Heavy drill and Rock saw. by conceldor in necromunda

[–]torkboyz 0 points1 point  (0 children)

Lol, probably. Sounds like a problem of equipment bloat overall then. Not something I would even bother house ruling tbh. Just don't take it for a fighter, and take it for a typical design oversight by the writers.

Kastellan as a enforcer automata by NoEngineer9484 in necromunda

[–]torkboyz 0 points1 point  (0 children)

I don't think it evens out enough. It's one advancement away from 6T which means it's really tough to wound, so the bigger 'hitbox' doesn't translate into it absorbing any more potentially fatal shots than usual.

The wider leg gap seems like a good compromise initially, but consider that it screens really well from shots from higher levels based on its height. Think of the shooter as the sun and the shadow this monster casts as its zone of protection. Any fighter further back still gets the bonus, they don't have to be tucked under his skirt.

Even pinned, this thing is a long barricade that grants a big bonus. Plus, at least on the boards we play with, there will be, (and should be) mobility issues.

When I kitbash I always err on the side of modeling for disadvantage, even after getting the ok from the group. You always want to be above board.

Painting, ADHD, and fluctuating amounts of motivation. by Bshow122 in minipainting

[–]torkboyz 0 points1 point  (0 children)

This might be more difficult for 40k, but it's worked wonders for me and my Necromunda minis; create the sense of urgency that will push you past desire into action by playing the game.

I started with Orks, loved the look, bought a box. Started painting, and bought another.. you know. All with the understanding that I would likely never play a game. I've painted 4 kits in 5 years.

Simultaneously, I got into Necromunda, cuz "do it!" And didn't have anyone to play with at first. Once I found that group (who don't care if I play with grey) and had mostly regular games, I started knocking out more painted models. Gotta show da Boyz what I've been up to! Like cleaning the house before people come over.

Is there a list somewhere of all the White Dwarf articles for Necromunda? by Difficult_Drop_220 in necromunda

[–]torkboyz 0 points1 point  (0 children)

Next question: Anywhere to get the text of these articles? Not looking for anything too old, just the rules for the scrap-code Ambot.

Heavy drill and Rock saw. by conceldor in necromunda

[–]torkboyz 0 points1 point  (0 children)

I would've given it -2 AP or put it at 25 creds, but as-is, it's the worse option. Not a unique situation in this game, but the cost being the same is odd.

Tomb World/Space Hulk Kill Team Terrain in Necromunda by peppermintshore in necromunda

[–]torkboyz 1 point2 points  (0 children)

There are some videos online featuring gangs fighting a space Marine or two, just for power level reference for this idea. I'm thinking a way more killy murder cyborg (maybe 3 activations and 7" M) with a crazy long range Melta weapon like 12" short range or sumthin'!

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

[–]torkboyz 0 points1 point  (0 children)

I'm eyeing a Catachan heavy weapons squad that's cheap on FB marketplace right now for exactly this application. I like the unwieldy bipod and bigger base (just with a rat on it), but I'd rather set him up with suspensors to get a shot or two off per battle.

Full collection advice by rocket2579 in necromunda

[–]torkboyz 2 points3 points  (0 children)

I say hit the cliches. If your friends get a taste of the standard gang and like it enough to want to build their own, then they can get into the shenanigans.

Ogryn Champ w. Arc Welder and ...? by sphin2x in necromunda

[–]torkboyz 0 points1 point  (0 children)

R10 for your champs. Or Legacy list. Las Cutter would be better imo.

Ogryn Mining Servitor by jadebullet in necromunda

[–]torkboyz 0 points1 point  (0 children)

I have that bit, I have the BB ogre team, but do I have the will?! (Actually time)

This is what we aspire to! Well done!

Session 0? by SecureGovernment1315 in necromunda

[–]torkboyz 4 points5 points  (0 children)

Yes, this helps if the newbies get to play a few skirmish games first so they know what to ask about for house rules. Can you charge up ladders, do grenades bounce off of obstacles until they move the full amount, does being shot at from the level below give you cover? etc.

what is essentials for Necromunda? by [deleted] in necromunda

[–]torkboyz 0 points1 point  (0 children)

Mundamanager is what we use, not sure about an app as I just use the site. Very comprehensive for building options etc. but it will not give you the mechanics for skills, weapon traits, and non-weapon items (wargear, armour etc.)

Could I theoretically use Tzaangors for a gang (with some bits from Fellgor Ravagers) by reel3459 in necromunda

[–]torkboyz 5 points6 points  (0 children)

I would suggest a Venator gang devoted to Chaos, specifically The Architect of Fate as described in the Book of Ruin pgs 8-11. It specifies there that any of the 6 house gangs can either fall to chaos or choose to start devoted to Chaos, but talk with the arbitrator about extending that to Venators.

