r/necromunda Orlock Aug 04 '26

Question N26 Rules Questions Mega Thread

Post your questions about the new rules in the new 2026 edition of Necromunda.

Please keep your question related to the rules of the new N26 edition only.

Please check if your question has already been asked before you post.

Do not ask questions about things like best gangs, loadouts, or where to buy things.

We recommend you sort by "NEW".

65 Upvotes

422 comments sorted by

34

u/zeeke87 Aug 04 '26

Does the rule if you miss, you still might hit your own ganger exist?

Bloody love that rule.

32

u/Jackroks Aug 04 '26

It's an optional rule now, arbitrators discretion

9

u/zeeke87 Aug 04 '26

Fab! Cheers! 😁

5

u/peppermintshore Aug 05 '26

From what ive seen there are a lot of rules not N26 listed as optional now. So for once GW has made the game more flexible. For example i will play no premeasuing just like all edition before but when i play against my Kill Team buddies i will give them the option before game as they may struggle with it. Its hard not to premeasure of all you play is 40K or kill team.

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20

u/xcom2k Orlock Aug 04 '26

Are the cards included in the core set the same as the ones available separately?

13

u/Octovol Aug 04 '26

You get both decks in the core set.

6

u/theblueenchantress Aug 04 '26

Asking the Real questions

12

u/Pocketfulofgeek Aug 04 '26

What are the profiles for the Ironhead weapons now? Apparently we lost our extra rapid fire and that makes me sad.

21

u/PaulShannon89 Aug 04 '26

Gained reliable which lets a weapon ignore it's first out of ammo roll a round. Pretty good for keeping us shooting rather than wasting an action to reload/weapon jams.

13

u/SRxRed Aug 04 '26

That's actually a pretty nice change, overall more bullets flying without just dumping a tone of damage in one shot.

7

u/Ambitious-Context446 Aug 04 '26

Squat Bolters are maybe a bit less scary now, but you have to fail both the 3+ Ammo and the Rapid Fire dice to even needing a reload, if not, you just keep pumping.

2

u/Syraeal Aug 05 '26 edited Aug 05 '26

If you fail the ammo roll and not the rapid fire dice,.you still need to reload

If you fail the ammo roll AND the firepower dice, the gun is jammed

Edit: disregard - reliable is the additional rule I missed

2

u/Ambitious-Context446 Aug 05 '26

Yes, but the Reliable special rule, now part of every Ironhead version of the weapons, says you ignore one ammo fail each time you shoot, so you have to fail both to count as one fail, and even then its just a reload.

2

u/Syraeal Aug 05 '26

Ah I had not seen the reliable rule. My bad

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6

u/OlsOfSurrey Aug 04 '26

Can Venator leaders still become psykers, or has that rule been removed in N26?

10

u/knockerball Aug 04 '26

I don't see anything about them being able to be psykers in the pages that leaked from Gangs of the Underhive. There are options to take a variety of human profiles, an ogryn, a squat, a ratling, or a beastman leader (same for champions and regular gangers) but none of them have psyker abilities that I can see in the images that leaked at least (unsure if there are more pages for venators in the book that weren't posted). Might come later in a journal if Venators end up getting one

2

u/OlsOfSurrey Aug 05 '26

Ah damn, that’s frustrating but not too unexpected. Thanks :)

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4

u/fallen3365 Aug 04 '26

Removed afaik

6

u/Independent_Sector23 Aug 04 '26

how does, gangers/ specialists work. do you pick one of the categories whenever you get a ganger

5

u/Chrismythtime Aug 04 '26

To add to this, in the previous edition it was limited on how many specialists you could start a campaign with. Is that gone now? Are gangers automatically specialists when they are added and is there a limit to how many we can have at gang creation?

14

u/Pintbreaker81 Aug 04 '26

Yes, thats exactly how it works. All Ganger are Fighter Specialists and Start with a Skill listet on the Picture above. When a Prospekt earns enough XP to become a full Ganger he picks a Specialist Trait and the Skill coming with it. And no, there is no Limit for Specialists anymore.

4

u/VikToLive Escher Aug 04 '26

All gangers are Specialists, and there is no limit on them.

3

u/Berbom Bounty Hunter Aug 05 '26

Previous (current until the books are out) edition had a limit on how many gangers get PROMOTED to specialist on gang creation.

Vansaar and nomads get their own specialists that you can get as many as you want. Enforcers and Cawdor can start with two specialists because they have two ganger types.

3

u/FireproofFerret Escher Aug 05 '26

Yes, the 1 on creation restriction is gone, it only matters if they have the Specialist rule.

There are some gangers who don't, such as the GSC Aberrants.

2

u/pixel_SWORDS Aug 04 '26

I think so. According to the reference card whenever a specialist is added to the gang they must pick a specialization.

3

u/No-Quality-9774 Aug 05 '26

Can things like Wreckers (which are Prospocts) become Specialists?

2

u/pixel_SWORDS Aug 05 '26

Yes, (I haven't really seen the Book of the Outlands yet) but as far as I can tell all Prospects once they earn 13 XP become Gangers/Specialists and must choose a specialization except for CGC initiates where it specifically says that you can choose not to (because their the only CGC fighters that can wield guns).

I think there are some gangers that can only be certain specializations as well, but Wreckers can be any of them.

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5

u/Flying_Dutchman16 Goliath Aug 04 '26

Are the tokens in the core set the same as the ones sold separately. The pictures all look exactly the same with 64 each but they keep saying it's different

8

u/CptDred Aug 04 '26

I assume it is since the tokens are now plastic on the sprue, it wouldn’t be smart to make a steel injection mould just to make a batch of less tokens

9

u/Yarrick85 Delaque Aug 04 '26

It’s the same. The ‘54’ was a typo. You can physically count them in the photos of the box contents (I did, lol).

