r/necromunda

Rules question for a first time arbitrator

I am getting a campaign going and trying to figure out how the list of weapon a character can take according to the data sheets relates to the limit of rare weapons in campaign play. Example: ashwaster have long rifle as a basic weapon but it’s a rare 7 weapon. Also does them having as basic not make it special anymore? Sorry if it’s stupid but rules seem to be wide and varied and just trying to get a handle on it. Thanks

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u/RiskofCain — 10 hours ago

Looking for advice on how to kit out my charter master

I've been going through my squat boxes and assembling a gang (still waiting on the heads as I want to use some Khardron Overlords bits), but I'm a little stumped on how I should equip my charter master.

I'm currently torn between a auto/bolt pistol and an axe, since I want to keep bigger weapons to my champions, but idk if this is the right play.

Admittedly I'm not looking to build super optimally, more just what would be fun to run.

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u/Jasina_ — 9 hours ago

The Pitstop Boys: Mutant Outcasts of the Ash Wastes

Having a lot of fun painting up these Station Forge muties

u/StrangeOneGamer — 17 hours ago

Escher Dune Buggies

Finished my first munda vehicles. The Escher dune buggies "Nancy" and "Banshee II".

u/pitakebab — 15 hours ago

Two grumpy squat and a truck

First two squats trying the scheme. Poor guys was waiting for some coats of paint for too long

u/Gurzid — 24 hours ago

Redemptionist players - got a couple of queries

G'day all, going to give a Redemptionist-heavy Cawdor gang a go for the first time for a few skirmish games. Had a couple of questions for anyone that's played them before. Firstly, the Deacon (Champion) has me puzzled - a better BS than WS, yet his skill sets throw to melee . . . I was thinking a grenade launcher and maybe just have some fun by giving him the Headbutt skill as a nice little D2 attack if he was called on to get up close and personal (and survived the first round). Second thing - the fire pike. 140 credits for a S4 -2AP flamer - I get why it doesn't get great press (even though it looks cool!). Anyone used one? Am I better off to convert it into another grenade launcher? (And then if I do that, do I make the Deacon a melee fighter with a chainaxe and stub gun and give him Devotional Frenzy?) Any tips or discussion greatly appreciated! TIA!

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u/Virtual_Teach_1066 — 20 hours ago

WIP Jungle for our Hive Exterior Skirmishes

Gonna have one half of the board Hive interior and the other Hive exterior.

Have some House Rules for the jungle as well:

Jungle Infection Table
If Out-of-Action in jungle battles:
Roll D6:
1-3 = roll on Jungle Infection table 
4–6 = no effect

Jungle Visibility
Maximum visibility: 12”
(unless elevated over):  6
Jungle Hazard Rolls
At the start of the battle roll 1D6. The battle suffers the condition below:
1 - humid  
2 - spores 
3 - razor vines  
4 - radiation
5 - Warp disturbances
6 - nothing

Humid - At beginning of battle roll D6 for any weapons with: 
Plasma 
Melta 
Power 
Grav 
Rad 
Blaze 

On a 4+ that weapon has become corroded, first ammo check auto fails.  
Spores - Spore could fills the air, all ranged attacks outside of 6” suffer -1 to hit. 
Razor Vines - all climbing vines become razor vines, now when climbing take -2 to M and take an I test, if failed take S2 D0 hit with knockback(use scatter dice for fall direction) 
Predators - all Cool Checks and Will Powerchecks suffer -1 
Radiation - On activation take toughness test (roll T or below) if failed suffer rad status effect until end phase (roll 1D6 on 4+ suffer flesh wound) 
Warp Distribution - No group activations (unless exotic beast) 
D66 JUNGLE INFECTION TABLE
11–13 — Fever
Miss next battle.
Gain immunity to fever afterward
If rolled again gain +1 to movement next battle. 
14–16 — Blood Parasites
-1 Toughness for next battle.
21–23 — Hallucinations
-1 Cool for next battle 
24–26 — Jungle Boot Rot
Movement reduced by 1 for next battle
31–33 — Toxic Exposure
Must sit out next battle.
But gains: Chem Resistant** **(permanently)
(Immune to freson effects) 
34–36 — Neural Fungus
Random skill temporarily disabled next battle. Roll D6 to decide. 
41–43 — Glowing Veins
Fighter emits faint green light.
Cannot benefit from Pitch Black concealment.
BUT - fighter may reroll one failed Cool test per battle.
44–46 — Machine Whisper
Fighter hears mechanical voices. Gains +1 to ammo checks for next battle only. 
51–53 — Jungle Adaptation
Fighter must sit out next battle but permanently gains: +1 Initiative in jungle battles
54–56 — Corrupted Scar Tissue
Fighter must sit out next battle but First Flesh Wound ignored each battle (permanently)
61–63 — Spore Symbiosis
Fighter must sit out next battle but becomes immune to Gas (permanently)
64–66 — The Mark Below
Something ancient touches the fighter’s mind.
Arbitrator secretly records this.
Later possibilities:
possession, visions, awakening protocols, hidden coordinates, chaos mutation. This can become a major narrative hook later.

