N18 New Rules Incoming

While I'd prefer it included everything, I don't think it needs to. What it needs is to be well proof read, and to not be superceded by a new 'starter set' in 6 months. New releases should be more akin to the 'house of' books. Specific to new gangs or whatever else comes out.

If they bring out a sump sea suplement for example, it would only need rules for waterborne vehicles, any new gang recruitment rules, hangers on etc and campaign type. What you categorically don't need is another type of sword better than the last 8 or so (Sump-cutlass anyone?) So any new equipment should be limited to new gangs in the way enforcer or squat boltguns are. And therefore can be excluded from the TP.
 
Not a fan of 1XP per seriously injured and flesh wound for every Bone on Serious injury dice. This is a major buff to shooting, which has been strong enough already.
-2 to hit when targeting ground with blasts seems fine, but nobody will bother with tossing grenades on 6+. Perhaps they'll give hand-thrown grenades an exception.
Not a fan of the seriously injured producing a fleshwound as well. Now damage 3 weapons will kill T3 W1 fighters no matter what, no need to even roll... Oh well
 
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I am ever the optimist, looking foward to this.

I also really like the extra flesh wound thing, and the xp. a normal ganger hit by something with damage 3 is going to have a bad day, but they already were and that is how it should be. This now means that those unkillable goliath forge bosses are actually going to be possible to fight.

People have got too used to the lack of lethality in weapons with newmunda, this is a nice hark back to the fact that these are malnourished humans fighting with absurdly powerful weapons.
 
Not a fan of the seriously injured producing a fleshwound as well. Now damage 3 weapons will kill T3 W1 fighters no matter what, no need to even roll... Oh well

What bothers me is that a single SI will kill any T3 model 2/3 of the time. They take an SI, and a Flesh Wound. One recovery check, most likely result is an SI, that's another Flesh Wound. After that it doesn't matter what you roll for the next recovery check because you're getting at least one Flesh Wound, and that's you done.
 
When they say seriously injured, this time they mean it!!

Previously (90s) it was just “down”.

I get the worries though it makes sense that it stacks, even if it makes things deadlier in all aspects.

Again, for the charging… the -1 makes sense but does that imply you declare who you’re attacking??
 
What bothers me is that a single SI will kill any T3 model 2/3 of the time. They take an SI, and a Flesh Wound. One recovery check, most likely result is an SI, that's another Flesh Wound. After that it doesn't matter what you roll for the next recovery check because you're getting at least one Flesh Wound, and that's you done.
Yeah, if you are T3 and 1 wound. I think you have like a 44% of the time you will go OoA. (67% to roll serious injury/OoA on 1st roll. And 67% chance again on revovery) Chances go up significantly if you have assistance in recovery though. Somebody check my math
 
As many others, I am 'cautiously optimistic' about this consolidated Rule book, but I was expecting it to come out after the last Aranthian succession book, where we're supposed to get the vehicle/crew rules for the last few House gangs, that don't have their own yet, so they are all on the same page (at least for a couple quarters).

Based on the cover art, I expect the book to have the gang lists/rules for all the non-House gangs, that don't have their own 'House of book' and probably the 'base' gang list for the 6 House clans, but probably not their unique mechanics and skill tables; if so, I guess they are probably going back to a House weapon list for each gang, rather than having each fighter type have their own slightly different weapon list, so that each gang's roster can fit on 2-4 pages.

Anyway, this book pretty much represents the 3rd edition/iteration of new Necromunda, but I hope they stick to self-contained 'setting/campaign expansions' going forward, since the Gang war style books where you get a minor update for 1-2 gangs at a time are rather annoying from a parity point of view (we know Necromunda isn't really balanced, but it is still discouraging when your main gang doesn't get the new toys others got for 6-12 months at a time).

Lets hope :D
 
Not a fan of the seriously injured producing a fleshwound as well. Now damage 3 weapons will kill T3 W1 fighters no matter what, no need to even roll... Oh well
Boat load full of armour and ablative overlay as early as possible in a campaign! My take is that, assuming the tweaked injuries table reduces likelihood of death as it suggests and makes lasting injuries more flavourful that just straight up stat degrading, then more flesh wounds means faster games and gangs accumulating more injuries/changes to stat profiles, but accompanied by more xp and stat/skill advances. So overall quicker games, meaning more games in a campaign, meaning more xp and advancements, meaning more post battle rolling/creds/trading post visits .......I think this leads to gangs having a lot more fluff and flavour over time due to more injuries, advancements and interesting purchases......relies a bit on more love for narrative over winning play style. Gut feel is that it'll need some sensible arbitration to make sure those who have an unlucky first couple of games have a good catch up mechanic - but that's always been the case. Can see more use of the "take cover" action!
 
Yeah, if you are T3 and 1 wound. I think you have like a 44% of the time you will go OoA. (67% to roll serious injury/OoA on 1st roll. And 67% chance again on revovery) Chances go up significantly if you have assistance in recovery though. Somebody check my math
And using a Toxin range weapon is a complete waste of potential XP. Escher were already the cuddliest gang to play against with very little multi-damage options to give chances of lasting injuries, unless there's something else in the bag they might as well be cotton wool.
Meanwhile consider the Goliath Stimmer or average CGG two-weapon wielder with their piles of dice, likely to gain an advance after two rounds of combat.
I suspect the wound xp will need to be capped at some point.
 