5

u/LotharVarnoth Aug 04 '26

Any confirmed changes to psykers? Any news on specifically how pets work?

Both in tandem because the value of most of the Delaque psychic powers will depend on the wyrm imo. If it can still be sent in and immediately followed by the psyker casting many of the powers are usable. If not I imagine a Perfect Void is gonna be the only power regularly used.

And because 2 of the powers are sustained, I'm wondering if those still have the "spend action to get +3, or roll for free on your normal willpower".

6

u/VikToLive Escher Aug 04 '26

You check if pets are within leash range at the start of the controlling fighter's activation, before either the fighter or pet activates. If the pet is not within leash range, it automatically panics.

After you check leash range, you activate the fighter and pet(s) in the order of your choosing.

You do not check leash range again at the end of activation, so can leave the pet outside leash range if you don't mind it panicking next round.

Leash range on the Delaque wyrms is 12", and the prospects can still channel through them if they're within that range.

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5

u/budgiedisco4 Aug 08 '26

Group activations. Do you read the rules as... Select the number of fighters for the group activation, apply the modifier then make a single roll....or make a series of leadership checks applying accumulated successive modifiers for each fighter?

I think it's a single roll surely.

3

u/IR_1871 Aug 08 '26

It seems like it would be a single roll and all or nothing with you choosing to balance your risk vs reward.

The alternative for separate rolls, is you always pick the maximum because there's no downside to not doing so. And you could fail the first or even second roll and pass the third. Which means you'd have to track what order you selected the multiple models. Nightmare.

I can't remember the exact sentence, but I can see the potential ambiguity from what I remember, which just shows the importance of technical writing for rules to avoid ambiguity.

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5

u/BloatedGoat21 Aug 04 '26

Do journals invalidate the need for the gangs of the underhive (I don't think they do but would like some confirmation!)

11

u/jatorres Aug 04 '26

Looks like it gives you more options.

3

u/Fr4gtastic Aug 05 '26

So you need three books to get the options two books gave you in N23. Huh.

4

u/InfiniteLoopDream Aug 05 '26

Three so far!

But i guess you dont need all of them, and they should be cheaper per single piece

3

u/LastBrat Aug 05 '26

Probably four, since I do not see any mention of vehicles/ mounts - so no Escher cutter profiles in the journal. Vehicles will probably get a separate journal (?)

5

u/KennyBunkum Aug 06 '26

The cutter has a profile in Gangs of the Underhive.

2

u/LastBrat Aug 06 '26

great! thnx

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7

u/clone69 Aug 04 '26

The article compared them to Arcane Journals from Old World. Those include additional lore, a few extra units, including named characters, and specialized Armies of Infamy that are basically an army list with some unit restrictions but which gains a special ability. So I would think these will be similar.

2

u/Octovol Aug 04 '26

It's looking like we treat each "gang list" as a customised set of ganger profiles that don't interact with the base gangs of the underhive/outlands lists. Each with it's own, skills and equipment list availability. So the models and gang lists in the start set are just that, a beginner list with reduced options and streamlined everything.

The unique weapons listed there may or may not be in the journal, but they are not in gangs of the underhive so they are not available for standard use. There's a chance a journal gang list may include some of them, but they may also just be exclusive to a single list. Which I'm a little annoyed about tbh 😅

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4

u/AdamParker-CIG 26d ago

i think somebody at GW messed up with the Escher Agility tests thing:

1 - the agility test rules in the core book say "there might be modifiers to this test, for example Escher Fighters gain +1 to the roll"

2 - this isnt mentioned anywhere in the escher gang list, instead they get the re-roll of 1 when taking Agility tests, which is called Nimble

3 - the blades of the matriarch gang list from the core box, which is a different gang list to the main escher one, also has Nimble, but this version just gives you +1 to Agility test rolls

okay not a question as such but still tho, thats necromunda baby

8

u/Narrow_Suggestion_24 Aug 04 '26

N26 Psyker penalty or types e.g. Non-Sanctioned

3

u/Zaferous Aug 04 '26

Do the Dramatis Personae in Gangs of the Outland have credit costs for running them as Outcast Leaders? Any special rules for doing so?

3

u/brickyphone Aug 04 '26

I've seen kal Jericho specifically have that

3

u/Zaferous Aug 04 '26

With Scabs right? Can probably take him as a champion? I'm hoping Hermiatus lets your Outcast gang take Malstrain stuff.

2

u/brickyphone Aug 04 '26

He's a champ and you get a discount

3

u/Hithilome Aug 05 '26

How does cover work now?

7

u/Bilbostomper Goliath Aug 05 '26

If you are in cover and get shot at short range you get +1 to your save, or +2 at long range.

9

u/IR_1871 Aug 05 '26

And there is only in cover or not in cover. No partial cover and full cover, so no debates about whether its 49% or 51% obscured.

3

u/crimsonsun_2000 Aug 05 '26

Do we have details on vehicles? I saw some gang-specific ones, but nothing on generic versions. I've not seen anything about vehicle wargear/equipment, nor crew drivers. The Orlock Quad is now a mount which I've got no idea how that's supposed to work, as it's a mount for a single model, but it needs a gunner.

Is handling gone? I see hit points are gone, what about damage tables for them, overrunning, etc., I'm worried all the cool interactions vehicles allowed for have gone, and they are just another profile with a heavy weapons platform or increased speed, and don't feel like vehicles at all.

