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Made in us
[MOD]
Keeper of the Space Fleet Flame






Arlington, va

 Dice Monkey wrote:
I find it disappointing they roll out Genestealer cults before the other houses and outlander gangs.


The bottleneck is models and the GS and chaos cults are already on the shelf.

I would not be shocked to see PDF/IG patrols or Eldar Rangers make an appearance.

That being said if GW was being nice they might release Beta versions of the other houses' rules and both build the game AND get free proofreading before the models come out.

This message was edited 1 time. Last update was at 2018/03/05 07:11:42


 
   
Made in se
Executing Exarch






 Dice Monkey wrote:
I find it disappointing they roll out Genestealer cults before the other houses and outlander gangs.


Just rules, no models. They have very limited access to the production queue.

This message was edited 1 time. Last update was at 2018/03/05 06:58:48


 
   
Made in us
Revenant Pirate Crew






 Kid_Kyoto wrote:
 Dice Monkey wrote:
I find it disappointing they roll out Genestealer cults before the other houses and outlander gangs.


The bottleneck is models and the GS and chaos cults are already on the shelf.

I would not be shocked to see PDF/IG patrols or Eldar Rangers make an appearance.

That being said if GW was being nice they might release Beta versions of the other houses' rules and both build the game AND get free proofreading before the models come out.


Haven’t they already done that with the Legacy gangs document?

 
   
Made in au
Owns Whole Set of Skullz Techpriests






Versteckt in den Schatten deines Geistes.

Not really. The Legacy Gangs are just generic with all the usual weapons (actually far fewer, as a lot of weapons are missing).

   
Made in us
[MOD]
Keeper of the Space Fleet Flame






Arlington, va

 AduroT wrote:


Haven’t they already done that with the Legacy gangs document?


Did they? As I said I won't be getting the rules till they're 'done'

 
   
Made in si
Steady Stonecleaver







Yeah, the Legacy files are in no way a beta test of new gang rules. They're just generic get-you-by lists for old models.

Posters on ignore list: 33

40k Potica Edition - 40k patch with reactions, suppression and all that good stuff. Feedback thread here.

Gangs of Nu Ork - Necromunda / Gorkamorka expansion supporting all faction. Feedback thread here
   
Made in gb
Aspirant Tech-Adept




United Kingdom

FAQ is up - https://necromunda.com/wp-content/uploads/sites/5/2018/03/Necromunda_FAQ_v1_ENG.pdf
   
Made in gb
Aspirant Tech-Adept




United Kingdom

Spoiler:

NECROMUNDA: UNDERHIVE RULEBOOK
ERRATA
Page 39 – Designer’s Note
The second sentence should read:
“When it’s not clear how to proceed, both players should discuss what they think is the most sensible
solution – and if an agreement cannot be reached, roll off to decide.”
Page 46 – Charge (Double)
The second sentence should read:
“They can move within 1" of a standing or Prone enemy…”
Page 46 – Retreat (Basic)
Disregard the second sentence that reads:
“If it is passed, they can make a move of up to D6" – they cannot move within 1" of any other
enemies, though.”
Page 47 – Moving
This rule has been updated to reflect feedback from players. Replace the first paragraph with the
following:
“Fighters move by making actions, and there are a number of actions that enable them to move in
different ways, as detailed on this page and the previous page. For example, a fighter might make a
Move (Simple) action to advance cautiously, or may make two Move (Simple) actions in quick
succession to run forward and cover a lot more ground. A fighter might Charge (Double) to get into
combat, or when Pinned or Seriously Injured they may Crawl (Double) to get out of the firing line.
When activating a fighter to make any of the previously listed actions, declare a general direction in
which they will move, then measure out the movement. A fighter is not obliged to move their full
movement allowance, they can move any distance up to their movement allowance, but they cannot
move further. Movement need not be in a straight line, a fighter can turn and zig-zag around terrain
as appropriate. After moving, a fighter can turn to face any direction.
Sometimes, when you measure out movement, it may become obvious that a fighter does not have as
much movement as hoped and will end their movement short of where you had planned. In this case,
move the fighter as far as possible in the desired direction, and try to make good use of any available
cover!
© Copyright Games Workshop Limited 2018
NECROMUNDA
FREQUENTLY ASKED QUESTIONS
AND ERRATA V.1
2
In the case of a Charge (Double) action, if a fighter has insufficient movement, they will end their
move short of combat and often in a very dangerous position!”
Page 69 – Autogun
The Short Range of this weapon should be 8".
Page 69 – Autopistol
The Ammo Characteristic of this weapon should be 4+.
Page 76 – Respirator
The first sentence of the second paragraph should begin:
“If a fighter with a Respirator…”
Page 76 – Stimm-slug Stash
The final sentence of the second paragraph should begin:
“At the start of the End phase…”
Page 78 – Weapon Traits
Add the following weapon traits here:
ENTANGLE: Hits scored by weapons with the Entangle trait cannot be negated by the Parry trait. In
addition, if the hit roll for an Entangle weapon is a natural 6, any Reaction attacks made by the target
have an additional -2 hit modifier.
FEAR: Instead of making an Wound roll for an attack with the Fear trait, the opposing player makes
a Nerve test for the target, subtracting 2 from the result. If the test fails, the target is immediately
Broken and runs for cover.
Page 79 – Weapon Traits
Add the following weapon trait here:
RENDING: If the roll to wound with a Rending weapon is a 6, the attack causes one extra point of
Damage.
Page 79 – Toxin
The first line should read:
“Instead of making a Wound roll for a toxin attack,”
Page 85 – Iron Will
The first line should read:
“Subtract 1 from the result…”
Page 85 – Rally (Basic)
The first line should read:
“If the fighter is Active, they can make the following action:”
Page 89 – Marksman
The second sentence should read:
“In addition, if the hit roll for a ranged attack made by the fighter is a natural 6 (when using a
weapon that does not have the Blast trait), the attack’s Damage is doubled (if they are firing a Rapid
Fire weapon, only the first hit’s Damage is doubled).”
3
Page 89 – Iron Will
The first line should read:
“Subtract 1 from the result…”
Page 89 – Rally (Basic)
To clarify when this action can be made, the first line should read:
“If the fighter is Active, they can make the following action:”
Page 104 – Crews Table
The header on the left should read:
2D6
Page 105 – Setting Up
Add the following line to the end of the ‘Setting Up’ paragraph:
“The defender then sets up their entire crew within the green deployment zone. Finally, the attacker