u/Footruub — 1 day ago

My Goliath Juves (Skrap and Skriven) - finally given access to those sweet growth chems

I had the idea of making some roided up versions of my Juves and swap them out as they level up to signify their official induction into the Goliath gang.

u/WickedClown42 — 1 day ago

My Gang for my first campaign!

Not the best pictures I could get, but I am so tired right now, I did the best I could be bothered to do haha.

I am super proud of them though, so so happy with how they look, very proud of my leader, Two-Pipe Tony. Think he's such a funny little guy haha

They're WYSIWYG, apart from a few spare pistols on some of them :D

Ummm yeah, very very excited for my first campaign ever with a couple friends, for a pick-up game on the weekend to try my new terrain too :D

Hopefully 5 guys isn't too few to have, but... I'll soon find out the hard way haha

u/asparagoose69420 — 1 day ago

Friend's Delaque

Got my friend into 'Munda, walked him through some simple and fast painting techniques (he's painted a few models in the past, but nothing major) and he's already knocked out the majority of his gang. He's super critical of his work but I think they look pretty rad, especially all together.

u/Dromir_of_Londor — 1 day ago

A shot from playing The Trap on my WIP board, still a lot of progress to be made but happy with how it's shaping up

u/Gorge12666 — 1 day ago

New Player Getting Started Question

Hi all! I’ve been looking into getting into Necromunda, and I was thinking of picking up the hive secundus box to play with a friend in the next few weeks.

Another friend mentioned there was a leak that a new edition may be coming soon. I know there’s not a lot of info out rn with the leak, but would yall recommend just holding off a bit to wait for more info, or is this the type of thing where if the leak is real, it’s going to be a year or two until release? I’m worried about spending time learning rules and painting minis that aren’t relevant or spending my hobby $ on something I can’t use with the new full version of the game.

Thanks for your insight!

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u/Jaiar — 1 day ago

Ironhead squat prospectors box build

My wife went to the lgs to get me a present equipped with the knowledge that I've been painting a lot of "space dwarves". This is a leagues of votann army I've been working on, and she returned and gave me a box a ironhead squat prospectors. I'm going to build them and paint them up, for fun and also because of such a thoughtful gift, and probably just use them for a bit of variation in my warrior squads. However, my kill team playgroup are talking about perhaps getting into necromunda, so I thought I might as well build them as a legal/playable starting gang but I really know nothing about the game, and looking through the available free resources isn't really helping!

So here's my question - how should I build this box of I'd like to have a playable starting gang, should I dip my toe into necromunda in the future?

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u/Apes_Ma — 1 day ago

Do Squats lack flavor or am I missing something.

Squat rules seem bland. Toughness 4 is nice but is that it? Love the models and the lore, but the rules seem boring compared to other factions.

EDIT - Wow thanks for the great info guys, I have renewed excitement for the gang!

u/horty83 — 2 days ago

Dominion campaign Van Saar. Focused on rad and it feels like an uphill struggle in every game.

I'm looking for advice on how to stabilize and hopefully start winning some games. I've lost 5/6 games and honestly have no clue how to progress. We are moving into the 3rd round and have just added vehicles but I'm still working on if the hauler is a good choice or not in my current situation.

Might just be I'm rolling really bad or a combination of factors any advice would be helpful thanks.

Edit: just for some more information. I'm in a 5 player campaign. Me as Van Saar and the rest are squats, enforcers, Cawdor and nomads. So I don't have to worry about more Van Saar ignoring my rad phage.

I think I'll stick with the hauler and just hope to get a decent amount of credits over the next few games to get my leader a better gun and in the intermission i might pickup a brute.

I think getting the cause pain wyrd power might be a good idea but the only options I have for that as far as I know are an underdog card, falling to tzeentch or a body guard that only stays around a while.

u/LastNFast — 1 day ago

Shrink the center column, widen the platform?

The outer circle is 6x6 already

Maybe make the center 2.5x2.5 and expand the exterior to 7x7.

I think this can still be useful on my board but it's going to be more of a walkway than a platform

Maybe it's scaled well because it doesn't take up too much space honestly. I am putting one on top of it and a ladder between. I guess a lot will have to do with how the remainder of the board is set.

u/Soruze — 1 day ago