N18 Beginners Question Box

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.
Having trouble finding the rules for Web Guns. I know this will come up during our games, but can't find anything in Bookromunda or Lost Zone on it. Is it in the Delaques House of Shadows book? As I under stand it: template attack auto hits, roll to wound, if successful no save, target is pinned and webbed, roll for serious injury?
 
No need to roll for seriously injured. A webbed fighter gains the “webbed” condition which for all in games purposes acts exactly the same as being Seriously Injured.

The rules are in the House of Shadows book. Weapon profile is on page 117 and the rules for the Web trait are on page 125. They should also be in Bookromunda as well but I don’t have it to hand to check.
 
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No need to roll for seriously injured. A webbed fighter gains the “webbed” condition which for all in games purposes acts exactly the same as being Seriously Injured.

The rules are in the House of Shadows book. Weapon profile is on page 117 and the rules for the Web trait are on page 125. They should also be in Bookromunda as well but I don’t have it to hand to check.
@almic85
This is the starting list I put together. Do you have any feedback you can offer? I was told by the guy running our league these were my requirements for a gang list: 1 Leader, 1 Phantom, 1 Nacht-Ghul, 2 prospects, 0 brutes, 1250pts. I play 1k Sons as main army in 40k. I'm tempted to make the Nacht-Ghul and Phantom psykers too.

 
That list looks pretty decent to be honest given that you are being forced to take prospects.

I’m personally not a fan of psychic stuff as I find that just taking a weapon is usually a better option than most wyrd powers, but if you need to take two prospects then you may as well lean into it.

It’s fairly. Low on numbers for a 1250 credit gang, but you have picked up a lot of survivability wargear there as well and 8 fighters is a decent enough starting list.

You could possibly consider trading out the ghosts with lasguns, mesh armour and web pistols for just shadows with web pistols and mesh armour. The lower fighter cost and no lasgun saves you 30 credits a fighter so if you change two gangers you should have enough for one more ganger with a basic weapon only.
 
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Hello, it's me again. I've played a solo scenario in Necromunda about twice now but I'm a little confused about bottle tests. Do bottle tests apply to Seriously Injured and/or do they have to flee if they fail? It's not clear and it seems a bit weird to me that someone who's seriously injured would be capable of fleeing. But if that's what the rules say then oh well.
 
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Hello, it's me again. I've played a solo scenario in Necromunda about twice now but I'm a little confused about bottle tests. Do bottle tests apply to Seriously Injured and/or do they have to flee if they fail? It's not clear and it seems a bit weird to me that someone who's seriously injured would be capable of fleeing. But if that's what the rules say then oh well.

So there is some weirdness in the bottle test and fleeing the battlefield rules because they are split into two sections in all the rulebooks. Also worth keeping in mind that the Bottle Test applies to the gang as a whole and the Fleeing the Battlefield tests apply to individual fighters. Fighters do NOT take Bottle Tests.

There are the basic rules (that apply to skirmish and one off games) which are in the “end phase” section where if you fail the bottle test then everyone tests to see if they flee regardless of any status.

Then there are the “advanced” rules (used in campaign) which are in the campaign sections under the heading “fleeing the battlefield” which allow a gang to voluntarily fail the bottle check and/or voluntarily flee the table. Note that the entire gang has to attempt to flee at the same time.

If you voluntarily flee the battlefield (not voluntarily fail the bottle test) then you follow the below sequence:
1/ Any Active or Pinned fighters flee the battlefield;
2/ All the engaged fighters attempt to flee the battlefield by making an initiative check. If they pass the flee, if they fail they are Seriously Injured;
3/ Roll to see if Seriously Injured fighters succumb to injuries.
4/ Roll for being captured.

Seriously Injured fighters that fail an actual Flee the Battlefield roll flee the battlefield and don’t end up needing to roll for injuries.

It’s also worth noting that the rules for ending the battle seem to contradict the rules for having seriously injured fighters roll to succumb to their injuries. Technically if Seriously injured fighters are still on the board the game can’t end, so they have wedged in the succumbing to injury rules which happens at the same time as the game ends.
 
Hi. I'm new here. My friend of I are just staring out with Necromunda and playing the new edition. (we used to play some decades ago when we where kids and Necromunda was a new game... god I'm old). Anyway its awesome. This site is awesome!
Any way. I've been trying to clear up a few rules questions we have from our first game (New edition) but I'm finding it difficult to find a faq or video or resource to help.
Hoping someone here can. So I'll start off with an easyish one:

1. -If you make a ranged attack with a rapid fire weapon and get say 3 hits. And say each can do two damage. If the first hit does a wound and you role and injury die and get a flesh wound. Do you then lower the toughness of the ganger your shooting at for the next hit's wound roll?

2. -If you make a ranged attack with a ganger with two pistols and shoot them both. Assuming you make a hit with the first pistol and knock the target prone. Do you then count the target as prone for the attack with the second pistol.

Cheers! Any help appreciated.
 
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@FinalCatch
Hey there!
Welcome aboard and Enjoy your 'munda!

1)
Nope, all hits happen at the same time. So, for example, you Bolter someone with Rapidfire which gives you "3 Bulletholes" and a hit on the numeric die.
Then you roll 3 Woundrolls with S4, as the bolter says. Let's say one doesn't wound, the other two do. Then you make 2 Armour rolls, one for each hit. Let's say both go amiss. Then you have two bullets going through with 2 Damage each, so you roll 4 Injury dice. (Assuming the Target had only 1 Wound to start with)

2) Those two attacks also happen "simultaniously", in the game. You can either roll different coloured dice, or roll one shot after the other, but in regards of game mechanics, they happen at the same time in the same conditions. (Like the target being "standing".)
 
