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Gang-level tips & tricks for building lists using Gyrinx 

Level up your gang-building game

Necromunda is complicated, and we’re constantly adding new features to improve Gyrinx’s support for all the system’s edge cases and oddities.

We’ve listed known content/gaps in our testing guide, and we’ve assembled some tips and tricks here to help you with specific gangs — either by offering tips on using Gyrinx’s tools, or offering workaround for some common issues. We’ll keep adding to this.

General tips

Alliances

  • We’re working on implementing one-click support for Alliance delegations. In the meantime, you can add a delegation fighters to your gang one-by-one by clicking Add Fighter, selecting the relevant fighter under the ‘Alliance’ header, and using the Manually Set Cost field to set their cost to 0 credits.

Corrupted gangs

  • You can set your gang to be corrupted (Chaos Corrupted, Genestealer Infected or Malstrain Corrupted) using the Affiliations section of the Attributes panel. Hit Add, pick any that apply, then hit Save.
  • Your gang will then gain the benefits of that corruption type — for instance, Leaders and Champion in a Malstrain Corrupted list will be able to buy Malstrain Tyramites.

Crusading gangs

  • You can designate a gang as being on Crusade using the Affiliations section of the Attributes panel. Hit Add, pick Crusading Gang then hit Save. You will then be able to make any fighters on your list into the Conduit.
  • You can also indicate your chosen Saint from the Saint section of the Attributes panel. This has no in-list effect.

Master-crafting weapons

  • Master-crafting is treated as an accessory. To access it, go fighter’s Add or edit weapons view and select Accessories under one of their weapons, then pick Master-crafted. You may need to override the view in order to see equipment that is not of the fighter’s equipment list.
  • Master-crafted will show a cost of 25 per cent of the weapon’s cost, round up to the nearest 5 creds.
  • If you need to alter the cost (for instance if you master-crafted upgrade is free via a Gun Smyth), click the dropdown next to the Accessories button and manually adjust the cost of the whole weapon. [Note: We’ll look at the possibility of accessory-by-accessory cost overrides in the future.]
  • Some fighters have master-crafted weapon on their lists. We have maintained these as separate weapons (with master-crafted in their name), because in some cases these are cheaper than the standard base cost + 25% formula. 

Unusual advancements

  • We’re improving our support for non-standard advancements, such as Ironhead Squat Ancestry abilities and Orlock Legendary Names. In the meantime, when trying to gain one as an advancement, we recommend using the Other advancement option and making a note, then adding the advancement itself manually.

House-by-house tips

Goliath (HoC)

  • If you pick one of the gene-smithing upgrade that modifies stats of your choice (such as Doc’s Experiment or Prime Specimen), you can choose which stats to change by clicking Edit in the top-right of the fighter’s card, then going to Edit Fighter Stats. If helpful, you can note the stats you changed using the Info tab on the fighter’s card.

Palanite Enforcers (BoL)

  • You can pick a Palanite Precinct for your Palanite Enforcers using the Attributes panel. 
  • Once you’ve specified a Precinct, Additional Skills from that Precinct will be be available via the cards of any fighters who can access Palanite Drill.
  • Please note ⬆️ updates to come:
    • if you choose the Badlands Precinct, you will find all the bionics it gives you access to are Common at the Trading Post via your gang Stash (rather than having their availabilities overridden). Their costs should be correct, but please double-check the availabilities listed in BoL.
    • if you choose the Poison Sea Precinct, you will find all the chems it gives you access to are Common at the Trading Post via your gang Stash (rather than having their availabilities overridden). Their costs should be correct, but please double-check the availabilities listed in BoL.
    • choosing the Poison Sea Precinct will not not yet add the Shock Amplifier to your fighters’ equipment lists. However, if you click on the Accessories option on a weapon and uncheck ‘Only Equipment List’ you will be able to see and add them. 
  • The outdated Enforcers lists from BoJ and WD have been migrated to the ‘Legacy’ category.

Spyre Hunting Party / Secundan Incursion Leaders

  • Some Spyrer rig glitches place a negative modifier on the injured fighter’s weapons. We’ve implemented these via a set of Spyrer-specific weapon accessories that debuff the weapon they are attached to. After determining which weapon is damaged, you can access them by going to the fighter’s Add or edit weapons screen, then click Accessories on the weapon you want to modify.

Underhive Outcasts

  • Top for building Outcast lists can be found here.

Van Saar (HoA)

  • Two Tech skills (Weaponsmith and Gadgeteer) add and/or remove traits from weapons. We’ve implemented these via a set of hidden weapon accessories. To access them go to the fighter’s Add or edit weapons screen, then click Accessories on the weapon you want to modify, and untick Only Equipment List. You should then be able to see options named Weaponsmith (X) and Gadgeteer (X). Add the relevant ones, and it will modify your weapons accordingly. 
  • Please note 🐞 BUG: If you have Weaponsmith (add Plentiful) and a Gadgeteer (X) option on the same weapon, Plentiful will currently remain visible. We’d generally recommend simply removing Weaponsmith (add Plentiful) in this situation. We will figure out the twisted machine code needed to fix this down the line.

Vehicles

  • Tips for vehicles can be found here.

Venators

  • We haven’t yet implemented gang-wide Skill set choices for Venator gangs. In the meantime we recommend adding skills by unchecking the Primary/Secondary Only toggle on Venators’ Skill pages, and using the Other advancement option when handling Skill advancements.