N18 Allocating Wounds -No One Ever Dies

The_Cragis

Juve
Oct 27, 2019
19
28
13
Georgia, USA
Some friends and I recently started playing some Necromunda. After a few games we’re still working on remembering the rules but the games seem to last 2-3 hours. I was under the impression that games of Necromunda are brutal and the weapons really pack a punch compared to 40K.

It seems like no one ever dies to the point that I feel like we’re not allocating damage properly. You get hit, you go prone. You get wounded you roll an injury die. A flesh wound lowers toughness. Serious injury causes a flesh wound each time after the first.

These rules mixed with how awful most gangs BS is plus cover rules and it seems like no one ever gets hit let alone killed. I feel there’s for sure a misunderstanding on our part.
 
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Well that does sound strange, unless you have the worst to-hit rolls ever and the best armour saves coupled with the best injury dice.

Even so the same fighter flesh wounded enough times (when the stat reaches 0) should go OOA and now serious injury also deals out a flesh wound that chance increases.

Are you taking into account multiple hits?
A Damage 1 weapon hitting you successfully 5 times against a W1 fighter is five injury dice! That’s minimum of five flesh wounds!!!

What about weapons which inflict more than one damage??

For example: a 1 wound fighter hit with a Damage 3 weapon would require 3 injury dice to be rolled - one for each damage which reaches zero. That’s a minimum of 3 flesh wounds right there.

A W2 fighter hit with a Damage 3 weapon would be 2 injury dice - first point of damage reduces the fighters W to 1, the second to zero and the third also hits as there is no W left.

You should on occasions be rolling multiple injury dice for a fighter which statistically alone is either going to flesh wound them off the table or you roll an actual out of action result. You only need one of those to be “killed” and out of the game.

Unless you mean actual dead on the serious injury chart - in which case, that should just be very unlucky to roll.
 
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Yeah this feels wrong, Necromunda isn't as deadly as 40k because of the flesh wound mechanic, but models die easily enough and that was before the rules update..
 
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Roll to hit. If hit, then pinned and roll to wound. If wounds drop to zero (and for every wound done "below zero"), roll and injury dice. Flesh wound reduces Toughness (making further wounds more likely), and if Toughness is reduced to zero through flesh wounds, the fighter is Out Of Action. Serious Injury rolls recovery at the end of the turn, if a flesh wound, they reduce toughness by one and become pinned (and still prone), if a Serious Injury they take a flesh wound and stay down.

It adds up surprisingly quickly, even on heavy-cover tables (and every table should be a heavy-cover table).
 
From my memory of games a years ago, before the new rules, death was not the goal in combat. Out Of Action led to death (post-game), but OOA was enough during the game. Most missions had a main onjuctive, that specified the end of the game.
Getting Toughness down to 0 was one way, but a bad Injury roll was just as good.

I have yet to really read the updated rules, but actually killing a model off was rare.
 
I thought about this thread during last night's game. Enforcer's first three shots (bolters). Three KIA's. Later, my Daemon possessed Orlock Leader charged into close combat. Six S6 attacks hitting on 3+. Target gets a 5+ save. Resulting in ONE Flesh Wound! But, that's just me.
 
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