All questions answered by Jervis Johnson/Andy Chambers.
Q: Do you have to test for falling if you are already pinned within 1" of an edge and get hit again?
A: No, you only test when you are pinned, not hit.
Q: The weapons list for heavies doesn't say they can have basic weapons, but some heavy models have them, what's going on?
A: Oops, it's an oversight on our part I'm afraid. The models are right, heavies can have basic weapons.
Q: The Delaque skills list summary is different to the one in the main section of the book. Which one is the correct version?
A: The one in the main section of the book is correct (I hate summaries, they always do this!).
Q: Do hired guns count towards the number of members in a gang when working out income?
A: As is clearly stated in the rules they do not, they pay for their own supply of rat-burgers and ammo out of their hire fee.
Q: What happens to a model that is on fire from a flamer weapon at the end of the game?
A: Treat him as being down, so he will suffer a serious injury on a D6 roll of 4+.
Q: Can you roll to see if fighters with Inventor invent something as soon as they get the skill?
A: Yes, that's how the gang finds out!
Q: Can seriously injured models use skills between games (ie Inventor)?
A: No, they're lying around going "Oww!" a lot...
Q: Can a model with the Infiltrate skill set up in hiding?
A: Yes, as long as the scenario specifies that your gang can set up hidden.
Q: Do you have to use the Medic skill to reroll serious injuries as soon as they are rolled, or can you wait until you have rolled all of your injuries and then decide which ones to reroll?
A: You must use the Medic skill to reroll as soon as the injury is rolled.
Q: A fighter with the Armourer Techno skill gives everyone in the gang +1 on their ammo rolls. What happens if you get several models with the Armourer skill, do you add the bonuses together?
A: Hmmm, having multiple Armourers would simply mean that weapons were more fully checked before the game. So, yes, I'd say the bonuses add together, bearing in mind that an ammo roll of 1 is always a failure.
Q: In a Necromunda campaign, if you fail an ammo roll or the weapon explodes, is it lost forever?
A: No, the weapon is supplied with extra ammo or repaired after the game.
Q: In Necromunda, can I climb up and down ladders at the same rate?
A: Yes, as stated in the terrain section of the rules, ladders are treated as clear terrain, so each 1" you move up or down a ladder costs 1" of your move (it's assumed that gangers, having spent all their lives in the Underhive, can scamper up or down ladders with equal speed). As most ladders are 3" long this generally means it cost 3" of movement to go up or down.
At the Studio we have a house rule that a model that can't get to the top or bottom of ladder in one go isn't allowed to use it, but this isn't official and is just the way we play.
Alternatively, you can note down where-abouts on the ladder a model is on a piece of paper, or show its position with a lump of blu-tac.
Q: Can you climb up or down levels without using a ladder?
A: Yes, providing there are plenty of handholds (ie it's obviously climbable). Climbing up or down a level without a ladder is done at half movement rate.
Q: Do you deduct the value of any models missing a game (either because of the particular scenario rules or because they are suffering with an Old Battle Wound) from the gang's rating?
A: No, the gang's rating is based on its total value, not just who turns up on the day.
Q: Should plasma pistols have a sustained fire dice on maximum power, as in Warhammer 40,000 (second edition)?
A: Yes, they should have one sustained fire dice.
Q: If I have a model with Rapid Fire Skill (2 shots if you remain stationary), Fast Shot skill (one shot per attack the model has, let's assume 3) and Gunfighter skill (can fire one pistol with each hand), that's a potential 4 to 12 shots per turn depending on how you count it! Is this allowed, and if so how do you add up the shots?
A: OK, (takes deep breath) Rapid Fire and Fast Shot cannot be combined as they each modify the same thing (ie how many shots you can fire with your gun). In other words, you can either choose to have two shots for the Rapid Fire skill or one shot per attack for the Fast Shot skill, not both!
