N18 Beginners Question Box

Hello all

A few questions if that’s ok, sorry if they seem silly. Just want to check we have been playing it correct.

1-coup de grace - if ganger A has seriously injured ganger B in combat a coup de grace can be completed in the same activation phase, is that correct?
2-group activation- in group activation can for example a leader and 2 juves all shoot or charge at the same time? Also in what order is this done, for example does leader has to shoot first?
3- Cawdor bomb rats- do you have to buy the rat and bombs? where does the rat start from when activated?

I am running our first campaign in doncaster UK after what felt like a successful mini-Munda campaign and I am hoping there’s some good threads for beginner arbitrators around!
 
1) Yes, as long as the attacker is not engaged by any other enemy fighters

2) You resolve each activation individually and completely before moving on to the next, and the leader doesn't have to go first. So in your example you could go Juve (two actions), Leader (two actions), Juve (two actions), but you couldn't have the leader take one action, have a juve take two actions, and then come back to do the remaining action on the leader.

3) No idea on this one, sorry
 
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I feel like I'm going to ask a pretty dumb question here but I didn't really find a satisfactory answer from just googling it.

What would be the best way to start a gang for skirmish play? I've been a little confused by reading all the rules in the rulebook and the House of Artifice book because I'm going to play as Van Saar.

I don't know if I can convince anyone at my local group for a campaign yet, which is why I'm mostly looking at skirmish games for now. But I wanna be able to use some of the stuff from House of Artifice since it has a lot of cool stuff to flesh out the gang (like brutes, hired guns, agents, etc.) but a lot of it is also specifically for campaigns, so I'm not sure how I'm supposed to go about it in skirmishes.

I hope my question isn't too vague. I'm really new to this game. Haven't played it yet, just read the rules and House of Artifice.
 
I feel like I'm going to ask a pretty dumb question here but I didn't really find a satisfactory answer from just googling it.

What would be the best way to start a gang for skirmish play? I've been a little confused by reading all the rules in the rulebook and the House of Artifice book because I'm going to play as Van Saar.

I don't know if I can convince anyone at my local group for a campaign yet, which is why I'm mostly looking at skirmish games for now. But I wanna be able to use some of the stuff from House of Artifice since it has a lot of cool stuff to flesh out the gang (like brutes, hired guns, agents, etc.) but a lot of it is also specifically for campaigns, so I'm not sure how I'm supposed to go about it in skirmishes.

I hope my question isn't too vague. I'm really new to this game. Haven't played it yet, just read the rules and House of Artifice.
I just realized I should've asked this question elsewhere. Excuse my mistake.
 
Hello all

A few questions if that’s ok, sorry if they seem silly. Just want to check we have been playing it correct.

1-coup de grace - if ganger A has seriously injured ganger B in combat a coup de grace can be completed in the same activation phase, is that correct?
2-group activation- in group activation can for example a leader and 2 juves all shoot or charge at the same time? Also in what order is this done, for example does leader has to shoot first?
3- Cawdor bomb rats- do you have to buy the rat and bombs? where does the rat start from when activated?

I am running our first campaign in doncaster UK after what felt like a successful mini-Munda campaign and I am hoping there’s some good threads for beginner arbitrators around!
Answer to Q3 - as per page 126 of house of faith, yes you have to buy whatever bombs you want to use on the rats. You buy grenades for the fighter then he straps them to the rat. The rat deploys in base to base contact with the the owning fighter.
 
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I feel like I'm going to ask a pretty dumb question here but I didn't really find a satisfactory answer from just googling it.

What would be the best way to start a gang for skirmish play? I've been a little confused by reading all the rules in the rulebook and the House of Artifice book because I'm going to play as Van Saar.

I don't know if I can convince anyone at my local group for a campaign yet, which is why I'm mostly looking at skirmish games for now. But I wanna be able to use some of the stuff from House of Artifice since it has a lot of cool stuff to flesh out the gang (like brutes, hired guns, agents, etc.) but a lot of it is also specifically for campaigns, so I'm not sure how I'm supposed to go about it in skirmishes.

I hope my question isn't too vague. I'm really new to this game. Haven't played it yet, just read the rules and House of Artifice.
Everything is available for skirmish! Play with agents, brutes, everything in the book really! Playing campaign is super easy. You could do fresh gangs, no advancements. Or you could hand out some skills or stats if you want.
 
I feel like I'm going to ask a pretty dumb question here but I didn't really find a satisfactory answer from just googling it.

