40K: Necromunda in Action – Battle in the Badzones

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There’s a Necromunda: Underhive battle report in the latest White Dwarf. Pictures have wormed their way onto the internet, now they’re here for you.

More Necromunda Underhive, or Necromundahive as I’ve been calling it, previews for you today. Or is this more of a sneak peek? Or a leak? Whichever terminology you prefer, someone uploaded a bunch of photos to imgur from an early White Dwarf, and now they’re out in the wild. For what it’s worth though, the game looks amazing–I am eager to play this game. It is a little more complex than the 40K I know and am platonically friends with, but given the scale of the game, I think it holds up fairly well.

Let’s take a look.

Right off the bat we’ll be getting six tiles from the boxed set, which is coming up in the next couple of weeks. They’ve set up all six of the tiles, so let’s take a look at the battle map for this particular scenario, called Hannigan’s Sprawl, which of course, has its own fluff, etc.

But on to the map.

There’s the layout of the map using four of the tiles. As you can see, there’s some interesting, close quarters/corridors fighting to contend with. And it looks like gaining access via doors is going to be an important thing–also included along with this post are a few examples of army rosters and special abilities. That reminds me, there are a set of special ability cards that each faction has, and you’ll employ these at various times to hinder your opponent or help your own forces. House Goliath, for instance, can make makeshift armor, or have one of their active fighters discover a secret tunnel.

You can also see a look at the roster of House Goliath here. Unsurprisingly, they have a lot of fighters armed with stub cannons, and heavier weapons like grenade launchers, rivet cannons, and something called a Renderizer. But in the bottom you can see the gang tactic cards I’m talking about–use cards like these to give yourself an advantage at a critical moment. House Escher has their own share of tactics as well, though theirs are more centered around line of sight and stealth.

You can see, they’re a little more reactive–you can close a door on an enemy moving up to try and take a shot through it, or open one on an enemy who was thinking they were safely concealed.

At any rate, that’s a brief overview on Necromunda. It looks like a ton of fun.

We’ll be keeping you up to date on more Necromundahive news as it develops.

 

  • kobalt60

    I wonder at the scale of the ganger models. Will they be 40k human size, or will they have fallen prey to the current ‘everything is better if it’s bigger’ mindset. Looking at you, Deathguard

    • Wildcard1980

      They where similar size to the normal human models back in the day I don’t see them changing that. They might end up being a bit bigger then the old models but not by much. The Death Guard got bigger because they didn’t want the CSM players to feel left out because of the primus marines. It makes sense tho that the Deathgaurd would be bigger since they are swollen and bloated from all of the plagues they are carrying around.

      • ZeeLobby

        Ah. I think they totally would. Increasing the scale makes old models look out of place next to the new ones. Eventually people will give in. It’s why Titanicus is a slightly different scale than Epic or the older version.

    • Stephen Henry IV

      Hey the new scale of the Death Guard is closer to true scale and are more closer to how a marine should be. I do hope the necromunda models aren’t ‘uge but they probably will be.

      • The Goliath are because they’re vat grown steroid enhanced slabs of 100% Grox beef, but the eschews are about the same height as the cultist champions

    • ZeeLobby

      They’re on 32mm bases. My guess is gigantism.

      • ReverendTiberiusJackhammer

        Only the Goliaths are on 32mm, and the new (at least, I’m fairly sure it’s new) fluff is that they’re gene-modded/vat-grown workers, explicitly Space Marine+ in size.

        The Eschers are tough to gauge, what with their unusually upright (for 40k) stances, and their large pump/platform shoes.

        Looking at this pair, the Escher would be about a head shorter if wearing normal shoes, which ain’t too crazy. Probably slightly taller than your average unaugmented human mini?

        http://uploads.disquscdn.com/images/4578ebc999ee0728c9e538135e108247467fb13235fe499b5f0243b3e44286a6.jpg

        • ZeeLobby

          Yeah. Sorry. Should have mentioned that I was specifically talking about the Goliath’s, as I’m sure they will look much larger than their older counterparts.

