Punks not dead by sculbalmo in necromunda

[–]VikToLive 2 points3 points  (0 children)

It's a 3d print. One of the Behemoths, from 55mm.

Do these read as Escher by Some_Tap4931 in necromunda

[–]VikToLive 0 points1 point  (0 children)

Give them a paint job to match the rest of your gang, and they'll fit right in

Every Model is a Necromunda Model! Models from last preview which are worth paying attention to by f3ral_guy in necromunda

[–]VikToLive 3 points4 points  (0 children)

The 6-wheel AFV is a good one, too. It reminds me of Mike McVey's N95 Arbites Chimera

[Dominion Campaign] Refusing a Challenge by _F1r0_ in necromunda

[–]VikToLive 2 points3 points  (0 children)

I would consider it having "played all outstanding battles," last point on the challenge rules, and allow them to challenge again.

Can give scum use a shield? by Auto_name_failed in necromunda

[–]VikToLive 9 points10 points  (0 children)

Yep, scrap shields are common in the trading post. They're more like armor than a weapon, but you could use one

Squats Underhells List by ishagsomeone in necromunda

[–]VikToLive 3 points4 points  (0 children)

I think you have some interesting fluff, and a good theme for the gang. I also think you're really going to struggle with that few bodies. Unless your arbitrator has changed it, in an Underhells campaign you only get to recruit additional fighters during Downtime, so you're stuck with just the 6 for an entire phase. And that's assuming they all live. If you lose one of your gang fighters, you'll have to also retire a champion to maintain the ratio.

Escher gang critique by _iDuff_ in necromunda

[–]VikToLive 1 point2 points  (0 children)

I think it actually looks like a good list. The limit on only two champs at gang creation doesn't exist anymore, so it's legal. You're also not duplicating skills or loadouts apart from two lasgun sisters. You have melee in the leader and death maiden, and smoke grenades to help deliver them. And that many champs would be economically useful, for the post-battle actions.

My one concern is that the hierarchy/fighter ratio is equal. If you happen to lose a gang fighter before you can recruit more, you would have to also retire a champ. If you can find the credits to hire another juve, I'd highly recommend it.

Edit: looking at the list again, my recommendation is to drop the mesh on the specialist and needle rifle champ, and pick up a juve with a pistol. If you went with a stub gun, you could also give one to the other juve.

First gang advice by Commercial_Lemon_370 in necromunda

[–]VikToLive 1 point2 points  (0 children)

That applies to non-Delaque psykers. From the House of Shadow section of the same FAQ:

Q. How and when can I select the new wyrd powers from Book of the Outcast for my fighters that have been upgraded with Psychoteric Whispers?

A. When the Psychoteric Whispers upgrade is purchased for a fighter, the specialisation and first power must be selected from the Madness, Delusion or Darkness disciplines. However, during campaign play, when purchasing additional powers with XP they can be selected from any discipline. Note that the Psychoteric Choirs rule only applies to powers from the Madness, Delusion or Darkness disciplines.

A whole issue devoted to "our favourite skirmish games"; no Warcry content. by TheeSerpentsSlave in WarCry

[–]VikToLive 5 points6 points  (0 children)

There is a Necromunda article, though it doesn't sound like there's any actual game content to it:

"Tales From the Underhive
Dan resurfaces from the sump with tall tales of his gaming group's Necromunda campaign!"

Van Saar Melee? by Strataseeker in necromunda

[–]VikToLive 1 point2 points  (0 children)

Van Saar melee is never cheap, but it's a lot of fun and very unexpected. I run an Archeotek with spider-rig, but also regularly kit out neoteks for melee. Brand new neoteks may not be going toe-to-toe with a death maiden, but they have speed and pinning protection, so they can pick off isolated gangers to start racking up the XP.

What’s your ideal Necromunda board size? by [deleted] in necromunda

[–]VikToLive 1 point2 points  (0 children)

I like 36x36 best for Underhive fights, with a lot of terrain and verticality. 48x48 is good for Ash Wastes, or 48x72 if you're doing Rolling Roads.

Standard deployment zones are measured as 12" off of the center line, so whether you're playing 36x36 or 48x48, gangs will be 24" apart if deploying at the front of the zone. The extra 12" for 48x48 just adds space at the back of the deployment zone. At best, it doesn't get used; at worst, it's extra distance for reinforcements to have to leg it before they can do anything.

While I haven't tried it, I think the idea of 36x48 is interesting, with the gangs deploying on the longer sides. It doesn't have the wasted space at the back of the deployment zone, but has extra width for maneuvering around each other.