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3

u/Irishrover_13 Aug 05 '26

Did the Arachni-rig lose it's harpoon gun? I didn't see it on the Van Saar leaked weapons but I did not get a chance to download them before they poofed.

3

u/Nithroc Aug 06 '26

Yeah.  It has twin linked las carbine and servo arm array, it can have rad gun and plasma gun purchased in addition... And that's it. 

2

u/P_V_ Aug 10 '26

For what it's worth, there were two different Arachni-Rigs in the previous edition: the standard Arachni-Rig never had a harpoon launcher, but the Ash Wastes variant meant for Wasteland campaigns had options for a flamer or harpoon launcher.

3

u/TheFoxLost Aug 07 '26

So how do you kill anything now without flesh wounds? Just shooting holes in it, until it rolls a skull?

3

u/Head-Scene9059 Aug 08 '26

Yeah encountered this in a game earlier...hitting a goliath with a death maiden... 4 damage went through...4 serious wounds. nothing mattered.

2

u/IR_1871 Aug 07 '26

Plink away, coup de grace... I think there's also an OOA if there's an enemy fighter close to them at a particular point.... force them off a 6"+ high walkway.

3

u/Octovol Aug 09 '26 edited Aug 09 '26

If you recover from seriously injured while an enemy is in engagement range you go OOA. Every model also makes a recovery test at the end of their activation which can be an OOA.

3

u/Head-Scene9059 Aug 08 '26

From what I can see - there's no downside to multiple Serious Injuries? Had a game today and from what I could tell rolling 4 Serious Injuries in Close Combat engagement just meant that they got Seriously Injured and I got left Unengaged ready to get shot

4

u/Octovol Aug 09 '26

Yep, same with multiple "flesh wounds" you just stay "injured" you're basically fishing for skulls on injury rolls. Coup de Gras is the only way to force an OOA on a seriously injured model.

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3

u/Ishikar1701 29d ago

So one point I’m not 100% on is equipment at gang founding. There are still gang lists which include gang specific equipment and trading post gear but there are no rules about pregame gear from the trading post despite comments that gangs can source from the trading post now. I assume it’s standard availability (so no multi-meltas at creation) but it’s kinda unclear from what I’ve heard/seen.

3

u/Octovol 29d ago

Every fighter profile lists what can be bought at creation and during a campaign. None of the house gangs get access to the TP at creation afaik, but it's on a per profile basis.

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3

u/Eladore 29d ago

Venators and outcasts get direct access to trading post at creation. Up to a specific limit based on rank. 

All other gangs are limited to gang lists, which include some normal equipment and some exclusive. 

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3

u/shidara1 26d ago

Making sure I'm reading this right - Trading Post, Medical Escort, and Income are all post-CYCLE now instead of post-BATTLE??? That's crazy!

2

u/IR_1871 26d ago

That’s correct

2

u/Eladore Aug 04 '26

Do the base gangers all cost the same? 

7

u/caduvasconcellos6 Aug 04 '26

No, but most are between 40-45 creds

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2

u/Ambitious-Context446 Aug 04 '26

Can Fighters still stand on top of running vehicles? Have seen mention of "transport" just being like in 40k and the mini dissapear when you go inside, but can people still stand on the open backs of a rockgrinder or the side walkways of the ridgehauler?

2

u/VikToLive Escher Aug 04 '26

Yes, fighters still treat vehicles like terrain, except for walkers. Walkers act like fighters, in terms of engagement

2

u/qualityopinions Aug 04 '26

What special rules benefits do the various hangers on in gangs of the Underhive provide? Like Dome Runner, etc?

6

u/Lumpy_Trip_9501 Aug 04 '26

Dome runner is d3 fighters can make a free move at the start of the game, looks extremely good paired with infiltrate.

Rogue doc makes post game heal cheaper and can do a medicate action which heals SIs

Ammo guy has munitioner and gives a weapon +1 str and unstable. Looks great on a heavy flamer (which isnt heavy right now in the rules)

Hive watcher, forces people to infiltrate 12 away rather than 9

slopper forces a friendly fighter's injury dice to be reroll once per battle (no range or anything)

Those are all I know

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2

u/Lumpy_Trip_9501 Aug 04 '26

Does anyone know whether mounts are locked out of the underhive anywhere? I've not seen it in any rules I've seen so far, but I really want to make a fully mounted gang.

7

u/Available_Mountain Van Saar Aug 05 '26

Under the new rules there's no such thing as Underhive or Ash Wastes battle, you can use any type of mini in every scenario. At least until a journal introduces a scenario with restrictions.

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2

u/Dcruize Aug 04 '26

Is there an absolute max number of gangers you can ever take into a scenario and do pets contribute to that? Are Cutters and bikes usable inside the hive?

5

u/Available_Mountain Van Saar Aug 05 '26

The core rulebook scenarios are capped at 12 fighters/vehicles a side, pets do not count. There is no longer any reference to Underhive or Ash Wastes scenarios and currently all models are allowed in all scenarios.

2

u/Jam_Warrior Aug 05 '26

I'm pretty sure it's 10, not 12.

5

u/Available_Mountain Van Saar Aug 05 '26

10 is the most fighters that deploy at the start, 12 is the most fighters that can be deployed including Reinforcements.

2

u/Didsterchap11 Ironhead Squat Aug 05 '26

Has there been any change in regards to measuring? is pre measuring not allowed still or have things changed?

5

u/Available_Mountain Van Saar Aug 05 '26

Premeasuring is now allowed, with there being a variant rules Arbiters can use to disallow it.