    • They’re about the same eyeline as the cultist champion models

    • SWISSchris

      There’s a post on Dakka about this. The new gangers are apparently about a head taller than the old metal ones, inline with the Dark Vengeance cultists, apparently. Scale has definitely increased imo.

  • Wildcard1980

    I still want to know how exp. will be done for the campaign setting because I’m hoping for close to the original way or at least something far better then the dumb advancement rules for SWA.

    • It’s not related to SWA, thankfully, SWA was developed parallel to Necromunda and the teams didn’t collaborate in any way

  • benn grimm

    Is a stub cannon a heavy stubber? If so, that’s a whole lot of heavy weapons for one gang, particularly considering the Eschers don’t seem to have any at all…

    • USS Daedalus

      If I am recalling from various fictions correctly, it’s more like a solid slug handcannon or blunderbuss.

      • benn grimm

        Ok, thanks.

    • I_am_Alpharius

      Heavies have been moved to the ‘Specialist’ ganger category. These rules are going to be in Gang War.

      The rules have also broaden out how big you gang can be. The core idea is that your Gang is made of hundreds of gangers all lead by a ‘Leader’. That leader has a right hand guy or girl, which have been given the category ‘Champions’. The rest of you gang is then built by normal ‘Gangers’, ‘Juvies’ and ‘Specialist’. When playing a game the a scenario will dictate how many of your gang you can take along – as the ‘Leader’ you then get to pick and choose from you roster of members head into the mission.

      FW have also taken a leaf from BB with unique models like medics, cheerleaders, referees etc… They are going to introduce unique guys called “Hangers-on” in the form of Rogue-Docs, Amma-Jacks and Dome-Runners (and more). These Hangers-on will be usable in game – there’s a scenario when you raid a rival gang and these guys can be killed or kidnapped etc…which leads to scenarios when a gang can try and steal them back. There will also be rules for Bounty Hunters and Hive Scum.

      • benn grimm

        Sounds interesting, that’s kind of how it was before, in the sense that in many missions you pick a number of gangers to take part depending on mission, not sure how picking from a pool of ‘hundreds’ would work out. The gangs featured above seem pretty imbalanced, but I hope that’s just initial appearances/typical WD silliness. Pretty stoked with the models so far, look forward to checking out the rules for myself.

        • I_am_Alpharius

          Well I say hundreds from a background point of view not literally physically!

          • benn grimm

            Good motivation to buy lots of kits tho eh? 😉

    • Iconoc1ast

      it was to fill in the vacant slot for a basic stub weapon. only had pistols and heavy versions before

      • benn grimm

        Ah ok, cool, that sounds a lot more reasonable.

      • SWISSchris

        I always used to think the Heavy Stubber was basically a light machine gun and the Autogun was an assault rifle. Stub guns are essentially revolvers or semi auto pistols.

        So what would the “real world” equivalent of a basic stub weapon be?

        • Iconoc1ast

          no idea. someone suggested a blunderbus style weapon. someone else pointed out there is no similar pattern for the shotgun either but it was just traditional for a few of the weapon types to have pistol/basic/heavy versions.
          as autoguns are assault rifles and lots of autopistols resemble machinepistols, i would of repurposed a stubber as an smg and kept stubgun as the pistol. maybe..? stub cannon sounds heavy though.

          • SWISSchris

            Basic stubbers being smg (high rate of fire) equivalents make a lot of sense, and if stubbers are lmgs (high rate of fire) and auto cannons are, well, auto cannons. But then stub guns (low rof) and autopistols (high rof) are the wrong way round, name wise. Ok definitely overthinking this now! : )

      • Laurence J Sinclair

        I thought that was the shotgun. Or are they going to give us pistol and heavy shotguns now to round out that family as well? 😛

        • Iconoc1ast

          who knows…..

  • ellobouk

    power swords and grenade launchers for gangers… this ain’t your granddaddy’s Necromunda, that’s for sure.

