New Stuff

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New Stuff

Postby Dave » Fri Apr 27, 2018 9:55 am

https://www.forgeworld.co.uk/en-BE/More ... 2780000%5D

Well I knew the squat was coming but that Escher and "Tau Drone for a hat" dude was unexpected!

Still no weapon packs!
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Re: New Stuff

Postby Dave » Fri Apr 27, 2018 10:59 am

Goliath weapon sprues are actually up for pre order.

https://www.forgeworld.co.uk/en-GB/More ... 6740000%5D

Also the new PDF for Goliaths, Krumper no longer unwieldy!

https://www.forgeworld.co.uk/resources/ ... eapons.pdf
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Re: New Stuff

Postby Tom » Fri Apr 27, 2018 11:04 am

Well, no asterisk implying no longer unwieldy. :roll:

Good news if true!

And the Heavy Flamer is unwieldy again.

Hooray for consistency!
Last edited by Tom on Fri Apr 27, 2018 11:07 am, edited 1 time in total.
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Re: New Stuff

Postby Dave » Fri Apr 27, 2018 11:06 am

True.

Will have to see if GW3 has an updated profile for it.
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Re: New Stuff

Postby Darkson (Simon) » Fri Apr 27, 2018 4:24 pm

Dave wrote:Well I knew the squat was coming but that Escher and "Tau Drone for a hat" dude was unexpected!

The "Belladonna" had been shown on FB a few weeks ago. ;)

Seems GW have bought back in to the "lets show things on FB" bandwagon, at least for the Specialist Games (easier and quicker for them to update).
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Re: New Stuff

Postby Tom » Fri Apr 27, 2018 11:10 pm

They updated the PDF. Krumper back to slightly rubbish :cry:
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Re: New Stuff

Postby Tom » Mon Jul 16, 2018 9:58 am

Orlock weapons were on sale at a recent open day so should be finally up on FW soon.

And GW4 stuff copy/pasted from FB for Dave:

Writing this from memory, so things might not be in a logical order.
General content
cawdor rules
6 new scenarios
rules for Bionics
domination campaign system
revised skirmish rules
more hired guns and characters

worth noting that gang war 4 is the same page count at book 3 for those wondering how big it is.
Domination Campaign system
this is the main part of book 4.
basically the campaign is divided into three stages
stage one

you collectively start with X amount of netural special territories. (all territores are special in Domination). players take turns ā€˜claimingā€™ territories. literally by saying ā€˜that ones mineā€™. another player can challenge for that particular territory at that moment. these two players then play a game against each other, winner claiming the territory. This continues for a fixed amount of ā€˜roundsā€™ or until all the territories are claimed.
stage two
this is downtime, same as at the end of a turf war. juves become champions, captives returned etc. all gangs are given an amount of credits by their houses, which MUST be spent.
stage three
this is the main part. the board is now fully claimed and the gangs well stocked and rested. each gang takes turns attacking another gangā€™s particular territory that it wants. the defending player can than defend by playing a game, or surrender the territory without a game if theyā€™ve got lots of gangers on recovery or donā€™t want to risk injury for a low value territory. Worth noting that gangs start the campaign with a ā€˜home territoryā€™ which functions as their base, this one canā€™t be claimed nor lost.
All territories have special rules that boost the gangs, some like existing ones give credits or access to better trading post items. certain territories are better for certain gangs due to their focus. these cards give improved or additional bonuses to a particular gang (each house gang has three different territories like this). for example ā€˜Toll crossingā€™ allows the controlling gang to earn D6x5 Credits each time they collect their income. However if an Orlock gang controls it, the orlock gang gets priority on turn one automatically. Other gangs can pay a fee for the crossing, which gives that gang the priority bonus for a single game.

when the campaign ends, there is not (normally) a single winner, the campaign has five awards for particular things (most territories, most rep, most credits still in the bank .etc)
also the rules for continuing gangs through to future campaigns has a new version making it less OP for the previous winner, and allowing players to keep more of their cool stuff.

Domination is expected to play out as the most common campaign system (over turf war) due to the speed and amount you gain credits allowing gangs to access the big toys and cool interesting stuff quickly. Its also been designed to be partially modular from the designers standpoint, allowing them to add to it or replace things later (different territory packs for ash wastes and/or hive secondus for example.)
Skirmish rules update
rules for skirmish games have be revised and expanded giving players access to more of the cool stuff from campaigns, rather than essentially just playing with large starting gangs. This will be used for the default option for short campaigns, tournaments, and events in the future.
Cawdor rules
nothing shocking. but writing it for completeness. Cawdor rules set will include the items for their FW resin upgrade kits from the start, same as van saars did. should have their pet option (bomb rats) in there as well, as models for them were shown at the weekender back in February.
new scenarios
6 new scenarios in the book, only got told about one
ā€˜killer cyborgā€™ features two gangs fighting it out to the death, when a fighter goes down, you roll to see if its the killer cyborg. if it is, the mini is replaced, and the cyborg then rolls for its ā€˜missionā€™ which ranges from just killing everyone, to killing just leaders, or just gangers etc. its then controlled by the arbitrator or based on a set of standard behaviors. the cyborg has its own wargear and is really tough (canā€™t go out of action, from seriously injured .etc)
note on the ā€˜gang leaders accessories packā€™
this is the accessory pack with extra tokens including some new ā€œasked forā€ tokens like standard wound markers, gas/smoke tokens, blinded tokens and more. It also includes a pad of blank gang rosters, a four page reference sheet that includes all the basic rules and ā€˜advancedā€™ rules all in logical order. also has most of the various tables youā€™ll need for standard play, and a list of all normal ā€˜actionsā€™ in one place. Itā€™s been written post faqs and erratas so is nice and up to date. you also get a set of 12 scenario cards with the 6 zone mortalis missions from the main rulebook, and the 6 sector mechancius missions from gang war 1 (considered the core 12). The ZM missions have been updated to include campaign rewards, and certain issues have been changed (lower rating gangs gaining shit tons of Rep even when they lose just for fighting a higher rep gang is completely gone, youā€™ve got to earn your rep now)


New campaign stuff will be interesting to see. Hopefully in time for our planned September start for next campaign.
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Re: New Stuff

Postby Dave » Mon Jul 16, 2018 6:34 pm

Cheers Tom.

All sounds pretty cool. Hereā€™s hoping they release those weapon sets soon, need to get my paining mojo back!
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Re: New Stuff

Postby Darkson (Simon) » Fri Aug 03, 2018 9:08 am

Orlock weapons now up for pre-order: https://www.forgeworld.co.uk/en-GB/sear ... +995043222
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Re: New Stuff

Postby Tom » Sat Nov 03, 2018 12:25 am

https://www.warhammer-community.com/201 ... ge-post-1/

Delaques!

New books to make things easier to browse (and possibly clean up the rules a bit) by making our old ones obsolete!

Mixed feelings on the books. Logically for the best, and we knew it was coming. Slightly annoyed at the piles of stuff that will now be obsolete. Perils of the early adopter I suppose.

As per usual heavily tempted by the new gang, but then that happens every time.
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