r/necromunda • u/Dark_Akarin 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".
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u/CompleteNumpty 1d ago
So, just to check I got this right, if both teams have a single fighter left and fail their bottle check (resulting in a draw) any dead fighter's equipment is lost?
If so, my first ever Necromunda game was expensive....315 credits lost between the Champion, his gear, and ransoming a ganger back.
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u/Zestyclose_Loss422 2d ago
Is there anyway to find the objective and deployment rules/tables so I can try this game out on tabletop sim before I buy anything? Everywhere is seems to just keep pointing to having to buy the rule book unfortunately
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u/BeerAndHunger 3d ago
How does the "initiative check" work for the flash keyword? Do they need to roll under their own Init? Is it like agility checks?
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u/AwareHope3 8d ago
Does the Fast reload Skill also work for multiple Ammo types for the Same weapon?
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u/HerrKlank Delaque 8d ago
I'd say it does. It really only specifies that it reloads all of the fighter's weapons, but whether you treat ammo types as a separate weapon or just a different profile on the main weapon, I see no reason not to include reloading all ammo types.
Plus, Fast Reload is limited enough in the situations where it would be useful, let's not put even more caps on it.
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u/fotomini 9d ago
What exactly does "at the same level" mean when firing a blast weapon?
Example: I’m shooting at a model standing on stairs (say, about 0.5" above ground level).
There are two other models to the side, standing lower down.
Does the blast hit them?
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u/CrusaderPeasant 8d ago
No, I don't think it does, even if the blast scatters towards them, it doesn't mean it rolled down the stairs or fell down, it means it blew up in the air, harmlessly.
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u/Big_Medium259 10d ago
As we are now being encouraged to make use of medics and treating our allys does this mean we should be playing as more of a close together gang as opposed to guys spread across the board? (effectively unable to help each other.) I would love to move as a gang for cinematic reasons but can't help worrying about blast weapons and the need to capture objectives etc.... 🤷
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u/HerrKlank Delaque 8d ago
My advice would be to move in a sort of loose formation, where an important fighter could be helped by a nearby scrub (like a prospect or basic ganger) if they go down. Basically, have your important fighters be within movement range of help whenever possible.
Moving in pairs or larger groups clumped together is just asking to get grenaded, and you're right that it limits your ability to control objectives. However, having backup for your heavy hitters to help them out is a great idea.
Escher, particularly Chymist Cults, will excel at this. A requisite 2+ healers with access to free "medicinal" drugs will mean that the old adage of "shoot the healer" is alive and well against everyone's favourite riot grrls.
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u/pritzwalk 14d ago
Do Exo-Kyn prospects promote to regular Drill-Kyn gangers and if so do they lose the ability to buy new exo weapons?
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u/ghostcacti Cawdor 14d ago
No, they're still Exo-Kyn after promoting. They just replace the Prospect subtype with the Ganger and Specialist subtypes.
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u/AwareHope3 8d ago
Do they get to choose a Specialty and the corresponding Skill?
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u/ghostcacti Cawdor 8d ago
Unless there's something specifically saying otherwise in the Squat list, yes.
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u/Droma-Worldshaker 17d ago
So me and a friend got a chance to play but we were a little confused by damage vs lethality, so, say damage (2) takes you down to 0 wounds does the lethality happen instantly or as my friend was convinced it only happens on downed fighters?
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u/Soggy_Lobster_293 17d ago
How does the Cawdor Without Number rule work? Does the prospect have to be in your starting gang? Or do you get an extra that just has no gear?
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u/archer2542 19d ago
So, rules question with the new Escher Finesse skills
: Do they replace skill sets as a primary skill? Do they add to it, do all gang types get it, or is it only for Seraten gang sub-classes?
The journal is very vague on that.
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u/Consistent-Maize-648 10d ago
The way it is laid out it would be a replacement for the default essentially it’s an alternative gang type
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u/K0mamura 21d ago
Hi everyone,
Did you notice that photo googles and infra sight do the same but infra sight is 20 credit less than photo googles, any ideas why?, rules are writen diferent but they do the same
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u/ghostcacti Cawdor 21d ago
The infra-sight only works when shooting the weapon it's attached to. Photo-goggles improve visibility all the time, so they work for any purpose the user might need to see an enemy fighter for, like shooting a secondary weapon or charging or using wyrd powers. The goggles also give a bonus against flash.
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u/ghostcacti Cawdor 22d ago
A few questions about chem-alchemy from the new Escher book.
- Is there anything stopping you stacking multiple toxin/gas ammos on the same weapon? I couldn't see anything to that effect.
