List of questions for a future FAQ update

I've got no idea how Shock Whips should work. 3" range, versatile?
 
bottom of the skills/abilities tab, unwieldy is misspelt twice as unwiedly

in weapons traits tab, blasts and templates weapons (2nd from bottom) line, hiding typed as hidding.

weapon profile tab, halfway down it, the stub gun in gang war 2.... . Do yu confirm.... (should be you)

they are the typos I could spot from a quick read through. Hope that helps a bit mate.
 
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All fixed. Thanks @spafe!

I've got no idea how Shock Whips should work. 3" range, versatile?
Is your question about how Versatile itself works? (this I can answer) or about whether or not the Shock Whip should have this Trait? (this is one of the questions I listed, but consensus is that it should)
 
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sorry to be so nitpicky...
 
I don't agree with the phrasing of the first question under Tactic cards. It says:
"The Goliath Tactic card Stimm Surge makes the player roll 1D6 and gives the corresponding outcomes if a 1, 2 or 3 is rolled. Is the 4-6 result missing or does nothing happen in this case?"
I think that is a bit too leading, since the choices of answer "4-6 missing, or "nothing happens" would mean the same thing.

I personally think the problem is that it should be a D3 rolled, not a D6.
Therefor, I think the question should be phrased as:
"The Goliath Tactic card Stimm Surge makes the player roll 1D6 and gives the corresponding outcomes if a 1, 2 or 3 is rolled. Is the D6 supposed to be a D3, or is the 4-6 result missing?"

This phrasing would mean the Designers would have to think a bit instead of just saying "Yes".

*Edit*
Other than that, I have no objections. Really impressive work Thorgor, I think I speak for all (frustrated) N17 players that this initiative is highly appreciated!
 
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I think that is a bit too leading, since the choices of answer "4-6 missing, or "nothing happens" would mean the same thing.
I didn't mean it that way (I was more "Did you forget to explain what happens, or does nothing happens?") but I can see how it can interpreted that way, and it indeed closes the door on the D3 theory I completely forgot about.
Long story short: your version is better and it's now fixed. Thanks!
 
All fixed. Thanks @spafe!


Is your question about how Versatile itself works? (this I can answer) or about whether or not the Shock Whip should have this Trait? (this is one of the questions I listed, but consensus is that it should)

All of the above :) I must have missed your entry for it. Is it versatile and does it have a 3" range? How does versatile work btw? I'm guessing it's for using a single weapon for melee and range, but I'm not sure if it's all done with WS and how many attacks you get etc.
 
All of the above :) I must have missed your entry for it. Is it versatile and does it have a 3" range? How does versatile work btw? I'm guessing it's for using a single weapon for melee and range, but I'm not sure if it's all done with WS and how many attacks you get etc.
Whether it has Versatile or not is currently unknown, but we are almost certain it should have it. The Shock Whip has had the following profiles so far:
SourceS RngL RngS AccL Acc StrAPDAmmoTraits
Necromunda UnderhiveE3"41Shock, Versatile
Gang War 1E3"S+11Shock, Melee, Versatile
Gang War 2ES+11Shock, Melee
We think that the profile from GW2 is in error since other similar weapons (the Lash Whip and the Grab hook) still use it.

Versatile has the following definition:
If the wielder of a Versatile weapon is Engaged, it counts as a Melee weapon. Otherwise, it counts as a Ranged weapon.

This means that you can either use the Whip as a Melee weapon when you are engaged (with a Weapon Skill check, and the normal number of attacks depending on your A characteristic, whether you charged or not, whether you are using another weapon, etc.) or use it as a gun to shoot at an enemy 3" away or closer (single attack with a Ballistic Skill check and cover/etc. modifiers as usual, but without rolling the Firepower dice since the Whip can't run out of ammo.)
 
Cheers mate. Much appreciated. The GW version makes most sense to me.
 
I definetly think we all should sent in this question individually just to show them that there are a lot of people who care about this questions getting answered. Not sure if these are FAQ questions but questions I have:

Is it intended that blast weapons can shoot someone who is hiding (pinned in cover) or even someone out of line of sight by not targeting him and cover like a wall isn´t helping against a blast weapon?

Not sure how to put this one in words.... Is it intended that if you save enough credits while creating your gang you can give every Ganger of your Gang a special weapon afther the first game? I mean whats the point of a special weapon if anyone can have one?

Is it intended that Toxin weapons are as devasting as a melter? Shouldn´t they just be great at wounding but not at armor piercing and multi dmg?

Not sure how to put this one in words... Is it intended that if one of your Gangers Seriously Injured an enmey Ganger who than later went Out of Action due to a Recovery test, your Ganger do not gain any experience for this? In our campaigns this often feels quiet frustrating.
 
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To me the rules for toxin was clear (except the monumental wound aspect of it that has been much commented already), until I understood that some players had a different understanding. Does a toxic weapon (a weapon with the Toxic trait) always have its special “2D6 vs T” effect, or is it in any way dependent on the Synthesise poison action? As I interpret the rules, those are two independent things - a toxic weapon always uses its special damage mechanism. If the wielder has taken a Synthesise action, the weapon is also poisoned, resulting in T-1 for the target.

I have seen this discussed, and other interpretations have been made. But is has not been up for discussion i this thread, so I assume that most of us don’t feel a need for it to be addressed in an FAQ. Hopefully because it is obvious that it works the way I think . Have I understood the rules correctly?
 
@Morkey :
I'd rather send the list once and link them back to this thread to show that it's community supported (I dislike spam, and I figure that having all questions in one place will help them and may shorten the time needed to get the next FAQ update).
But that's just me being principled and probably a little naive, don't let it stop you from asking your own questions directly.

I'm pretty sure the Blast and Toxin questions are already in the OP somewhere. I'll add the other two. Thanks!

Have I understood the rules correctly?
Yes, you have. They slightly changed the wording for the Chem-synth in GW2, presumably to clear this up (it now says that the Gas/Toxin weapons are "enhanced"instead of "poisoned")

I'll probably send them the e-mail at some point tonight (in about 10 hours).
 
@Sundown Dreamer : Thanks for the feed-back.

I admire your attempt and commitment to organize the problems and mistakes and to seek clarification. I just believe that it should be as simple and objective as possible.

Apart from that, I am equally disappointed by the lack of quality and unnecessary mistakes in the rulebook. Even a scenario on the back of the envelope is a no-go! Overall, because of this, we haven't a good "design" and "game design" here.

Obviously we are all "early adopters", with all the disadvantages that this can bring. For that reason, I had thought long and hard about whether to wait until next Christmas as a precaution, and then decided to go in from the very beginning because I wanted to support the game and its development.

Some things have even annoyed me so much that it nearlly spoiled me the joy of my purchase and without the "Future of Necromunda" presented at the Horus Heresy & Necromunda Weekender, I might have given up. Also because I believe the sales strategy behind is so transparent and the cause of errors. That's probably why I think we should rely more on ourselves and the community ;-)