sets up their crew within the red deployment zone.”
NECROMUNDA: UNDERHIVE GANG TACTIC CARDS
‘Group Tactics’ Tactics Card
Disregard the line that reads:
“Each of them must make the same action.”
‘Scrag’ Tactics Card
Replace the line that reads:
“Play this card after both gangs have been set up at the start of the battle, before the first round
begins. “
With:
“Play this card after one of your fighters puts an enemy out of action in close combat.”
NECROMUNDA: UNDERHIVE QUICK
REFERENCE SHEET
‘Fight’ Action
Replace the header that reads:
“FIGHT (DOUBLE)”
With:
“FIGHT (BASIC)”
NECROMUNDA: UNDERHIVE FIGHTER CARDS
ERRATA
Skullshank (Leader) Fighter Card
The stubber component of Skullshank’s combi-pistol should have an Ammo characteristic of 4+.
Brakk Fighter Card
Brakk’s stubber should have an Ammo characteristic of 4+.
4
FREQUENTLY ASKED QUESTIONS
Page 39 & Page 70 – Lasgun
Q. The stats given for the lasgun on page 39 differ from those given later. Which are correct?
A. The stats given on page 70 are correct.
Page 46 – Actions
Q. When activating a fighter, do I have to declare both actions at once?
A. No, if you declare a Simple or Basic action you fully resolve that, then move on to the fighter’s
second Simple or Basic action. If however you are making a Double action, declaring and resolving
that uses up both actions!
Page 58 – Target Priority
Q. When making a Ranged Attack, can I ignore Prone fighters for the purposes of Target Priority?
A. Good question. When a fighter is Prone, they are either Pinned or Seriously Injured. Often, a
Pinned fighter can be ignored, as they are likely to be behind cover and harder to target, meaning
that another fighter may be easier to hit. However if that is not the case, for instance, if the required
hit roll for a Pinned fighter is the same as a fighter further away, the Pinned fighter takes priority.
When a fighter is Seriously Injured, they do not represent the most obvious threat, therefore they can
be freely ignored.
Page 62 – Leading By Example
Q. Does this rule only apply to Cool checks made as part of a Bottle test, or all Cool checks?
A. This only applies to Bottle tests.
Page 70 – Grenade Launchers:
Q: Do grenade launchers follow the same rules for grenades when they run out of ammo after a
failed Ammo check?
A: No, an Ammo check fail on a grenade launcher might represent a weapon jamming or some other
minor malfunction, but we can assume the wielder carries sufficient ammo for the battle and if they
are able to clear the fault then they are able to reload. This is factored into the cost of the weapon.
Page 79 – Rapid Fire (x)
Q. If attacking with a pistol in close combat, can I use the Rapid Fire (x) trait?
A. You can indeed.
Page 85 – Iron Will
Q. In Gang War, this skill says to “subtract 1 from the result of any Bottle tests…” Which is correct?
A. Gang War is correct, obviously adding 1 to the result isn’t much of a bonus!
Page 95 & Page 105 – Setting Up
Q. Which colour deployment zones are for the attacker and which are for the defender?
A. Red deployment zones are for the attacking gang, green is for the defender.
Melta Trap, Frag Trap & Gas Trap Cards
Q. Can any fighter make this action?
A. Yes, so long as they are Active.
5
NECROMUNDA: GANG WAR
ERRATA
Page 23 – Visit the Trading Post
The heading (“Visit the Trading Post”) should simply read “Trade”, to be consistent with how it is
referenced elsewhere.
Page 26 – The Showdown
The steps the gangs should follow in preparation for the showdown are:
2, 4, 5 and 6 of the post battle sequence.
Page 36 – Suspensors
Replace the description of what this item does with:
“An Unwieldy ranged weapon fitted with suspensors is far more manoeuvrable. Firing it becomes a
Basic action rather than a Double action.”
Page 37 – Weapon Traits
Add the following two weapon traits here:
ENTANGLE: Hits scored by weapons with the Entangle trait cannot be negated by the Parry trait. In
addition, if the hit roll for an Entangle weapon is a natural 6, any Reaction attacks made by the target
have an additional -2 hit modifier.
FEAR: Instead of making an Wound roll for an attack with the Fear trait, the opposing player makes
a Nerve test for the target, subtracting 2 from the result. If the test fails, the target is immediately
Broken and runs for cover.
Page 39 – Weapon Traits
Add the following weapon trait here:
RENDING: If the roll to wound with a Rending weapon is a 6, the attack causes 1 extra point of
damage.
Page 39 – Toxin
The first line should read:
“Instead of making a Wound roll for a toxin attack,”
Page 40 – Bulging Biceps (Brawn)
Replace the explanation of how this skill works with:
“This fighter may wield an Unwieldy weapon in one hand rather than the usual two. Note that
Unwieldy weapons still take up the space of two weapons with regards to how many a fighter may
carry.”
Page 40 – Connected (Savant)
Replace:
“Seek Rare Item”
With:
“Trade”
6
Page 43 – Mighty Leap (Agility)
Replace the explanation of how this skill works with:
“When measuring the distance of a gap this fighter wishes to leap across, ignore the first 2" of the
distance. This means a fighter with this skill may leap over gaps of 2" or less without testing against
their Initiative. All other rules for leaping over gaps still apply.”
Page 43 – Savvy Trader (Savant)
The first line should read:
“When this fighter makes a Trade post-battle action (see page 23)…”
Page 53 – Sneak Attack
The heading here should be larger, both the “Sentries” and “Raising The Alarm” sub-headings are
part of the Sneak Attack section. When a scenario states that the Sneak Attack rules should be used,
that means the Sentries and Raising The Alarm rules are also in use.
Page 59 – Reputation
The first line should read:
“If more defenders escaped than went Out of Action, the defenders gain 2 Reputation. If more
defenders went Out of Action than escaped, the attackers gain 1 Reputation.”
Pages 62 and 64 – Crews
In each case, add the following before the first paragraph:
“This scenario uses the rules for Sneak Attacks (Sentries & Raising the Alarm) on page 53.”
Page 64 – The Captive(s)
The last sentence of the ‘Captives(s)’ section should read:
“In a skirmish battle, the attacker picks one of their fighters at random to act as the Captive.”
FREQUENTLY ASKED QUESTIONS
Page 12 – Campaign Newsletter
Q. This section suggests a leaderboard based on Gang Rating or Turf Size, but the Apotheosis section
on page 26 specifies that the Top Dogs are determined by Reputation with Rating as the tie-breaker.
Which method is correct and is it possible to use different methods as this appears to suggest?
A. Reputation is indeed what matters and is used at the end of the campaign to determine who the
Top Dogs are, so page 26 is correct. But mid-campaign it is fun to include other ways of ranking
gangs, and this section aims to give some ideas to use in newsletters.
Page 22 – Deploy
Q. This section mentions setting up both crews and gangs. Which is correct?
A. Crew. As always, players select and set up a crew for the game.
Page 24 – Stash
Q. Can a new fighter be equipped with weapons and wargear held in the gang’s Stash?
A. Yes. As well as being redistributed amongst other fighters, a new fighter may be equipped for free
from the gang’s Stash, providing of course that normal restrictions on weapon type are followed. For
example, a newly hired Goliath Juve cannot be equipped with a heavy bolter from the Stash. Simply
delete the items from the Stash and add them to the new fighter’s Fighter card.
7
Page 27 – The Effects of Downtime
Q. In Step 2, any captives still held are returned for half their Credits value. Who pays this?
A. In the downtime between campaigns, friends and family club together to raise the ransom. They
can’t pay in full but the captor doesn’t care, they are sick of feeding their hostage by now and keen
to be rid.
Page 39 – Rapid Fire (x)
Q. If attacking with a pistol in close combat, can I use the Rapid Fire (x) trait?
A. You can indeed.
Pages 46 and 50 – Gangers: Equipment
Q. Here and in the corresponding text in the Escher section on page 50, it states “They can be
equipped with Armour…”, but no price for Armour is given in the whole book. It appears that only
Leaders and Champions can have Armour, and they start with it. Is there a section on Armour
missing?
A. At present Gangers cannot buy Armour, but in the future more options will be introduced.
GOLIATH GANG TACTICS CARDS PACK
ERRATA
A Good Day
The text on this card should read:
“Choose a Champion or Leader model in your crew. Tuck this card under that fighter’s card. For the
duration of the game, Cool checks for other fighters from your gang have a +2 modifier if they are
within 3" of the chosen Champion or Leader.”
   
