Search results

  1. R

    Question Enforcer ‘SANCTIONER’ PATTERN AUTOMATA

    You need to turn off Restricted Equipment then you can add anything (including custom equipment).
  2. R

    Necromunda Adding Maulers and Cutter

    You just make a ganger and tick crew for making Goliath Crew. The cutter is equipment and so you'd have to add it as Custom Equipment. The mauler is just a Vehicle, add it under custom Vehicles.
  3. R

    Bug Vehicle Crew Missing

    Crews are there for Squat prospectors, so the capability is there but the profiles aren't.
  4. R

    Question Is there a way to create custom Vehicle Crews?

    So as the title says, is there any way to create Vehicle Crews in the custom settings?
  5. R

    Question Adding equipment lists

    Is there a way to add equipment lists to custom gangers?
  6. R

    N18 How to use Corpse Grinder Cults

    While I don't disagree with your overall assessment, you can shoot at Skinners without making a Willpower check yeah?
  7. R

    N18 Weapon Traits

    Not necessarily. That wording prohibits you from choosing a non-eligible enemy. But it's not as if there's any real uniformity in Necromunda rules writing, so I guess it means what you think it means.
  8. R

    N18 How to use Corpse Grinder Cults

    The Enforcers weren't power creeped - kind of the opposite. It's just that the testing is pretty random.
  9. R

    N18 How to use Corpse Grinder Cults

    Goliaths are not a bad shooting gang. Grenade Launchers and Stub cannons are both awesome.
  10. R

    N18 Random Item roll

    Does anyone have a list of random rare items, rather than choosing them?
  11. R

    Underdog Mechanic

    In my campaign there's an XP bonus for the Underdog, like they had in Oldcromunda. I suspect the game needs some kind of income balancing mechanic, perhaps based on the number of Gangers in the gang. I can see my gang starting to snowball as it improves. I'm going to wait until the end of this...
  12. R

    Goliaths and balance?

    I feel like it should be one use.
  13. R

    Necromunda Grenades

    It would be great if GW could put out a piece of paper that didn't confuse or contradict prior bits of paper...
  14. R

    Goliaths and balance?

    Juves are actually pretty good toxin delivery systems. Speed 6, 4+ ws and their strength doesn't matter.
  15. R

    Necromunda Grenades

    Grenades aren't weapons or Wargear. They're grenades, which is its own category.
  16. R

    Goliaths and balance?

    Maneuverability as a thing that matters varies with the amount of terrain and how much scenarios prioritise doing things other than punching each other until the other gang bottles, which I think is a deficit in the scenarios as well. Certainly that's what I've got my eye on as I arbitrate this...
  17. R

    Goliaths and balance?

    Since the errata toxin weapons are actually pretty effective against Goliaths (about a 50/50, very roughly calculated) and the Orlocks have lots of high Str weapons that mitigate the Goliath advantages. With the legacy gangs, its hard to say yet. Grenade Launchers remain a problem and a...
  18. R

    Grenade Launcher Rules - Overlooking a rule?

    I honestly think that templates should have to be aimed and centred on models. That would make cover relevant, and give some counterplay against grenade launchers. At the moment there is effectively nothing except being entirely out of sight (and even then that's ineffective).