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![[Post New]](/s/i/i.gif) 2018/08/02 22:36:32
Subject: Necromunda Underhive - Cawdor, Pg 145
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Longtime Dakkanaut
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Semi-mutated Cawdor Master Blasters?! I still think that those even a tiny bit different would become protein sludge in Cawdor, but eh, if the model is good I might need less conversions to add artillery ogres to my Nurgle pirates  Too bad the gang kit isn't out already, I could really use it right now.
Goliath Bane monsters are not really a terribly clever concept, either, but again, if the model is cool...I like Bane, anyway.
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Looking for a Skaven Doomwheel banner to repair my Nurgle knights. |
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![[Post New]](/s/i/i.gif) 2018/08/02 22:59:47
Subject: Necromunda Underhive - Cawdor, Pg 145
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Ship's Officer
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Plastic servitors are kinda overdue if you ask me. They are one of the more grim and weird things that can happen to a person in the 41st millennium.
I assume the weird spook stuff will come with Delaque along with more psyker rules. Kind of surprised they aren't releasing that reference pack alongside Cawdor with the new tokens. I can't' wait to see what that is priced at. I skipped on the shadespire tile cause I thought it was kind of absurd. I'm just glad Cawdor is finally almost out, and Delaque will be worth the wait. The more gangs out the more worthwhile campaign play is going to be.
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![[Post New]](/s/i/i.gif) 2018/08/03 07:36:38
Subject: Necromunda Underhive - Cawdor, Pg 145
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Owns Whole Set of Skullz Techpriests
Versteckt in den Schatten deines Geistes.
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That all looks great. GW4 is shaping up to be another GW3, and GW3 was fantastic!
Although...
Q. Are these books required
AH – says no. They add more to it, with each part layering extra options on top.
But... how would you get the rules to the gangs without them?
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![[Post New]](/s/i/i.gif) 2018/08/03 07:55:54
Subject: Necromunda Underhive - Cawdor, Pg 145
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Ancient Space Wolves Venerable Dreadnought
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I dunno? Maybe you don’t play Cawdor or Orlock or whatever. Not everyone is a diehard completionist, much though GW might wish it were so…
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This message was edited 1 time. Last update was at 2018/08/03 07:56:22
"Three months? I'm going to go crazy …and I'm taking you with me!"
— Vala Mal Doran |
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![[Post New]](/s/i/i.gif) 2018/08/03 08:46:49
Subject: Necromunda Underhive - Cawdor, Pg 145
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Owns Whole Set of Skullz Techpriests
Versteckt in den Schatten deines Geistes.
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Who said anything about being a completionist?
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![[Post New]](/s/i/i.gif) 2018/08/03 08:49:46
Subject: Necromunda Underhive - Cawdor, Pg 145
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Longtime Dakkanaut
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Looks amazing! Bionics, finally.
A question about damaged bionics:
Damaged bionics:
Roll a D6. On a 1-3, the Lasting Injury applies as normal.
On a 4+, the effects of the Lasting Injury are ignored.
However, there is a chance that the bionics will be irreparably damaged. Roll a D6. On a 2+, the bionics suffer no long-term effects. On a 1, however, the bionics are damaged beyond repair, the effects of the Lasting Injury are applied and their benefits are lost.
When the bionics are damaged and "the effects of the Lasting Injury are applied", that means the original injury I assume? The fresh one is already ignored? Automatically Appended Next Post: H.B.M.C. wrote:That all looks great. GW4 is shaping up to be another GW3, and GW3 was fantastic!
Although...
Q. Are these books required
AH – says no. They add more to it, with each part layering extra options on top.
But... how would you get the rules to the gangs without them?
There are a couple of arguments:
-You got the Gangs of Legends pdf that include all gangs.
-Rules for gangs are not required (or at least, you only need the one book that includes your gang.
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This message was edited 1 time. Last update was at 2018/08/03 08:52:22
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![[Post New]](/s/i/i.gif) 2018/08/03 08:55:39
Subject: Necromunda Underhive - Cawdor, Pg 145
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Ridin' on a Snotling Pump Wagon
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Just wish they’d make Gang Rules as free PDFs.
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![[Post New]](/s/i/i.gif) 2018/08/03 08:55:53
Subject: Necromunda Underhive - Cawdor, Pg 145
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Longtime Dakkanaut
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Mymearan wrote:Wow, I am very, VERY excited by the new play options, as in the Dominion campaign, the one- and two-day campaigns and especially skirmish, which would allow me to get some play in even if we don't have enough people and time to run a proper campaign. And yay, Almanac! I would expect it at the beginning of next year if Blood Bowl is anything to go by.