Made in se
Lead-Footed Trukkboy Driver





Stockholm, Sweden

Ok, so Toxin now bypasses multiple wounds. Great against Leaders and Champions, not as great against gangers...

Oguhmek paints Orks (and Necrons): 'Ere we go!
 
   
Made in se
Executing Exarch






 Oguhmek wrote:
Ok, so Toxin now bypasses multiple wounds. Great against Leaders and Champions, not as great against gangers...


Oh but it's still extremely good against normal gangers. With a S3 weapon against a T3 ganger, assuming you hit, you have a 33% chance to first wound and then cause either a Serious Injury or OOA. With a Toxin weapon against a T3 ganger, assuming you hit, you have a 62,5% chance of the same result. S4 weapon against T3 ganger, the odds are 43,56%, so Toxin is still a lot better. Against multiple wound models the math is off the charts in favour of Toxin obviously. So basically Toxin weapons are incredible and might now be OP?

This message was edited 4 times. Last update was at 2018/03/05 15:04:15


 
   
Made in vn
Dakka Veteran




 Oguhmek wrote:
Ok, so Toxin now bypasses multiple wounds. Great against Leaders and Champions, not as great against gangers...


They are great against everything, you are just assuming that ganger are not dangerous enough to be a target.


On the other hand Bulgin Bicep now only apply on melee weapons. Wow great skill.

That unwieldy + suspensor change affect orlock greatly.

This message was edited 1 time. Last update was at 2018/03/05 15:11:52


 
   
Made in gb
Aspirant Tech-Adept




United Kingdom

Forge World Preview: Pets of Necromunda


Automatically Appended Next Post:
Spoiler:
While the gangers of Necromunda may be hardened, cold-hearted killers, even they’re not immune to the charms of small critters, and more prestigious gang members are known to keep all manner of exotic pets.

This being Necromunda, such creatures are often as twisted and mutated as their owners, and more often than not, they’re employed by the gangs in their endless Turf Wars. Future Gang War supplements won’t just broaden your arsenal of weapons, armour, gadgets and gangs, but will also allow you to add these creatures to the mix.

At the Horus Heresy and Necromunda Weekender, we got a first look at what some of these might look like. Firstly, the Phyrr Cat, associated with House Escher.

https://whc-cdn.games-workshop.com/wp-content/uploads/2018/03/FWPreview-Mar5-EscherCat1te-500x336.jpg

Next, we got a chance to check out the bomb-rats employed by the fanatics of House Cawdor – they really will recycle anything…

https://whc-cdn.games-workshop.com/wp-content/uploads/2018/03/FWPreview-Mar5-BombRat3cq-500x336.jpg

Last, but far from least, we saw a hungry-looking crocodilian creature belonging to House Goliath.

https://whc-cdn.games-workshop.com/wp-content/uploads/2018/03/FWPreview-Mar5-GoliathCroc2rd-500x336.jpg

We’re informed by the artist that she’s called Mabel and genuinely quite sweet once you get to know her. Provided she’s been fed.

We’ll be keeping you posted as to when you can add these critters to your gang, but in the meantime, make sure to grab the latest Gang War supplement for rules for Orlock gangs, Bounty Hunters, Hive Scum and much more…

This message was edited 2 times. Last update was at 2018/03/05 15:13:23


 
   
Made in ie
Crazed Spirit of the Defiler




Ireland

Wow I am way behind.

Glad to see the Toxin weapons got FAQ'd at least.

This message was edited 1 time. Last update was at 2018/03/05 15:42:24


By the 37 keys of Tzeentch,We open the way for our brothers,
By the 1000 whispers of Slaanesh we call to them,
By the 12 plagues of Nurgle we fell their enemies,
And by the mighty axe of Khorne we cut open the world for them!

- Ritual of Summoning, Recited by Amphion and Zethus Dark Sorcerers of the Deimos Peninsula,Kronos


 
   
Made in gb
Wight Lord with the Sword of Kings






UK

 Voodoo_Chile wrote:
Wow I am way behind.

Glad to see the Toxin weapons got FAQ'd at least.


Thanks - FINALLY!

Toxin fixed!

At present Gangers cannot buy Armour, but in the future more options will be introduced
.

"Unimaginably ancient xenos artefact somewhere on the planet, hive fleet poised above our heads, hidden 'stealer broods making an early start....and now a bloody Chaos cult crawling out of the woodwork just in case we were bored. Welcome to my world, Ciaphas."
Inquisitor Amberley Vail, Ordo Xenos

"I will admit that some Primachs like Russ or Horus could have a chance against an unarmed 12 year old novice but, a full Battle Sister??!! One to one? In close combat? Perhaps three Primarchs fighting together... but just one Primarch?" da001

www.dakkadakka.com/dakkaforum/posts/list/528517.page

A Bloody Road - my Warhammer Fantasy Fiction 
   
Made in gb
Aspirant Tech-Adept




United Kingdom

Send your questions to - necromundafaq@gwplc.com
   
Made in no
[DCM]
Necron of Munda





Much anticipated! Very nice.

