Necromunda The Big Book of RAW Features/Changes Currently Not Working

LeperColony

Ganger
Apr 20, 2019
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I looked around and couldn't find a similar post, so I figured I'd start a thread where we could gather all the Rules as Written options that currently exist in Necromunda but aren't available in Yaktribe (or are incorrectly executed).

If we can collect all the changes and omissions for RAW Necromunda in one place, it might be helpful to those actually doing the updating. I've started out with just a few entries, but I'm hoping together we can compile everything.

If you'd like to contribute to this list, please feel free to post corrections or even link to other posts that have mentioned something that needs to be reviewed.

Core Rules:
  • Core Rulebook + Necromunda Trading Post web material
    • Campaigns
      • Ash Wastes Campaign not currently implemented
    • FIghters
      • No method to show that a fighter is a captive has been implemented
      • No named characters/dramatis personae are implemented
    • Gear
      • Combi-Bolter Grenade Launcher not implemented
        • Combi-Bolter Grenade Launcher ammo types not implemented
      • Grenade Launcher
        • Ammo (ammo options apply to Grenade Launchers and Combi Auto/Bolter - Grenade Launchers
          • Flares are added to the fighter's Wargear section, but not provide a weapon profile (does not populate the ammo's stats)
          • Krak not an ammo option on the trading post
          • Stun not an anno option on the trading post
      • Heavy Club is missing from the trading post
      • Psi-Amplifier melee weapon accessory not implemented
      • When grenades are purchased from the Trading Post and assigned to a fighter from the stash, the fighter's point cost increase from the grenades is not reflected from the file outputted from the "Gang Sheet" function (the grenades do appear on that sheet, and everywhere else the grenade cost increase does function correctly)
      • Custom created gear has no option to assign illegal status
    • Vehicles
      • Models with mounts are producing two gang cards when using the Gang Cards (or Large Gang Cards) Print Function. Although for some models it is appropriate to have a mount and non-mount loadout versions, for models with the Born in the Saddle special rule, they can never be dismounted, and so any model with that rule should only produce one card (the mounted version only).
      • There does not appear to be a good method to send gear from your stash to a vehicle (as opposed to the vehicle's crew). Some method of moving weapons from the crew's "equipment" section to the "vehicle equipment" section would be advisable.
        • As a subset of the above issue, vehicles are not currently allowed to have weaponry other than the weapons on their initial purchase list. According to the rules, vehicles are able to mount other basic, special or heavy weapons beyond those on their initial purchase lists.
      • Twin-Linked Autocannons purchased from a vehicle's options are not correctly displaying stats on the crew card.
  • Aranthian Succession: Cinderak Burning
    • Campaigns
      • The Succession campaign not currently implemented (should ideally be a standalone option, and as part of a combined Succession campaign)
    • Gangs
      • Escher
        • Escher Helion crew not currently implemented
      • Goliath
        • Goliath Road Thug crew not currently implemented
    • Scenarios
      • The following scenarios are not listed in the scenario drop down for campaign battles:
        • Assassins in the Spire
        • Bar Defence
        • Battle of the Riftways
        • Escape from Hive Zalktraa
        • Fall of Badzones Outpost
        • Gunk War
        • House of Pain
        • Market Mayhem
        • Out of the Storm
        • Parley Showdown
        • Street Fight
        • They Come From Below
    • Vehicles
      • Escher Cutter (mount) not currently implemented
      • Goliath Mauler not currently implemented
  • Aranthian Succession: Vaults of Temenos
    • Alliances
      • Imperial House not implemented
    • Campaigns
      • The Succession Part 2 campaign not currently implemented (should ideally be a standalone option, and as part of a combined Succession campaign)
    • Gangs
      • Cawdor
        • Fighters
          • Cawdor Road Preacher crew not currently implemented
          • Cawdor Way-Brethren not currently implemented
          • Redemptionist Road Preacher crew not currently implemented
        • Vehicles
          • Cawdor Ridge Walker (mount) not currently implemented
