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ok im new to necro now i realized the rulles are free and im playing with a home made house and i was wondering, can you only have two heavies in your gang at any one time or is that only when you start. And also with the hous edesign rules who can use the peripheral skill. Thank you for answering me in advance
Heavies are the only ones who can carry heavy weapons and there is a two heavy limit per gang. So you cannot exceed that after the inital creation. You can however gain the speacialist skill which will allow gangers to carry speacial weapons which for all intensive purposes are heavy weapons. Ever seen what a meltagun does to a person..???
Also the house creation rules allow the leader and gangers to have the peripheral skill. Heavies exchange the peripheral skill for muscle and gain techno regardless.
Hope that helps
Origin has really hit the nail on the head with that answer, congrats to him. You can only ever have two heavies maximum in your gang at any time. As Origin said, other members of the gang can get the 'specialist' skill allowing them to take special weapons. I would advise against a meltagun though as I find them horribly expensive and completely overkill for Necromunda, but I know plenty of people swear by them.
What are your expriences with meltaguns in 'munda Origin? Do you find them worth the hefty price tag?
I have mixed feeling about them, usually because i face them.
For me it is like a miniature Lascannon what ever you hit is dead. Period. But one shot per turn, 12" range, expensive and the 4+ ammo roll really limit it's usefulness. But if i'm taking a close quarters gang i would prefer this on my heavy as apposed to the heavy stubber. Keeping some serious fire power with your CC gangers makes them all the more deadly, couple that with grenades and pistols plus the density of terrain the usefulness of long range weapons in IMO not worth it. But thats a different discussion...
But since we are on the subject of special weapons i will take my turn to advocate the mighty, the feared, the amazingly awesome PLASMAGUN..!!!!! With a bargain cost of 70 credits you have a excellent assault support weapon. Lets take a closer look at the features of this little beaut shall we??
Low power setting sees you with an ok range of 16" with a short of 6" with +1 to hit, not bad i hear say but not great. Well with a strength of 5 and a -1 armour pen and a 4+ ammo roll this little beaut puts a bolter to shame. But wait there's more....
HIGH POWER!!! What self respecting ganger would ever fire this beast on anything less. High power increases the range by 6" to 24" but keeps the 6" short with +1 to hit. Also the strength jumps to a mighty 7 giving it the HIGH IMPACT rule. She still keeps the 1 damage and the armour pen increases to -2 but here is the real selling point. You get a sustained fire dice. Now don't looked so concerned there citizen. I know the chance of this beast blowing up in your face just became greater but this little rifle just gained comparable power to an autocannon..... Oh and chicks love the plasma. Ask anybody and they'll tell you the same....
(little off topic, but hey, no one posts in this forum anyway)