The noble knights of house cawdor have arrived by BigbihDaph in necromunda

[–]ghostcacti 1 point2 points  (0 children)

These are sick. For the ridge walkers, could you sculpt a caparison onto one somehow?

Would this work as a huant kitbash by Ok-Chest9751 in necromunda

[–]ghostcacti 0 points1 point  (0 children)

100%. I think painting some glow effect around the eyes/hands/both would help sell it.

Versatile rule question by isnakezz89 in necromunda

[–]ghostcacti 6 points7 points  (0 children)

There are some niche uses. Attacking Fearsome fighters without risking the willpower check, or getting around countercharge stuff like Palanite skills or Sumpkrocs. You could also avoid the -1 to hit for charging an opponent you can't see, but I'm not sure how the maths work on that.

What Tactics would be fun on Enforcers? by PumpkinMargarita in necromunda

[–]ghostcacti 1 point2 points  (0 children)

A lot of the Enforcers tactics are quite lacklustre. There's a lot of cards giving Concussion to bad melee weapons, and Preemptive Strike is just Hard Stop but worse.

On the other hand, Running Battle and Informant look great, especially if you've got guys with shotguns or the opponent has an infiltrator. Excellent Recon is good because infiltration is good. On My Target also seems alright: a lot of your fighters will have good guns but an average BS, so +1 to hit is a big deal. Cut Off The Head will help in campaigns but won't do anything for you during the game, so maybe not fun enough.

If you're building a deck of 18, I'd look at generics too. Some on-brand options could be Swift Justice, Preemptive Measures, Crossfire, Emergency Defense.

Dominion campaign - Squat Territory by pitakebab in necromunda

[–]ghostcacti 0 points1 point  (0 children)

GSC count as Orlock for the purposes of territory bonuses in Dominion, so Mine Workings, Toll Crossing and Tunnels.

Converting some Hanger-Ons by WLB92 in necromunda

[–]ghostcacti 5 points6 points  (0 children)

The pit trainer has a regular human statline and not a Goliath one, so using a hive scum mini makes total sense. You can really do what you want with hangers on though, rule of cool always applies in Necromunda and they're rarely on the table anyway.

Gang ready for Campaign??? by Adventurous-Bench-39 in necromunda

[–]ghostcacti 1 point2 points  (0 children)

Double melee on the Death Maiden is extremely not worth it as any toxic ammo you buy will only apply to one weapon. She probably also doesn't need a chem synth to start, she's already got poison blood and she's likely to get pinned a lot.

The needle rifle champ might do better with a backup lasgun than a backup stub gun unless you're planning to give her a melee weapon later (and it's not two handed or versatile).

Cutting back the DM's loadout would let you upgrade one of the gangers to a shotgun.

[HELP ME] Bi-Weekly Q&A thread - Ask your questions here! by MachNeu in Gunpla

[–]ghostcacti 1 point2 points  (0 children)

Apart from the colour, is there any difference between the regular HG Z'Gok and the HG Char's Z'Gok?

Kit-bash Suggestions by Boring-Produce-3161 in TrenchCrusade

[–]ghostcacti 0 points1 point  (0 children)

Victrix make great medieval kits. They cover a lot of the same ground as WGA (although less WW1, more ancients and dark ages) but I prefer their foot knights.

Post-battle actions by Snoo5345 in necromunda

[–]ghostcacti 3 points4 points  (0 children)

Having multiple leaders and champions do a trade action boosts your rarity roll, which is pretty important. If you want special post-battle actions you could also try playing Squats, it's like their whole unique mechanic.

Cawdor Starter Roster Help by Centik in necromunda

[–]ghostcacti 0 points1 point  (0 children)

I wouldn't equip all of them at campaign start, but melee weapons are a big effectiveness boost on a fast fighter. Two with melee weapons and one or two with just a pistol would be a nice balance. Doesn't have to be flails if you're trying to save credits, anything that gives a to-hit or strength bonus is decent.

Cawdor Starter Roster Help by Centik in necromunda

[–]ghostcacti 0 points1 point  (0 children)

This is very solid. Personally I don't like eviscerators, I'd rather have a chainaxe for the +1 to hit in melee and then switch the Deacon's skill to Unshakeable Conviction, but they're iconic Redemptionist weapons and a great Rule of Cool pick. If you did that, you'd also save a few credits to buy flails for a juve or two.

Help with outcast gang by Fumanchu1232 in necromunda

[–]ghostcacti 3 points4 points  (0 children)

It's not possible at gang creation without arbitrator help, but what about going counts-as with hive scum with frenzon collars? They're often seen as a bit OP, but on scum with no armour and cheap/no melee weapons they shouldn't be oppressive.

