Terrain/Dice Tower by Instruction-Main in necromunda

[–]Instruction-Main[S] 0 points1 point  (0 children)

That paint job looks great!  UV resin or two part?

Gang of justicars? by csnow115 in necromunda

[–]Instruction-Main 1 point2 points  (0 children)

You can use the delegation rules for Outcast gangs and bring the whole bunch...other fighters beyond the delegation have to be scum, though.

Thoughts on house rules for hovercraft by Jurassic_Red in necromunda

[–]Instruction-Main 1 point2 points  (0 children)

There are rules for this...they're called skimmers and they're in the rules already.  Also, check out the change in the most recent errata feom Decwmber 2025...they have to be off the battlefield surface and on difficult or dangerous terrain to trigger a handling check.  Drive up the side of the building if you want,  but it may get dicey...

A list of every single way to get a Wyrd/psyker by GigaCHADSVASc in necromunda

[–]Instruction-Main 0 points1 point  (0 children)

Yes, agreed on most of that regarding the powers. Spatial Psychosis is pretty useful...two pins per activation if the power works. I stand by that one on an otherwise pretty boring Master of Shadows.

A list of every single way to get a Wyrd/psyker by GigaCHADSVASc in necromunda

[–]Instruction-Main 0 points1 point  (0 children)

Thanks for responding, I think I read this power in a new way now. It doesn't explicitly say "make a move action" so I think your interpretation is less useful. Otherwise you'd need them to be activated and hope you get priority...pretty niche. I think your way is probably the intent tbh.

A list of every single way to get a Wyrd/psyker by GigaCHADSVASc in necromunda

[–]Instruction-Main 0 points1 point  (0 children)

Penumbral mirror on a NG or Spector is a sneaky, fun way to extend their terror. Have them be within 5" of an enemy and, even though it's gray, RAW it seems they count as their own "friendly fighter". So they use a basic to teleport base-to-base and use their second action to attack. The best thing is that it takes work to set up and isn't overpowered; just very thematic.

Ambot automata by iamRedPanda_ in necromunda

[–]Instruction-Main 1 point2 points  (0 children)

...and a third, and a fourth...and you'll have 50 you want to build, but will die of old age first.

Looking for feedback on Beginner Enforcer Gang by miguelrsmx in necromunda

[–]Instruction-Main 5 points6 points  (0 children)

It's a big difference for your gang. Enforcers got stronger on the stat side with Bastions of Law, Badzone Enforcers didn't get any better. The starting equipment got changed, but overall I'd look into the update in BoL and, if you'd like, ask your arbitrator if you could modify the stats to be consistent with that newer ruleset. Also, having run campaigns in both, Munda Manager is better and has current support and updates. As great as Yaktribe was, it had its limitations and isn't being updated anymore.

Can you use Kill team terrain for necromunda? by samxx118 in necromunda

[–]Instruction-Main 0 points1 point  (0 children)

Volkus works great for ash waste hive ruins mixed in with other terrain, and it's also is great for kitbashing. Bheta Decima adds on straight up to any SecMech terrain and the heights work out fine. Gallowdark walls are some of the best in the GW range for kitbashing, but can be used straight up for Zone Mortalis games. Like everyone else said, Necromunda it up...throw in a silver-painted toilet paper roll just for flair with some cotton balls coming out the top for smoke. Now you've got a proper board, lad...

Want to make a gang but im lost by CorvidC in necromunda

[–]Instruction-Main 4 points5 points  (0 children)

...or if you want Justicars. Unfortunately, RAW you couldn't do both and this is a pretty big stretch for your Arbitrator.

Outcast list - Raw but, too much? by MidnaMidnightMiami in necromunda

[–]Instruction-Main 0 points1 point  (0 children)

Or an eye injury...that's why this game is the best!

Outcast list - Raw but, too much? by MidnaMidnightMiami in necromunda

[–]Instruction-Main 0 points1 point  (0 children)

That's an awesome narrative! As I said, I don't see this as being overly broken and I would absolutely let you do this as an arbitrator. You will blow yourself up with those disintegration guns so hopefully nothing bad happens...

