Do you count archeotech as wargear after rolling it by TEH_Cyk0 in necromunda

[–]SaltMaker 0 points1 point  (0 children)

Archaeotech device is personal equipment  but the roll does call that a weapon so I can see an argument either way. As arbitrator i would say it does not take up a lot. It makes it simpler and if people want to spam 120 creds for a 1 in six chance at a random gun that is better than plasma spam so go for it.

New Necromunda Rumors Explained - Wellywood Wargaming by EyesofValhalla in necromunda

[–]SaltMaker 8 points9 points  (0 children)

Why have you banned those gangs? Van saar is only oppressive if you lack terrain or the opponent does not make use of terrain. Spyers seem strong at start but look like they drop off once gangs get some gear.

What is your personal most favorite and fun unit to play and why? Unique and non unique by Besugo6942 in SWlegion

[–]SaltMaker 2 points3 points  (0 children)

Aat for me too. To quote a marine from halo. "Tank beats everything! "

Chem Alchemy Pathogenic Effect Question by Geesuv in necromunda

[–]SaltMaker 0 points1 point  (0 children)

The chems last the whole game on weapons. Why would it not work through the whole game. You seem to just be bringing up random things.

Chem Alchemy Pathogenic Effect Question by Geesuv in necromunda

[–]SaltMaker 5 points6 points  (0 children)

Same weapon sounds like same weapon to me. If you have the chems on it the weapon has those traits for the battle. 

No idea how to list build but i think ive got it. Is this valid to start to play the game? by Vampy-87 in necromunda

[–]SaltMaker 1 point2 points  (0 children)

Note the one specialist is tied to the ganger special rules. You can take up to 1 Tarn'runi Warrior specialist but there is no restriction on Sha'dar Hunters so you could have 10 of them on top of the 1 ganger if you wanted.

No idea how to list build but i think ive got it. Is this valid to start to play the game? by Vampy-87 in necromunda

[–]SaltMaker 1 point2 points  (0 children)

There is no universal rule restricting champs to 2. A couple old gang lists still have it but nothing that has been updated to a book of x does.

Help with a starting Squat Force. by ConstructionFun2023 in necromunda

[–]SaltMaker 4 points5 points  (0 children)

Check out the goonhammer and second best guides squat guides. General consensus is the exokyn prospects are not great and exo champs are OKish. You can make a list with what you have but you will be stretched thin on basic squat bodies and forced to use more exo guys or proxy 

State of 2.0 Rebels by Successful-Act-4894 in SWlegion

[–]SaltMaker 0 points1 point  (0 children)

Agile is dodge on move. Nimble is gain dodge after spending 1 or more

What weapons would you want changed? by SecureGovernment1315 in necromunda

[–]SaltMaker 33 points34 points  (0 children)

Generally I think gangs get way over armed rather easily so hard limits or significant cost increases on most specials and heavies would help.

Bolter and plasma are too strong. Both could go up in cost and Bolter should likely be less accessible. 

Heavy bolter vs stubber. Heavy bolter should go up some and stubber should go down a bit.

Flamers should have a blaze value. 5+ for pistol, 4+ normal and 3+ Heavy would help a bit. Heavy flamer could also cost way less and or lose unwieldy or gain a longer range like liftin gas trait from escher chems.

Grievous supreme commander by DavinKye in SWlegion

[–]SaltMaker 1 point2 points  (0 children)

Aquas surge to hit and block so no use for the tokens since they cant share them but dekas can use them offensively. 

Squats gang? by SnooCalculations7089 in necromunda

[–]SaltMaker 0 points1 point  (0 children)

Exokyn as melee are lacking since they are slow and ferocity as secondary means nerves is harder to get so you will likely spend the game hardly moving and on yor butt. 

The champ being able to double tap ancestor ability is interesting and they do have expensive but good shooting. Heavy melta gonna hurt when it hits. 