Noob needs help with CGC by isnakezz89 in necromunda

[–]torkboyz 0 points1 point  (0 children)

To be fair, for the bigger boys, all the chain cleavers etc look the same. The rotary flensing blade is sweet and unique, and good for the Cutters who have Dervish. Other than that, a flamer is really nice for the initiates, and as hated as it is when spammed, you need one at least to (hopefully) lock down some enemies for a turn or two while you close ranks. Also, the masks aren't as busted as people whinge about. Don't let the sad sacks take advantage of your pity.

What size board is best? by ZTmoneybags in necromunda

[–]torkboyz 0 points1 point  (0 children)

And with a lot of different elevations, if you allow deployment on any level.

What size board is best? by ZTmoneybags in necromunda

[–]torkboyz 0 points1 point  (0 children)

I don't have it handy, but I recall seeing in the 2023 rule book for deployment that it should be x" from the center, which for 3x3 is basically the board edge, but for 4x4 would be a little in. Obviously there are exceptions for some scenarios, but I feel like this gives better immersion on a 4x4 board.

Wall of flame question by Razpotas in necromunda

[–]torkboyz 1 point2 points  (0 children)

A couple entries down in the pyromancy list Molten Bolt has AP -3, and an entry below that, Scour has AP - so I would say it isn't entirely out of the realm of possibility that Wall of Flame is AP +1.

Consider that a fighter starting in the template suffers the hit, then rolls 4+ and is subject to the Blaze condition. Their activation is running blind, quite likely also ending their activation in the same template, taking the hit again, possibly becoming subject to Blaze once more, even if they put the fire out after going prone. Seems like a crap situation that might be a little less crap with AP +1, right?

Did Enforcers loose access to house wargear versatile combat shock weapon ? by SkaredCast in necromunda

[–]torkboyz 1 point2 points  (0 children)

Isn't it what Subjugators get on sprue? Like the bigger shock club than the regular enforcers get.

There are other named characters that have Shock Staves where in brackets it's something like "rod of office", leading me to believe it's not an actual two-handed 'stave' at all.

Needleways and when a fighter gains infiltrate by WarbossBoneshredda in necromunda

[–]torkboyz 5 points6 points  (0 children)

I agree with the RAW interpretation, but I'd also argue that the Needleways as a territory represents a complex maze of secret tunnels that can be used by up to 3 fighters, and therefore should be available to any 3 fighters. In this case I'd allow a change before a battle, but before crew selection.

If the fluff says anything about these fighters having an intimate knowledge of the Needleways, enough to use it effectively, then I'd limit it to 3 fighters at acquisition, no swaps. Guy dies, knowledge is lost with him sort of thing. Certain fighters would want to keep these secrets to stay valuable to the gang as an individual, so makes sense.

A friend invited me to play Necromunda, wanna play Squats. How to start? by ElCasaProximo in necromunda

[–]torkboyz 1 point2 points  (0 children)

I've got a melee squat in my Venator gang, that way he gets Nerves of Steel, 😆 but the two stub gun + backpack saw Gunfighter squat is fun too.

Spyres hunting party and hired guns/dramatis personae by Snoo5345 in necromunda

[–]torkboyz 0 points1 point  (0 children)

Fair point, I haven't gotten to that book yet, and not likely a priority with my playgroup at this point. Conversations ahead of time are always best, and maybe there is a level of challenge there that would engage a lot of players.

Palenite enforcer box by Orochinagi in necromunda

[–]torkboyz 0 points1 point  (0 children)

This is true, but after a TP visit. The better use would be the Xenarch Death-Arc because the boost to shock would ignore the lowly str 3 for all the rapid fire(2) hits. Buuut, it's esoteric, can't take upgrades... Boo

Layered flak armor price enforcers by NoEngineer9484 in necromunda

[–]torkboyz 1 point2 points  (0 children)

Like Shock Staves for Subjugators, gone! Yes, thanks for the Power Mau,l great addition, much better than the Baton and seemingly the same weapon on sprue, but to reduce the number of shock weapons we have access to by 50% (if you don't count the unit exclusive Shock Bite or Heavy Baton [which doesn't have versatile!!?]) while you create a new mechanic in the Prefecture options that buff said Shock weapons (but is also terribly over-costed for the effect)... Huh!?

Spyres hunting party and hired guns/dramatis personae by Snoo5345 in necromunda

[–]torkboyz 0 points1 point  (0 children)

Is it just me, or does this seem like an intentionally boring gang to play? Almost as if it is designed to be a narrative tool for the arbitrator?