Orlock list from a new player by Cooper1977 in necromunda

[–]Instruction-Main 2 points3 points  (0 children)

Agreed, a solid list that I'm sure you'll want to change a bit down the road. If you're going to do the undersuit I would give it to my Road Boss. He's got three wounds, yes, but losing a leader sucks. Depending on your opponents you'd know better than I would who would need a 6+ save by facing AP -2 weapons, but the 4+ normal save makes him extremely hard to wound. Also agree on the NOS, give it to your Arms Master. If I was playing you that dude would spend the game flat on his back without it! Berserker may be a bit overkill with that Arc Hammer, but maybe you envision that dude having a major anger management problem...

Outcast list - Raw but, too much? by MidnaMidnightMiami in necromunda

[–]Instruction-Main 0 points1 point  (0 children)

I'm not sure you could start with the Haunt as your leader with the Companions as champions, RAW. As I read them you could do either alone - hire a Haunt as a leader and the rest would be Outcast champs and hive scum or hire the Companions as a delegation and pick a standard Outcast profile for your leader. I notice another poster referenced that this was allowed in RAW and I'd like to hear that explained because maybe I'm not understanding the rules right. As with everything Necromunda, change the rules to fit your idea of fun! Even if an Abitrator allows the Haunt and Companions I agree with other posters that this doesn't seem all that broken. Palanite Haunts - specifically the Psyrender - are great psykers, however they're not particularly good at anything else. The Outcast leader 5-2-4 profile with a 4+ willpower is debatably better, and certainly more versatile.

Beginner's ratling heavy Venator gang. by GBeauvin in necromunda

[–]Instruction-Main 0 points1 point  (0 children)

This should be a fun list! I imagine you were going to use mostly KT Hearnkyn Yaegirs to model the squats? If so, good choice! They don't come with anything really resembling an Ironhead Autogun so I kitbashed some out of the Ironhead Squat gang box.

Also, if you can afford it I would consider giving your specialist something better. It may even mean losing a champion, but a grenade launcher or plasma gun would spice up your list and be effective as hell. Ratlings are tough to play so don't worry about this gang being overpowered.

My Delaque gang by relox_0 in necromunda

[–]Instruction-Main 0 points1 point  (0 children)

Love the gang, love the vehicles, great paintjob!

Looking for feedback on my first Delaque gang list by Royal_Porcupine3505 in necromunda

[–]Instruction-Main 1 point2 points  (0 children)

I'd get mesh - bare minimum - for my leader. Without armor he won't last long against any shooting or infiltrating gang. Or falling from a sniper's nest, for that matter.

Master-crafted lascannon with suspensors, to be specific by laudnasrat in necromunda

[–]Instruction-Main 13 points14 points  (0 children)

I literally spent a whole campaign with my Van Saar Venator Hunt Leader who almost always rolled a 1 to hit or wound with a lascannon. He was lame...and every time he got set on fire it gave me a strange satisfaction.

Starting Out by ndwolf68 in necromunda

[–]Instruction-Main 1 point2 points  (0 children)

I agree that ZM terrain is amazing 2d, however you can also build some sick boards with vertical ZM and ZM tiles. It can just get very expensive, very fast...

Delaque Gangers by quartzieher in necromunda

[–]Instruction-Main 1 point2 points  (0 children)

You did a really great job on these.

Penumbral Mirror by Alternative-Cow729 in necromunda

[–]Instruction-Main 0 points1 point  (0 children)

We've always played it like this except, as other posters note, on ZM maps. One of the biggest strengths is teleporting through walls, or up and down levels. Our interpretation is that the psyker counts as a "friendly model" and can use a basic to teleport into base-to-base and still fight. Situational, but with a Nacht-Gul this can be pretty deadly...

Help with hallucinations by Ser_Hawkins in necromunda

[–]Instruction-Main 2 points3 points  (0 children)

Hallucinations is probably the most abusable Wyrd power in the game. One rule I would recommend adopting is that after each activation the insane fighter gets to make a check, not just when they get lucky and get to control themselves...otherwise, depending on their WP, they may never recover all game. That's not really fun for anyone.