List of questions for a future FAQ update

Question for Rescue Mission:

What happens if the defenders bottle and flee the battle before the Captive is 'freed' or 'taken flight'? The rules now seem to indicate that the Captives need to be freed per the 'Free Captive' action and escape the board per the 'Taking Flight' rules. This is also relevant to XP and Reputation rewards.

Feel free to improve the question by rewriting it.
 
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List has been sent (sorry for the delay, I've been busy fighting what appears to be a losing battle against the local Machine spirit to try and save a few TB of data :()
You can continue to propose new questions, I'll send them regular updates (on a weekly or montly basis, depending on the volume of new questions.)
 
It could make editing and tracking easier for you and the supporter if all added their questions with sources as a second identifier / feature (?).
For example:

Spoiler: Concepts

FAQ page 1 (RB Page 47) Moving: The FAQ for moving ....

Spoiler: Experience, Advancements and Promotions

WD March 2018 page 112: The rules for the GSC Adept ...

Spoiler: Scenarios

GW 1 page 52: When do reinforcements ....


Another thougt would be to set a deadline. - Maybe following the rules of a chaos cult in the (next?) White Dwarf?
 
Hi everyone,

Played a game today and this situation came up... An Orlock leader charged into combat with his base touching both an active Goliath fighter and a seriously injured Goliath fighter. The leader took the engaged Goliath out of action and immediately placed the coup.

Question 1) Should the leader have been allowed to also coup the other seriously injured Goliath?

Question 2) If a seriously injured fighter crawls (double action) away from an enemy fighter whose base is touching can they move away freely? The rules for retreat (basic) only apply if a fighter is engaged and this is defined where the models are standing?

Thanks,
Michael
 
Question 1) Should the leader have been allowed to also coup the other seriously injured Goliath?
No. You only get a free Coup de grâce action when you are not Engaged at the end of your Charge movement or when you Seriously injure an enemy fighter in close combat (and then the action must be used to take this enemy Out of action).

Question 2) If a seriously injured fighter crawls (double action) away from an enemy fighter whose base is touching can they move away freely? The rules for retreat (basic) only apply if a fighter is engaged and this is defined where the models are standing?
You are correct that the Retreat action can only be used by Engaged (and therefore Standing) fighters.
Your question begs a broader one: since a Standard/Half/Double move cannot be used to 'move within 1" of a standing or pinned enemy', what happens when you start one of these moves within 1" of a standing or pinned enemy?
Since the Retreat action uses a Standard move and obviously let you move away from an Engaged enemy (who becomes Standing the instant you begin moving away), I'd say that you can indeed move in this case, as long as the first thing you do is leave all the enemy 1" zones you are currently in. I'll add it to the list.
 
This is exactly the problem. If you want to make a set of Tournament rules do that. But nitpicking the rules FW is putting out which are made for friendly playgroup campaign play is not the same thing and seriously takes away from a lot of people's enjoyment of the game.

I feel like there needs to be a split here between people who want to balance the game for competitive play and people that are happy to enjoy the game with the extra rule "don't be a dick". I'm in the latter the category personally.
There’s the dangerous fallacy here that balance is irrelevant - or even somehow deleterious - to friendly/fluffy gaming. Under/overcosted options in a list have an impact even on ‘casual’ play. It makes the game dull for all involved when Little Timmy’s Eschers constantly kerbstomp Little Jimmy’s Goliaths because for aesthetic/arbitrary reasons the former chose lots of Lasguns and the latter Rivet Cannons (or whatever).
 
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I don't think I expressed myself well in that initial comment because I was very frustrated with the direction of a lot of the discussion. My point was that trying to balance the game for tournament play is a lot different than getting to the point of fair play which requires a certain amount of player cooperation. Necromunda has never been well suited to handling min/maxers and power gamers. In fact it makes more sense to try to achieve balance at the one off skirmish level rather than the campaign play where there are so many variables.
Surely doing either thing entails movement in the same direction? It’s not as though stopping to decipher unclear rules, or roll off to reconcile inconsistencies adds anything to anybody’s game. Nor, as I tried to make clear with the analogy above, does poor balancing not adversely impact ‘casual’ games.

I may be misinterpreting you, but you seem to setting yourself - or your personal interpretation of how the game should be played - up as a gatekeeper of what questions about the game’s rules it’s legitimate to ask. And that, with all due respect, meets my definition of ‘being a dick’.
 
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Following the Chaos Cult List in WD:

Pricing
Are (all) the price changes in the Chaos Cult weapon list intentional? (club is 25 instead of 5, sword is 20 instead of 25)

Gear Access
Orlock gangers currently cannot equip special weapons, even the ones bought from the trading post after the campaign's start. The same goes for Chaos Cultists. Are both intentional?

Weapon Profile Oddities:
Do Heavy Stubbers now have a 5+ Ammo Roll or is this chaos cult specific or a misprint in the Chaos Cult WD List?

Fighter Profile Oddities:
Is it intentional that Cultists (Gangers) have a better initiative (3+) than the Disciples and the Witch (Champions, 4+)?

Pre- and Post Battle Actions:
Is it intentional that a Chaos Cult keeps it's favor if they don't perform a dark ritual in the post battle phase?

EDIT: Now in order and in categories to make life easier for Thorgor.
 
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I have a few questions I could add, sorry if they've already been mentioned and I hadn't noticed.

25 Creds for for a pipe (chaos cults)?

Why do delaque leaders have worse amour than the rest of the gang?

