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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
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?
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
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.
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
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
At present Gangers cannot buy Armour, but in the future more options will be introduced
.
I AM A MARINE PLAYER
"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
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
Woah, a GWFAQ. 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
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 GWFAQ. 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
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
2018/03/05 16:39:30
Subject: Necromunda Underhive - p116 pets and 1st FAQ
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
2018/03/05 16:45:26
Subject: Necromunda Underhive - p116 pets and 1st FAQ
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.
2018/03/05 17:11:17
Subject: Necromunda Underhive - p116 pets and 1st FAQ
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
2018/03/05 17:28:59
Subject: Necromunda Underhive - p116 pets and 1st FAQ
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).
2018/03/05 17:29:00
Subject: Necromunda Underhive - p116 pets and 1st FAQ
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
2018/03/05 17:36:00
Subject: Necromunda Underhive - p116 pets and 1st FAQ
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
2018/03/05 17:40:37
Subject: Necromunda Underhive - p116 pets and 1st FAQ
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).
2018/03/05 17:41:50
Subject: Necromunda Underhive - p116 pets and 1st FAQ
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
2018/03/06 11:22:21
Subject: Necromunda Underhive - p116 pets and 1st FAQ
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.