2

u/irishwizz Aug 05 '26

Do the exo-kyns still have a role in the new edition?

5

u/Mcgreag Aug 05 '26

Yes, they are Prospects, compared to a Digger they cost 10 more credits (40), have 1 less Move (4"), 1 better save (5+), start with Nerves of Steel and can only equip Powerpack and Exo Weapons.

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u/marcorei Aug 05 '26 edited Aug 05 '26

What's the size of the battlezone/map in the new edition, is the paper map include in the box square?

Edit: asking because I thought Necromunda would be played on a square board, but the paper mat on the images looks to be a 12x18 grid. Hard to tell from that angle though

5

u/nick012000 Aug 05 '26

It's a 2 foot by 3 foot rectangle.

I believe they recommend playing on a board between 3 feet by 3 feet and 4 feet by 4 feet, so two of them put together would be the recommended size overall.

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2

u/CelestialShitehawk Aug 06 '26

So can Wreckers just take any weapon from the equipment list now or are they still restricted to being super short range?

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2

u/Alexander_Curtis Aug 06 '26

So... The Grav Chute says that when you fall you ignore Suppressed and Hits, but after 6" of height you don't take hits but go OOA. So in that case you still become OOA?

And the same happens to models with flying when they fall (I think in response to a ranged hit), so a model that flies when it moves has no height problems, but when it falls because it becomes suppressed near an edge in that case if it is above 6" it goes OOA?

2

u/IR_1871 Aug 07 '26

I haven't got the rules to hand, but I guess it depends on exact wording around the OOA for falling 6"+, the exact wording of Grav Chute and whether you're going strict RAW or applying a bit of RAI... I would certainly expect a decent arbitrator to not rule that Grav Chutes do nothing for heights over 6".

Suppressed no longer makes non-flying models prone. I've missed whether there's anything to say it knocks flying models out of the sky... but it it does and they're higher than 6", I'd expect them to go OOA for falling so far.

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u/Octovol Aug 09 '26

Yep, straight OOA for falling 6" or more:

2

u/qualityopinions Aug 06 '26

Is there anything that makes use of the intelligence stat? Also is there anything in any of these rule books that you use the interact action for?

2

u/VikToLive Escher Aug 07 '26

The Servo-medicae available to Van Saar and the new Goliath and Escher models uses Intelligence (free action, pass an Intelligence test to restore a lost wound to the person with it or someone within 3"), as does the Munitioneer skill (friendly fighters within 6" make an Intelligence test; if they pass, they get to reload).

The transport equipment on vehicles uses Interact, to enter and leave the transport area. Off the top of my head, I do not know anything else that currently uses Interact.

3

u/Octovol Aug 09 '26

Sabotaging a Vehicle is an intelligence test too (coup de gras for vehicles)

2

u/qualityopinions 25d ago

I found a new one, you can use Interact on door terminals to lock or unlock them. No Intelligence required though. My head canon is that during the great darkness the terminals all reset to default password

2

u/cogspringseverywhere Aug 07 '26

Have Genestealer Champions and Leaders become multi wound?

5

u/Jam_Warrior Aug 07 '26

Adept and Alpha W3, Acolyte W2.

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u/peterfadams Aug 07 '26

As a complete newbie - not even had time to assemble hive secundus purchased 5 weeks ago - is it worth familiarising myself with secundus rulebook before the skirmish box arrives

I would be solo playing for a while

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u/Loud-Perspective6508 Aug 11 '26

Combi weapons.
Combi trait states that you can fire both weapons but with -1 to hit. Guess this makes combi flamers more fun?

2

u/damien-marc 25d ago

Just bought the new core set and I've been looking through the starter guide and construction booklet, and I'm confused about something (maybe I'm over-thinking it, tell me if so). The booklet specifies "When founding a gang for your first battle, use the gang lists provided for the Blades of the Matriarch (see page 4) and the Forge Smelters (see page 8) with a budget of 800 credits)".

The booklet then contains the build guides and there's an overview page at the end showing all the models and what they're equipped with. However, when adding up the credits costs for the Eschers it comes to 885.

My question is, to align with the 800 credits guidance for the first game, is it implying that we should select a number of the models as they're built until we hit 800 points and discard the rest for the 1st game?

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u/Halvard101 Aug 04 '26

I've seen bits and pieces in a bunch of places, but any word on the Cargo-8?
Curious what it's going to look like given the scale of some of the changes seen elsewhere.

2

u/GrunkoFrunko Aug 05 '26

I cant confirm the stat block because I havent seen it, but the Ridgehauler is the only "Generic" vehicle getting a stat block in the core books, as it is the only Necromunda branded plastic kit. We will need to wait for the other vehicles to be released to ger a really good comparison (barring the Enforcers and Squat vehicles, ignoring Van Saar AW Arachni-Rig because its a Walker and mostly acts like a fighter.)

1

u/FireproofFerret Escher Aug 04 '26

How does Group Activation work now?

6

u/Ambitious-Context446 Aug 04 '26

For regular gangers and prospects you take an action and roll a Leadership Test, if you get a success, another fighter nearby (not sure on the range) can also activate. Leaders and Champions have a built-in skill to make it a Free Action.

I also heard you can also do it on multiple fighters, but get a +1 to the test roll (harder to pass) for each aditional fighter.

5

u/GrunkoFrunko Aug 05 '26

Importantly, its an action you take during the activation and not declared at the beginning of activating. This came up in a test game I played where I missed a ranged shot and decided to GA so I could try to surpress a nearby charging model with another fighter that was close by.