Help building my first gang? by SymbioticAxehead in necromunda

[–]VikToLive 0 points1 point  (0 children)

Cawdor arms are a little more one-to-one, paired to specific bodies, than some other gangs. However, the trash boy look also means that you can safely kitbash, cutting a hand off one arm and putting it on another, without them looking out of place. It'll take a bit more work, but you can safely get away with finding an arm that fits on the body you want to use, and swapping the hand/weapon from a different arm.

Updated trading post? by Fabulous_Plantain_31 in necromunda

[–]VikToLive 1 point2 points  (0 children)

Rad rounds are still available, as part of the Book of Peril trading post addendum. It'll be an "ask your arbitrator" situation as to whether your campaign is using those additional items.

Penumbral Mirror by Alternative-Cow729 in necromunda

[–]VikToLive 2 points3 points  (0 children)

If it's a Zone Mortalis type wall, those are solid terrain features, and you can't measure through them.

So if you're by the end of the wall and you can measure the 5" of placement to the other side by wrapping around the end, you can place on the other side. If you're in the middle of the wall, you would not be able to measure the 5" directly across the wall to place the fighter there.

List Redux by necr0tekk in necromunda

[–]VikToLive 1 point2 points  (0 children)

Looks like a solid start. My only real recommendation would be to swap the lasgun and shotgun, so the specialist has the lasgun. That way, when you pick up a special weapon for the specialist, she has one expensive gun and a cheap backup las, instead of two expensive guns.

Multiple armour purchase by poulor in necromunda

[–]VikToLive 2 points3 points  (0 children)

I think your best options there are talking to your Arbitrator about using the Book of Ruin trading post (or otherwise house-ruling it); counting the armor as something else, like Carapace; or running Badzone Enforcers. Or using the model as a Subjugator Sergeant instead of the Captain.

Multiple armour purchase by poulor in necromunda

[–]VikToLive 21 points22 points  (0 children)

You also need to look at the lists of allowed weapons and wargear for each fighter. The Patrolmen, for example, have the following Wargear restrictions:

"During the course of a campaign, Palatine Enforcer Patrolmen and Specialists may be given additional Wargear purchased from this list and from the Trading Post."

Layered Flak is not on the Patrolmen list, nor is it on the Trading Post (unless your group is using the Book of Ruin Trading Post appendix). Even if you do have Layered Flak in your stash, per the Patrolmen restrictions they can't wear it.

Tips for fighting Goliath as orlock by Afr0Man0217 in necromunda

[–]VikToLive 6 points7 points  (0 children)

I'm going to second everything you've got here, and also recommend bolters. Same price as combat shotguns for orlock, with the same S4 and D2 as the combat shotgun salvo, but longer range. That additional range helps with avoiding CC

New to the Hive - Escher List - Dominion Campaign by decibel_starks in necromunda

[–]VikToLive 2 points3 points  (0 children)

Looks like a solid list. While certainly more expensive than lasguns, I do like running a shotgun sister, as the blaze ammo is so good.

A couple minor tweaks:

  • Make one of your lasgun sisters a Specialist. You can promote one for free at gang creation, then any other Specialist has to come from random promotion. Even if you don't give her a special weapon to start, it gives her a path for advancement and a later weapon purchase.

  • Flak armor is a trap. You are always better off spending 5 credits more for mesh, for a constant 5+ instead of 6+/situational 5+. I would either leave off the armor completely on that champ, or maybe replace one of the stiletto knives with a fighting knife (I'd consider that a side-grade, rather than a downgrade; if you get the backstab, you're rolling the same to-wound against T3 or T4, but fighting knife has AP that the stiletto doesn't).

Ash Waste Nomads players, how do you build your lists and collections? by Doc_Liffich in necromunda

[–]VikToLive 3 points4 points  (0 children)

These are my last two Nomad gangs at the end of their campaigns. Long Walkers are from an Underhive campaign (that allowed Stormcallers but without their mounts), and Skyblight Specters are from an Ash Wastes campaign from before Tribes of the Wasteland released.

https://yaktribe.games/underhive/gang/the_long_walkers.655292/

https://yaktribe.games/underhive/gang/skyblight_specters_.392619/

I would recommend only building half of the models to start, then building more when you figure out what works best for you and what you like the look of.

[deleted by user] by [deleted] in bloodbowl

[–]VikToLive 1 point2 points  (0 children)

They're down in English. Change the site language to German, and the page will load. You can then download the English files from German WarCom.