Necromunda: Profile Breakdown

Necromunda Gangers have a slightly different profile that what you might be used to – let’s take a better look!

The Gang Wars in the Underhive have returned and we’re pretty excited to see what the future holds for Necromunda. If you’re coming from Warhammer 40,000, the rules are going to be similar but tweaked slightly to fit the smaller scale skirmish battles represented by these gangers fighting it out. We’re going to take a look at these stats from a basic level – this might be a little redundant for veterans, but we were all new at some point. So let’s take a look at each stat and see what it does:

(M) Move – This is the movement stat and represents how far gangers can move in inches.

(WS) Weapon Skill – This is the stat for attacking in melee.

(BS) Ballistic Skill – This is the stat for attacking with ranged weapons.

(S) Strength – This is the stat rating how likely gangers are able to inflict damage in melee. It can also be used for other test like being knocked back. (The higher the better.)

(T) Toughness – This is the stat showing how likely a ganger will be wounded by an attack. A low score means it is easier to wound them, a higher score means they are more resilient vs damage.

(W) Wounds – This stat is a measure of a gangers ability to survive attacks that injure them and keep fighting. A higher Wounds stat means it will take more attacks to down them.

(I) Initiative – This stat is represents a ganger’s dexterity and reflexes.

(A) Attacks – This stat is the number of dice the ganger rolls when they attack in close combat.

(Ld) Leadership – This is a measure of a fighter’s ability to issue commands and lead their gang – it’s used with some of the more advanced rules. Leadership is a 2D6 check.

(Cl) Cool – This stat represents how calm the ganger stays under fire. It is a 2D6 check.

(Wil) Willpower – This stat represents the mental fortitude of a ganger. It is a 2D6 check.

(Int) Intelligence – This stat represents the mental prowess and ability of the ganger to apply knowledge. It is a 2D6 check.

For all stats with a “+” next to them, you’re looking to roll that number or higher for a successful test.

As an example, if the ganger above was attempting to make a melee attack, he would have 1 attack which would mean he would get to roll 1 D6 in melee. He is looking to score a 4 or higher on 1D6 for a successful hit. However, if he was making a Cool Check, he would be looking to score a 5 or higher on 2D6.

Modifiers to Characteristics

Modifiers are applied to the die rolls before you check to see if they are successful. So, if you need a 4+ for a success and you roll a 3 you would fail, unless you had a modifier of +1 (or more) on the roll. Note: A Roll of a “natural” 1 when making an attack or rolling to wound always fails.

Now, I bet there are some folks asking “what about re-rolls and modifiers, how will those work?” I’m right there with you. After checking through the advanced rules there are no mentions of re-rolls in the book.

To Wound Chart

When an attack successfully hits a target, you must check to see if the attack hits hard enough to damage the target using the chart below:

You can download a reference sheet from Games Workshop HERE

 

Weapon Profiles

Much like gangers, each weapon has a unique profile. Let’s go over those stats as well:

(Rng) Range – Each weapon has two ranges, Short (S) and Long (L). The number below represents the maximum distance to fall within that range. The weapon above has a Short range of 12″ and a Long range of 24″. If the target is over 12″ but within 24″ it would be a long range shot. If the target is at 12″ or closer, it’s considered a short range shot.

(Acc) Accuracy – This is typically a modifier for using this weapon at the listed range. In the example weapon above, it has a +1 modifier at short range and a “-” for long range (meaning no modifier at all).

(Str) Strength – Much like the ganger profile, weapons also have a strength stat as well. The higher the number the easier the weapon can damage it’s target.

(AP) Armor Penetration – Shows how good the weapon is against armor. Generally, this will be a negative modifier that is applied to the target’s armor save. For example, a Power Sword has an AP of -2, causing it to apply a -2 modifier to a target’s armor save. For most gangers in the starter box, that will simply bypass their armor completely!

(D) Damage – Damage is applied to the target’s wound stats and reduces it by the listed amount. When a target drops to 0 wounds or less, it is “out of action” – remove them from play. The Advanced rules have a lot more detail on how this works but for now, we’re going to leave it at that.

(Am) Ammo – This represents how easy or difficult it is to get ammo. The example profile actually has a typo above (shocked!) and Lasguns have an actual ammo value of  +2. It’s relatively rare to run out of ammo for them. Where as a Grenade Launcher has an ammo value of 6+. These checks are used to determine if you shot your last bullet/bolt/blast or not! In the basic rules, you don’t need to worry about running out of ammo – but in the advanced rules you do.