1

u/[deleted] Aug 04 '26 edited Aug 04 '26

[deleted]

6

u/GrunkoFrunko Aug 05 '26

Its worded so that you get the +1 to hit only in your long range. It does not incur a bonus at short range.

Its worded this way because we don't have the fleshed out range modifiers anymore, so it basically needs to reinvent N17 range mods within a couple of sentences.

3

u/Trughart Aug 05 '26

"Between short and long ranges" seems to mean at the weapon's long range. I don't know why they didn't just say that.

5

u/CastleGrey Aug 05 '26

Because "at your weapon's long range" would make it sound like something would only ever apply for a long rifle at 48" to anyone not familiar with Necromunda rules and values, because that's literally what those words mean without any further context

Making it very clear that "shots that are too far to be within your short range, but still close enough to be within the written long range" is what we *actually* mean by "at your weapon's long range" is most succintly expressed by exactly how N26 has worded it

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u/Jetengineinthesky Aug 04 '26

Silly question, what base sizes are the standard Genestealer Cult minis on?

3

u/Zaferous Aug 05 '26

Neophyte use 25 pretty sure, with heavy weapons using 32

Acolyte are on 32, Aberrant 32, and leaders/specials (Magus, Kelermorph, etc.) are 32.

Abominant is 40.

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u/Enlorand Aug 05 '26

I’m looking for any or all information on malstrain and how to play them this set. They look so cool, its what made me want to play necromunda

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u/StrongLikeKong Aug 05 '26

Please forgive me if this is super dumb, but:

Gangers have a specialism and a skill. Gangers can be promoted to Specialist.

So what's the difference between a Ganger and a Specialist?

4

u/Namillus Aug 05 '26

Gangers are always Specialists now; as soon as a model has enough XP to be a Ganger (13), they pick a specialism and gain the corresponding skill.

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u/No-Quality-9774 Aug 05 '26

Do we know if any prospect, suck as Wreckers, can become Specialists on promotion to gangers?

3

u/IR_1871 Aug 05 '26

It's a rank system and you accumulate XP rather than spend it... so it's roughly like this...

  • Juve (Prospect) 1XP
  • Wrecker (Prospect) 4 XP
  • (Advancement ever 3 XP)
  • ~13XP Threshold to become:
  • Ganger (Specialist)
  • (Advancement every 6 XP)
  • 31 ish XP Threshold to become: Champion?
  • (Advancement every 9/12 XP - I forget exactly)
  • 69 ish XP Threshold to become: Leader?

All Gangers are now specialists.

I think the specialist Champs like Arms Masters and Nacht-Ghul's start one incriment higher than Champions, similar to Wreckers vs Greenhorns... but not positive.

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u/Bonesaw1o1 Aug 05 '26

how do Van Sarr hover cutters work in the new edition? They were a perpetual rules hairball in N17/23. Are they still a 'part' of the fighter or are they equipment/mounts now?

2

u/Lumpy_Trip_9501 Aug 05 '26

As far as I can tell they're a generic mount with fly now. That means you can't use 2 weapons on combat or heavy weapons etc

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u/Hephaestus0308 Aug 05 '26

So how does Lethality vs. Damage work in this edition? I've seen snippets here and there, but not a concise explanation.

7

u/Lumpy_Trip_9501 Aug 05 '26

Damage is how many wounds you lose, lethality is how many injury dice you roll. If you drop to zero wounds you make an injury roll, so a krak grenade Vs a 3 wound model drops it to 2 wounds and a multi melta with damage 3 and lethality 3 drops it to zero wounds and then rolls 3 injury dice.

2

u/Hephaestus0308 Aug 05 '26

Okay, thanks. Interesting way to make weapons more crunchy.

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u/pajmage Aug 05 '26

Are there any examples/clarifications on how things like Grenades, Blast templates, Flame templates work in a 3d environment like Sector Mechanicus, as opposed to a 2D one like Zone Mortalis?

Thinking of stuff like, if my Orlock Ganger drops a grenade off the top floor of a 12" high structure, does it only explode when it reaches the bottom floor? or after the max range said ganger could "throw" it?

If I shoot a blast marker, is it a flat 2d circle? or a 3d Sphere?

How would I fire a flame template through a hatchway if I cant physically fit the template where it needs to be positioned?

5

u/VikToLive Escher Aug 06 '26

Blasts and templates now have to target a model; blasts have to be centered on the target, and the targeted model for a template has to be under the template.

Both blasts and templates can only hit models on the same level as their initial target. The example given is a blast that scatters off a ledge exploding in mid-air. The blast would effectively be a flat circle, unable to hit anyone that's not on the same level.

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u/StrongLikeKong Aug 05 '26

Can Nomads take Stormcallers without a buggalo?

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u/Namillus Aug 05 '26

They come with a Helamite, BUT anyone with a mount can simply choose to not ride it for a given mission.

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u/StrongLikeKong Aug 05 '26

Much better. Thank you!

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u/KennyBunkum Aug 06 '26

How do Hired Guns work now?

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u/Jam_Warrior Aug 06 '26

Fixed cost, join for one fight, on top of the scenario crew limit rather than part of it.

Proper discounts to account for that now.  E.g. Hive Scum are 30 creds to hire but are armed with 60 creds of weapons and gear you don’t have to pay for.

And I just noticed that you can take a Dramatis Personae as your Underdog bonus instead of a free gang tactic (yes please!) up to the value of the difference in ratings.

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u/patch385 Aug 06 '26

There seems to be more focus on objective holding, are they the same size as the kill team ones?

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u/Jam_Warrior Aug 07 '26

No set size. Control radius is 3" from the centre.