I got a little bit confused in one of the earlier parts about movement:


"When activating a fighter to make any of the previously listed actions, declare a general direction in
which they will move, then measure out the movement. A fighter is not obliged to move their full
movement allowance, they can move any distance up to their movement allowance, but they cannot
move further."

Then later in the same section, this comes up:

"Sometimes, when you measure out movement, it may become obvious that a fighter does not have as
much movement as hoped and will end their movement short of where you had planned. In this case,
move the fighter as far as possible in the desired direction, and try to make good use of any available
cover!"

I mean, can I move "any distance up to their movement allowance" or must I "move the fighter as far as possible in the desired direction"?

This message was edited 1 time. Last update was at 2018/03/05 16:05:54


 
   
Made in us
[MOD]
Decrepit Dakkanaut







Woah, a GW FAQ. Glad to see that there' scontinued support
of this game. Looking forward to seeing more!

DR:70+S+G-MB-I+Pwmhd05#+D++A+++/aWD100R++T(S)DM+++
Get your own Dakka Code!

"...he could never understand the sense of a contest in which the two adversaries agreed upon the rules." Gabriel Garcia Marquez, One Hundred Years of Solitude 
   
Made in no
[DCM]
Necron of Munda





 H.B.M.C. wrote:

Baxx wrote:
The facts are: Gang War 2 is missing the rule. The only way to get the rule is through another paid content. In my eyes, that is sleazy. Should GW release a pdf where it is included, the problem is solved. So far they have not done that. That's all I got to add.
Sleazy implies that it was their intent to do that. Do you think they intended that?

Looks like Rending is included in the FAQ now, so that was a lot of fuzz for nothing


Automatically Appended Next Post:
 malfred wrote:
Woah, a GW FAQ. Glad to see that there' scontinued support
of this game. Looking forward to seeing more!

But there has been continued support every month if not every week even. And the support will most likely continue for more than 9 months ahead!

This message was edited 1 time. Last update was at 2018/03/05 16:15:12


 
   
Made in gb
Longtime Dakkanaut




Baxx wrote:
Much anticipated! Very nice.

I got a little bit confused in one of the earlier parts about movement:


"When activating a fighter to make any of the previously listed actions, declare a general direction in
which they will move, then measure out the movement. A fighter is not obliged to move their full
movement allowance, they can move any distance up to their movement allowance, but they cannot
move further."

Then later in the same section, this comes up:

"Sometimes, when you measure out movement, it may become obvious that a fighter does not have as
much movement as hoped and will end their movement short of where you had planned. In this case,
move the fighter as far as possible in the desired direction, and try to make good use of any available
cover!"

I mean, can I move "any distance up to their movement allowance" or must I "move the fighter as far as possible in the desired direction"?


The second case is only when you don't have enough movement to get to where you want. You then move as far as possible.

In normal circumstances you can move "up to" their movement allowance
   
Made in no
[DCM]
Necron of Munda





Ok, thanks for answer. There is one more thing that confuses me.

About Target Priority for shooting. I thought an attacking fighter cannot target an enemy if the enemy is both Prone and in cover (they are assumed to be out of sight). Don't remember the page number, think it was under some title like "Fighters In Hiding".

But the FAQ clearly says this:


Q. When making a Ranged Attack, can I ignore Prone fighters for the purposes of Target Priority?
A. Good question. When a fighter is Prone, they are either Pinned or Seriously Injured. Often, a
Pinned fighter can be ignored, as they are likely to be behind cover and harder to target, meaning
that another fighter may be easier to hit. However if that is not the case, for instance, if the required
hit roll for a Pinned fighter is the same as a fighter further away, the Pinned fighter takes priority.

When a fighter is Seriously Injured, they do not represent the most obvious threat, therefore they can
be freely ignored.