That depends. Keep in mind the Blood Bowl almanac came out 6 months after the last death zone 2 book. Automatically Appended Next Post:
I made Gang Rules as free pdf, heck I made all rules as free pdf.
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This message was edited 1 time. Last update was at 2018/08/03 08:56:37
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![[Post New]](/s/i/i.gif) 2018/08/03 08:59:14
Subject: Necromunda Underhive - Cawdor, Pg 145
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Owns Whole Set of Skullz Techpriests
Versteckt in den Schatten deines Geistes.
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That you should 100% not link on the board, lest the mods jump on you...
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![[Post New]](/s/i/i.gif) 2018/08/03 08:59:27
Subject: Necromunda Underhive - Cawdor, Pg 145
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Longtime Dakkanaut
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Mymearan wrote:Wow, I am very, VERY excited by the new play options, as in the Dominion campaign, the one- and two-day campaigns and especially skirmish, which would allow me to get some play in even if we don't have enough people and time to run a proper campaign. And yay, Almanac! I would expect it at the beginning of next year if Blood Bowl is anything to go by.
Why would you need any rules to play skirmish? If you want to play skirmish, that's easier to just play it than read any rules for it? Automatically Appended Next Post: H.B.M.C. wrote:That you should 100% not link on the board, lest the mods jump on you...
I actually got 1 year VIP membership for linking it earlier Automatically Appended Next Post: zamerion wrote: But the bionics help you fix lasting injured exceptional gangers. AH’s Escher gangers – leader took a lasting injury first game – and then avoided combat – finally corrected now. Cheaper than buying advances to correct an injury.
Too bad they made the bionics much more expensive than advancements correcting the injuries then...
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This message was edited 5 times. Last update was at 2018/08/03 09:25:52
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![[Post New]](/s/i/i.gif) 2018/08/03 09:51:15
Subject: Re:Necromunda Underhive - Cawdor, Pg 145
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[MOD]
Decrepit Dakkanaut
Cozy cockpit of an Archer ARC-5S
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Yeah hi, please DO NOT link that sort of thing here. Also, this thread is for the discussion of Necromunda 2017, not fan-projects or previous editions still in use with some groups today. Thanks!
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Fatum Iustum Stultorum
Fiat justitia ruat caelum
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![[Post New]](/s/i/i.gif) 2018/08/03 11:14:21
Subject: Necromunda Underhive - Cawdor, Pg 145
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Longtime Dakkanaut
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I can't believe they keep wasting time on vague optional rules. Examples from tournament pages: "It can be interesting to add various bonus points. For example, if you win by a large margin, gain +1 point or if only winning by a minor margin, loser receives +1 point." This is on par with "it could be really fun to *insert random meaningless thing*". Or: "award points for taking captives" If you organize a tournament, do you really want the score to be determined by a random roll at the end of the game to see whether some fighters are taken captive?!? What is the purpose? I'm sure players themselves can come up with the same or better more balanced ideas, than putting such loose comments in a book. Unless they're going to make clear and rigid instructions, I don't see much value in this. Much of the random thoughts they put on paper here will also be in direct contradiction with previously released gangs such as Chaos and Bounty Hunters. How about they fix the rules for the game including all gangs and extra contents before making a half-assed attempt at establishing tournament rules? Just to make another example of how absurd this gets, looking at the "EXAMPLE RULES PACK" for the "TWO-DAY EVENTS": -distribute 5 Primary skills and 1 Secondary skill to your fighters, however each fighter can have max 2 skills, with the exception of the leader who gets one for free during recruitment (so the leader can have a total of 3 skills). -3 fighters can have a stat increase. This may not be a fighter with 2 skills. So first off, a Leader can be given 2 skills, everyone else can only be given 1 skill. Fine I guess. But then there is a rule saying that anyone with exactly two skills can not be given a stat increase. So your super leader having 3 skills can get +1T or +1BS or whatever, having a total of 4 advancements? But champs that are given only 1 bonus skill can not be given a stat increase? Is this intentional? It just seems very strange.
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This message was edited 8 times. Last update was at 2018/08/03 13:16:45
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![[Post New]](/s/i/i.gif) 2018/08/03 13:52:46
Subject: Necromunda Underhive - Cawdor, Pg 145
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Fixture of Dakka
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Yes, you're wonderful. Other people might need the hint, or at least the figleaf of "official rules". The last thing this game needs is "official instructions", because that makes all events the same. :(
You've misread the Fighter Attributes for the 2-day event. You choose five Primary and a Secondary skill, and then dish them out. You could give a single ganger two skills if you want. Or a single skill and a characteristic upgrade. Yes, you can pile 4 advances onto your leader if you like, but other than that it makes you spread things out.
