Cawdor/GW4 Speculations/Discussions

Yep looks like the territory cards will be a nice to have rather than an essential for running a dominion camapign (Can't wait to see custom editions produced by the more talented than me members of the tribe)
 
I wonder how interchangeable the campaigns will be. Will going from a Turf one for Campaign 1 to a Dominion for Campaign 2 be a feasible idea? I know we’ve been using a Turf War, which is great because we don’t have a huge amount of free time, so it supports our pick up game style.
 
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I hope it'll be very compatible... we're doing a RAW turf war as our first campaign, then the second turf war we'll introduce any home fixes we feel we need to, and likely add in a campaign setting of one sort or another.
 
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Andy Hoare mentioned on FB that people had asked for a listing of skills by category, not alphabetical. But like everyone I expect a few to be changed a bit to make more sense, like how they snuck in a revision to Blaze in GW3.

A bit disappointed that the two things I am looking forward to most, bionics and psykers, have such little print. I'm guessing we won't be getting dozens of minor wyrd powers like in Oldmunda.
 
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I am guessing that the wyrd powers may be a tester, possibly representing gangers with slight powers, or spook users.

I'm currently reading the novel slavation and out of the various books I have read (which have some wildly differing depictions of necromunda) it's the closest to the current necromunda fluff (fights in the hive city, late well equipped gangs etc) . In that at least two of the gang leaders have a degree of wyrd ability (one is very charasmatic and one is a pyromancer). It could be these rules let you grow your own wyrds as part of your gang.....
 
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Oh it would be awesome to have a psyker with the jinx(? the one the forces an opponent within 18" to make an ammo roll) from Spook Harvest to deal with all that plasma that Van Saar usually likes to spam.
 
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Andy Hoare mentioned on FB that people had asked for a listing of skills by category, not alphabetical. But like everyone I expect a few to be changed a bit to make more sense, like how they snuck in a revision to Blaze in GW3.

A bit disappointed that the two things I am looking forward to most, bionics and psykers, have such little print. I'm guessing we won't be getting dozens of minor wyrd powers like in Oldmunda.
My theory is it’ll be similar to Brutes.

GW4 is a small generic taster, but 5 Will have all the goodies
 
That makes sense. Put out simple nascent psykers now, more involved ones like Beastmasters later (which would require multiple new models).

The last section of the Psyker entry differentiate between sanctioned and non sanctioned, so even though it might be that they expand on it in GW5 I wouldn't bet money that GW4 would only be for 'nascent' psykers. To pick up a concept from the Ravenor novels I'd say that it might never really be any rules for gamma level psykers or similar. Apart from being too powerful they would also be of too much interest for the Inquisition, which sounds mor like a Kill Team set up than Necromunda '17
 
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The last section of the Psyker entry differentiate between sanctioned and non sanctioned, so even though it might be that they expand on it in GW5 I wouldn't bet money that GW4 would only be for 'nascent' psykers. To pick up a concept from the Ravenor novels I'd say that it might never really be any rules for gamma level psykers or similar. Apart from being too powerful they would also be of too much interest for the Inquisition, which sounds mor like a Kill Team set up than Necromunda '17

Or more likely Inq28, which the venators were designed with in mind, so I bet Andy et al have it on their minds....

Lol, after listening to the excellent second Agent of the Throne audio yday I was just thinking of the massacre at thracian in Malleus yesterday .... great minds!
 
If they are adding them to gangs minor powers are the way to go, I'm expecting powers roughly comparable to the chaos cultist witch.

I don't want my sci-fi underworld turning all sword and sorcery!
Aye, I want my Psykers to be barely functioning crackheads who can, if they concentrate hard enough, and don’t let the feeling that their skin is not attached to their muscles distract them, they might light a lho-stick.
 
Nothing new but still

https://www.warhammer-community.com...e-cawdorgw-homepage-post-1fw-homepage-post-1/

The abundance of cheap flame weaponry is interesting as I don't see that on the sprue. Crossbows have a variety of ammo which is good, and the icon is important (something like the genestealer cult one I expect)

It does look like they have incendiary charges(?) in there which are CHEAP (10 credits) but rare in the trading post. So if they do have that in their house list they'r e going to be a potential nuisance. What with the 5" blast and Blaze a couple of those could effectively disrupt or destroy a gun line. The Leader is also grabbing what to me looks like a hand flamer.
 
Very true, on both fronts I wonder if the scrap flamer and firebomb from the campaign events on of 49 of GW3 might make an appearance...