So taking some of the unanswered questions and applying some (reasonable) logic:
1.04 [Close combat attack] [Attack dice] (RB p68)
What exactly is a Close combat attack?
The simplest explanation is that a 'Close combat attack' is a single dice roll against an enemy model, so a model with a profile of 3A using a single weapon makes 3 Close combat attacks. This is somewhat supported by the wording on pg69 under Assists which states that '
When a fighter makes a close combat attack, they can claim an assist... Each assist claimed in this way adds 1 to the result of the hit roll'. Also there's discussion about 'Reaction Attack
s' in the rules, which seems to imply the same. It's absolutely not clear, but the simplest explanation and one that aligns with the 40k rules which Necromunda is (loosely) based upon, is that 1 die = 1 Close combat attack.
2.05 [Psyker] [Peril of the Warp] [Whispers from the Warp] [Insanity] (RB p60, 76)
If a Psyker triggers the Whispers from the Warp peril while casting a Simple or Basic Psychic power as their first action, can they make a second Simple/Basic action as normal or should they immediately roll for Insanity?
My thinking is the latter. Reasoning being that the two actions are clearly consecutive, otherwise a double-Move action would not do anything, so the second action takes places after the first is entirely resolved. This includes effects from the first Action, so if your first action is to toss a grenade 2" which explodes and gives you a Flesh Wound, you should apply the -1T to your second action. Thus you should roll for Insanity immediately.
6.03 [Experience] (RB p84)
A fighter gains Experience "if their action directly causes an enemy fighter to go Out of Action". What does it mean exactly? For instance, if a fighter falls on an enemy fighter and they both go Out of Action as a result, does any of those fighters get XP? If a fighter uses a weapon with Knockback to have an enemy fighter fall on another enemy fighter and they both go Out of Action as a result, does this fighter get XP for both enemy fighters? If a fighter Seriously injures an enemy fighter and they go Out of Action during the Recovery phase of the same turn, does this fighter get XP?
My rule of thumb for this is that if the fighter deliberately does an action that causes an enemy to go OOA they receive experience. So taking the examples in turn:
1. If they fell deliberately then they get XP, the enemy gets nothing. If they fell by accident, neither fighter gets XP.
2. Rule-of-cool, if they somehow manage to get this pulled off they absolutely deserve XP for both!
3. Yes.
There's absolutely some complexity around recovery, to reduce book-keeping I'd say you only get XP if they go OOA on the same turn as your action. So if they go OOA 2 turns later due to recovery rolls, you get nothing.
7.04 [Drinking Hole] (RB p102)
Should the marker that non-Delaque fighters get for using the Drinking Hole special boon be treated as a "drunk" condition, or are they cumulative? (if a fighter rerolls two Cool checks during the game, do they get a -2 to hit penalty?) Is there any limit on the number of Cool checks each fighter can reroll this way during the game?
There's no mention in the rules about it stacking, so I'd say once you've used the boon on a character he can re-roll any/all Cool checks but only ever suffers a -1 penalty.
7.05 [Mine Workings] (RB p105)
If a player controls a Mine Workings territory, can they send Captives working the mine before their owner had a chance to attempt a Rescue mission?
Yes. Income is part of the post-game sequence, while Rescue is done in the pre-game sequence. There's no complex interaction between these tbh.
7.07 [Archeotech Device] (RB p107)
How does the Archeotech device work exactly? Are the chosen traits and affected weapons locked once and for all, or can you change everything during each post-battle
Typo here, it's Arch
aeotech
I'd say once picked it is fixed and cannot be changed. You can add the same trait to new weapons purchased, but once selected the trait is locked in. I'd also say that you
can add the trait to existing weapons at a later stage, otherwise it's additional book-keeping to track when weapons were purchased, lost, sold, etc.
7.08 [Archeotech Device] [Close combat] [Unstable] (RB p107 — GotU p144)
Can the Archeotech Device be used to give traits to close combat weapons? If so, what does Unstable do on a close combat weapon?
Hrm. I'm tempted to allow Close Combat Weapons to receive traits, if nothing else to try and keep some semblance of parity between shooting and melee (hah). I'm in two minds here, either melee weapons should gain
Reckless (Which aligns with the Rogue Factoria counterfeit weaponry boon) or if you want some hilarity you roll a firepower dice with every attack dice using that melee weapon and on a 1-3 the melee weapon takes your fighter OOA.
Reckless is a bit 'bleh' and not a huge drawback, but not all the traits have much of an effect on a Melee weapon so maybe it evens out?