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![[Post New]](/s/i/i.gif) 2018/08/03 14:12:23
Subject: Necromunda Underhive - Cawdor, Pg 145
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Longtime Dakkanaut
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Hmm yes it's true. Leaders, Specialists and Juves can be given 2 bonus skills, champions can be given 1 bonus skill. Anyone with exactly 2 skills can not be given a stat increase. I don't know, it just seems arbitrary and unintentional. Automatically Appended Next Post: AndrewGPaul wrote:Yes, you're wonderful. Other people might need the hint, or at least the figleaf of "official rules". The last thing this game needs is "official instructions", because that makes all events the same. :(
I think NAF got some very accurate and rigid Blood Bowl tournament rules, are you suggesting those tournaments don't have variety? If you want hints on how to do interesting things in Necromunda, you'd be far better served going to a forum where such ideas flourish. How would "anyone can take item with Rare (9) and below including common items" work with Bounty Hunter gangs who already have their own restrictions on Rare items? I don't see much value in this, and if anyone haven't heard that you can make maps to represent territories, I'm not sure they'll fit for organizing a creative and original tournament... They need to fix things like Blast mechanics, Toxin (yes still not completely solved) and other unclear/missing/game breaking rules before worrying about printing brainstorming ideas for tournaments.
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This message was edited 4 times. Last update was at 2018/08/03 14:24:58
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![[Post New]](/s/i/i.gif) 2018/08/03 14:19:38
Subject: Necromunda Underhive - Cawdor, Pg 145
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Battlefortress Driver with Krusha Wheel
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Anyone heard anything about the Palanite Enforcers yet? I need a new Judge for my penal legion.
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![[Post New]](/s/i/i.gif) 2018/08/03 14:21:25
Subject: Necromunda Underhive - Cawdor, Pg 145
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Rampaging Reaver Titan Princeps
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lolman1c wrote:Anyone heard anything about the Palanite Enforcers yet? I need a new Judge for my penal legion.
None. Delaque are next. After that, I suspect they'll do the Outlander gangs (Ratskins, Redemptionist, Scavvies, Spyrers, Pit Slaves, Enforcers). So, next year at a random guess
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![[Post New]](/s/i/i.gif) 2018/08/03 14:22:06
Subject: Necromunda Underhive - Cawdor, Pg 145
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Longtime Dakkanaut
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No we had all the alternative gangs released and there are no new rumors for more. You can find several attempts at fan-made gangs if you want to play them, or use the existing Bounty Hunter rules to create Enforcers (you can make pretty much any gang you want with those rules).
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![[Post New]](/s/i/i.gif) 2018/08/03 14:34:00
Subject: Necromunda Underhive - Cawdor, Pg 145
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Ollanius Pius - Savior of the Emperor
Gathering the Informations.
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Baxx wrote:No we had all the alternative gangs released and there are no new rumors for more. You can find several attempts at fan-made gangs if you want to play them, or use the existing Bounty Hunter rules to create Enforcers (you can make pretty much any gang you want with those rules).
Er no. We know they're doing Palantine Enforcers(who are not Arbites!), but it's going to be awhile.
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![[Post New]](/s/i/i.gif) 2018/08/03 14:45:31
Subject: Necromunda Underhive - Cawdor, Pg 145
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Fixture of Dakka
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Baxx wrote:Hmm yes it's true.
Leaders, Specialists and Juves can be given 2 bonus skills, champions can be given 1 bonus skill. Anyone with exactly 2 skills can not be given a stat increase. I don't know, it just seems arbitrary and unintentional.
Automatically Appended Next Post:
AndrewGPaul wrote:Yes, you're wonderful. Other people might need the hint, or at least the figleaf of "official rules". The last thing this game needs is "official instructions", because that makes all events the same. :(
I think NAF got some very accurate and rigid Blood Bowl tournament rules, are you suggesting those tournaments don't have variety?.
Yes. Every Blood Bowl tournament is basically the same stucture. Fine for Blood Bowl, because it's a sports sim. For Necromunda, it'd be a shame if every event used the same format.
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![[Post New]](/s/i/i.gif) 2018/08/03 14:49:30
Subject: Necromunda Underhive - Cawdor, Pg 145
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Longtime Dakkanaut
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That I can agree with.