    • I mean several of my cc specialists have power swords and grenade launchers are one of the special weapons options in necro…so not sure what you mean

      • Iconoc1ast

        just that gangers only got special weapons when the ‘specialist’ skill was picked up. did leaders and heavies only have power weapon access from the get go? i will check my rule book tonight…

        • Leaders and heavies had access to special weapons from the start, at least in NCE, but power swords you had to buy later

          • Severius_Tolluck

            Let’s not forget Van Sar broke all the rules!

          • Cheeky gits

        • ellobouk

          Power weapons were rare items, so you’d need to roll to find one, and no access to them at the start of a campaign

          • Iconoc1ast

            ohyeah. grey matter fails me these days…

    • I_am_Alpharius

      They’ve always been in the game – its nothing new.

      • ellobouk

        the weapons, yes. Access to a special weapon for average gangers, or rare items at gang creation, not so much.

        • I_am_Alpharius

          Indeed true.

    • Wildcard1980

      I guess it depends on how much they are and the ammo rolls needed. The way they have been talking the ammo rolls arnt as bad as they used to be. It seems they to only require you to do a reload action instead of being done for the rest of the game.

    • Joe Blow

      Actually, it is. You could get that stuff before, it was just expensive and it was better to have more models than better weapons.

      • ellobouk

        as I recall, power weapons were all rare items, so you’d need a bit of luck to gain access to them (and still have to stump up the creds).
        Grenade launchers were special weapons, so for the average ganger to use them they’d need to roll up the specialist skill…

  • Knight_of_Infinite_Resignation

    It really needs some sort of alternate activation. Almost every other game these days has it. GW games seem so clunky in comparison.

    If there is no AA I dont think I’ll bother with this, especially combined with the weird two part release and need to buy a second book.

    • arkhanist

      From the new white dwarf, it has AA. Normally one model each each time, though they mention something about a leader ability allowing nearby gangers to move with them.

      • ZeeLobby

        Ah. Like frostgrave. That’s pretty cool.

        • Knight_of_Infinite_Resignation

          most AA games have some sort of leadership mechanic.

          • ZeeLobby

            Didn’t know that. All I’ve really played is frostgrave as far as AA goes (well and bushido which is AA but doesn’t have that mechanic).

          • Knight_of_Infinite_Resignation

            In Sharp Practice you draw cards, the cards refer to a numbered leader in your force whose forces you can then activate.

            In Terminator Genisys players take it in turns to have an ‘impulse’. You start an impulse by rolling a 1,1,1,2,2,FATE marked dice. If its a 1 or 2 that’s how many models you can activate. If it says FATE either you hand the dice back to your opponent or you can activate a character, and up to three other models close to him/her depending on the characters leader characteristic.

            In Bolt Action if you pull a dice and choose to use it to activate an officer, you can use him to activate another 1 to 4 units within 6″.

          • ZeeLobby

            Damn. The more you know! Lol.

            I’ve always wanted to try bolt action. The dice bag mechanic just seems so cool. Everyone wants sci fi or fantasy tho…

          • Knight_of_Infinite_Resignation

            Bolt Action V2 added that officer mechanic and introduced templates, both as a way to make officers more useful. Before they used the same sort of shooting system as 40K now has with blasts doing X number of shots, had an unrealistic effect on weapon teams and officers. No scatter though.

            You should try it, its a great game and there are lots of players, I’m sure you’ll find some near you. Its also ludicrously cheap, a whole army and rules for less than the cost of a GW box set, or some GW units!

            My next army is British paras. I can buy the ‘codex’ (Bolt Action Armies of Great Britain) for £10 and a standard size army (1000 pt British Airborne Starter Set) for £40.

            Price isn’t everything, but it does mean you can try it out with very little investment.

          • LankTank

            I enjoy Batman MG. Taking turns having priority for AA based on a token pool which you can manipulate in your favour. Nothing like the Riddler and Joker just making the opponents priority pool useless, with each player being equal 4/4 to suddenly 5/3.