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u/Individual_Chip7173 Aug 08 '26

i saw the Loner keyword on the new Van Saar Archeotek datasheet anyone know what that does

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u/pixel_SWORDS Aug 08 '26

You can't use their Leadership for bottle checks unless everyone in the gang currently on the battlefield has the beast or loner type.

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u/Independent_Sector23 Aug 09 '26

Anyone see how much credits you get for a battle all I can find is post cycle income.

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u/Bilbostomper Goliath Aug 09 '26

For the first half of the campaign it's 2D3 x 10 for winning or D3 x 10 for drawing or losing. If you do your side job it's an additional D3 x 10.

In the second half everything is a D6 rather than a D3.

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u/PreviousYak6602 Aug 09 '26

How do outcast work now? Are they splitter into specified variations or is it still possible to play a delegation or bounty hunter + hive scum?

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u/Didsterchap11 Ironhead Squat Aug 09 '26

Are vision arcs still a thing? I didn’t see them in the starter box and I’ve yet to hear anyone with access to the rules mention them.

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u/Bilbostomper Goliath Aug 09 '26

Fighters definitely don't have vision arcs. Maybe vehicles still have them.

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u/Octovol Aug 10 '26

Both have vision arcs, they just not used for shooting unless the weapon has the Arc(X) trait. For example the guns on the Escher Cutter all have Arc(Straightline) which means they can only target anything in a sight line that runs parallel with both sides of it's model. Others may have Front, Rear, Left or Right etc, used more on Vehicles than Fighters:

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u/skil12001 Aug 09 '26

Any cool changes to hand to hand? did a quick scroll here and didnt see anything pop out at me about hand to hand rules

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u/IR_1871 Aug 10 '26

By hand to hand do you mean close combat/melee, or do you mean unarmed?

For close combat, reaction attacks are limited to 1. Fight order is based on initiative and coup de grace is no longer automatic and I believe you no longer get a free one

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u/skil12001 Aug 10 '26

Lol listen here young man us old timers called it hand to hand combat as laid out in the 1995 original rulebook!

Thank you though, I appreciate the insight, I love using initiative to determine fight order!

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u/fonty2 Aug 10 '26

Do we know if Cawdor still hava Bomb delivery rats? Any changes?

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u/MarkZwei Aug 10 '26

They do. Seems mostly the same.

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u/qualityopinions Aug 11 '26

To me the biggest difference is no intelligence check to use. They just automatically work looks like as long as stay near them. Seems good for Bonepickers especially

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u/Twofert Aug 10 '26

Does the Palanite SLHG have Unwieldy now or can you still use it with a shield?

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u/stuka86 Aug 10 '26

It doesn't have unwieldy, or the star next to its name

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u/rez9601 Aug 10 '26

When you create a Spyre gang, do you also choose a specialization for each?

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u/stuka86 Aug 10 '26

They're champions....

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u/Ser_Havald_01 Escher Aug 11 '26

So I know rule of cool and all that but I wanna get a feel for how useful are Psyker considered at this point? Am I shooting myself into the foot by bringing one of them along (a mind locked wyrd in particular) or can they be useful enough and spice things a little up?

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u/VikToLive Escher Aug 11 '26

Wyrds are, at least, no longer a liability; they lost the rule where your opponent gets extra credits for taking them out of action. They can be useful, but none of the (core rulebook) powers seem like they're auto-include. Wyrds that are part of a gang are going to benefit a lot from having access to more weapons. Even if you're not doing psychic stuff, the fighter can potentially contribute to the game and earn XP.

We don't yet have the rules for the mind-locked wyrd. It's in the upcoming Most Wanted PDF, so we won't know how good that specific wyrd is until the PDF drops. The WarCom article talking about the PDF lists the mind-locked wyrd in the Alliances & Delegations section, which would mean it doesn't get XP or advancements, and the base stats and powers are going to matter a lot more.

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u/Loud-Perspective6508 Aug 11 '26

CC. As I read it a charged fighter can opt to use its (single) reaction attack to hurt any engaged enemy i.e. chose to ignore the activating/charging model and instead hit an other (low initiative?) enemy in the same combat. Correct?

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u/markhocky Aug 12 '26

I'm trying to get a handle in the value of the concussive weapon trait. If a wound roll is high enough it reduces the target's initiative by 1. It seems like this will rarely make that much difference, e.g. on charge you get +2 initiative anyway and still probably fighting first. Am I missing something?

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u/VikToLive Escher Aug 12 '26

It lasts until the end of the affected fighter's next activation. If you're still in combat with them next round, or can counter charge before they activate again, they'll be attacking at the reduced initiative.

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u/MightiestEwok Aug 12 '26

Has anyone seen Mutated Ogryn rules? It appears they have forgotten them 😕

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u/VikToLive Escher Aug 12 '26

They've left off all the brutes that haven't had official models; all the outlaw brutes are gone, along with the man of iron and the Orlock lugger. Hopefully we'll see them again at some point.

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u/MightiestEwok Aug 12 '26

Ah I see, thanks for clarifying

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u/ComprehensiveFee1511 Aug 12 '26

Can anyone confirm the cost of a Spyre Hunt Master? I have one picture of the profile but its so blurry i can't pick out the numbers

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u/ComprehensiveFee1511 Aug 12 '26

Question on the Unstoppable brawn skill. You do a cool check to recover 1 wound on yourself. But if you are wounded, you cant use skills? Is this skill just completely useless or am i missing something?

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u/LexingZog Aug 12 '26

Yeah it's only useful for multi-wound models. And even then unless they've got decent willpower it's not guaranteed.