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![[Post New]](/s/i/i.gif) 2018/08/03 20:36:09
Subject: Necromunda Underhive - Cawdor, Pg 145
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Executing Exarch
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Baxx wrote:No we had all the alternative gangs released and there are no new rumors for more. You can find several attempts at fan-made gangs if you want to play them, or use the existing Bounty Hunter rules to create Enforcers (you can make pretty much any gang you want with those rules).
Except Andy Hoare has stated on multiple occasions they'll be doing Outlanders, Enforcers etc.
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![[Post New]](/s/i/i.gif) 2018/08/03 21:38:26
Subject: Necromunda Underhive - Cawdor, Pg 145
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Longtime Dakkanaut
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Mymearan wrote:Baxx wrote:No we had all the alternative gangs released and there are no new rumors for more. You can find several attempts at fan-made gangs if you want to play them, or use the existing Bounty Hunter rules to create Enforcers (you can make pretty much any gang you want with those rules).
Except Andy Hoare has stated on multiple occasions they'll be doing Outlanders, Enforcers etc.
And more after them.
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![[Post New]](/s/i/i.gif) 2018/08/03 22:06:18
Subject: Re:Necromunda Underhive - Cawdor, Pg 145
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Ship's Officer
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Pre orders are up on the NZ site, including the gang leaders accessory pack which has some cool new tokens I haven't seen before and scenario cards.
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![[Post New]](/s/i/i.gif) 2018/08/04 03:02:00
Subject: Necromunda Underhive - Cawdor, Pg 145
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Owns Whole Set of Skullz Techpriests
Versteckt in den Schatten deines Geistes.
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Lots of nice stuff on pre-order.
Am kinda sad that the Cawdor sprue didn't get a second heavy weapon like the Orlocks did. Just the Panzerfaust-Crossbow.
And this kit has Hand Flamers, so maybe - just maybe - the FW weapon sets won't be filled with more Hand Flamers.
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![[Post New]](/s/i/i.gif) 2018/08/04 03:17:38
Subject: Necromunda Underhive - Cawdor, Pg 145
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Longtime Dakkanaut
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Don't really like the idea of brute. I feel that they take the spotlight off the gangers, and gangers should be the main protagonist in necromunda. Not to mention that they are too gimmicky, and the cawdor one is dumb and unfluffy. Rest of the content look great though, and the minis are as exceptional as the ones released before
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This message was edited 1 time. Last update was at 2018/08/04 03:22:22
lost and damned log
http://www.dakkadakka.com/dakkaforum/posts/list/0/519978.page#6525039 |
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![[Post New]](/s/i/i.gif) 2018/08/04 04:33:08
Subject: Necromunda Underhive - Cawdor, Pg 145
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Been Around the Block
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Have they done a sprue preview for Cawdor? I hope we don’t have to assemble each finger individually or the face comes in four parts or anything. The other Necromunda sprues have all been a bit excessive.
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![[Post New]](/s/i/i.gif) 2018/08/04 04:38:47
Subject: Necromunda Underhive - Cawdor, Pg 145
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Ship's Officer
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plessiez wrote:Have they done a sprue preview for Cawdor? I hope we don’t have to assemble each finger individually or the face comes in four parts or anything. The other Necromunda sprues have all been a bit excessive.
They actually aren't too bad, heads in two pieces. The thing is there isn't a lot of extra options, the polearms take up a lot of space and so does the crossbow. Compared to Van Saar and the Orlocks they seem less customizable.
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![[Post New]](/s/i/i.gif) 2018/08/04 04:57:29
Subject: Necromunda Underhive - Cawdor, Pg 145
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Owns Whole Set of Skullz Techpriests
Versteckt in den Schatten deines Geistes.
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Four polearms per sprue is what's taking up a lot of space. They also look super spindly.
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![[Post New]](/s/i/i.gif) 2018/08/04 05:29:39
Subject: Necromunda Underhive - Cawdor, Pg 145
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Longtime Dakkanaut
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They have 2 full head and 4 head with separated faces. The sprue waster this time seem to be the cult icon, Should've been some insane polearm attachment, like a grenade launcher, or a plasma gun.
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This message was edited 1 time. Last update was at 2018/08/04 05:32:22
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![[Post New]](/s/i/i.gif) 2018/08/04 06:14:11
Subject: Necromunda Underhive - Cawdor, Pg 145
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Longtime Dakkanaut
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I know I sound like an old disk with that, but asmuch as I like the quality of newcromunda minis, it's a fragging shame that there is only 1 sprue per gang. Could have added so much more options and customisation if they made 2
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lost and damned log
http://www.dakkadakka.com/dakkaforum/posts/list/0/519978.page#6525039 |
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