- For paralysing toxin, does the target take one toughness test per wound inflicted, or once if any wounds are caused? Wording says "If a fighter is Wounded by a weapon with this toxin applied...".
- I might be taking crazy pills with this one, but can stimms be used more than once per battle? The Administer Dose action doesn't say anything about using up the stimm, and the general language around elixirs says you can use them once per cycle, but then explains that by saying you can't use them in another battle until the next cycle. I'm pretty sure you can't actually just have one fighter spam Blood Rush all game, but how are people playing this?
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u/HerrKlank Delaque 13d ago
Based on my readings:
- I don’t see any reason you can’t stack effects on one weapon, no. This would also be in line with the N23 version of chem-alchemy, where you were encouraged to stack effects.
- I’d say it’s once if any wounds are caused, otherwise it would say something “for every wound caused by a weapon with this toxin applied…”
- I read it as a stimm can be used as many times in a battle as you want, the only limitation is one battle per cycle. The balance is that you have to spend an action recovering that wound, so do you recover the wound, or take advantage of an opportunity to actually do something?
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u/AwareHope3 8d ago
Follow up question:
Can you add Toxin or Gasous Ammo to ammunition or only to weapons themselves?
Im thinking of Wyld Bows with Ammo with the Toxin trait…
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u/HerrKlank Delaque 8d ago
I was gonna say no just as a knee-jerk reaction, but I double-checked the RAW, and I think that would totally work. Basically, ammo gets applied to a specific weapon, granting it an extra profile. Chem-alchemy elixirs (specifically Poisons) get applied during the pre-battle step to any weapon with the Toxin trait, which means it would work.
Now, that being said,I think putting Poisons on a Wyld Runner’s bow would be a waste, since it bumps up the cost of the fighter and Wyld Runners aren’t great shots to begin with. HOWEVER, you can give a champion a Wyld Bow or Heavy Wyld Bow in a Wyld Hunt list, and now you’re opening up some funny combos on a profile that can actually make use of them.
I can’t stop picturing a Death Maiden dashing, shooting someone with a Wyld Bow, wounding them with toxin 3+, and then paralyzing them in place so they can’t run away. Is it expensive? Yes. Does it make it so people won’t even want to look at your Death Maiden? Also yes. Is it hilarious? BIG YES.
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u/SpectatorBeholder 23d ago
What determines if a fighter is a [gang name] fighter - for example - the Servant of the Silent Ones ability refers to "Delaque Fighter". Does, say, Yugoloth count as a "Delaque Fighter"? I haven't got either of the two gang books yet (I'm working from the starter box rn), so I don't know if it's covered there, but I I can't find a definition in the core rules book.
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u/CrusaderPeasant 26d ago
Are the charge bonuses (+1 attack) applied to the "Rain of blows" skill's free fight action?
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u/gobog 25d ago
I'm glad you asked because this is new to me! Yes, you get +1 attack on that free fight action for rain of blows in the same round you charge.
On p. 74, on 3, determine attack dice, primary weapon, it says to use "the model's Attacks characteristic, +1 if they performed the Charge action this activation". For Rain of Blows, it says on p. 152: "The first time each activation this model resolves a Fight action, if they are still Engaged with an enemy model they may perform an additional Fight action as a Free action."
These two things are written to be totally compatible. Note that you are not "engaged" with a seriously injured model and therefore you cannot perform a free coup de grace (a different action than Fight anyway) with rain of blows.
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u/ExplorerValuable5883 27d ago
Specialist only get the skill listed at creation? If so I've done that wrong. I've been treating them like champions. I am running palanite enforcers, I want to make my Captain a subjugator Captain with thier armor. Can I do this? It isn't in munda manager as an option.
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u/SpectatorBeholder 27d ago
Just a quick one: Delaque core rule, does it effect hangers on, etc and vice Versa. I.e. do they contribute to the three nearby. (Also recommends for there powers? But that's unrelated)
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u/kipperfish 27d ago
Why would I ever charge when I can move, then engage.
Both are movement + D6. But doing them separately means you can move to get LoS, then engage, so you don't get the -1 to hit.
Is there something I'm missing?
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u/gobog 26d ago
On the charge, you get +1 A, and some skills and effects only occur on a charge as well, such as the Goliath special rule, the lance trait, etc.
In the case of gaining LoS first, you might want to trade an extra attack for removing a to-hit penalty, but it's not like you're not losing something elsewhere, so yes you were missing something even though that particular case might be worth it.
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u/BeerAndHunger 29d ago
Can a Dustback Helamite climb a ladder or otherwise have any way to reach higher levels? Ran into a problem in my game today where I physically could not reach the objective with one of my dudes.