(Bold font added by me)

This message was edited 3 times. Last update was at 2018/03/05 16:41:18


 
   
Made in vn
Dakka Veteran




It mean the fighter is pinned and is not in cover, and didn't have the lie low skill.
   
Made in gb
Longtime Dakkanaut




Yup, it essentially means being pinned makes no difference. You still check LoS/cover etc and the rules regarding target priority are the same as ever.
   
Made in no
[DCM]
Necron of Munda





Maybe I have been misinformed. There never existed any rules for Target Priority that said you could not target Prone fighters in cover?

Another less important but slightly confusing text in the FAQ:

Pages 46 and 50 – Gangers: Equipment
Q. Here and in the corresponding text in the Escher section on page 50, it states “They can be
equipped with Armour…”, but no price for Armour is given in the whole book. It appears that only
Leaders and Champions can have Armour, and they start with it. Is there a section on Armour
missing?
A. At present Gangers cannot buy Armour, but in the future more options will be introduced.

Certainly, Gangers start with armour? I can't find anything indicating that only Leaders and Champions can have Armour and only they start with it.

This message was edited 2 times. Last update was at 2018/03/05 17:29:55


 
   
Made in gb
Longtime Dakkanaut




That's not where the question is coming from.

People wanted to know if they were obliged to target pinned enemies that were closest to them, or could they ignore them and target the closest guy on their feet.

The FAQ just says there is nothing special about being pinned when determining target priority.

So you would be obliged to target the nearest guy if he were pinned or not, unless he was harder to hit than a more distant enemy (exactly as is the case were he not pinned).
   
Made in gb
Longtime Dakkanaut






You still lie models down that are Pinned, don't you? Which usually means they go from being partially obscured by cover to being totally out of LOS. If you can still see a Pinned model (if they're out in the open, for example), then feel free to shoot the fool.

Edit - sorry, I also misunderstood the question.

This message was edited 1 time. Last update was at 2018/03/05 17:32:27


 
   
Made in no
[DCM]
Necron of Munda





I had the impression you could not target Prone fighters partially obscured by cover (this was perhaps incorrect on my part). Rarely does any of my fighters go totally out of LOS simply by laying them down. The FAQ indicates that even if a Prone fighter is in cover, they still need to be harder to hit in order to be ignored by Target Priority.

This message was edited 2 times. Last update was at 2018/03/05 17:46:50


 
   
Made in gb
Longtime Dakkanaut






No; there's a difference between Prone and Pinned. Models that are Pinned and models that are Seriously Injured are both Prone (as are models that voluntarily choose to go Prone, if that's allowed), but it's not being Prone that means you don't have to target them if they're closest; it's being Seriously Injured.

You can target a Seriously Injured fighter if you want (but they'd need to be the closest target); it's just that you can ignore them if they're closer than other models (who may be standing or Pinned and Prone).
   
Made in gb
Longtime Dakkanaut




You can target prone fighters partiality obscured

Fighters can then be ignored if there is an easier target further away (being prone or not doesn't matter).
   
Made in no
[DCM]
Necron of Munda





Thanks alot. I thought I remembered specifically that Prone fighters (Pinned & Seriously Injured) that are in cover could not be targeted, I was clearly mistaken!

Edit: Just came home from work, opened up the rulebook to find this:

FIGHTERS IN HIDING

The attacking fighter cannot target an enemy if the enemy is both Prone (see page 43) and in cover (see page 49) - they are assumed to be out of sight.
-Underhive Rulebook, page 48, chapter Shooting


...just saying.

So back to the confusing part:

There is one more thing that confuses me.

About Target Priority for shooting. An attacking fighter clearly cannot target an enemy if the enemy is both Prone and in cover (they are assumed to be out of sight).

But the FAQ says something completely different:


Q. When making a Ranged Attack, can I ignore Prone fighters for the purposes of Target Priority?
A. Good question. When a fighter is Prone, they are either Pinned or Seriously Injured. Often, a
Pinned fighter can be ignored, as they are likely to be behind cover and harder to target, meaning
that another fighter may be easier to hit. However if that is not the case, for instance, if the required
hit roll for a Pinned fighter is the same as a fighter further away, the Pinned fighter takes priority.
When a fighter is Seriously Injured, they do not represent the most obvious threat, therefore they can
be freely ignored.