What would be the best way to start a gang for skirmish play? I've been a little confused by reading all the rules in the rulebook and the House of Artifice book because I'm going to play as Van Saar.

I don't know if I can convince anyone at my local group for a campaign yet, which is why I'm mostly looking at skirmish games for now. But I wanna be able to use some of the stuff from House of Artifice since it has a lot of cool stuff to flesh out the gang (like brutes, hired guns, agents, etc.) but a lot of it is also specifically for campaigns, so I'm not sure how I'm supposed to go about it in skirmishes.

I hope my question isn't too vague. I'm really new to this game. Haven't played it yet, just read the rules and House of Artifice.

I haven’t really played skirmish but I would look at making a gang at either 1200 or 1500 credits as you can fit a lot more into a gang at that level but still can’t take everything.

Personally I wouldn’t bother about trading post access as the house lists are now pretty extensive, but you could allow each fighter to take an item from the trading post below a certain number if you wanted.

For experience and extra skills or stats you can either leave them as per the base rules or just add the required credit costs for each skill.

There are no hard and fast rules for skirmish games just whatever you agree to do with your opponent.
 
I feel like I'm going to ask a pretty dumb question here but I didn't really find a satisfactory answer from just googling it.

What would be the best way to start a gang for skirmish play? I've been a little confused by reading all the rules in the rulebook and the House of Artifice book because I'm going to play as Van Saar.

I don't know if I can convince anyone at my local group for a campaign yet, which is why I'm mostly looking at skirmish games for now. But I wanna be able to use some of the stuff from House of Artifice since it has a lot of cool stuff to flesh out the gang (like brutes, hired guns, agents, etc.) but a lot of it is also specifically for campaigns, so I'm not sure how I'm supposed to go about it in skirmishes.

I hope my question isn't too vague. I'm really new to this game. Haven't played it yet, just read the rules and House of Artifice.
You create basic gang for use in skrimish using the same rules as for the campaign. However, as mentioned previously, it is also a nice idea to start with more credits than the usual 1000, as it allows more fun choices. That being said, 1000 creds is perfectly valid level for skrimish games, as that is what I`ve been playing mostly.

In regards to using brutes etc. you have to agree beforehand with other players on how many of such "additional" stuff can be used (for example max 1 brute for each gang, in terms of creds it should count towards the set cred limit just like any other fighter, equipement, etc.) and you just add it to the gang like any other fighter.
 
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Cawdor tactic cards -

is there 2 sets of Cawdor tactics cards? one from 2018 and 2021? Do I need both?

There are two sets of Cawdor cards (there are two sets of all house gangs) a first edition released either the gang box and a second edition that was released with the House of Book.

No you don’t need both of them, or even either of them.

The second edition is also copied into a table in the House of Faith book so you don’t need the physical cards for the rules.

The first edition is out of print so you would have to buy them secondhand of eBay (likely for a ridiculous sum of money).

I would recommend using the Goonhammer websites table of tactic cards to find the ones you want to use and then printing out a set of fan made cards which can be located in the vault on this website.
 
Cawdor tactic cards -

is there 2 sets of Cawdor tactics cards? one from 2018 and 2021? Do I need both?
You can see for yourself, all cards are available from the community:

From 2020 to 2021 most gangs got a new deck of 18 cards. For tactics, you can choose how you want to play:
  • Play without tactics (some scenarios even prohibits them).
  • Play with the new deck of 18 cards standalone (can roll dice on a table to randomly generate them).
  • Play with any other combo of cards available.
 
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Hey guys my FLGS just started a Necromunda league. No one is playing Delaques so I decided to give them a try. I'm looking at Goonhammer's starting list for one of each box, and they're showing Psy-Gheist with a skill. Do Psi-Gheists/Prospects get to take a skill during creation? I don't have any books to work from yet, I just ordered them today, so I'm flying a little blind here. They had an odd number so they let me jump in last minute, but I need to proxy and play a game this week while waiting for my stuff to come in.

Out-of-the-Box Delaque plus New Champs/Prospects/Brute​

This gang assumes 1 Delaque box and 1 Nacht-Ghul/Piscean Spektor/Psy-Gheist box. Can you build an operable gang with just these two boxes? Absolutely! The new champs are great, and will easily fit into any Delaque gang, and Psy-Gheists add a ton of flavor!