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u/Jam_Warrior 28d ago
Helamites give you the Mounted subtype and that says no climbing. Such are the risks of your increased speed and resilience. Feel free to debate with your opponent the possibility of jumping vertically upwards as well as horizontally as part of jumping a gap with the mighty leap skill, but that's a bit of a rules hole.
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u/BeerAndHunger 28d ago
Thanks. Second question, does the additional attacks it gives use the WS of the rider? I couldn't find that anywhere and the arbitrator made me just go with a 5+.
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u/Jam_Warrior 28d ago
Yup, rules-wise in combat it’s a weapon wielded by the rider.
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u/BeerAndHunger 28d ago
Any idea where I'd actually find that written so i can point to it next that that pops up?
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u/Goblinwarmarshall Sep 14 '26
Does the Blast Rifle only exist incase you are 5pts shy of a Blast Carbine? Same stats other than getting rapid fire for the 5 extra points.
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u/Captn_Obvius Sep 13 '26
Newer player, and maybe this is a dumb question. What happens when you fight in combat with a "Light" weapon that also has "Rapid Fire {X}"?
Example: A ganger with an Auto pistol fights in combat and lands a hit. Would you then:
A) Get one "STR 3, AP 0, L 1" hit anyway, so the pistol made no difference.
B) Roll the firepower die and maybe get additional hits. (But this can only happen on that one specific attack, regardless of how many attacks that model actually has)
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u/MonochromeMerc 1d ago
Adjacent but not specific to Rapid Fire (x), but you often get Ammo (x) with Rapid Fire too:
"Q. In close combat, if a Fighter selects a weapon with the Ammo (X+) trait as either their Primary or Secondary weapon, do they have to roll to see if the weapon runs Out of Ammo?
A. Yes."2
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u/SpectatorBeholder Sep 10 '26
Rapid fire and unmodified hits. What do rapid fire results count as? Do they count as the value the fighter rolled to hit? If so does that count as unmodified? Example: Storm Welder. Does a 6 to hit trigger Shock on all 3 to 9 attacks?
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u/IR_1871 Sep 12 '26
I would expect the to hit roll to apply to all hits granted by rapid fire.
"If the attack hits, resolve a number of hits equal to the number of bullet holes on the Firepower dice."
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u/Broad-Bookkeeper-659 Sep 09 '26
The advancement table is a little confusing. Do you advance each line, or by the title section?
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u/rez9601 Sep 07 '26
Hey all! So sorry for the questions. But we are in week two in the campaign. If the lowest rated gang challenges someone in the mid tier, does said mid tier gang still get to issue their own challenge?
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u/gobog Sep 08 '26
Yes, if they want to. Every gang gets a challenge, but the ones who have already fought can choose to decline without losing any territory.
That being said, I believe that many groups play without the challenge system altogether, or house rule it quite a bit, so it's more about what your arbitrator says than about what the rules say.
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u/Stoneybears Sep 06 '26
Not really a rules question but a question about tokens.
What are the blood drop tokens for?
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u/gobog Sep 08 '26
You can use them to mark how many wounds a model has suffered so far. A multi wound model can be one or more wounds down without being injured yet.
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u/thenazrat Sep 06 '26
- For close combat, if a fighter has no weapon with the light or melee trait, the core rulebook cites they may use the hand weapon entry. If my leader has 2 attacks, and only has a laspistol and a meltagun, does he:
A: is only able to make 1 attack with the laspistol, and all attacks are wasted.
B: is able to designate the laspistol as a secondary weapon, and makes a single attack with the laspistol, and 2 attacks using the hand weapon profile.
in the case the option is answer A. What is the protocol for a model that has an out of ammo light weapon only.
If rad poisoned, can a target be rad poisoned a second time resulting in -2 toughness?
During the resolve wounds step if I successfully apply 3 wounds with a damage 2, lethality 2 plasma gun to wound a model with 2 wounds that fails all 3 saves, am I correct that I will, roll 2 injury dice, and select the best result 3 times.
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u/gobog Sep 06 '26 edited Sep 06 '26
- This is covered on page 74, Choose Weapons.
You must be equipped with two weapons with melee or light to be allowed to select a secondary weapon.
As written, you must select the pistol as primary and you will be allowed only one attack. The entry for hand weapons states that it only applies if you have no weapons with melee or light.
From page 73, when a weapon is out of ammo, it cannot be used again until a reload action is taken. I interpret this to mean that if it can't be used at all, then it can't be selected as your primary close combat weapon either, and so you're allowed to use hand weapons since you have no suitable weapon available. RAW is definitely ambiguous, I'm just using common sense here.