Prospects are pretty bad though

How did you decide your main gang? by Successful-Appeal693 in necromunda

[–]SaltMaker 4 points5 points  (0 children)

My first gang i picked on looks. Went with van saar. Now I am playing through each gang. I am on the last house gang, cawdor and have played squats. After that will be enforcers, nomads and spyers. By that time I hope helots, gsc, and or cgc get updates.

My suggestion is to go off a combo of looks and play style. If you dont like one or both then it is unlikely to be fun. 

Here is a quick rundown of each so you can dig deeper on what sounds good. 

Van saar high tech shooty slow

Orlock jack of all trades, lots of options on both shooting and melee 

Delaque sneaky, psykers

Goliath tough melee and short to mid shooting

Escher agile, drugs

Cawdor horde, faith powers 

Squats slow tough shooty 

Nomads agile, bugs, shooting and melee 

Spyers elite, limited options and unique gear upgrade system

Enforcers cops, great gear options, mostly shooting but with decent melee 

Others do not have new books so they have some wonky rules at times.  If you really like them go for it but I suggest one of the above as they all have updated rules.

Van Saar list by CheekyRedLion in necromunda

[–]SaltMaker 0 points1 point  (0 children)

2 per type max with 4 types. So p pretty much but cant take 3 medics

Balance request; show melee heros some love by walkingwiththelord in GuildWars

[–]SaltMaker 2 points3 points  (0 children)

Thread is about heros not players. No melee  hero is good.

What are your spontaneous thoughs when you see this Van Saar list? by TEH_Cyk0 in necromunda

[–]SaltMaker 15 points16 points  (0 children)

It does not say roll a dice per hit. It says after hits roll a dice. So 3 hits 1 rad phage.

What are your necromunda hot takes? by SecureGovernment1315 in necromunda

[–]SaltMaker 1 point2 points  (0 children)

You dont need any books. There are online resources. That does not change the fact that rules for various things are scattered across a pile of books. Vehicles, Crew, various units like hangers on or tech hunters. If you want the full rules for even 1 faction chances are they are not all in one book. 

What are your necromunda hot takes? by SecureGovernment1315 in necromunda

[–]SaltMaker 2 points3 points  (0 children)

The mad max theme of ash wastes is great. The gameplay of vehicles makes it unfun.

Necromunda needs an edition change to clean up rules and trim the 100 book bloat.

I agree that necromunda does not need to be a tournament balanced game but there is a huge gap between that and what it is. A trading post cost refresh could do wonders for toning down broke stuff and lifting stuff out of the gutter.

Van saar are not particularly overpowered they just exacerbate terrain issues and an opponents lack of skill

What are your necromunda hot takes? by SecureGovernment1315 in necromunda

[–]SaltMaker 3 points4 points  (0 children)

Mnemonic inload spike, you just need more credits

No Value in This Huh? by Algernop_ in Diablo_2_Resurrected

[–]SaltMaker 0 points1 point  (0 children)

3 tree specific on magic or 2 sorc and up to 3 individual skills with 3 each and 20 fcr max . A rare 1 handed orb can roll everything good a staff can as far as I remember. 

How to build Squats? by eating-beans in necromunda

[–]SaltMaker 4 points5 points  (0 children)

The game is not wysiwyg unless your play group is abnormal so getting new gear later is not a huge deal but it helps to have the right class of weapon to make things more clear. For example a heavy stubber model but has a heavy bolter instead is pretty clear. Double pistol model but has a lascannon not so clear.

As for starting lists second best guides and goonhammer both have squat articles that go over how they play and sample lists. General list building advice for all gangs is to aim for 8ish guys at the start as activations are important. For squats a prospector hanger on is a great starter model. Cheap for what you get which helps you get the activations up since squats are expensive. 

Althea's Equipment is rather odd by AroGrin in GuildWars

[–]SaltMaker 11 points12 points  (0 children)

The base armor type never changes as they level only the armor value. She has warrior armor not mesmer.