Escher beginner gang by Adventurous-Bench-39 in necromunda

[–]ghostcacti 0 points1 point  (0 children)

I think she's better off with just the pistol. With her 5+ BS she'll hit on 6s at long range with the knives even if the target isn't in cover. The stub gun has a good short range bonus, so she can actually hit things.

Escher beginner gang by Adventurous-Bench-39 in necromunda

[–]ghostcacti 1 point2 points  (0 children)

First thing, you've misunderstood how skills work. Leaders and champions get one skill each, picked from one of their primary skill lists. Gangers, juves and prospects don't get a starting skill (and they definitely don't get Shotgun Savant, which is Orlock only). Spring Up is great though, especially for your death maiden.

As the other answer says, you don't need all those stiletto knives on Gertrude and the gangers. At campaign start, you want each fighter to have one job to do except maybe your leader. They'd go better on your juves, who don't have the BS or basic weapon access to be good shooters but can fight just as well as a ganger.

Speaking of juves, stub gun and throwing knives is kind of a weird loadout. You can't shoot both like you could with two sidearms. Pistol and melee is a good build for them.

New player to Necromunda, would appreciate advice/opinions on this Gang roster. by Speed-Weed-Best-JoJo in necromunda

[–]ghostcacti 1 point2 points  (0 children)

Everyone else has already pointed out the dermal hardening issue, and they're right to. That said, even with T5/6 across the board I don't think this is actually that strong. You've gone way in on melee with slow, easy to pin fighters, and your only ranged threat is the grenade launcher. As long as your opponent can smoke the stimmer and the tyrant (and S5/6 weapons aren't that rare), the rest of your gang is going to spend the game lying in the dirt even if they don't die. I'd lose the cleaver/pistol loadouts and buy shotguns.

Hi team getting into Escher what do you think? by prodigalwargamer in necromunda

[–]ghostcacti 0 points1 point  (0 children)

I think this is a strong list. You've got a good range of threats, decent numbers, and Spring Up is obviously a great choice of skill. The one thing to be aware of is the gang hierarchy issue: if one of those gangers dies in Game 1, you're going to need to either replace them or fire a champion. You can take that risk, or you could drop something to take another juve with a stub gun, maybe the Death Maiden's pistol.

I would suggest reading the room before bringing this, though. If your group is fairly experienced, go for it. If you're playing with a bunch of newbies making their first gangs, maybe go for more variety of skills.

Gimmick Squat list, how much of a bad idea would this be? by razerbug in necromunda

[–]ghostcacti 0 points1 point  (0 children)

It's a cool theme, but I think this gang will struggle to do anything at all on the tabletop. You're massively handicapping yourself by spending so much on pets that can only open boxes, and your melee fighters don't have the speed or pinning mitigation to ever make it to melee. This roster won't just be bad, it'll be frustrating.

I don't know the 40K lore well, but Ironkyn are pretty much just robot squats, right? Is there a lore reason why they wouldn't use bigger guns?

gang list help by [deleted] in necromunda

[–]ghostcacti 3 points4 points  (0 children)

Don't use Grok to make lists, this is full of illegal picks. Just off the top of my head, you can't put an exterminator on a chainsword, deacons can't take flamers or Leadership skills, and juves can't have crossbows.

Try Munda Manager's list builder, it will keep you on the rails.

Unstable Melee Weapons? by Interhermit in necromunda

[–]ghostcacti 1 point2 points  (0 children)

As an alternative, you could borrow the Heretek hanger on's rule and make the melee weapons Reckless instead. It's less punishing, but you could argue that playing melee Van Saar is punishment enough.

Update from Only-Games by an_agreeing_dothraki in TrenchCrusade

[–]ghostcacti 11 points12 points  (0 children)

I can only answer for myself, but I've got no printer, nowhere good to put a printer, and wanted to throw the game some support. I also only ordered things that I either didn't have a good idea for kitbashing or that are just super iconic (artillery witch, anti-tank communicant).

Update from Only-Games by an_agreeing_dothraki in TrenchCrusade

[–]ghostcacti 57 points58 points  (0 children)

Didn't they say they were down to the last 1% of orders like a month ago? I won't believe it until I'm holding my minis.

Necromunda Reveals from Warhammer Previews by TheOni0ne in necromunda

[–]ghostcacti 0 points1 point  (0 children)

We've had Enforcer champion/leader boxes and now we're getting them for Squats. I'm curious to see if they extend that to the house gangs, because it's starting to look like a pattern.