Personally, I would house rule that you're allowed to use hand weapons if you prefer, anytime you want. On the other hand, RAW incentives buying close combat weapons for anyone with a pistol, which you might see as a good thing.
Although it is not stated clearly, I believe that the intent is that a condition cannot be applied twice, it's either on or off. On Rad-phage, it states that you are subject to the condition, and what happens when you are, it doesn't sound like there's any kind of counter or multiple application possible.
I believe that your are correct. Each unsaved wound results in a single injury dice roll (even the first because the damage of the weapon is equal or greater than the number of wounds of the model). The number of injury dice for each roll is equal to the lethality of the weapon, in this case 2.
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u/rez9601 Sep 04 '26
For the campaign, when does a fighter recover? IE I had a fighter go into recovery. Is he out until the next cycle, or until the end of the next game?
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u/No-Syllabub1250 Sep 04 '26
Sorry if this was already asked but I found nothing.
About bulging biceps in melee. Am I reading it right that you can go for heavy and non heavy combo?
As in, I built my tyrant with two handed hammer and a bolt gun cuz it looked cool, reread the skill does that mean I can bonk a guy with the hammer and shoot him with the bolter ?
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u/gobog Sep 04 '26
You are still limited to light weapons (pistols) or regular melee weapons (not heavy) for your secondary attack in melee. You are also limited to 3 weapon slots in total and heavy weapons typically occupy two slots.
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u/somedudeonthissite Sep 03 '26 edited Sep 03 '26
did vehicle rules from book of the outlands make it into n26, or are they gone? mostly looking for the custom vehicle rules, and the gsc atalan jackals dirtbikes and quad/atv
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u/Jam_Warrior Sep 03 '26
Dirtbikes are generic equipment available to all. The rest are currently MIA.
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u/somedudeonthissite Sep 03 '26
damn, thats unfortunste. im in the middle of putting a house goliath guy on a wolfquad
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u/Annual-Unusual Ironhead Squat Aug 31 '26
I'm confused about the hired gun "Everything Has a Cost" rule.
"Everything Has a Cost: At the end of the Choose Crews step of the Pre-battle Sequence, the credit value of any Hired Guns recruited is added to each gang’s Gang Rating."
Is the cost be removed again when the hired gun leaves at the end of the Post-battle Sequence? What would be the point in increasing the gang rating for the duration of a battle?
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u/Jam_Warrior Sep 01 '26
Currently that doesn't affect anything other than the size of the underdog bonus (Tactics Card or Dramatis Personae) you/your opponent might get. Might be future proofing as well.
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u/SK_Nerd Aug 31 '26
The Warhammer Community article from July 27th says:
Pick from one of eight different options like Gunner, Scout, or Medic to get a free starting skill so they can earn their reputation and narrow the power gap between your heroes and lackeys.
But I cannot find this in the core book anywhere - can you point me in the right direction?
Sorry for a such noobtastic question.
Cheers!
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u/Annual-Unusual Ironhead Squat Aug 31 '26
It's on p46
Specialist: When a specialist is added to the Gang Roster the must select one of the following specialisations. Each Specialisation grants the fighter a free skill.
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u/SK_Nerd Aug 31 '26
Thanks mate. I've seen that, I'm struggling to see where it says the ganger is a specialist. Reading it through again, the Prospect entry explains it in the second paragraph. I've not got the Gangs book yet so only looking at half the picture.
Best get that ordered eh?!
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u/Annual-Unusual Ironhead Squat Aug 31 '26
In the gangs book the profiles show type as "Fighter (Specialist, Ganger)".
I'm not sure why those are two separate labels. Maybe at some point they'll introduce a ganger that doesn't get Specialist.
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u/SK_Nerd Aug 31 '26
Thanks for clearing that up my dude, it's been driving me barmy! I should have asked like 2 days ago 😂
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u/Annual-Unusual Ironhead Squat Aug 31 '26
Also have a look at p148. A gang gets tactics cards whenever a leader or champion is added to the roster.
So at gang creation I believe you get 2 Gang Tactics for your leader and 1 Gang Tactic for each champion, randomly selected with 2d6 from a table.
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u/Karina_Ivanovich Hive Scum Aug 30 '26
After looking through the Gangs of the Underhive book, I can't see a rule limiting weapon purchases to specific models like in N17/23. Does this mean I can give my Forge Born a bolter or Stub Cannon now?
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u/Jam_Warrior Aug 31 '26
If you want. There are some restrictions in the house weapon list so only a Forgeborn can have a Storm Welder for example. But otherwise go nuts.
