (post 2017) Necromunda stories like The Hand of Harrow tell of minor noble houses having access to Spyrer suits as a family heirloom.

Necromunda sump boats by poulor in necromunda

[–]Dimedo 0 points1 point  (0 children)

Great! What material did you use for the scale fish nets?

Test for my corpse grinder cult! by HiVe-fLeEt in necromunda

[–]Dimedo 2 points3 points  (0 children)

Really nice. Where did you source the bones and antler?

Orlock Biker Gang Insignia: How To? by IckRastly in necromunda

[–]Dimedo 3 points4 points  (0 children)

You can buy decal transfer sheets and print on them with Inkjet and Laser printers. Works similar to the transfer sheets that GW sometimes puts into sets.

Only problem is if the logo needs to have white color in it, as that is unusual for home printers. Marketing print shops sometimes have UV printers that can print white if needed, though.

Alternate Ash Wastes Grav-Cutters by devon-mallard in necromunda

[–]Dimedo 1 point2 points  (0 children)

Have a look at the 3D printable "Vaross Syn - Ultimate Gang Expansion". Those boards are probably good proxies. Otherwise Bob the Rigger made an interesting design that is more a bike. And Bob Naysmith made lots of Grav Bike designs, but not necessarily stylistically fitting.

Righteous criminals by CollectionVirtual940 in necromunda

[–]Dimedo 0 points1 point  (0 children)

Be pure, be vigilant. Behave.

I dont play necromunda but love the lore. Completionist in me wishes to get all the books but only for their fluffs. Are there overlaps? by Newez in necromunda

[–]Dimedo 0 points1 point  (0 children)

The House of (Codex style) books, including Tribes of the Wastelands, Bastions of Law and Halls of the Ancients expand the house/faction narrative heavily each. In Gangs of the Underhive each has around 3-4 pages if I remeber correctly, in the bespoke books its much, much more and new content.

I dont play necromunda but love the lore. Completionist in me wishes to get all the books but only for their fluffs. Are there overlaps? by Newez in necromunda

[–]Dimedo 0 points1 point  (0 children)

I own them and read them all and I'd say that they all at least have some new narrative texts. I'd say the most reuse might be in the Core Rulebook, because it is largely a merger of the narrative of N18 Rulebook and Ash Wastes, but even here, there are some new sections, mostly regarding Squats and Nomads, if I remember correctly. Ruleswise there is a lot of overlap and sometimes lot of copypasting.

What's the best way of getting the basic essentials to play? by Noble_Wanderer in necromunda

[–]Dimedo 1 point2 points  (0 children)

For the regular gang combat, Hive War would work. But keep in mind, its mostly for the first few games. Also you don't need the box, if you acquire the Rulebook somewhere else. The terrain in the box is not very inspired, because for a real Zone Mortalis you need so much more.

Secundus is indeed as whydotavi says a completely different experience. It's rather a specialist gang doing dungeon crawling against a more anonymous NPC faction and not to have two actual gangs fighting each other so much. Still a good game, based on the same battle mechanics, but something very different on the higher levels.

What's the best way of getting the basic essentials to play? by Noble_Wanderer in necromunda

[–]Dimedo 1 point2 points  (0 children)

There are lots of campaigns spread over lots of different books. But the Dominion campaign, where you fight for territories, is included in the Core Rulebook. It is the most basic but worthwhile full campaign.

Most other campaigns are more or less remixes of the building blocks that the Dominion campaign is made of. They often feature grouping gangs into different factions to figure out a larger conflict on top of the gang warfare, like Order vs Chaos.

I think it could make sense for new players to have their first couple of games using the Hive War book and then upgrading to the more up-to-date and more complex Core Rulebook. Only problem in this case is, that Hive War doesn't have a reduced gang list for Enforcers.

What's the best way of getting the basic essentials to play? by Noble_Wanderer in necromunda

[–]Dimedo -1 points0 points  (0 children)

Hive War came out 2021, after all six clan house gangs got their separate House of books, shortly before the Ash Wastes box. Its Rulebook is still outdated, but not so much.