      • Crusading Gangs not currently implemented (recommend the patron saint as an Alliance option, since that functionality already exists and crusading gangs are forbidden from forming alliances)
        • Conduit skills not currently implemented
      • Enforcers
        • Brutes and Hangers On
          • Sanctioner Pattern Automata not currently implemented
        • Gear
          • Hardcase Cyber-Mastiffs should cost 130 credits, currently available for 0.
    • Scenarios
      • The following scenarios are not listed in the scenario drop down for campaign battles:
        • Convoy Raid
        • Daring Rescue
        • Death in the Plaza
        • Pacification of Dust Falls
        • Pilgrimage Assault
        • Race to the Vault
        • Storm Battle
    • Vehicles
      • Guild of Coin Chronos Pattern Ironcrawler not currently implemented
  • White Dwarfs
    • WD 458:
    • WD 477:
      • Badzone Enforcers not currently implemented
  • Web Materials
    • Apocrypha Necromunda: Blood in the Spire
      • Gear
        • Spire Black Market items not currently implemented
          • Archeo Dueling Pistol (Pistol) 120
          • Barbed Flabellum (Close Combat Weapon) 80
          • Camoelean Elixir (Wargear) 75
          • Digi-multi Lasers (Wargear) 100
          • Draconic Scales (Wargear) 250
          • Haemophagic Blade (Close Combat Weapon) 150
          • Mirror Aegis (Wargear) 125
          • Psychofamile Pheromone (Wargear) 150
          • Vortex Grenade (Grenade) 500
      • Scenarios
        • Necromundan Double-Cross is not listed in the scenario dropdown for campaign battles
    • Apocrypha Necromunda: Bullet Road Run
      • Gangs
        • Delaque
          • Fighters
            • Delaque Wraith Crew not currently implemented
          • Vehicles
            • Gear
              • Delaque vehicles cannot purchase Grav guns, Meltaguns, Plasma guns, Web guns, Heavy Flamers, Infra-Sights or Mono-Sights
        • Scenarios
          • The Big Score is not listed in the scenario dropdown for campaign battles
    • Apocrypha Necromunda: Daemons of Meridian
      • Fighters
        • Czan the Cyberoth, Outlaw Outcasts Leader not implemented (though no named characters are currently implemented)
      • Scenarios
        • Cut Off the Head is not listed in the scenario dropdown for campaign battles
    • Apocrypha Necromunda: Devils of Gunk Deep
      • Gangs
        • Outcast
          • Outcast Mutant Archtype not currently implemented
            • Outcast Mutations not currently implemented
      • Scenarios
        • Out of the Pit is not listed in the scenario dropdown for campaign battles
    • Apocrypha Necromunda: Escape from Zalktraa
      • Gangs
        • Enforcers
          • Brutes
            • Sanctioner Automata: Enforcement Programs rule not listed on fighter card
        • Gear
          • Hardcase Cyber-mastiffs: Enforcement Programs rule not listed on fighter card
        • Scenarios
          • Escape from the Deep is not listed in the scenario dropdown for campaign battles
    • Apocrypha Necromunda: Halfway Dead
      • Gangs
        • Ash Wastes Nomads
          • Fighters
            • Chieftans
              • Tsun'ghar Warrior Spirits Rule not listed on fighter card
            • Watchers
              • Tsun'ghar Warrior Spirits Rule not listed on fighter card
      • Scenarios
        • Hunter in the Storm is not listed in the scenario dropdown for campaign battles
    • Apocrypha Necromunda: The Lost Charter
      • Brutes
        • Awakened Ogryn not implemented
    • Apocrypha Necromunda: Nexus of Violence
      • Scenarios
        • Container Canyon Run is not listed in the scenario dropdown for campaign battles
    • Apocrypha Necromunda: Queen of Ash Town
      • Gangs
        • Escher
          • House of Gildred Grace chems not implemented
            • Blood Boil (toxic ammo) +30
            • Predator's Kiss (stimm) 45
            • Skin Fire (toxic ammo) +25
    • Apocrypha Necromunda: Spiders of the Sump
      • Vehicles
        • Scrap Skill not implemented
        • Sludge Barge not implemented
        • Locomotion modes
          • Waterborne locomotion not implemented
      • Scenarios
        • Midnight Sea is not listed in the scenario dropdown for campaign battles
    • Apocrypha Necromunda: Sump City Sinking
    • Apocrypha Necromunda: Twins of the Two Tunnels
      • Gangs
        • Goliath
          • Irontree Reavers Gene-Smithing Options not implemented
            • Thermal Resistance (Vatborn) +10 credits
            • Enhanced Stamina (Natborn) +20 credits
            • Unique Organ (Unborn) -10 credits
    • Ash Wastes Web Scenarios (Warhammer Community July 8, 2022)
    • Badzone Delta-7 Rules Update
    • Solo-Play Scenario (Warhammer Community May 19, 2020)
 
