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Re: Torna Necromunda!

Posted: 30 Apr 2022, 19:36
by gianni
No dai, Merdamunda proprio no, non merita di essere calpestata così. Basta rimanere coi libri base e le rispettive gang e sei a posto.

Re: Torna Necromunda!

Posted: 7 May 2022, 9:59
by Saint of Killers
manco esce il gioco che gia' iniziano a parlare dell'espansione
https://www.warhammer-community.com/202 ... sh-wastes/

intereesante il fatto che ci saranno le regole per i mezzi dei genestealers cults, non capisco pero' se siano parte di una fazione a parte o solo dei veicoli che le varie gang possono usare

Re: Torna Necromunda!

Posted: 7 May 2022, 11:20
by gianni
Giusto così, adesso che sono arrivati gli squat infiliamoli ovunque, magari ci fanno un contingente per il Lotr.

Re: Torna Necromunda!

Posted: 7 May 2022, 16:09
by Onibaba
L'ho visto a 170 pippi, i nomadi (senza pulci, da cavalcare almeno) a 28 per 10 minia

Re: Torna Necromunda!

Posted: 7 May 2022, 16:25
by cultistapazzo
la gw i nani potrebbe anche smettere di farli

Re: Torna Necromunda!

Posted: 23 Jun 2022, 8:24
by Onibaba
Hanno messo in preordine il Cargo-8 ridgehauler, il/i relativi rimorchi e il libro per gli squat i nomadi e gli orlock, se non ho capito male è la prima volta dopo tantissimo tempo che forniscono una guida su come moddare/creare i veicoli:

Wasteland Workshop: Design and customise your own vehicles for Necromunda campaigns and skirmish games, with rules for unique vehicles like Outrider Quads and setting up a land train with the Cargo-8 Ridgehauler

Re: Torna Necromunda!

Posted: 23 Jun 2022, 10:12
by gianni
143 euro per la motrice e un vagone. Bella plastica ma no, è troppo davvero, col libro sono altri 40 euro, ho messo in stand by Necromunda e mi accontento di giocare nell'underhive quando capita.

Re: Torna Necromunda!

Posted: 23 Jun 2022, 10:32
by Saint of Killers
Onibaba wrote: 23 Jun 2022, 8:24 Hanno messo in preordine il Cargo-8 ridgehauler, il/i relativi rimorchi e il libro per gli squat i nomadi e gli orlock, se non ho capito male è la prima volta dopo tantissimo tempo che forniscono una guida su come moddare/creare i veicoli:
vero, mi sembra una cosa piu' in stile mantic
quindi vendono sti cosi da soli https://www.games-workshop.com/en-GB/ca ... rames-2022 per poter modificare gli altri veicoli?

Re: Torna Necromunda!

Posted: 23 Jun 2022, 11:22
by Onibaba
Se non ho capito male puoi modificare anche i rimorchi perchè più di tanti cannonnieri non puoi mettere, inizialmente non capivo il senso del bundle ma in più c'erano dentro i gunners, se uno vuole farne a meno siamo intorno ai € 120,00 quindi direi un € 96 - 90 nel migliore dei casi?

Io ho un "war rig" di Devil's Run: Route 666 ma mi sembra sia in 20mm, bisognerebbe trovare qualche camioncino a poco e moddarlo, magari un battlewagon degli orki?

Re: Torna Necromunda!

Posted: 23 Jun 2022, 16:16
by Onibaba
Ecco qualche info in più:

Wasteland Workshop

Primaris Kevin: Divided into two sections; Designing Your Own Vehicle and a list of vehicles that are universally available (except for the Orlock Outrider Quad). Every gang can get a Cargo-8 Ridgehauler, Rockgrinder, Ridgerunner, or Wolfquad. Basically all of the civilian vehicles previously from the Genestealer Cults line, along with the Orlock ride from the Ash Wastes box.

Custom vehicles have the player start with a template (light, medium, or heavy vehicle with wheeled or tracked mobility, or a walker). All vehicles start with nominal statlines that are roughly equivalent to the universal vehicle options, but carry either 1 weapon hardpoint (with the exception of the heavy which gets two). Players then get access to a limited selection of vehicle upgrades, weapons, and wargear from the Custom Vehicle Equipment List. During the course of the campaign players can upgrade the vehicles further by applying any upgrade that they can get from the Trading Post or Black Market. All custom vehicles have the Jury-rigged rule which doubles the credit cost of any repairs.

The starting options are fairly limited, and the ability to have a skimmer requires a Rare purchase from the Trading Post (Van Saar can find it easier than others). What this means is that players who want to do cool things like having flying cars will have to wait until the campaign proceeds.

The standard vehicles are limited to the upgrades available from their respective lists, meaning vehicles like the Ridgerunner will never be able to get Extra Armour and have a boosted toughness.

The Jury-Rigged rule is BRUTAL and means that players who want to repair Lasting Damage will almost certainly be paying the full price to repair their vehicle.

The Wolfquad is a slower, weaker, and more cumbersome version of the Orlock quad. The Ridgerunner is slightly better armored but comes with two hardpoints and a small open space for passengers, making it very appealing at the 95 credit price point. The Rockgrinder is tough (T7), has two hardpoints, passenger space, and costs 145 credits making it appealing depending on what guns you give it.

The Cargo-8 is incredibly tough (T9 in the front, T8 elsewhere), is expensive at 230 credits before toys, and has the ability to carry up to 4 trailers that can also have guns on them. The Cargo-8 also has a Valuable Cargo rule that lets it provide D3x10 credits for every cargo load (1 in the cab, up to 4 trailers) that survive in the end. Players can either add a munitorum armored container for 50 credits which adds to hardpoints, or a promethium tank for 30 credits. The promethium tank is insane; every time the Ridgehauler is hit you roll a D6 from the High-pressure Gas rule. If the sum of the die roll and Strength of the attacking weapon is 9 or higher then the tank is pierced and spews forth a stream of gas that will either blind or potentially set nearby folks on fire. On the plus side every tank is worth an extra D6x10 credits and as far as we can tell the tank is still worth money even if it starts to leak, and flamer weapons are easier to reload within 3” of the tank. So if you have the 900 credits for a full promethium train then you can make 5D6x10 + 5D3x10 credits if you survive, which is an average of 275 credits per haul.


Vehicle Upgrades


Genghis Cohen: One point to note is that all vehicles, set and custom, have a maximum number of Vehicle Upgrades they can take in the Drive, Engine, and Body categories. This seems to be guided by the size of the model and what’s plausible. For example the Orlock Outrider Quad cannot take any Body upgrades – it barely has a body, being stripped down as light as possible, so adding armour or a Crash Cage wouldn’t be possible. Each of the set vehicles (Wolfquad, Ridgerunner, Rockgrinder, Ridgehauler) has a defined list of which Vehicle Upgrades it can take, as well. Custom vehicles can take any upgrade, although some specific upgrades have their own limitations, e.g. a Transport Bed cannot be added to a Walker vehicle. Any vehicle can also access Vehicle Wargear. Again, set vehicles have defined lists they can buy from automatically, but unlike for Upgrades, all vehicles can shop at the Trading Post for Wargear.

What jumps out is that any vehicle, not just custom jobs, can have any Basic, Special or Heavy Weapon from the Trading Post. So if we started an Orlock Gang and included an Outrider Quad, we could only equip it with a Heavy Bolter or Harpoon Launcher at the outset. But we could visit the Trading Post after the first campaign game, and (Rarity and Credits permitting) slap a multi-melta on there. Any combination goes!