created : over 5 years ago

Playing the new Necromunda in a 3D world !

Tags : necromunda specialist game escher

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Hello everyone !!

Article 7 of our Necromunda review : Sector Mechanicus rules. (aka Playing 3D).

In the Gang war gaming supplement, there are a few pages dedicated to the rules used for playing with 3D scenery.
Nothing complex, but give a lot of extra depth to the game !

I) Scenery

As shown on the cover image, a Necromunda table is on multiple level with a lot of pathway between them. Off course this amount of scenery ask for a few more rules than in the Underhive rule set.

A) True Los & Cover

True los

In 3DMunda you don't use the Los rules included in Underhive, instead you use these :

So you check Los by looking through the eyes of the model and you can't mesure anything prior shooting !
Nothing incredibly new but i like these additions a lot !

Be classy !

Good reminder that even in the depth of the Necromunda Hive you have to be nice :D

Cover :

The classical cover explanation with an image.

B) Terrain type

How to build this cool board ?

In a nutshell you only need a lot of $$$ ^^

Different terrains effects.

-Difficult terrain cost twice the movement.
-Platform where you can fall from if you fail init roll while being 0.5" away from the edge.
-Railway that help you avoiding fall (add +1 to the initiave roll for avoiding fall, 1 still a fumble off course.)

II) Movement

A) Safe movement

Stepping up

So very low wall, junk on the floor, bodies ^^ don't slow you.

Climbing

What a nice addition, you basically climb everything now ! ok it cost 2" for 1" and you must end your turn on solid ground. But you can use a double action to climb (Sprint allowing you to climp 9" a turn !!). There is no climbing roll to make.

Ladder

Exactly like climbing but by using a ladder you are not slowed !

Overhang

I am not sure this was a necessity but it's good to have this corner case solved.

B) Full parkour

While the other forms of movements are safe enough to not require a roll, these 2 are for the optimistic !

Jumping down

You roll initiative (that is now presented like 40k 8th ws/bs) if you roll less than your initiative you are prone + suffer a hit with a strength depending on the height. Note that the higher the fall the bigger the malus you get for the roll, as an exception rolling a 6 is NOT always a success.
If the roll is passed the vertical movement is FREE !!! and you get a lot extra threat range !

Jumping Gap

You must have enough movement to fit 100% of the base on the other side.
You roll init without modifier.
If you fail you fall ^^ (HAHA).
You can jump to a platform 2" higher or to a lower platform but you have to roll for jumping down too !

Falling
Str 3, damage 1 up to 5" fall.
Str 5/7/9, with D 1/2/3 if you fall from higher place (that hurt a lot ^^)

Ok that's it for a quick rundown on the 3D rules for Necromunda.
I really love this rule set, the game is so rich with it and there is no slowing down of the game.
We only played with it once (with our old gang proxy) but the Escher gang feel totally different in the 3D mode. They are so nimble and fast
jumping everywhere, charging from upper platform. It really changed the game for us !!
Special mention to the Combat-shotgun with knockback ammo and rapid fire ^^

/cheers.
bob.