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posted in Necromunda - General Discussion read more

Me too. Specially for making them more fuctional rather than making them overall stronger. For example, with the knife, which even with the ambush damage bonus doesn't deal much damage. I would like that instead of the damage bonus, it gets armor piercing on ambush attacks, giving a heafty head start to your gangers against heavily armored enemies.

It could be like that or also concentrarte the up to 3 attacks on a single target, which is quite damn strong and can bring some heavy dudes quite fast. Still, i think it would be better to make it a skill your weapon has. You use it and it gives you free attacks with your autogun/autopistol until you run out of ammo, but each consecutive shot gets a -15 stacking penalty to your next shot. But i dunno, for me it's quite complicated.

posted in Necromunda - General Discussion read more

Stats wise, i really hope they do some changes respect Mordheim when it comes to weapons. For example, when it comes to damage a las pistol shouldo do more damage than a stub gun, but being around the same ballpark (Stub gun deals 15-19 damage and Las gun deals 17-20 damage). I'm also for to make weaker weapons more functional, because i never used knives in Mordheim because of how ridiculously low damage they did even with the ambush damage bonus. For example, Stub guns deal low damage, but you could put that since they are light and easy to use, they get a +10% chance to hit. Or Las weapons have higher crit chance, etc...

And as for Rapid fire, the problem comes to implement it into the game. If they go for "You keep shooting until you ran out of ammo" it can be quite a broken special rule, specially with Autoguns. But if they balance it a bit with adding a stacking to hit penalty per shot, that would be ok. And when it comes to ammo, i kinda hope they go for Xcom ammo style: Every weapon has an ammo meter that accounts for a certain amount of shots. This can be increased with extended magazines.

posted in Necromunda - General Discussion read more

I wouldn't have a problem with making arbites a non controllable AI enemy like the chaos demons in Mordheim. But please, i hope they make them more worthwhile to deal with them than getting you 5 XP.

posted in Necromunda - General Discussion read more

Well, in old Necromunda if memory doesn't fail me, you could get all Bolter variants (boltgun, bolter and heavy bolter) the same with all other weapons (autoguns, lasguns, plasma).

But what DeTortor says is that the different houses have more or less the same weapons, but the differences are not aesthetic only, but also in their stats. For example, Orlock autoguns have bigger magazines (+2 shots), Escher ones have more range, Goliath ones hit harder... he might refer to the fact that each house has the same weapon made to their liking and therefore, limiting the use of those is a bit pointless since everyone uses the same.

Still, what concerns me the most is about implementing the different rules about weaponry (i kinda expect that when an Escher sees a power hammer she knows how to use it, thing is if the decide to limit weapons by house as well). Because many weapons have a bit of a conundrum when going into the videogame department, like the autogun and its rapid fire rule, which can make it a broken weapon quite quickly.

posted in Necromunda - General Discussion read more

I hope so. Stat differences in Necromunda are a must have in the same way they were in Mordheim, both with base stats and the stat cap.

As well, i kinda want that they give us ladders and those are a 100% success climb test compared to the other climb/jump tests that are agility/initiative based.

posted in Necromunda - General Discussion read more

@sheds-on-fire said in Things I hope they don't bring from their Mordheim:

@glarghface said in Things I hope they don't bring from their Mordheim:

In the new necromunda rules they only have initiavite rolls on jumping across, jumping down and climbing a distance superior than 3". I would be ok with those tbh, but if there are ladders in the game, please no climb rolls.

So maybe taking the "Go for it" sprint mechanic in Blood Bowl 2 and using it for the ladders in Necromunda. Or maybe some sort of agility rolls characteristic i.e Esher better at moving up ladders jumping etc than say the more muscle-bound heavier Goliaths?

TBH, Escher already have better agility than all the other houses and it's reflected in their in game stats in tabletop, having greater movement range (5" compared to all others with 4") and much higher initiative (used for climbing tests, jumping tests, evading grapples, dodging and all things involving agility)

posted in Necromunda - General Discussion read more

New weapons aren't bad per se, specially seeing that in the melee department current necromunda is quite lacking. Still, i want to see what they are cooking.
But when it comes to weapon limitations, i hope they go for availability limitations instead of use limitations. What i mean is that when you buy gear from the shop as Escher you have Escher weapons and not all the gear in the game. You can use weapons from other houses (except Van Saar for obvious reasons) but if you want that Goliath rivet gun or the Cawdor combi flamer-stub gun you better get lucky with mission loot or deck some guys in battle and take them from them.

posted in Necromunda - General Discussion read more

Truly, i wish they put "permanent gangs" in the game so we aren't matched with a random generated gang that is around your rating but ends up being a bullshit match mainly due to level difference (specially when you have impressives). A system of permanent gangs (they start like you and they are matched against each other and they get gear, permanent injuries, etc... along the campaing) would be nice.
In the new necromunda rules they only have initiavite rolls on jumping across, jumping down and climbing a distance superior than 3". I would be ok with those tbh, but if there are ladders in the game, please no climb rolls.

posted in Necromunda - General Discussion read more

I also hope they spice it up with permanent injuries and we get the "positive injuries" that were in the old Necromunda (Fearsome, Terrifying and Valiant scars).

As well, i wonder if we can salvage injuried individuals with Bionics

posted in Necromunda - General Discussion read more

Ok, i'll go part by part:

Not having the same weapons than in the tabletop is both good and bad, depending how you treat weapons in Necromunda. But i won't give you a hard time about it until we get a piece of the action. As well, i wonder which juicy weapons you have come up with.

The weapon limitations by career/class is really nice and i really wanted something like that. Still, i also hoped that each gang had some unique weapons that they only had access to or like in the old Necromunda, where Orlocks had access to most weapons while others were more limited (For example, Eschers had access to all plasma weapons but limited when it came to explosives). Still, it all depends on how you deal with it, because even with limiting weapons by class can work very well.

Those asthetic differences are awesome. I'm rooting for some Orlocks or Cawdor.


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