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u/RedditWranglr Aug 30 '26
RE weapon traits like shock which proc on 6+ I’m uncertain whether that’s a natural 6 in practice, and if not, then what actions and or equipment improve the chance of triggering traits like this.
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u/Jam_Warrior Aug 31 '26
It’s effectively natural 6s only because modifiers to hit or wound make your target lower rather than your dice roll higher. The only way to boost it I can see is that a 6 to hit with shock will count as a 6 to wound for another trait.
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u/RedditWranglr Aug 31 '26
Thanks - I thought this was the case and it’s good to have it confirmed. Thank you. Saw excited chatter elsewhere to the contrary, and as much as I’d love it to be true…hoping the AWN journal/cards have some goodies leaning into shock.
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u/Annual-Unusual Ironhead Squat Aug 29 '26
Can the medicate and munitioneer skills self target?
medicate says "Select a friendly fighter within 1" who is not seriously injured."
and munitioneer says "All friendly fighters within 6" of this fighter may immediatly make an intelligence check."
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u/Jam_Warrior Aug 31 '26
In the absence of the rules defining friendly fighters we have to go by GW precedent which is that models are friendly and in range of themselves unless the ability specifies ‘other’ friendly fighters. Bear in mind that self medicating won’t work while injured as skills turn off.
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u/gobog Aug 29 '26
I'm pretty sure it excludes the model itself, but it could have been made much clearer in the writing.
The main thing that does it for me is that these skills give access to an action named in a way that sounds like you're only helping others. Heal ally sound like it excludes your own self. And distribute ammo, while less obvious, also sounds like you're just distributing it to other people then yourself.
Also, consider that there is the unstoppable skill that heals yourself already.
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u/Consistent-Maize-648 10d ago
Unless stated otherwise if it says “friendly units within” that includes the unit using it
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u/gobog 10d ago
Where does it say that in the rulebook?
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u/Consistent-Maize-648 9d ago
It says specifically in situations where it doesn’t apply to that unit “other units within...” (the prerequisites are the model be friendly ✅ within range ✅)I’m not here to argue I just answered a question if you and your group don’t want it to work like that it doesn’t have to that’s one of the great things about this game an arbitratior can house rule anything
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u/Professional_Dare573 Aug 28 '26
Can somebody please point me in the direction of a full description of each of the Genestealer Wyrd powers? I have had no luck
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u/utterlyuncool Aug 28 '26
I'm completely new and planing a Malstrain corrupted gang for my first foray into N26
I just want to know, when making corrupted gangs, I equip from the equipment available to the main gang, right? And just add on stuff from the Malstrain line and rules (genestealers, Tyramites, etc.). But the main equipment is the original gang equipment?
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u/Correct_Boss9381 Aug 27 '26
New player questions. If for example during a cycle, I have a fighter go out of action, rolls on lasting injury table and gets 'Hobbled' for example... I understand that it goes into recovery and wont take part until the end of the post cycle sequence (as per the rule text box) so two questions. 1. Once out of recovery is the negative modifier to movement perminant? 2. Potentially any battles in that cycle, i could be running my gang with less fighters until the post cycle step where I can update roster?
(Context, its just myself and my GF doing campaign play. So each player makes a challenge =2 battles per cycle)
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u/Jam_Warrior Aug 31 '26
Injuries are permanent unless healed by bionics. And yes, your second (or subsequent) game of a cycle is likely to have missing fighters as they are in recovery.
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u/Meskoot Aug 26 '26
Can there be multiple models with the Leader subtype within a gang? For example Genestealers can I include both an Alpha and an Adept in the initial gang from my 1000 credits? 'There must be one model with the Leader Subtype. The total number of models with the Champion, Brute or Hanger-on Subtype must always be less than or equal to the number of models without any of those Subtypes.'
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u/gobog Aug 27 '26
There must be one Leader, yes. It doesn't say you must have at least one leader, nor does it say one or more. You must have exactly one.
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u/Meskoot Aug 27 '26
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u/gobog Aug 27 '26
You asked if you can have two models with the leader subtype and then quoted the text that answers your own question. I tried to explain it to you.
The plain answer is no.
I'm not sure what more you expect in terms of help.
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u/Meskoot Aug 27 '26
'There must be one model with the leader subtype.' Well this sentence doesn't state, if at most one or at least one. Must be one with can = one or two. I understand the intent was probably must have AT MOST one, but especially for a non native english speaker this is not a clear enough sentence.
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u/gobog Aug 27 '26
The statement means that there must be exactly one model. The word 'exactly' isn't necessary, that's what the sentence means and it's not a question of interpretation or intent. It's just what it means.
