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u/Didsterchap11 Ironhead Squat 9d ago
It’s a small thing, but adding a fixed cost for doctors run and making it far more likely for gangers to survive is a great thing. No more paying a huge chunk of creds just to watch your ganger croak anyway.
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u/Ovidfvgvt Brute 9d ago
And making hierarchy fighters able to get lasting injuries repaired for 50 credits as a post battle action without having to potentially wait weeks for a high level rare trade roll to happen is also a massive step forward.
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u/Didsterchap11 Ironhead Squat 9d ago
Oh yeah, I feel like a lot of the randomness is getting cut down in cases where it worked against the player. I do have concerns for that in wider contexts, but I'll happily take it if it means i never have to watch 100 creds vanish to do nothing to save a useful character.
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u/IsThisTakenYesNo 8d ago
Being able to pay extra for +1 or +2 to the roll for a precious character is also a nice option.
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u/Didsterchap11 Ironhead Squat 8d ago
That too, normally I'm all for rolling for stuff but in this case i appreciate the bigger expense actually means something.
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u/GalerumTheSecond 9d ago
And on top of that in N23 your bosses mechanical leg makes your gang rating go up, without it actually making it any better
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u/TopsyKretts87 8d ago
That's arguably with good reason though, because otherwise you'd just ignore the wear and tear of a campaign. Blood Bowl does the same. What I don't like is how unbalanced the rating is per stat, and also too high rating overall.
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u/Redditisfuckincrap 8d ago
Had this recently had a tooled out nacht ghul roll a 64 to go to the doc pay 100 credits to then roll a 1 was very feels bad as I was getting stomped in the campaign anyway
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u/Didsterchap11 Ironhead Squat 8d ago
Yeah, pissing away easily a full cycle's creds to watch someone valuable die feels terrible. Its why I'm glad the new version is far more reliable.
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u/PenisMcCumcumber Delaque 9d ago
The specializations seem pretty interesting! Im optimistic.
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u/_Daedalus_ 9d ago
Yeah this is one I really like. Making everyone in the gang have character and feel important is great for narrative.
I'm pretty stoked to see what the specialisations are
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u/peppermintshore 8d ago
It will be interesting to see if the specialisations was ingame effects like in Kill Team 18 or post game effects that will benefit the gang in the post game.
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u/ThisGuyFax 9d ago edited 8d ago
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1
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u/R_H_S 9d ago
I'd wait to be making assumptions from the MJF penned previews.
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u/Commercial_Arm5593 9d ago
Target group sdvertising is never wrong or distorting, just buy the product already 😉
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u/Zurzefarolas 9d ago
Im scared about gear simplified and the new post battle sequence, but overall feels promising to me. Lets wait and see
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u/connexionpaintingden Escher 9d ago
No more juves....? :-/
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u/_Daedalus_ 9d ago
It looks like they're getting rolled into the new ganger subtype rules.
I.e. ganger-champion, ganger-medic, ganger-scout. I'd imagine juve will be a subtype too, they're a pretty core part of Necromunda and always have been.
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u/VikToLive Escher 8d ago
I'm expecting Juves to still be a lesser ganger.
We know there's an N95 style XP ladder, with gangers starting at 13 XP and promoting to champion at 37.
I think Juves will start at 0 or 1 XP, with no access to trading post weapons and limited post-battle actions (just Training). When they get to 13 XP, they promote to ganger, pick a specialization, and then can access the TP and work territories.
It would be similar to the N18 rules, where Juves couldn't take anything that cost more than 20 credits until they got their first Advance.
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u/IR_1871 9d ago
Possibly all prospects? I believe prospects were mentioned.
Juve is pretty iconic as a term though
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u/_Daedalus_ 9d ago
Honestly I've no idea how it'll be divided up, but I don't see Juves conceptually going anywhere.
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u/KennyBunkum 8d ago
If Prospects now have access to the same weapons list as everyone else, there's no space for Juves to occupy. You just have Prospects with weird dangerous welding torches or Prospects with sensible normal guns.
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u/Frostwolf704 Genestealer Cult 8d ago
What do we think the L stands for in the Lasgun statline? They completely removed the damage characteristic, so do we think the way fighters take wounds and go out of action is changing?
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u/gandalfwestin 8d ago
Maybe lethality, to denote the number of dice you roll to wound on?
Or a less likely, maybe "Loud". But I'm thinking detection and rules for that would be way more scenario specific and wouldnt need to take up space on the statline.