@FinalCatch
Hey there!
Welcome aboard and Enjoy your 'munda!

1)
Nope, all hits happen at the same time. So, for example, you Bolter someone with Rapidfire which gives you "3 Bulletholes" and a hit on the numeric die.
Then you roll 3 Woundrolls with S4, as the bolter says. Let's say one doesn't wound, the other two do. Then you make 2 Armour rolls, one for each hit. Let's say both go amiss. Then you have two bullets going through with 2 Damage each, so you roll 4 Injury dice. (Assuming the Target had only 1 Wound to start with)

2) Those two attacks also happen "simultaniously", in the game. You can either roll different coloured dice, or roll one shot after the other, but in regards of game mechanics, they happen at the same time in the same conditions. (Like the target being "standing".)
Thanks that really helps!
 
@FinalCatch

Here’s the link to the current errata. It’s on the Warhammer community website in the Errata section, under the 40k banner. Not sure why it doesn’t have its own banner like it does in the Downloads section.

It covers the Twin Guns Blazing rule FAQ as it is not very well worded in the rulebook.

For the rapid fire rule (and all other shooting and combat things) as @NoOneII. stated you resolve all the things in each step before moving to the next one (which is different to 40k where you resolve each attack individually). Well technically you resolve each use of a weapon and each different target separately in lose combat, but most people just roll all the dice for a single target together and add them all up.
 
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Hi folks - a quick question if I may. Genestealer 'Wyrd' psychic powers, mind control. Is no dice roll needed at all for this power to take effect? It seems ridiculously overpowered!
 
Mind Control is Telepathy but also included in the custom genestealer set of wyrd powers. Several dice rolls are required. First to cast the spell, a normal willpower check as for any other psychic power. And last a hit roll for the fighter making the shooting attack. With range 9", I'm not sure how overpowered it is? I guess it can also be countered by clever facing by the opponent.
 
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In general it is advisable to stay away from that one as it is outdated ages ago. Not a problem for your question now, but otherwise you can expect to have some level of confusion based on inconsistencies between different versions of the rules. It's not even listed as a source for the list of wyrd powers and where to find them:
 
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Thanks a lot for that and the link - can I ask what is the best place to find the GSC rules these days? I have been using a combination of the WD article and the Yaktribe gang manager.

Final question (for now!) Are there any stats for very basic bows (the archery kind) and crossbows? I am arming some cultists for a campaign narrative and wanted some of them to be armed with very primitive weaponry. I couldn't see anything in GotU, will I need to check back against NCE or even 2nd edition 40k?
 
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Book of ruin is where the GSC rules are located.

There is a wyld bow (escher wyld runner exclusive) and the stake crossbow ( expensive anti psyker weapon) but they are not used widely due to the mass production of Lasguns and autoguns for impirial use, it isn't hard to skim a dozen off the line for a gang when you're churning out so many and the bureaucracy makes it next to impossible to notice to the authorities.

You don't want to look at nce or 2nd Ed 40k. Nce is for the old edition of the game, it is still maintained though, and new necromunda isn't based on the 2nd Ed ruleset it's based on 8th ed.
 
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Thanks a lot for that and the link - can I ask what is the best place to find the GSC rules these days? I have been using a combination of the WD article and the Yaktribe gang manager.

Final question (for now!) Are there any stats for very basic bows (the archery kind) and crossbows? I am arming some cultists for a campaign narrative and wanted some of them to be armed with very primitive weaponry. I couldn't see anything in GotU, will I need to check back against NCE or even 2nd edition 40k?
Best place to find any and all rules will forever be from the community. I'd stay far away from any official book or publication, if you wonder why, see here for example:
 
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Book of ruin is where the GSC rules are located.

There is a wyld bow (escher wyld runner exclusive) and the stake crossbow ( expensive anti psyker weapon) but they are not used widely due to the mass production of Lasguns and autoguns for impirial use, it isn't hard to skim a dozen off the line for a gang when you're churning out so many and the bureaucracy makes it next to impossible to notice to the authorities.

You don't want to look at nce or 2nd Ed 40k. Nce is for the old edition of the game, it is still maintained though, and new necromunda isn't based on the 2nd Ed ruleset it's based on 8th ed.

Yes although it's remarkable how many of the weapon stats (certainly for the basic weapons) are still more or less the same from both NCE and 2nd edition 40k. Certainly lasgun, autogun etc. hence I thought a weapon statline of that sort probably wouldn't be too far off the mark for a basic bow or crossbow. Those weapons are way too powerful and competent for what I am after but thanks for the idea!
 
If you want rules for weak bows there are mutie bow in the badzone eventtable in the book of peril, but there are no cost for them.

Mutie bow:
Rng: S:9 L:18
Acc: S:- L:-1
Str: 2 Ap:+1 D:1
Am:-
Traits:-
 
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I have some questions about Outlander Campaign, can you give me some advice, please?

Is it possible to damage oponnents settlement somehow (in Settlement Raid, for instance)?

Is it possible to somehow destroy building in his settlement?

Can I raze building in my settlement?

Is it somewhere explained, how can I hire the Hired Gun through the Bullet Hall? Which one? With or without equipment? How often? What happens, if the Hired Gun dies?

Is it ok, that in the Development phase no scenario gives a reputation to the gangs?