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Yeah, if you are T3 and 1 wound. I think you have like a 44% of the time you will go OoA. (67% to roll serious injury/OoA on 1st roll. And 67% chance again on revovery) Chances go up significantly if you have assistance in recovery though. Somebody check my math
So maybe a 38% chance of going OoA if you have assistance
 
using a Toxin range weapon is a complete waste of potential XP
why? it still bypasses wounds, so that first hit, against a 2W champ, will generate the same amount of xp as a boltgun.

Seems a bit premature to be saying that toxin is a waste

Those combat beasts still need to make it into combat though, which is tricky.
 
And using a Toxin range weapon is a complete waste of potential XP. Escher were already the cuddliest gang to play against with very little multi-damage options to give chances of lasting injuries, unless there's something else in the bag they might as well be cotton wool.
Meanwhile consider the Goliath Stimmer or average CGG two-weapon wielder with their piles of dice, likely to gain an advance after two rounds of combat.
I suspect the wound xp will need to be capped at some point.

I doubt it's an xp per SI rolled! Just 1xp for an action that leaves an enemy SI'ed and 1xp for an action that leaves an enemy OOO, with a bonus 1xp if they were standing before the action.

(My current house rules, how dare GW steal them! Spying on me with lasers, mutter, grumble)
 
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And using a Toxin range weapon is a complete waste of potential XP. Escher were already the cuddliest gang to play against with very little multi-damage options to give chances of lasting injuries, unless there's something else in the bag they might as well be cotton wool.
Meanwhile consider the Goliath Stimmer or average CGG two-weapon wielder with their piles of dice, likely to gain an advance after two rounds of combat.
I suspect the wound xp will need to be capped at some point.
Do you really think that you will get one XP for every seriously injured die you roll in a single attack? Also we play you only roll once on the injury table when you get taken out of action
 
I'm trying to work out if rad weapons are more viable now......given flesh wounding to death will be a lot more likely, if you can pre-load the enemy with flesh wounds then even fewer flesh wounds/SI needed on subsequent attacks.......splash a rad blast or template via rad cannon or rad gun, score a few initial flesh wounds then all you need is one subsequent SI plus the resulting flesh wound from recovery and they're dead!
 
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I'll join the optimism, if this book replace the rulebook(s), Books of Justice, Perils, Outcasts etc with one consolidated book with quality of life improvements AND THEY LEAVE IT ALONE im all for this.

If its then followed up with a bunch of new rules and additions its a meh from me.
 
I`m more in a "I`ll believe it when I see it" camp. I`m worried that the extra XP on serious injury will end up making the death spiral even worse than it is now - not only will the better gang keep getting more money, but now even more XP on top! I`d prefer they`ve made the XP gain increases across the board, as we can all agree there is not enough XP gain in the current rules, but I`m afraid they went with the worse option for fixing this.
 
I`m more in a "I`ll believe it when I see it" camp. I`m worried that the extra XP on serious injury will end up making the death spiral even worse than it is now - not only will the better gang keep getting more money, but now even more XP on top! I`d prefer they`ve made the XP gain increases across the board, as we can all agree there is not enough XP gain in the current rules, but I`m afraid they went with the worse option for fixing this.
The game goes now to the "kill more, care less" camp. More xp on doing damage, less chances to be perma wounded/dead... Easier to take all in gambles and softer for newbies if you fail. Im not sure I like this, its easy to become Warcry in that regard. We'll see...
 
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I`m more in a "I`ll believe it when I see it" camp. I`m worried that the extra XP on serious injury will end up making the death spiral even worse than it is now - not only will the better gang keep getting more money, but now even more XP on top! I`d prefer they`ve made the XP gain increases across the board, as we can all agree there is not enough XP gain in the current rules, but I`m afraid they went with the worse option for fixing this.
I agree with this. In our campaign we award XP for opening loot caskets and I like the idea of XP for assisting recover rolls. Anyone else have a cool house rule that gives some extra XP?

My (futile) hope is that they actually nerf Web to some degree.
It's grotesquely overpowered as it stands now and has zero counterplay.
In our campaign we have "Web" weapons only ever hit the closest enemy model and we also made it so that you do not suffer a flesh wound because of recovering from Webbed Condition. WE figure it really is supposed to wrap you up and sedate you, not hurt you.
 
Put me in the optimistic bag. All of the highlighted rules changes are a positive in my book.

I get the concerns raised about the ‘Serious Injury’ changes, but think this is also a good change - i ‘think’ the preview may be being misread as saying on receiving a serious injury you get a flesh wound automatically, but it doesn’t say that. It says “after an especially painful shot to the face. I suspect what this actually means is:

- if one injury dice and you get an SI, you are just seriously injured (no FW on top of the SI).
- in recovery roll, a further SI roll and you stay down and take a FW.
- in recovery roll, a roll of a FW means you recover and take a FW.
- the mention of “particularly painful hit to the face” may be if you have to roll multiple injury dice on being wounded. The first SI takes you down, and a second one applies a FW on top (rather than otherwise being a result with zero impact)

This makes more sense for weapons which cause multiple wounds and force multiple injury dice rolls, because those extra ‘serious injury’ roles are no longer redunnant; a roll of SI / SI / SI is now actually just as/more deadly than SI / FW / FW, as it should be (compared to previously where the latter was very much the more deadly roll).
Overall, it will also mean (i) speeding up games, (ii) reduction in the number of times you have multiple gangers just crawling round 2” at a time for the entire game and then having not a scratch on them at the end and (iii) hopefully makin some skills (unstoppable), wargear and actions to help other gangers recover more of a consideration; much better now to get your fighters to recover quickly and not just take advantage of being seriously injured to hide the battle out behind a wall.
 
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