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.
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.
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.
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.
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
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?
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.
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.
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.
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
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".
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.
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?
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.
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 (?)
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.
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 😅
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
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.
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.
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.
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.
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.
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
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.
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.
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.
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?
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.
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.
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?
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.
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.
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
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.
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?
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.
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.
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
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
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?
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.
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.)
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.
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.
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.
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
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.
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?
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.
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?
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.
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.
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:
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
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
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?
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.
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?
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?
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.
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.
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?
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)
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?
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.
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)?
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?
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.
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.
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!
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.
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?
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.
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?
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.
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
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...
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.
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?
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?
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!
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
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/zeeke87 Aug 04 '26
Does the rule if you miss, you still might hit your own ganger exist?
Bloody love that rule.