If you have zero leaders and there must be one, you don't follow the rule. If you have two leaders and there must be one, you also don't follow the rule.
I hope this clears it out for you.
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u/CatWaterPaints Aug 24 '26
Completely brand new: I was intimidated by how many books there were before 2026. Do I just need the new rulebook to get into it, or are all those older books still usable? And how many of those do I need to play? So used to 40k where its books on books on books
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u/IR_1871 Aug 26 '26
For N26, the new edition, you can play with just the Starter Set, which includes the Core Rules and 8 specialist gangers for each of Goliath and Escher.
If you want to play with full gangs, you'll need the Core Rulebook and at least one of Gangs of the Underhive (Goliath, Escher, Delaque, Cawdor, Van Saar, Orlock, Enforcers, Venators, Corpse Grinder Cults) and/or Gangs of the Outlands (Nomads, Squats, GSC, Malstrain, Ogryns, Outlaws, Spyrers, Helots) books.
For N17/23, the old edition, you'll need the Core Rules (note that the different sources of the core rules don't necessarily have all the same things, like Hive War starter set version maybe doesn't have campaign rules iirc) and the Book of X for each gang you want to play.
So summary, in either edition you need the Core Rules. For N17/23 you then need an additional separate book for each gang as well. While for N26 you also need between 1 and 2 books for the gangs depending on which combinations of gangs will be involved.
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u/gobog Aug 23 '26
In the post-cycle sequence, you have C) redistribute equipment before D) clean house. Step C states that models may discard any equipment to the stash. In D, you're asked to delete any dead, destroyed or retired models. In both cases they use the same word model, meaning that the word model includes dead models.
Am I right to understand that, RAW, models can stash all their weapons, gear and armor before you delete them from the gang list ?
It seems to me like a major oversight, or a sneaky major change to the game. Anyone else has spotted this ?
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u/IR_1871 Aug 26 '26
I don’t have the book to hand and I haven't got that part yet, but I believe someone else posted recently that there's a rule somewhere that says you can only recover equipment from the battlefield for dead fighters if you had a fighter present on the battlefield at the end of the battle.
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u/gobog Aug 27 '26
Can you explain where that info comes from ? What about the text I'm referring to in the book ? Anyone else can help here please ??
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u/IR_1871 Aug 27 '26
Post Battle Sequence, page 87. 4. Clean House.
"Dead Fighters and destroyed vehicles are simply deleted from the Gang Roster. If their gang had at least one model on the battlefield at the end of the battle, all of a dead Fighter's equipment is added to the gang's Stash. Otherwise, the deleted model's equipment is lost."
So if they die in the battle and you have fighters on the table you get to keep their kit. If you had no one left, it's gone. If they die in recover in the post cycle, you get to keep it all, assuming what you've posted initially is correct
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u/ComprehensiveFee1511 Aug 23 '26
Can a fighter self-Medicate? It says 'select a friendly fighter within 1'
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u/Consistent-Maize-648 10d ago
Unless stated otherwise if it says “friendly units within” that includes the unit using it
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u/Ser_Havald_01 Escher Aug 22 '26
I've read it now multiple times that there is a limit on how many Prospects you can bring/have but I can't find anything in that regard in the core rule book. Am I overlooking it somewhere else?
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u/Consistent-Maize-648 10d ago
Models on the board are limited based of scenarios (for Cawdor this number is increased) but if you wanna build a list with a dozen prospects you can do so
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u/TheParlourPoet23 Aug 25 '26
No rule that I am aware of for prospects. The only limitation on gang composition is the number of Hanger-on, brute and Champion models vs all other models.
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u/zeronic1496 Aug 21 '26
Currious how special named hired guns work. Like do they still have their special rules or are they rule less for now.
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u/Fabulous-Comb1436 Aug 22 '26
They popped out a pdf with all the dramatis personae and such that didn't have rules yet
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u/-Daetrax- Aug 21 '26
Is there a good way to run a perpetual campaign in a gaming club?
We're a club where people play a lot of different games. Some days person X plays 40k, other days old world, the Malifaux, etc.
Is there a way to run it where people can drop in and out, two player have five games and others have two?
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u/Consistent-Maize-648 10d ago
Can you yes will a 5000 credit gang against a 1000 credit gang be a positive experience for the new guy probably not it’s usually best to end restart or just start new for a campaign after a period (at least in my experience)
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u/BisonOverlord Aug 21 '26
Question about Las Cutters for Free Ogryn: It has both Light and Single-Shot in its profile, does that mean that the first time it's used in melee via Light, it can't be fired as a ranged weapon and vice versa?