(Bold font added by me)

I think this FAQ is a good thing and I want to encourage more of it, but it is slightly frustrating to see answers about what types of "ranking" in mid-campaign could be "fun". There's still quite a few unanswered questions completely ignored (some I noted down here):
- When you hire a Champion their stat caps for Wounds and Attacks is 3. Juves and Gangers who become Champions through promotion have a cap of 2 for those same stats, meaning a Promoted Champion is inferior to one that is hired.
- Juves require 6 advancements to match the stats of a ganger, which even when you take into account the 10xp for +1 M and +1 I puts them 34xp behind a Ganger. They are never going to be worth the 30 credits you save by hiring one instead of a Ganger.
- Juve maximum stats cap much lower than a normal fighter of any other type, in long term campaigns it makes them redundant.
- The Gang Value increase for WS/BS and WP/Int seems to be the opposite of the Champion/Leader/Juve table.
- Escher Laspistol/Lasgun costs 5/10 in rulebook, but 10/5 in Gang War 1.
-Deadlock Tactics card should be Zone Mortalis only, but says Sector Mechanicus Only (the card interacts with Doors)
-Does Champions/Leaders start with 1 advancement (initial skill) or not? GW1 page 14 says it is an advancement, but example on GW1 page 16 ignores this.
-Goliath Stimm Surge card, what happens on a 4+?
- Since blast and template weapons don't target fighters, they can make attacks against fighters that are Hidden. Is this on purpose?
-Stub gun has plentiful, but plasma/stub combi-pistol does not have plentiful for stub gun (Main rule book)
- When charging, what happens when move is insufficient to bring model in b2b, but still within 1”?
-stray shots hits on 4+, better to target a distant enemy, with higher probability hitting someone in between (even if they have more cover)
- The rules and cost of Grenade Launcher makes it an extremely powerful weapon for its cost. No negative to hit modifier, no need to target closest enemy and high chance of hitting even if the hit roll fails due to how scatter works.

We also have a ton of weapon profile inconsistencies:
-Lasgun short range, 16" or 18"? The FAQ just compares the two in the main rulebook, doesn't mention the 3rd alternative in GW1 and GW2 at all.
-Fighting knife has different profile on the pre-made cards for Grendel and Varik
-Shock whip is still not answered for.
-Spud-jacker has different profiles on pre-made card for Nox and Brakk
-Stiletto knife has different profiles on pre-made cards and rulebook/GW1.
-Blasting charge have different radius in GW2 from Genestealer Cult article (maybe too soon to be FAQ'ed).
-Krumper Rivet cannon has different profile in pre-made card for Grendel and GW1/2/rulebook.
-Plasma-stub combi pistol has different Traits not accounted for in FAQ.
-Stub gun still not accounted for (no Pistol trait in GW2)
-Needle rifle (part of Combi bolter) in Gang War 1 has +1 to hit short range, S4 and no damage while Needle rifle in Gang War 2 has no hit modifiers, S5 and D1. (Needle pistol in White Dwarf Genestealer Cult has +2 to hit short range, S4 and no damage).

This message was edited 9 times. Last update was at 2018/03/05 19:29:09


 
   
Made in gb
Longtime Dakkanaut






Perhaps you would have been better served sending that post to NecromundaFAQ@gwplc.com

As for errors in GW 2, this document is fairly clear that it doesn't cover that book yet.

Looking at the bits you've quoted about being Prone and behind cover, the important bit on page 48 of the rulebook is "they are assumed to be out of sight", because the Zone Mortalis rules use a top-down 2D LOS rule. If you're using the Sector Mechanicus rules, then a model lying down behind one of the plastic barricades (or equivalent terrain) is indeed out of sight because of the reduced height of the model.
   
 
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