The Gunfighter skill allows you to fire this number of shots with each pistol, so it would mean you multiply the number of shots you can fire by two (but remember that the two separate pistols' stat lines are used for the respective shots). You should roll each shot one at a time because of the chance that failed ammo rolls will stop you firing. Also note that a plasma weapon on full power can only get a maximum of one shot per turn.
Finally, if you hit with more than one of your shots, you do not have to fire them all at the closest target (since things get confusing if you take a model out with your first shot). You can allocate second and subsequent shots that hit to nearby targets, just as if the model were firing a sustained fire weapon and managed to score multiple hits.
If you think this can make a rather gross character, you're right! But A) You would have to be exceedingly lucky to roll all of these skills, and B) Have you seen any John Woo movies?
Q: The Van Saar skills list summary is different to the one in the main section of the book, which is correct?
A: The one in the main section of the book is correct (I really, really hate summaries, they always do this!).
Q: When a Juve becomes a Ganger do you increase his cost from 25 to 50 in the gang roster, hence increasing the gang rating?
A: No, his increased number of experience points does that already (because they count towards the gang rating too).
Q: In Necromunda, when a model with the Inventor skill invents something do you roll for what it is on the Rare Trade Chart or the normal Trading Post chart?
A: The Rare Trade chart, otherwise the Inventor could come up with something really dull like a stub gun or a knife...
Q: If a Necromunda model is hit and goes down does it still count as pinned in its next turn (and hence unable to crawl 2")?
A: Yes. If it is hard to remember which models are down and pinned, either place a counter beside them as a reminder or make a note on a piece of scrap paper.
Q: Does a Necromunda fighter gain any experience for wounding a model who has already been taken down?
A: Absolutely not!
Q: In Necromunda, are models hit by a weapon with an area of effect still pinned?
A: Definitely!
Q: Can you use Rapid Fire or Fast Shot during the Fast Draw in the Necromunda Shoot Out scenario?
A: Yes.
Q: If a model is carrying a pistol and a basic weapon in a Shoot Out scenario can it use the pistol to gain an Initiative bonus in the Fast Draw?
A: Yes.
Q: In Necromunda, can you use the benefits of Vents and Tunnels in every scenario?
A: Both players can use them in scenarios 1 (Gang Fight), 2 (Scavengers), and 4 (Ambush). However, in an Ambush scenario, the defender can only use Vents and Tunnels for groups which he rolls a 6 for during deployment. Only the attacker can use Tunnels and Vents in scenarios 3 (Hit and Run), 5 (The Raid) and 6 (Rescue Mission). Neither side may use them in scenario 7 (Shoot-out). In the scenarios from Outlanders, the attacker may use Vents and Tunnels in Outlaw scenarios 1 (The Hit), and 2 (Loot & Pillage). Neither player may use them in Outlaw Scarios 3 (The Hunters) or 4 (Caravan). It is up to the Arbitrator to decide if they can be used in Arbitrator scenarios.
Q: When playing a Necromunda scenario that limits the number of fighters that a side may deploy on the first turn (eg Hit and Run), do the Tunnels and Vents territories enable that side to deploy three fighters at the end of the first turn in addition to the amount rolled? Or do they merely allow the gang to deploy the number of fighters rolled, but using the rules for Tunnels and Vents?
A: Just the number rolled (but see the answer to the other Vents/Tunnels question above).
Q: Do Vents let you only on the top level of your buildings, or any floor above ground level?
A: Any floor above ground level.
Q: Do the models using Vents of Tunnels have to emerge together, or can they be separated across the battleground?
A: They can be separated.
Q: Can a Jakara mirror shield save even if the Jakara is hit but not wounded?
A: Yes, make the saving throw even if a shot fails to wound, as it may still be blasted back at the firer.
Q: Can a Jakara use the mirror shield if pinned?
A: Most definitely, she's probably hiding behind it!
Q: If a model has an unmodified save (energy field/shield), is it pinned if it makes the unmodified save?
A: No.
Q: Spyrers weapons, ie. Orrus, Yeld and Malcadon - do they gain an extra dice for close combat or is it taken into account already in their stats?
A: It's already taken into account.
Back