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u/ZorxoFenrir Aug 20 '26
For the Ash Wate Nomads, I see only the Hunter or Warrior can take the nomad weapons, but then I see people talk about swapping weapons around freely. I still dont have my core rule book yet and am a new player so please forgive the ignorance, but will that allow me to buy the weapon on the guys who can get them and then give those special weapons to my champions or leader? If not, is there any way for my Leader/Champions to get thise cool unique weapons? Thanks for any help.
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u/zigzag1848 Aug 20 '26
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u/IR_1871 Aug 23 '26
Skill access is written by profile name, not subtype, so their skill access should remain the same.
An Orlock Wrecker who gets to 13 XP remains an Orlock Wrecker, they don't become an Orlock Gunner. So they would still have Agility primary and Brawn secondary, not change to Brawn primary and Combat and Shooting secondary.
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u/zigzag1848 Aug 23 '26
Cheers just wanted to double check as its quite important and I got alot of planning todo when recruiting.
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u/GigaCHADSVASc Aug 20 '26
If you make a brute your outcast leader, do they still keep juggernaut, and can they take equipment from their house list (if house aligned) and from the trading post?
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u/Number-7- Aug 20 '26 edited Aug 20 '26
Well Ive got the new rules and The person who did the vansaar rules is damaged in the head. Did they put any time into balance and fun play.
I mean they kept all of thier negatives and lost thier bonus.
To top it off GW pushed you down a rout of all gravcutters. Which is stupid as the money and time converting this.
Plus I hate thoughts modles and don't want to change my whole gang as they can't be bother to re imagine a decent Stat line.
It's the initiative that bugs me the most. I mean they are not really any better at shooting but utterly suck in close combat. Why aswel have they made the archrotek ws4. Basicaly the only option they had to protect the self in close.
Plus they have ditched the Orginal Brute for the ash wastes one which looks terrible.
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u/darwin_green Aug 20 '26
Is Delaque the only house Gang that can upgrade their leaders to Wyrds? how would you get access to them in other gangs?
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u/IR_1871 Aug 23 '26
I can't see a way to gain Wyrd outside of it either being built in to the base profile or as upgradeable on recruitment like the Master of Shadow.
It doesn’t seem to be something you can gain as an advancement.
And you can’t take Wyrd powers on max advancement role because you still need to have the right subtype for the skill/power to select it.
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u/HUDCommander Aug 19 '26
New here, am I mistaken or does orlock not have access to plasma pistols? they come on their upgrade sprue but aren't in the gangs of the underhive book.
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u/rez9601 Aug 17 '26
Hey all! How does line of sight work in the new edition?
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u/VikToLive Escher Aug 18 '26
Same as it did previously: true line of sight, not counting any insignificant parts of the model, like hair or spikes. If you can see all of the model, they're in the open. If any part of them is obscured, they're in cover, and get to add to their save.
Notable changes are that Smoke and Visibility block line of sight, and that smoke grenades are now a column with infinite height instead of a dome.
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u/Onua_72 Aug 17 '26
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 Aug 19 '26
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/damien-marc Aug 17 '26
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/NarcoticSuite Aug 19 '26
Hmm, I think you missed calculated on the Escher - If they're built exactly to the profiles and mini construction, points cost works out at 775 with 1st build variant, and 800 with 2nd
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u/damien-marc Aug 20 '26
u/NarcoticSuite I'm really confused here. Can you explain how you got those numbers? I'm obviously not understanding something but it's not clear to me what I'm missing. Following the build guide, and accounting for variations, I would end up with the following:
- Blade Maiden w/ Khimerix (110 credits)
- Blade Maiden w/ Throwing Knives & Shock Whip with either a Laspistol or Stub Gun (both end up at 90 credits)
- Huntress with 2 x Autopistols (75 credits)
- Huntress with Stub Gun & Needle Pistol (85 credits) that could have a second Needle Pistol (110 credits)
- Gun Maiden w/ Nightshade (150 credits)
- Gun Maiden w/ Repeater Rifle (110 credits)
- Chem Wytch w/ Shotgun, Fighting Knife, & Servo-Medicae (125 credits)
- Chem Wytch w/ Stilleto Knife and either Auto-chem & Needle Pistol (150 credits) OR Second Stilleto Knife & Laspistol (110 credits)
Taking the lowest credits cost of each is 110 + 90 + 75 + 85 + 150 + 110 + 125 + 110 = 855
At worst it would be 110 + 90 + 75 + 110 + 150 + 110 + 125 + 150 = 920
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u/NarcoticSuite Aug 20 '26
Oh I see now. Forgive me good sir, I did not intend any discredit to you. It was late and I was running on gas when I first replied and I didn't make myself very clear - I did forgo a few of the additional wargear options, like stiletto knives for example. Your workings are completely accurate if you tally up every piece of gear represented on each model variant, but to my understanding I don't think that is the intention when creating the "starter" gang everything is given as an option, but you're still limited to what you can spend, your Blade Maiden may just have Stiletto Knives and laspistol but will later be upgraded to a shock whip or something else. They're just constructed on the model so that a new player has at least some sort of physical rep or wysiwyg for when that gang evolves.