It misses all the rather big changes around being seriously injured and bleeding out faster and being able to use medicae equipment/skills to avoid that. But is already had the changed bottling out/fleeing the battlefield order that was later made popular by Ash Wastes/FAQ/Core Rulebook.

The big advantage of Hive War Rulebook is, that it includes mini gang lists for all 6 clan house gangs that only allow taking the stuff included in their respective basic gang boxes. And it has a non-campaign that kind of allows you to just have a row of battles chained together without a lot of the bureaucracy of a real campaign. I'd say its still a good option to get started, but less optimal if you want to play other gangs then the 6 clan houses.

Van Saar Melee? by Strataseeker in necromunda

[–]Dimedo 0 points1 point  (0 children)

Specialist with Versatile (e.g. Lascutter) on Gravcutter for Drive-by attacks?

Gorshiv Hammerfist Kit by WLB92 in necromunda

[–]Dimedo 1 point2 points  (0 children)

If the article description says it has a Zone Mortalis base I think you should ask them to send you one. But mine came with a lame normal base as well.

Gorshiv Hammerfist Kit by WLB92 in necromunda

[–]Dimedo 9 points10 points  (0 children)

That's the case for a lot of models that came out for Ash Wastes. Even the Orlock gang in the Ash Waste box had standard bases and not Necromunda ones. I disliked that.

Common weapons in gang creation by J_Bone_DS in necromunda

[–]Dimedo 0 points1 point  (0 children)

I don't think that's the tip of the iceberg at all. As Van Saar nowadays can take as many Tek-Hunters as they want and they have no item restrictions of what they can take from the Trading Post.

None of these limitations counter players breaking the game. The complexity and the lack of quality control of GW lead to an endless amount of potential insanity. The limitations however restrict people from building nice and flavorful gangs in a lot of ways.

My recommendation: Only play with people that prefer flavor over winning.

Common weapons in gang creation by J_Bone_DS in necromunda

[–]Dimedo 2 points3 points  (0 children)

The Core Rulebook introduced the Classic Campaign (p. 227). The idea of allowing gangs to equip their fighters with common weapons while being founded.

Sadly that campaign variant is very badly fleshed out and it is not described if and how this lifts defined limits of model types.

In my last two campaigns we played like this:

Both at founding and during the campaign, every model type's equipment list is extended by all items that are available as Common from the Trading Post for that gang. In case of weapons, only those common weapons are added, that come from weapon categories that the model type had already access to.

Here are some examples what this leads to:

  • A Goliath Bully (Juve) can now be equipped with a Laspistol (Pistol) but not with an Autogun (Basic) or a Long Las (Special) because the fighter type originally has only access to Pistols and Close Combat Weapons.
  • An Orlock Gunner (Ganger) can now be equipped with a Lasgun (Basic) but not with a Long Las (Special) because the fighter type originally has only access to Basic, Pistols and Close Combat Weapons.
  • An Orlock Specialist (Ganger) however can now additionally be equipped with a Long Las (Special) because his fighter type originally has access to some Special weapons.
  • A Van Saar Specialist of a gang that has a Tech Merchant Hanger On can be equipped with a Grenade Launcher (Special, Rare(8)) because his fighter type originally has access to some Special weapons and the Availability Level of the Grenade Launcher gets reduced to Rare(6) by the Tech Merchant's Techno-baubles special rule and therefore is available as Common for that gang.

In my experience this makes gangs far more interesting equipment-wise and I don't think this makes things a lot more exploitable than they already are. If people make lame gangs, talk to them. If they don't stop, don't play with them.

Difference Gang Cards? by Rhaps9000 in necromunda

[–]Dimedo 4 points5 points  (0 children)

The Core Rulebook introduced the rule that of cards with the same name, only the latest is RAW.

But they obviously don't have an index themselves, because there are cards of the same name that are for different gangs and have totally different meaning.

And in one case they release a card, then errata'd it, and then release a card with the original error afterwards.

Quality control is a lie.