N18 How to use Corpse Grinder Cults

The ultimate bomber man gangs, forget the (overpriced) flamer, take incendiary charges, and situational smoke, unlike other gangs who has to use their champ (and a skill choice) for this tactic, the initiate are absolutely expendable and dirt cheap.

Luckily they can't take demo charge or Flash grenade.

They also come with a mask that give +1 save (and stack with armored undersuit) it meant they are heavily armored for penny. And they are considered "juve" too so they level up faster. With all the (good) free stuffs, average ganger stat and dirt cheap, the Initiate is hand down the best fighters any gangs can dream of right now.

Too bad model wise they didn't get the sculpt they deserved.
 
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T
annother one that I've noticed that I'm not sure about with the CBC is making a pact with the chaos gods. it seems like they cant though clearly they should be able to worship khorne
They already have a pact with their own dark god essentially
 
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Anyone else wondering why they get access to the heavy rock cutter? Seems a bit out of place, especially when they don’t have access to other mining kit, like the rock saw.
 
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To be clear, I don't have an issue with the guys being a powerful close combat gang - that's obviously their shtique.

My issue is that they get a shit load of attacks with high accuracy, strength, AP, damage, and ultimately sever.
That means anyone they catch with those cleavers will likely be facing half a dozen lasting injuries at least.
That fighter is dead. If they somehow escape a 6# injury, they'll be so crippled by 5#s you'll almost be forced to retire them.
That's just shit. Necromunda has enough problems with kicking you whilst you're down. These guys don't just kick you, they stab you and twist that knife real good.

Then there's of course dirt cheap initiates infiltrating with hand flamer spam. That's equally disgusting, although on a tactical level rather than strategic.
Maybe this has already been argued and adjudicated. But, the rule says when a fighter suffers an Out-of-Action result, they are removed immediately. Instead of rolling a fist-full of Injury dice for each Wound that causes Damage, we roll them one Wound at a time (so, up to 3 Injury Dice at a time, depending). The first OOA ends the sequence, because the fighter is immediately removed. This conforms with the RAW, and does not cause the multiple Lasting Injuries you noted. Because, that does indeed suck. That's a ton of pain for very little gain. Crippling gangs makes for hard feelings, poor games in the future, and Newbs don't finish the campaign, or even return for the next. Like you said, Necro has enough problems.

Actually, no one in our group expects an opponent to roll for more than one LI, anyway. Even when a Multi-melta causes three OOA's, anyway.
 
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I'd always interpreted the single injury roll based on the model going OOA (no matter how many OOA results are rolled) but that may be lazy reading of the rules on my part!
 
I think this is because the game isn't very clear or consistent about whether rolls are made in sequence or all at once. It's clear that the writers think there are circumstances where multiple injury dice will be rolled together as they've written it into the rules.

Page 87: "Lasting Injuries
When a fighter goes Out of Action, their opponent rolls two D6, one after the other (a D66 roll) and looks up the result on the Lasting Injuries table below. If an Injury roll results in more than one Out of Action result, a separate roll for each is made on the Lasting Injuries table and each result is applied."

(Personally I prefer just a single roll as it's simpler and feels less like griefing.)
 
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About a gang with a bunch of infiltrating Skinners with Hand Flamers. Those guys aren't Champions. And, They can't group activate, so will activate one at a time. It's not exactly like the opponent will get Blitzed with multiple flamers before he can react. I think I gotta see this in action, first.
 
Thing is, the rules specifically say, that if you roll several skulls on an injury roll, you roll LI for each. However I do agree with the interpretation that you roll injury rolls one at a time and as soon as you get at least one OoA, you discard any leftover injury rolls, roll as many LIs as you have skulls on your current Injury roll, or just one, if the target died to FWs. That puts the cap of 4 on the amount of LIs you could get with current weapons, but that's really unlikely.

However there's a reason behind "all successful attacks roll injury dice together", for you see, technically, Fight action only causes one "attack" similar to how Rapid Fire is also just one attack, but with Fight there are several to-hit rolls, instead of 1. This doesn't add any fun to an already punishing game though, so duh.
 
