A new Necromunda Core Rulebook is on the way, and here are the biggest new rules and changes in this massive tome!
Necromunda really has rules in a lot of places with Ash Wastes and what feels like a dozen or so supplements; it can be hard to gather everything. Well, with the new rulebook, it will all be in one place!
This also means the book will be giant to cover everything, but it’s far better to look in one place instead of 10 for rules.
However, not only did they gather everything in one place, but they are also updating a lot of the rules. Here are the seven biggest changes in the new rulebook!
The Biggest New Necromunda Rules & Changes in the Core Rulebook
This mighty tome consolidates all the major rules you need to play a game of Necromunda – whether it’s in a Zone Mortalis, Sector Mechanicus, or the Ash Wastes. It collates all the actions you can take, all the vehicle rules, and all the weapon traits in one place – and still makes time to slide in a bunch of updates, clear up some confusion, and grant XP for seriously injuring someone. Here are a few of our favourite changes.
Visiting the store between battles is now a single action. Black Market items are rarer, harder to acquire, and often Illegal, but you don’t need a separate book to acquire them – because they’re all published in full at the back of this one.
Visiting the store should be easier now, not only because it’s a single action, but because you can find everything in one book and not have to look around.
Earn XP for Inflicting a Serious Injury
A ganger now earns 1XP every time they nail someone hard enough to leave them face first in the dirt. That reward is doubled if they send them immediately out of action; and they also earn XP if they help a teammate recover from a Serious Injury. Which is just as well as…
This makes sense, as why shouldn’t you gain some XP for taking down enemies?
Each Serious Injury Roll Counts as a Flesh Wound
Serious Injuries are now much more lethal – every roll, whether it’s in recovery at the end of a turn or after an especially painful shot to the face – also now causes a Flesh Wound. And those Flesh Wounds mount up fast. On the plus side, a critically injured fighter is much less likely to take a permanent injury if they are Stabilised on a visit to the doc after the battle.
This means the game will have much more damage overall; however, from the sounds of it, stabilizing characters will be easier from the sounds of it.
Choose a Secondary Skill for 12XP
The Secondary Skill table was for a long time the preserve of gamblers and people who didn’t properly read the rules. But now there’s a meaningful use for your guys’ Secondary Skill access – you can pick the skill you want for just 12XP.
This is a far better system than before; you just had to hope you got something you wanted. Now, you can just spend more XP and get exactly what you want for your miniatures.
Certain Skills Have Been Improved
It’s safe to say that several of the original core skills are less favoured than the rest. The likes of Headbutt, Iron Jaw, and Hurl have been substantially improved – while Overseer now requires a Leadership test to function.
The skills needed to be balanced out a little, as there are some that people almost never take. We’ll have to see if they are improved enough, but should make the game a little more versatile in terms of skills.
Impressive Scars and Bitter Enmity Are Back
There’s a new Lasting Injury Table, and it comes with a lot more flavour. Or, more accurately, there’s a much older Lasting Injury Table, which harks back to the 1995 edition of the game, allowing your fighters to collect scars, rivalries, and old battle wounds (as well as all the regular dismemberments and lessons learned…)
This is awesome! This just adds so much more flavor to the game, and harkening back to the old table is just a cool idea.
Hit Penalties Apply for Certain Tricky Actions
Certain combat activities have been made a little bit harder to do. It’s one thing to target someone with a frag grenade launcher, but a lot harder to aim at a point on the field – so that now gets a -2 penalty to hit. Likewise, charging someone you can’t see puts you at a disadvantage with -1 to hit.
This makes sense, as not being able to see someone or just firing over the top of a building is going to be harder!
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What do you think about these new rule changes for Necromunda?
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