  1. Master of Shadows (Infiltrate): flechette pistol, web gauntlet, mesh armor, armored undersuit, grapnel launcher [230]
  2. Phantom (Overwatch): master-crafted long rifle, mesh armor, armored undersuit [160]
  3. Nacht-Ghul (Spring Up): serpent’s fangs, mesh armor [200]
  4. Specialist Ghost: grav pistol, photon flash grenades, mesh armor [160]
  5. Psy-Gheist (Spatial Psychosis): mesh armor [ 75]
  6. Ghost: autogun, mesh armor [70]
  7. Ghost: lasgun, mesh armor [70]
  8. Shadow: 2 x autopistol [35]
 
Hey guys my FLGS just started a Necromunda league. No one is playing Delaques so I decided to give them a try. I'm looking at Goonhammer's starting list for one of each box, and they're showing Psy-Gheist with a skill. Do Psi-Gheists/Prospects get to take a skill during creation? I don't have any books to work from yet, I just ordered them today, so I'm flying a little blind here. They had an odd number so they let me jump in last minute, but I need to proxy and play a game this week while waiting for my stuff to come in.

Out-of-the-Box Delaque plus New Champs/Prospects/Brute​

This gang assumes 1 Delaque box and 1 Nacht-Ghul/Piscean Spektor/Psy-Gheist box. Can you build an operable gang with just these two boxes? Absolutely! The new champs are great, and will easily fit into any Delaque gang, and Psy-Gheists add a ton of flavor!

  1. Master of Shadows (Infiltrate): flechette pistol, web gauntlet, mesh armor, armored undersuit, grapnel launcher [230]
  2. Phantom (Overwatch): master-crafted long rifle, mesh armor, armored undersuit [160]
  3. Nacht-Ghul (Spring Up): serpent’s fangs, mesh armor [200]
  4. Specialist Ghost: grav pistol, photon flash grenades, mesh armor [160]
  5. Psy-Gheist (Spatial Psychosis): mesh armor [ 75]
  6. Ghost: autogun, mesh armor [70]
  7. Ghost: lasgun, mesh armor [70]
  8. Shadow: 2 x autopistol [35]

*****EDIT
Nevermind on the Skill thing...figured out it's a Wyrd power not a skill. Which brings up another question. I can't find a way to assign a Wyrd power to my Psy-Gheist in the gang builder.
 
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*****EDIT
Nevermind on the Skill thing...figured out it's a Wyrd power not a skill. Which brings up another question. I can't find a way to assign a Wyrd power to my Psy-Gheist in the gang builder.
****EDIT again...never mind I figured it ouut. Not sure how to delete this post.
 
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Hey guys my FLGS just started a Necromunda league. No one is playing Delaques so I decided to give them a try. I'm looking at Goonhammer's starting list for one of each box, and they're showing Psy-Gheist with a skill. Do Psi-Gheists/Prospects get to take a skill during creation? I don't have any books to work from yet, I just ordered them today, so I'm flying a little blind here. They had an odd number so they let me jump in last minute, but I need to proxy and play a game this week while waiting for my stuff to come in.

Out-of-the-Box Delaque plus New Champs/Prospects/Brute​

This gang assumes 1 Delaque box and 1 Nacht-Ghul/Piscean Spektor/Psy-Gheist box. Can you build an operable gang with just these two boxes? Absolutely! The new champs are great, and will easily fit into any Delaque gang, and Psy-Gheists add a ton of flavor!

  1. Master of Shadows (Infiltrate): flechette pistol, web gauntlet, mesh armor, armored undersuit, grapnel launcher [230]
  2. Phantom (Overwatch): master-crafted long rifle, mesh armor, armored undersuit [160]
  3. Nacht-Ghul (Spring Up): serpent’s fangs, mesh armor [200]
  4. Specialist Ghost: grav pistol, photon flash grenades, mesh armor [160]
  5. Psy-Gheist (Spatial Psychosis): mesh armor [ 75]
  6. Ghost: autogun, mesh armor [70]
  7. Ghost: lasgun, mesh armor [70]
  8. Shadow: 2 x autopistol [35]

Just as a heads up neither Delaque box (nor the Forge World weapons packs) actually comes with a lasgun so you will either need to convert/kitbash one or proxy an autogun for it.

It’s easy enough to do as the autogun is slung across the fighters back so if you have any imperial guard lying about you can take one of their holstered lasguns and glue it across the back, or you can just switch the tips of an autogun and laspistol from the sprue.

It’s a relatively minor thing but can be a bit annoying as lasguns tend to be more useful than autoguns.

The Goonhammer list isn’t exactly what I would take but it is a decent enough list and you should be able to get some good mileage out of it for your first campaign.
 
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