Tuesday, 24 September 2013

Ork Looted wagon with Skorcha

My Burna Boyz needed a ride, so I figured I would gather my Meks and get something sorted.

Starting with a Rhino (Duh) and chucked a bunch of bits on it

I like my looted vehicles to have a kind of story of how they where wrecked, in this case the orks ripped open the troop section. 

I also have a person rule that I only loot vehicles that I have actually destroyed in a game. So yeah I can mainly loot Imperial stuff based on who I get to play normally.

Thursday, 19 September 2013

Necromunda Weapons Review: Basic Weapons

As with my review of pistols this is for Necromunda community Edition.


Ah the much misaligned autogun... It has been made viable again in CE. For anyone who doesn't understand I will briefly explain.
In older editions of the game the difference between Autoguns and Lasgun was that Lasguns had a much better ammo roll and a -1 save mod for only 5 credits more. Which made Autoguns pointless.
In CE the Lasguns short range has been reduced from 12" to 8", making the autogun have its own place again.
This is a good low budget weapon that is ideal for Juves that have just become gangers and makes a cheap backup weapon.


This is easily the most versatile weapon in the game, with lots of ammo types to choose from it has an answer to many problems your gang might face.
In its basic form it is a little sub par. It suffers from a -1 to hit at long range for most of its ammo types. (It is the only basic weapon with a -1 to hit long range)
This makes it a better weapon for a gang member who has had a BS upgrade or two.
I will quickly go over the ammo choices
Solid slug: S4 which is great -1 to hit long range which is not great. Once you buy other ammo types you will never use this ammo type again.
Scatter shot: S3 Ignores any cover modifiers and also hits models in base to base with the target on a 4+ It does still suffer the -1 to hit long range so if the target is in light cover it might be better to use another ammo type, unless you are going for a multi shot.
Manstopper shells: S4 with no -1 to long range, I personally start any shotgunners off with this ammo type
Hotshot shells: S4 with a 5+ to set target on fire. This ammo type is great for denying enemy gangers their turn. As if they have a high toughness and you don't manage to wound but you do set them on fire they have to send their turn putting out the fire! The ammo roll is bad though...
Bolt shells: These basically turn your shotgun into a boltgun, the cost will add up to be the same. With the difference that the short range of the weapon stays at 4" (It does have the same long range as a boltgun)
This is great for gangs that don't have boltguns on their house weapon list. 
It is also worth noting that all the ammo types except scatter shot have the rule Knock back. tests for falling from a shotgun incur a -1 penalty.

Hunting Rifle
A new weapon for CE that fills a nice role. It has a nice long range of 32" and a short range of 8". Uniquely it has a -1 to hit short range. I has a special rule "Head shot" on a roll to wound of a 6 the weapon does D3 damage. This makes it great at taking out multi wound gangers.
This gun is great for a ganger that is keeping a heavy company. I find that a lasgun will often be out of range from where a heavy will be set up, so the hunting rifle keeps the ganger being able to fight too.
If I have the credits I like to have this as a backup weapon on my heavy too.
In our last campaign one of the gangs had an Ogryn, its high toughness meant it could only be wounded by this weapon on a 6 anyway so the head shot always triggers.

The most reliable basic weapon, it also has a -1 save mod. It took a slight nerf in CE to bring it back in line with the other weapons but it is still a great weapon even so.
Its a great weapon and is the standard the others are compared to.

The most expensive basic weapon, it has the rule of cool but little else. A terrible ammo roll, you are paying a lot for that S4 24" range. 
Many people swear by it, not me though. I personally prefer paying less and using a shotgun for my S4 at a shorter range. 
That does mean the boltgun equipped ganger gets a turn of shooting at me before my shotgun is in range, but I'll take my chances! 
It becomes interesting if you find the Hellfire bolts for it (These do D3 damage but like dum dum rounds you have to test for a exploding weapon on a roll of a 1-3) This makes someone with weaponsmith a ideal choice for this setup.

I hope these thoughts are useful to you, feel free to share your own thoughts or ideas about these weapons in the comments I would love to hear them.
I tried my best with this and the pistol review to find old 2nd edition pictures of the guns, I couldn't find one for the shotgun sadly. And the hunting rifle wasn't in those old editions so there was no picture, anyone who can tell me where I got the image from will win a prize!!!

Sunday, 15 September 2013

Necromunda Weapons Review: Pistols

This is my personal review of the pistols in Necromunda using Community Edition rules.

So lets just get into it

Stub gun

Cheap cheap cheap! But you get what you pay for, and the -1 to hit long range can be really bad for juves. Who you might be inclined to give it to juves but I have a suggestion.
For an extra 5 credits you get Dum-dum bullets to make the gun S4 but if you fail an ammo roll you have to test to see if the gun explodes.
That sucks huh? Well not in combat it doesn't! Have a guy with an arm wound making him S2??? Give him one of these and hes S4 for only 15 credits! (Also he can shoot it)
Combined with the techno skill Weaponsmith (Allows you to ignore failed ammo checks and explosions on a +4) and this pistol preforms better than a boltpistol for 10 creds cheaper! Stack gunfighter onto that and you have a badass!!


You know it, you love it! Its widely considered the "best" pistol in Necromunda and for good reason. For its cost it is the most accurate pistol, with +2 for its close range it is a top choice for juves. I almost always give a juve a autopistol.


A good solid choice made better in CE by changing up the hit modifiers. (It was +2 SR -1 LR, its now +1 SR -LR) It has a really good ammo roll which makes it my go to weapon for a backup weapon. I also like to use it for close combat gangers. As they have better BS they often don't need the +2 SR so having the better ammo roll is a better bet to keep them in the fight for longer.


For an extra 10 credits you are buying S4 but with a terrible ammo roll of just 6+ I personally don't rate the boltpistol. I find it better to either go all out and pay a bit more for a plasma pistol (more on him later) or go cheaper. It works well in combat due to not having to roll ammo in combat, but you can use a stubgun for nearly half the price.


This is great for juves or anyone with bad BS. with the catching fire rules it can also be used to deal with high toughness multi wound gangers. As if they are on fire that is a turn they can't attack you! Risking a juve to neutralize a combat beast? Yes please!

Plasma pistol

The first of the "premium" pistols in my mind. Basically for 5 more credits than a boltpistol you get S4 with a 4+ ammo roll. The to hit modifier isn't as good but you normally give a gun like this to someone good anyway. You also get the choice to fire on high power at a risk of a gets hot roll. This ups the gun to S5 and the to hit roll to +2. Great weapon for a combat focused leader

Needle pistol

Very expensive for a pistol, has a bad ammo roll but auto wounds and has a modified injury roll (Downed models can't crawl 2" and models go OOA on a 5+) It puts models down very efficiently but you pay a high cost for it.

Web pistol

The most expensive pistol in the game! I have never used it myself I would not personally recommend it, but I can see how it is powerful. Once you have hit the target is netted, the target can try to break free at the start of his own turn by rolling a D6 and adding his S a 9 or more will free him. Anything less causes a wound. (Saves can be taken) This gun shines with combat as models that are meshed in combat get taken OOA automatically. I see this gun being best used against multi wound gangers.

If this is any help to you or you would like to see me do more of these please let me know I always like to get feedback!

Thursday, 12 September 2013

Back after a while away

Ok so I'm back, after a summer of too much work and with my gaming groups next Necromunda Campaign coming up soon I figured I better get back to the blog.

The Campaign will be called "Guilders Wrath" and is a narrative campaign where the players actions will have an effect on the outcome of the story. I can't say too much as they could read it and I don't want spoilers!