I always read it that way to. Barring specific scenario, you will never roll more times on the lasting injury table than the weapon's Damage, because you only make Injury rolls for the one attack (dice) that took the fighter out of action. But the wording is ambiguous, at best.
I take those new CC weapons as further proof of that reading (that or the designer are just crazy, which is equally possible)

@Ml2sjw : direct quote from the rulebook (page 87): "If an Injury roll results in more than one Out of Action result, a separate roll for each is made on the Lasting Injuries table and each result is applied."
 
15" average charge distance is pretty hectic.

5" base move
4" melee range
2" average charge roll on a d3
2" average icon bonus
2" from Stimm Slugs

That increased melee range sure is nice on champs (combined with derwish skill), but the chainsaw on cables weapon just looks dumb.

Regarding stimm-slug boost, these can be activated once per game with effects lasting until the end of that round only.
Not sure you want to take this into account for average charge distance.
 
How important is the second CC weapon vs an armor in the first games in your opinion? I can either give a mesh armour to my cutters or a second weapon. My first available credits will probably go to the option I didn't take at gang creation.

I plan to do 1 butcher, 3 cutters and 4 initiates: 1 for the smoke grenades, 2 harpoon launcher because they're cool and 1 hand flamer.

I don't think it's that worth it to pay for a 'worse' second weapong (e.g. a flensing knife if you already have a better weapon) since you'll need to split the attacks 2-2 when you charge instead of doing 3 attacks with a better weapon (and save some points). What is your opinion?
 
Terrifying and Target Priority!

If an enemy fighter wants to shoot a Butcher that is behind an intervening closer Initiate, they would need to make a Cool check to not shoot the closest model, the Initiate.

Would they make the Cool check before or after the Willpower check for Terrifying?

Terrifying: If an enemy fighter wishes to make a Fight (Basic) or Shoot (Basic) action that targets this fighter, they must make a Willpower check. If the check is failed, they cannot perform the action and their action ends.
 
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Terrifying and Target Priority!

If an enemy fighter wants to shoot a Butcher that is behind an intervening closer Initiate, they would need to make a Cool check to not shoot the closest model, the Initiate.

Would they make the Cool check before or after the Willpower check for Terrifying?

Terrifying: If an enemy fighter wishes to make a Fight (Basic) or Shoot (Basic) action that targets this fighter, they must make a Willpower check. If the check is failed, they cannot perform the action and their action ends.
I’d say cool then Willpower myself. You target generally then target specifically in my mind.
 
That increased melee range sure is nice on champs (combined with derwish skill), but the chainsaw on cables weapon just looks dumb.

Regarding stimm-slug boost, these can be activated once per game with effects lasting until the end of that round only.
Not sure you want to take this into account for average charge distance.

But if we are talking champions once you have that initial charge in youre getting extra movement on wounds caused so you'll quickly run rampage across the backline of the gang, the trick is getting them into contact once you do it, you're likely going to be very difficult to stop.
 
So after seeing may responses on this thread I'll chime in with this.

As a concept I love the Corpse Grinders. And a gang that is a serious melee threat is a good addition to the game.

What really bugs me about them (and disappoints me) is the costing. Particularly of the Initiates.

There is no way the initiate is worth only 25 creds. They have base ganger stats, a skill and decent armour. I honestly feel that comparing them to other house gangers and juves that there base cost should have been nearer 50 to 60 creds.

The skinners seem a tad too cheap, but I can probably let that slide.

Their weapon pricing is all over the place too. On one hand as brutal as the heavy chain cleaver is, 70 creds seems about right, but then their budget, but better sword for 20 creds is a joke.

I feel that most of the moaning about them being OP would go away if the pricing (particularly of initiates) was more in line with what it should be.

They also have an amazing tactics card which makes charge a basic action for a whole round for them, but that is somewhat balanced by one, other good tactics cards other gangs have, and the house rule a lot of us use that all draws are random to some degree.