Traits – Some weapons have additional traits. Those will be described in the weapon profiles.

Necromunda is up for Pre-Order now and starts shipping on the 24th! Are you ready to carve out YOUR turf in the Underhive?

 

  • chris harrison

    So they brought back the old extra stats from Rogue Trader but they’re using the heavily abstracted 8th edition to-wound roll. Interesting…Hopefully they’ll have some multi-level terrain features available. That was always one of my favorite elements of the game.

    • adamharry

      They do – the boxed set comes with the basics. It’s played on a 2D board. The Gang War book has “rules” for 3D terrain. But really, it’s the same ruleset just modified slightly for new hobbyists vs vets.

      If you’re brand new, it’s a lot less intimidating to play on a 2d board vs having to buy and build an entire 3D playscape.

      We have the Gang War rules as well and it expands part of the game as well as adds all the campaign stuff. No “other” gangs yet, just Goliath and Escher…for now.

      • Brian Griffith

        Though “legacy” gang rules will be coming out long before the new plastic gangs, in free PDF form. They’ll be a little limited in that they’ll only have the weapons choices the old models had, but they’ll be playable.

        Then we get a gang a quarter next year.

    • NikosanPrime

      I am really happy that they brought back this rule set (typos aside), even that they brought in the wound system from 8th.

      It gives me hope that they will bring back some of the Weapon Stats from RT as they allowed for a system where you could choose whether to have an accurate shooter using a less accurate weapon that did more damage/shots or add even more accuracy for less shots/damage.

      That system leads to more complications but they quickly get evened out by the increased enjoyment of having more depth in your play styles.

      Although some people do prefer this in smaller scale battles than larger massed armies, I personally enjoy it at larger scale battles as it means that the same armies equipped differently will feel very different. Which creates a larger amount of replay value.

  • Simon

    Awesome: a typo at the bottom left of the to wound chart and in the weapon profile description. It’s like the Necromunda Underhive rules re-release all over again…

    • memitchell

      During the production of Necromunda Underhive, the editor was killed while riding his bicycle to work. Specialist Games was on life support then, so the book came out tragically flawed.

  • I’m not really sure why they’ve decided to bring back Cool, Willpower & Intelligence as in Rogue Trader these stats were often exactly the same numerical value as a model’s Leadership so they just rolled them into one for 2nd ed. Perhaps they are going to introduce more variation…maybe…

    • I_am_Alpharius

      I would agree it is for variation. Allows for the more granular scale of Necromunda; each being used when reacting/interacting with the game.

      • Brian Griffith

        And I can see lots of use for them in writing your own, more RPG-style scenarios.

  • The_Illusionist

    Using the 40k “To Hit” method in close combat, it seems? I’ve played Mordheim, which had a system more similar to that than the old-style Necromunda, and I have to say it does not translate well to small scale, skirmish games. The entire combat pivots on 1 roll, and it’s usually far too easy to whiff the hit, or fail to wound, or succeed a save, which makes the combat go on forever without resolution.

    The old-style Necromunda (Roll your attacks; pick the highest and add it to your WS, the difference between your result and your opponents was how many times you hit them) made fights faster, they resolved more quickly, were more tense and exciting, and it was easier to add bonuses and different equipment to alter the outcome of a tough fight. Not just “roll to hit; whiff? try again next turn” sort of frustration.

    • benn grimm

      It seems so confused from a design standpoint, use the simplistic 8th ed/AoS system for ‘to hit’ but then adds in the entirely unnecessary stats for cool, will power and intelligence which were (thankfully) dropped from 40k nearly thirty years ago. Add in the lack of terrain proper in the box set and the full rules spread out over multiple sources and it just seems like a very messy release overall.

      • NikosanPrime

        Well the Stat system, if it was varied enough, did allow for some interesting scenario options. Like is the model smart enough to figure out how to open the door.

        • benn grimm

          I’ve got nothing against RT, not really my bag, but plenty there to like, it’s just the weird blend of old and new, while the existing rule set is pretty much fine, (though would have benefitted from a tweak here n there). It’s like they avoided standing on the shoulder of giants and improving via delicate touch and went for something else just for the sake of it.

  • benn grimm

    What a strange and messy release, the gangs look cool, everything else…eh, not so much.

  • Chris Hateley

    Love that escher boss. I’ll find a use for her in my 28mm Inquisitor games and her electric whip is going to look great on my skaven packmaster.