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Book of
  • Book of Judgement
  • Book of the Outcast
    • Campaigns
      • Outlander Campaign
        • Settlements
          • At the start of the campaign, every settlement should automatically gain an Isotopic Fuel Rod and a Water Still
          • When adding new structures to the settlement, Yaktribe does not deduct the resource cost of construction, the player has to do it manually. Suggest a system similar to gear/fighters, where structures can either be "added" for no costs, or "bought" which would deduct the structure cost from the gang's resource count.
          • Adding new structures does not appear as entries in the gang's history. There are blank lines with what I believe are corresponding time codes, but no text in the entry.
    • Gangs
      • Outcast gangs are not currently implemented
    • Wyrd Powers
      • Book of the Outcast Wyrd Disciplines not currently implemented (should be available for selection by any Sanctioned Psyker or Non-Sanctioned Psyker)
        • Each of the Book of the Outcast Wyrd Disciplines grants a special rule to the fighter if all of that fighter's Wyrd powers are from that discipline and no other. This is not currently implemented.
        • Close Combat weapons with the Psi-Amplifier weapon accessory owned by a Sanctioned Psyker or Non-Sanctioned Psyker should gain the Power and Sever traits
  • Book of the Outlands
    • Brutes and Hangers-On
      • Beastmasters are not currently implemented
        • Miliasaurs are not currently implemented
        • Ripperjacks are not currently implemented
        • Wasteland Giant Rats are not currently implemented
    • Gangs
      • Ash Wastes Nomads
        • Fighters
          • Naku'Taari Watcher
            • Should be able to purchase Suspensors, but cannot currently do so.
          • Run'Taani Dust Runner (Juve)
            • Should have access to Cunning skills as their Primary, currently do not have access to them.
          • Tarn'Runi Warrior Specialist
            • Should be able to purchase Charge Casters, but cannot currently do so.
            • Incorrectly has access to Web Pistols. Should not be able to purchase these.
        • Gear
          • Charge-Caster Krak ammunition should have AP-2, currently shows AP-
      • Squat Prospectors
        • Brutes
          • Vartijan Exo-Driller
            • Currently does not come equipped with any gear and does not have any options to purchase gear.
              • By default, should be equipped with a Vartijan Fist, Vartijan Heavy Flamer, Seismic Crusher and Light Carapace Armor
              • Should be able to upgrade the Vartijan Heavy Flamer to a Vartijan Heavy Bolter for +50 credits
              • Should have the following Rules: Guard Exosuit, Sensor Suite
        • Gear
          • Circular Stone Saws currently missing the Power Pack trait
      • Vehicles
        • Custom Vehicles
          • Walkers
            • Yaktribe currently allows Walkers to have transport beds but not transport cages. Should be the other way around (cages allowed, beds not).
        • Crew
          • Scum Racer crew not implemented for any gangs (should be available to all except Ash Wastes Nomads)
          • Guild of Coin Haulier crew not implemented for any gangs (should be available to all except Ash Wastes Nomads)
        • Cargo-8 Ridgehauler
          • Adding Ridgehauler Trailers should increase HP by +5 each, but that is not currently implemented
        • Rockgrinder
          • Rockgrinder Ram is listed as 30 credits for the Rockgrinder in the Book of the Outlands. On Yaktribe it is listed as 40 credits. In Book of the Outlands the Rockgrinder Ram is 40 credits for all vehicles EXCEPT for the Rockgrinder, so it's not clear if the cheaper cost for the Rockgrinder is intentional or an error.
  • Book of Peril
    • Gangs
      • Venator
        • Boltpistols incorrectly listed as 25 credits. Correct cost is 45 credits
  • Book of Ruin
    • Gangs
      • Chaos Corrupted Gangs
        • Not currently implemented, either for gangs that start corrupted, or corrupting existing gangs.
      • Chaos Helot Gangs (and Chaos Corrupted gangs)
        • Depending on the allegiance, the leader and chaos spawn models gain bonuses.
          • Architect of Fate:
            • Leader gains a random psychic skill (so needs access to the psychic powers, which currently Leaders do not have)
            • Chaos Spawn gains 4+ armor save
          • Dark Prince:
            • Leader gains M +2
            • Chaos Spawn rolls two dice for movement and picks which it would like
          • Lord of Skin and Sinew:
            • Leader gains A +1
            • Chaos Spawn gains S +1
          • Plague Lord
            • Leader gains W +1
            • Chaos Spawn gains T +1
      • Corpse Grinder Cult Gangs
        • Should default to Outlaw, currently defaults to Law Abiding
      • Genestealer Corrupted Gangs
        • Not currently implemented, either for gangs that start corrupted or corrupting existing gangs.
      • Genestealer Cults
        • Hired Guns
          • Purestrain Genestealer as a Hired Gun for the Genestealer Cult Gang not implemented
    • Injuries
      • Mutations not currently implemented for any gang
 