    • I_am_Alpharius

      It is alternative activation.

    • Severius_Tolluck

      Yeah it is AA, I watched the studio play a game. They took turns activating Gangers.

    • Muninwing

      skirmish games really seem to need AA, or they become too one sided.

      i know that with alphastrikes in 8th, this is also seeming true for 40k, but i kind of like the idea that all of a commander’s plans occur at once.

      i wonder… perhaps if each army had a “command factor” that would be a +/- depending on their discipline level and unity, with multi-detachments getting a small penalty… and then it was a General-vs-General leadership roll with those added in… and however many it is won by is how many units the winning army got to move first… then it alternated… then some of the unit-based flavor would still be there, but some of the AA would too.

    • Knight_of_Infinite_Resignation

      well thats good news. Assuming you only have to buy the separate rulebook and not both the box and book I might give this a go.

      Lets hope AA starts to bleed into other GW games!

  • MightyOrang

    Yawn.

    Necromunda isn’t Necromunda if it’s not fought in 3 dimensions.

    The sooner they release those rules and stop screwing around with the $150 price tag version to sell us tiles we don’t need the better.

    • ZeeLobby

      Annoyingly I think you’ll need the rules from the box plus the 3D rules to get the full ruleset. Personally I’d just get the book of it had it all (someone correct me if this is otherwise.

      • I_am_Alpharius

        You are correct.

        • Knight_of_Infinite_Resignation

          Is that really so? Both books?

          • I_am_Alpharius

            Yes. The core game contains all the core rules for moving, shoot, close combat, playing scenarios etc…. in a ‘2D’ environment. Interacting and playing across a 3D environment is in the Gang War supplement; along with lots of other things that add further depth to running gangs and various other model you can hire/purchase. So, if you want to get what one may term ‘the whole game’ you will need to purchase both (and future supplements)

          • LankTank

            Although I am happy (and surprised) to see that they are releasing the gangs independently rather than ONLY through the core set

          • Knight_of_Infinite_Resignation

            seems madness to me, when its all about barrier to entry these days to make a huge barrier for no reason. Do you know if they will make the book from the boxset available separately?

            Think I might just spend my money on a British Paratroops army instead for BA.

          • I_am_Alpharius

            I not sure its a barrier to entry. The core box contains everything you need to play that game. Gang War is simply a supplemental part of the game. To me it is no different to a Codex or a Battle Tome – You don’t hear to many people crying out why all the rules for all the armies aren’t in the core set (although I’m sure some people do).

            Not a clue if the core rules will separate – I would imagine not, just like the BB rules aren’t available separately.

          • Knight_of_Infinite_Resignation

            the big box is overpriced, contains factions I don’t want to play and cardboard terrain I don’t need. But I have to buy all that AND another book to play the full game?

          • ZeeLobby

            Yeah. I mean I get why they did. Lots of old players just need the book. Still wish that was an option tho…

    • I_am_Alpharius

      They are in the Gang War Supplement….available the same day!

    • That’s nonsense, Necromunda badly needed rules for zone mortalis play, both because it’s realistic that the lower levels of the hive wouldn’t be open catwalks and steep drops, and because Inquisimunda uses the Necromunda core rules as a base and is played in a much wider variety of environments. Besides, Ash wastes games were extremely open and had a lot less vertical terrain and were some of the best games to be had.

      Personally I’ll need at least 3 of the tile sets for a full size zone mortalis board

      • MightyOrang

        If this is supposed to be ZM fine. But that doesn’t excuse their selling me one game in two halves with no terrain.

        • The point of the tiles is you don’t need terrain, if you want it, they sell about 8 different sector Mechanicus kits, but it’s not needed. As for the rules, you feel they should’ve been together, too bad, they ain’t. GW’s a business, have we forgotten why they stopped supporting Necromunda last time?