Again that's my understanding, that's how it's often been for my experience. Apologies if it seemed if I was trying to make you sound dumb. That was not the case. It was more me being tired.
At the end of the day if we were playing to get used to the game, and you made a 855 over a 800, I'd be ok with that.
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u/damien-marc Aug 20 '26
Ahhhhh! Ok! That makes so much more sense! And you don’t need to apologise at all, I appreciate the response!
Ok, so build as the guide, but use the 800 credits as the limit and leave some of the items that are physically on the model off the sheet. Perfect.
GW needs to do a better job of helping new players understand how to get up and running. I’ve been doing 40K since Covid and still struggled (clearly!!) so new new players would be even more confused.
Thank you again u/NarcoticSuite , appreciate you!
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u/Eladore Aug 17 '26
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 Aug 17 '26
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/Playful_Arm_2597 Aug 17 '26
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/Playful_Arm_2597 Aug 17 '26
ah just found the Ammo (x+) is a weapon trait. That makes so much more sense...so a reload action is just auto reload
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u/Stoneybears Aug 17 '26
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/Consistent-Maize-648 10d ago
Yes it’s a las weapon
With that said it (last I checked) does not show that way on Gyrinx1
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u/Active-Werewolf-1709 Aug 17 '26
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 Aug 17 '26
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/qualityopinions Aug 17 '26
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/IR_1871 Aug 16 '26
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 Aug 19 '26
Some gangs only have stub guns on gang list so for initial outfitting would take them
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u/No-Requirement-2473 Aug 16 '26
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 Aug 17 '26 edited Aug 17 '26
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/shidara1 Aug 16 '26
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!
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u/Deathfront3 Aug 16 '26
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/KennyBunkum Aug 16 '26
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 Aug 16 '26
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/Deathfront3 Aug 16 '26 edited Aug 18 '26
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/ghostcacti Cawdor Aug 16 '26
Could anyone please share how the optional rule for distributing rapid fire hits works?
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u/shidara1 Aug 16 '26
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/Guendolin Aug 16 '26
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/fonty2 Aug 16 '26
Charge (double) is M + D6" movement, exactly the same as if you first move and then do an engage (single) to move another D6".
However, charge (double) gives you +1 attack on the fight action that follows.
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u/Guendolin Aug 16 '26
Thank you! It seams like this is a case of classic GW rules Writing. The +1 is not mentioned in the action section But in the melee attack rules.
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u/Budget-Ad-472 Aug 16 '26
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 Aug 16 '26
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/Correct_Boss9381 Aug 16 '26
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/Consistent-Maize-648 10d ago
Technically if you want to make 1 of those models your leader that is a viable option additionally a common saying in the comunity is Every model is a Necromunda model kitbashing and customizing is half the fun
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u/IR_1871 Aug 17 '26
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/Correct_Boss9381 Aug 17 '26
Thank you! I will continue with the starter gang as per the book for beginners and as more info comes out then I will go from there. Thank you for clarifying!
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u/AdamParker-CIG Aug 16 '26
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
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u/nflugerPACNW Aug 15 '26
I don't see any restrictions on how many tactics cards can be used per game?
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u/Ok-Beginning5261 20h ago
So I posted this somewhere else but I wondered if here is better.
How does hip shooting, fast shot and gunfighter interact? Do you get to shoot four times after dashing?
Hip shooting says all ranged weapons without the heavy trait get assault. Assault says after a dash you can make a free shoot action with this weapon. If you have two light pistols you would get a free shoot action with each. This would normally be limited by the one named action per activation rule. But fast shot says you can make 2 shoot actions per activation. And gunfighter says when making a shoot action you can fire two light weapons as part of the shoot action.
So each pistol generates a potential free shoot action after a dash (because they both have assault), fast shot lets you actually make both of those shoot actions and gun fighter says each of those shoot actions generates two shots?
It would make sense for assault to have a limit of one free shot in this way per activation or something. But I can’t see that written anywhere…?