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House Books
  • House of Artifice
    • Alliances
      • House Catallus not implemented
    • Brutes
      • Arachni-rig are currently available to non-Van Saar gangs on Yaktribe, but they should be Van Saar only.
  • House of Blades
    • Alliances
      • Water Guild
        • Yaktribe incorrectly gives Syphonites the Berserker skill
        • Subnauticans should have the Berserker skill, but currently lack it
    • Fighters
      • Wyld Runners are not currently able to promote to Matriarchs
  • House of Faith
    • Alliances
      • House Ko'Iron not implemented
    • Fighters
      • Bonepickers currently unable to purchase Heavy Clubs
      • Brethren currently unable to purchase Heavy Clubs
      • Firebrands currently unable to purchase Heavy Clubs
      • Redemptionist Brethren currently unable to purchase Retributor shotgun ammo, should be able to for +20 credits
      • Word-Keepers currently unable to purchase Heavy Clubs
  • House of Chains
    • Brutes
      • Goliath gangs should be able to hire Servitor Ogryns for 180 (everyone else pays 210)
    • Fighters
      • Slave Ogryn Gangs
        • Ogryn (Ganger)
          • Should start with the Headbutt skill. Currently lacking it.
    • Gangs
      • Slave Ogryn Gangs
        • Should be Outlaw by default, currently defaults to Law Abiding
  • House of Iron
    • Alliances
      • House Ran Lo not implemented
    • Brutes
      • Orlock gangs should be able to hire Ambots for 185 (everyone else pays 215)
  • House of Shadows
    • Alliances
      • House Ty not implemented
 
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  • Book of the Outlands
    • Gangs
      • Squat Prospectors
        • Gear
          • Squats power fist should be s+2 d2 ap -2 and shouldn't have unwieldy trait
Think the Rockgrinder Ram cost may also be wrong (is charging 40, rather than 30 listed in Book of Outlands.

Cost of Rockgrinder itself may be wrong… in name says ‘145’ (which matches book), but seems to charge 115.
 
I really appreciate this list of open issues, I'm working on low hanging fruit first (simple db changes) then working up through medium and high complexity problems. Posts above I'm updating to advise what I've fixed.
Updated the list and removed the resolved items
 
Think the Rockgrinder Ram cost may also be wrong (is charging 40, rather than 30 listed in Book of Outlands.

Cost of Rockgrinder itself may be wrong… in name says ‘145’ (which matches book), but seems to charge 115.
From the book of outland, rockgrinder ram cost 30 for a Rockgrinder and 40 for other vehicles / custom vehicles. That's a decrepancy in the book itself. Not sure if it's on purpose or not by their writers.
 
From the book of outland, rockgrinder ram cost 30 for a Rockgrinder and 40 for other vehicles / custom vehicles. That's a decrepancy in the book itself. Not sure if it's on purpose or not by their writers.
Added along with the caveat
 
Walker upgrade is incorrect, allows a transport bed and not a transport cage, should be the other way around. Haven't checked if the points needs changing
 
Note sure if thread still live, but when ytou create an Ironhead Prospectors gang it lists Dominion Type as follows - should be Squat Prospectors

Dominion TypeEscher (GotU)