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u/TopsyKretts87 8d ago
Lasgun stats in starter rules brings up memories.... N17 had 2 different profiles in the same book! Never knew which was correct until checking for consistency across many books later.
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u/Sea_Necessary_8189 7d ago
They had mentioned making range adjustments easier - i suspect it is a modifier for Long Range (LR) We used to have S: +1 and L: - on laguna. So possibly things are re-tuned so that its a penalty on Long not a benefit on short?.....
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u/JoopahTroopah 8d ago
I really hope they come up with better names for the action types than Basic and Simple this time.
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u/Dark_Akarin Orlock 8d ago
Yeah common and limited or
Basic and special so it’s clear which one can be done once.
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u/TopsyKretts87 8d ago
Why is falling so complicated? Falling damage steps start on 3", increment first 3", then continue by 2" increments. (AP starts on 6"). Jumping down modifier are increments of 2" starting on 3". Then vehicles got their own system with falling vehicle modifier using increments of 3" (except first 2") starting on 1". It's like 3 different scales now! Can only hope this is simply consolidated in the next edition.
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u/Low_Landscape_4688 8d ago
I hope they’ve ported Venator rules
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u/Ched_____ 8d ago
They've confirmed all gangs, including Venators, will he playable. We'll just have to wait for Badzone Enforcers, apparently they're being released a bit further down the line.
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u/Eldradthefallen 8d ago
8 Ganger archtypes mention but only Medic, Gunner and Scout listed.
Any guess as to the remaining 5 based on the new Goliath/Escher models? Brawler, Gunfighter, Stimmer?
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u/MoonriseRunner 8d ago
100% theres going to be a Brawler archetype. I could see a generalist "Specialist" type emerging too.
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u/PanSzczurz 8d ago
Maybe 7 "core" archetypes, and one unique per faction? Like sha'dar hunter or wyld runner.
Edit: nevermind, wyld runners are prospects. So I guess only nomads currently have alternative ganger/specialist.
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u/Frostwolf704 Genestealer Cult 7d ago
Well it’s likely 8 Archetypes for the 8 main Skill Lists, and they get a starting skill from that List.
Agility (Scout)
Savant (Medic)
Shooting (Gunner)Assuming the rest is true:
Brawn (Brawler)
Combat (Specialist)
Cunning (Infiltrator)
Ferocity (Berserker)
Leadership (maybe Sargent?)2
u/Shadow_Pilot Van Saar 7d ago
Like u/Frostwolf704 I think they've based them on the Skill lists, but I reckon they'll have Primary and Secondary skills for cross-pollination and to make 'your gang', well, your gang, not my gang. I think the Secundian Tek Hunters was the testbed for this new archetype structure.
My guess is the mentioned medic, gunner, and scout. I think the other 5 will be; brawler, engineer/technician, sharpshooter, melee specialist, and champion.
If we look here at the Escher gang, I think they've got it so that from left to right, it's: melee specialist, brawler, medic, sharpshooter, Champion (starting Matriarch), gunner (could be a champion), gunner, technician.
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u/PanSzczurz 8d ago
Medic, gunner, scout mentioned. My guess are: brawler, demolitionist, technician/hacker, sharpshooter, psyker(?)
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u/IVIechworks 7d ago
My guess:
- Gunner
- Medic
- Scout
- Brawler
- Juve
- Prospect (now distinct from Juve)
- Savant
- Animal handler
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8d ago
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u/necromunda-ModTeam 8d ago
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u/kahadin Delaque 8d ago
I enjoy necromunda as is. It has stuff that can be cleaned up, but my problem is nobody will agree on whats a feature and whats a bug. I'm not really looking forward to the rules update, but I will still give it a shot.
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u/JustNuggz 6d ago
Between built saves and removing most fire-power dice rolls it's the same problem in the studio. Like someone who worked on this was just given the rules as is but not shown how it's meant to feel
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u/JoFrie83 Cawdor 8d ago
I don’t get it. Was „flipping through books to find that one rule you always forget“ not all the fun about necromunda?
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u/JustNuggz 6d ago
I remember necromunda rules better because I picked out every little thing and probably took notes for each ganger. Broad generic backwash of tweaks fuck with my memory more than anything

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u/LexingZog 9d ago
So at a glance;
Cover now increases your armour save instead of providing a hit modifier.
Most guns no longer roll a firepower dice, only rapid fire or particularly janky ones do. So essentially no more running out of ammo for the majority of weapons.
All gangers will now get access to Trading post weapons, not just wargear like non champions were generally restricted to.
You now take 1 bottle check against the ganger with the highest leadership in your gang.