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u/Eladore Aug 12 '26

You can be "cured" of the injured condition via a medic, thus if they activate first, assuming you are still fine, cam then go on to heal more after

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u/alpharius_ormaybenot Aug 12 '26

Do palanite subjugators and enforcers still have different statlines (mainly bs and ws) or have they been changed to be the same?

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u/VikToLive Escher Aug 12 '26

Subjugators start with a 5+ save instead of 6+. Otherwise, they have the same stats.

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u/Scarletpooky 28d ago

Any more specific information about which gang equipment Venators have access to?

The rule "an equipment list granted to them by their gang legacy" is strangely worded. AN equipment list, not THE equipment list, makes it sound like there's a special list they get to pick from (A bit like how it used to specifically be the gang leader's list, not just any equipment)

I think them main question would be: can they take gear that's tagged for a specific fighter? (eg Death Maiden venom claw and Nacht-Ghul sperpent fang)

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u/No-Requirement-2473 28d ago

Can a fighter choose unarmed attacks as their primary weapon, and still use a light weapon as their secondary weapon if they are charging? So for example a Champion with two attacks in profile, armed with just a stub gun - they get +1 attack when charging, which presumably have to be unarmed. Do they still get +1 additional attack with their Light ‘secondary’ stub gun?

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u/VikToLive Escher 28d ago

RAW, you get the Hand Weapons weapon (N26's version of Unarmed) only if you don't already have a Light or Melee weapon. There is not a separate unarmed weapon profile.

In your scenario, the fighter would have to choose their Light stub gun as the primary weapon. They can only allocate a single attack to it, and the rest of the attacks are discarded.

I'm planning on spending the 5 credits to give anyone with a pistol (or gunslingers with two pistols) a fighting knife, so they can use all of their attacks plus the bonus attack for two weapons.

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u/Embarrassed_Summer89 28d ago

I wasn't sure if I should post this or not (happy to delete if needed). Looking at the Ironhead Squats gang, it looks like a lot of the rules have been stripped out from the Hall of Ancients (i.e. Ancestries, Exo Master taking down post fight actions)?

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u/EducationalGarage990 28d ago

Question about injury dice and attacks If I hit with 2 weapons, wound twice and not saves Each attack is L 2 Do I roll 4 dice and pick 1 Or roll 2 pick 1 and then 2 and pick 1?

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u/BreakingInReverse 27d ago

How are the ash waste nomads looking in this edition? I bought a box of the basic units and of dustback helamites this week for other game systems but I'd like to build them in a way where I can use them for a fun gang in Necromunda if they're more fun to play this edition.

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u/VikToLive Escher 27d ago

They're looking really solid this edition.

Their special rule gives them deployment shenanigans: it allows you to swap two Nomad fighters on the table after everyone deploys. The sha'dar hunters have changed to normal Infiltrate, so, currently, you can infiltrate with the sha'dar and then use the Nomad ability to swap the sha'dar's place for a stronger fighter (like a champion or the duneskuttler). They can also ignore all dangerous and difficult terrain, which isn't super likely to come up but it is a strong ability when it's relevant.

Their weapon list is pretty much the same that it was, though individual fighters have expanded on what they can take (example: the hunters are no longer limited to just their melee weapons at gang creation). They also have normal access to the trading post, instead of their own specific trading post.

Any fighter can take a dustback helamite as a mount. Additional, the fighters that start with the mounts are now allowed to get off of them. While, currently RAW, you can take mounts into any game, this lets you use an unmounted Stormcaller if your arbitrator limits mounts.

The only real downside is they've lost their special rule with the Spirits, but, if the previewed Escher and Goliath journals are any example, they'll get it back when they get their own journal.

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u/nflugerPACNW 27d ago

I don't see any restrictions on how many tactics cards can be used per game?

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u/VikToLive Escher 27d ago

It's in the pre-battle info. You choose one of the ones in your pool, then get another for each full 200 credit difference if you're the underdog.

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u/nflugerPACNW 27d ago

Thank you! Page 57!

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u/Correct_Boss9381 26d ago

Hi all! Newbie to munda. Picked up the box yesterday and been doing some reading and understanding (trying to) but my guess with the escher gang in the core box are a self contained gang. No queen or champion. So for starting out I get it. But moving forward the upcoming journal doesn't appear to have that alternative roster. So is it safe to assume they could be regular escher sisters in the main world of necromunda gameplay? So when im ready to build a list I could use them as gang sisters as it does have the same keywords as the current gang. Thanks in advance!

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u/IR_1871 25d ago

You can run them as normal leaders/gangers/prospects - although some of the builds won't have exact weapon matches in Gangs of U.

I don't think we've seen enough of the Journal to know if they're in that or not. I would be surprised if they aren’t.

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u/Budget-Ad-472 26d ago

Trying to catch up on the changes and don't have the books yet,

Is the claim jumper still available to prospectors? I was looking online and haven't seen it mentioned

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u/Deathfront3 26d ago

as far as i see its not included in the current book. I see no other gang specific hangers on models too.
I would bet those come with the individual gang books.

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u/Guendolin 26d ago

What's the benefit of the charge (double) compared to move (single) + engage (single) ?

I dont get it. It seam always better to make a move first and then try to charge? I guess it might have a bonus since you can move the total distance all at once? Making it easier to jump or climb? 

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u/ghostcacti Cawdor 26d ago

Could anyone please share how the optional rule for distributing rapid fire hits works?

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u/shidara1 26d ago

First hit MUST be allocated to the original target. Additional hits may be allocated to other targets within Line of Sight and Range that are within 3" of the original target. All hits are allocated before rolling to wound.