    • I_am_Alpharius

      In the WD they talked about how the idea of the Mortalis came about. Basically it boiled down to fitting an adequate amount of scenery in a core set, at a reasonable RRP, and felt like you where playing in the dense and claustrophobic Underhive by filling a reasonable amount of table space. This led to playing around with a Mortalis version in the tunnels and rat warrens that is the Underhive. The more they tested it the more fun they had and it added depth to the idea of fighting in the Underhive; they realised why not have provide both ways to play available to hobbyists.

      • memitchell

        Thanks for the info.

      • MightyOrang

        that’s the case and I’m curious to see what I’m getting in the box it’s so expensive that the price point is 150 for the US what I’ve seen so far this feels like $100 game

        • ZeeLobby

          I think it’s 125 US. But still, it seems high for what you get. I would have much preferred even a limited bit of 3D terrain. It’s not like we don’t have tons already.

        • LankTank

          Rather have that price for a slick 2D game with great mini’s I can get my wife into, then 1 expansion book for me to take it 3D as I already have a tonne of terrain

    • Muninwing

      i’m actually hoping thaey come out with something like terraclips, so that they can do full 3d terrain in an underhive, with psassageways and buildings and stairs/ramps, and all of it.
      i might just go pick up a box of those, from whatever malifaux-related site i can find them, and use that for Necrhive instead.

      sure, i might buy the initial game… but i’m curious to see what it’s like, and i can use it as a start to get my wife interested in playing the full version.. i would much rather get it to the full version faster though, that makes sense.

    • 301stFeinminsterArmoured

      Tiles are easier to set up, store, and transport. And your FLGS doesn’t have to set aside dedicated floor space to support the game.

      • MightyOrang

        No arguments re space. But it feels flat (pun intended)

  • ronald

    Is a stub cannon a heavy stubber? If so, that’s a whole lot of heavy weapons for one gang, particularly considering the Eschers don’t seem to have any at all…

    • arkhanist

      The stub cannon is a bigger version of a stub gun (stubber); looks more like a single shot heavy autogun alternative from the WD photo.

      The nasty weapons they flag up are the grenade launcher and rivet cannon for the goliaths, and the chem-thrower and whip for escher, and plasma pistol for both.

    • Iconoc1ast

      basic weapon version

  • Heinz Fiction

    All those minis would do well in a Genestealer Cult Detachment…

  • I have no interest in a $150 box of tiles. If the box is required to play the game then I’ll be sticking with armageddon.

    • You’ll be able to get the rulebook on eBay for $20 from
      those of us who are buying 2-3 copies

      • ZeeLobby

        Yeah. That’s what I’ll be doing most likely.

        • I’m hoping they do an app like with blood bowl, afaik that’s the only way to get the BB core rules officially outside of the starter set (which I didn’t buy because I don’t play orcs or humans)

      • I’m hoping the rulebook that comes out is like armageddon…where you dont need the box to play, just buy the rulebook.

        But if they have special dice… I hate special dice lol.

        • Severius_Tolluck

          It has special dice, but we all own scatter dice, and really you could use a normal D6 and assign values to the reload die and wound die.

        • They’re just D6s,l for injuries and ammo rolls they can be done as a chart
          Unfortunately I don’t believe there is a full standalone rulebook much like blood-bowl

          • There is supposed to be one coming.

          • Allaire

            AFAIK the Gang War supplement is coming to preorder on Nov 11. Of course the official Necromunda FB page confirmed that you’ll need the core box and Gang War to play like the old way.

          • Bummer.

          • ZeeLobby

            Yeah. Standalone book just adds advanced rules, like playing in the third dimension :P.

        • I_am_Alpharius

          They are Special dice. Separate Gang “unique” ones are being released at the same time.

  • Severius_Tolluck

    I wonder how easily I could maybe use the newer space hulk tiles, or the board from overkill mixed in…

    • Muninwing

      or the board from Prospero or Calth… one of them had squares, right?

      i say that, and i bought both… but of course never intended to play either, just converted the models.