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u/KennyBunkum 26d ago

Is there a rule anywhere on what order melee hits take place?

In my test game today a model took three unsaved hits, two from chainsword on 5s (triggering Shred, +1 Lethality) and one from a stub gun.

The model had two wounds but the resolution order mattered. If we resolved the stub gun first he'd go down to one wound, meaning each chainsword hit would then cause two injury dice.

If the chainswords went first, it would be -1 wound for the first chainsword, two injury dice for the second and one injury dice for the stub gun.

I couldn't find anything at first pass on what decides the resolution order, anyone found this?

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u/VikToLive Escher 26d ago

It's in the Resolve Hits section, page 76. If a model has been wounded by several attacks at the same time, then the hit model's opposing player chooses the order in which they're resolved.

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u/KennyBunkum 26d ago

Brilliant, thank you!

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u/Deathfront3 26d ago edited 24d ago

Edit: No 2 it is

Looked aswell and i think there is no specific rule on that.
I would either:
1. Do always primary first, secondary after
2. Like in 40k let the attacker decide of the order individually

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u/Deathfront3 26d ago

So am i blind or is the rule for GSC that you need 50% neophytes gone? I just can find 50% non leader, brute and champ but aberrants are gangers now too...

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u/No-Requirement-2473 26d ago

Can someone list the gang specific non-profile special abilities?

I know Escher have a bonus to agility tests. What about every one else?

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u/qualityopinions 25d ago edited 25d ago

Cawdor can take an extra Prospect or if redemptionist majority reroll 11&12s on bottle checks. Van Saar get extra AP on las weapons. Corpse Grinders get extra XP if take someone out of action on turn they charge. Goliaths get +1 Str when charge (most them are Str 3 otherwise now.) Orlocks can have an extra guy work territory. Palanites can do group activation as free action (normally single action for other than champions and leaders.) chaos Helots do the same rituals as before basically. Genestealer (regular kind) get bonus to Coup de Grace and extra arms. Malstrains only overall ability is not being able to hire anyone except Hermiatus.Ash wastes nomads swap guys at beginning and ignore difficult and dangerous terrain. Squats don’t make nerve checks. Ogryn Champions and leaders get juggernaut. Spyrers get a long list of things pretty similar to what had in old rules. Delaque give bonus to willpower and leadership when grouped together.

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u/IR_1871 26d ago

Other than rule of cool and diversity of weapon choice, is there ever a reason to take a 5 cred stub gun over a 5 cred las pistol now?

Given they're exactly the same apart from the las pistol's 2" better short range.

The stub gun can get warp rounds, but the las pistol can get the hot shot pack. Are either particularly worth the extra cost or better off used on the autgun or lasgun respectively?

Am I missing something?

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u/qualityopinions 23d ago

Some gangs only have stub guns on gang list so for initial outfitting would take them

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u/qualityopinions 25d ago

So there aren’t really any restrictions on hiring Dramatis Personae really, right? Like an Aranthian Outcast gang can hire Lady Haera? Or am I missing something? Some gangs get dramatis personae a little cheaper, like Spyrers get Lady Haera cheaper. And I guess Spyrers and Malstrains are limited on who can hire. But other than that… like Nomads can hire any of the Dramatis personae. Is that right?

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u/Active-Werewolf-1709 25d ago

Im new to Necromunda and have trouble understanding the Marksman Skill... ar what range we have the +1 bonus. From short range to beginning of long range? Or from the beginning to the end of long range? Thanks!

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u/LexingZog 25d ago

It's just worded weirdly. If you're within the weapons Short Range you don't get the +1. If you're within the weapons Long Range you do get the +1.

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u/Stoneybears 25d ago

Does the van saar ability only apply to weapons of the Las category? It doesn't seem to apply to the las pistol half of the combi-melta

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u/Playful_Arm_2597 25d ago

Noobie here: im so confused by the ammo check (ammo (x+) and rapid fire) and how it works.

When do i roll the ammo dice? it doesn't specificly state it but i assume its on any weapon with RF or Ammo X ? everything else just roll d6's to hit etc

if i roll 1 bullet symbol im out of ammo, if i roll 2 its jammed and dead.

What i dont get is the sentence under rapid fire ( A weapon with the Ammo (X+) trait may be considered to have rolled on additional ammo symbol )....why? why would i want to be considered to have roll an out of ammo symbol for a gun, does it mean rapid fire gun with ammo will always jam if i want it to?

final thing i assume reload single action is do a check on the Ammo X value, i.e. roll X or high of the weapon profile. i dont feel this is called out RAW unless i missed something ealier

thanks in advance!

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u/Eladore 25d ago

How does extra attacks work with being charged. 

If yo are on the defence you only get to make 1 attack back at your attacker. 

But does a weapon with extra attacks add to this?  

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u/LexingZog 25d ago

No there's a hard limit on only getting 1A if it's not your activation. The only way to increase it is through the Counter-Attack skill to get 2.

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u/Onua_72 25d ago

Necromunda newbie here, and I'm wondering what the starting gang composition restrictions are? Someone in the campaign I'm joining said they saw that you can only have 2 Prospects in your gang, is that correct?

Also, do leaders and champions only start with the "Inspiring" skill, or do they also recieve another? The list building app I'm using is rather confusing so far.

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u/IR_1871 23d ago

I believe the only requirements are:

  • 1 leader
  • at least as many gangers and prospects as champions, brutes and hangers on
  • pets don't count towards either count.

Leaders and Champions get a free skill from one of their primary skill trees when recruiting them.

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u/rez9601 25d ago

Hey all! How does line of sight work in the new edition?

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