Did they intend chaos cults to consistently end up the wealthiest gangs (due to witches counting as champions giving them more money early on).

Why do escher juves, and only escher juves, suffer the dubious distinction of being the only S2 model in the game? Why bother, since they'll probably just rely on pistols and toxin anyway? It just seems kind of pointless and slightly insulting. It'sd not like they're actualy any smaller than the goliath juves after all.

Why do orlocks, but not delauques, get cheaper access to photovisors?

Holy crap, stub guns are amazing now! (2) Stubbers for 10 cr and any ganger is a serious threat, in shooting or in CC, for more effective for points than nearly any other weapon (except maybe the silly broken grenade launcher).
 
Most likely misprint

Because they are protected by insane levels of coolness. Can‘t wear armor under that leather coat without it impacting your looks.

Probably not their intention, I suspect at some point in the list creation process you had to perform a ritual after every game to keep favours. On the other hand: getting money has always been a prime concern and specialty of any religious organization ever. if you go money you‘d miss out on XP, though.

Escher juves are considered the best in the game by many, currently.

Because still gangs of legends list.

If you say so. I‘d get Autopistols instead.
 
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I have a few questions I could add, sorry if they've already been mentioned and I hadn't noticed.

25 Creds for for a pipe (chaos cults)?

Why do delaque leaders have worse amour than the rest of the gang?

Did they intend chaos cults to consistently end up the wealthiest gangs (due to witches counting as champions giving them more money early on).

Why do escher juves, and only escher juves, suffer the dubious distinction of being the only S2 model in the game? Why bother, since they'll probably just rely on pistols and toxin anyway? It just seems kind of pointless and slightly insulting. It'sd not like they're actualy any smaller than the goliath juves after all.

Why do orlocks, but not delauques, get cheaper access to photovisors?

Holy crap, stub guns are amazing now! (2) Stubbers for 10 cr and any ganger is a serious threat, in shooting or in CC, for more effective for points than nearly any other weapon (except maybe the silly broken grenade launcher).
As valuable as it might be until the last 2 gangs are officially released, I don't think we'll see much FAQ for the pdf. It was something they made in a hurry and probably not something they care to elaborate on. Same with the White Dwarf articles, we may never see any corrections for those.
 
They will not bother correcting anything in the legends pdf. But I don't think it's unlikely they retouch the WD lists once they do a "milestone faq" after all house lists are out.
 
I have a few questions I could add, sorry if they've already been mentioned and I hadn't noticed.

25 Creds for for a pipe (chaos cults)?

Why do delaque leaders have worse amour than the rest of the gang?

Did they intend chaos cults to consistently end up the wealthiest gangs (due to witches counting as champions giving them more money early on).

Why do escher juves, and only escher juves, suffer the dubious distinction of being the only S2 model in the game? Why bother, since they'll probably just rely on pistols and toxin anyway? It just seems kind of pointless and slightly insulting. It'sd not like they're actualy any smaller than the goliath juves after all.

Why do orlocks, but not delauques, get cheaper access to photovisors?

Holy crap, stub guns are amazing now! (2) Stubbers for 10 cr and any ganger is a serious threat, in shooting or in CC, for more effective for points than nearly any other weapon (except maybe the silly broken grenade launcher).

We played it as:

Misprint

Misprint

Perhaps. But they also have a severe lack of access to gear, so spending that money on anything other than really basic stuff requires you to send your leader to the Trade Post, which in effect increases the cost of what you buy by a lot.
For example, last game I tried to get a grenade launcher by sending the Demagogue and a Disciple to the TP, rolled too low, so that cost me 2D6x10 credits. Next game I will likely need to try again (and hopefully succeed), which again costs me 2D6x10 credits, and I have to pay for the launcher too. So on average that gun will have cost me 205 credits, while other gangs only pay 55/65.

Escher Juves are really good as it is. It affects how easy they are to knock back. I guess the idea is that it's easier to push little girls out of the way than grown men (knockback)?

Gang of Legend have a get-you-by list. It's riddled with errors and you shouldn't read too much into it.

Stub guns are ok and cheap, but remember that you can't remove weapons from a Ganger after you given them the guns. Firing 2 stubs at the same time gives you a -1 to hit, so often harder to hit than shooting a single autopistol if both are at long range (comparable if both are at short too). The autopistol get about 2 shots on average too, so the offensive output is comparable. In close combat, the stub guns really only give you 1 extra attack (that is easily lost due to ammo rolls!), while for only 5 pts more you could have a club and autopistol, with the club doing 2D and the autopistol doing up to 3 hits with a single attack.
Even on my super-cheap Cultists, I would rather have a 50 pts dude with an autopistol and club than a 45 pts dude with two stub guns. 5 pts isn't much, and the 50 pts dude is massively better in close combat, while being about as good (if not better!) at range.
 
I won't add questions about the Gang of legends pdf since I expect Gang War 5 to be released before the next FAQ update. Gangs of legends will never be fixed, they will be replaced.
This being said, I remember them unofficialy adressing the Delaque leader armour bit: they did it on purpose because the old leader models are shirtless.

I don't think there is any problem with Escher juves being S2 or stub gun being 5 credits. Escher are supposed to be physically weaker than others (fragile speedster archetype) and that's why they have access to Toxin weapons to compensate (and Goliath juves are also weaker than Goliath gangers). Stub guns are cheap, but autopistols and laspistols are both better and not that much more expensive.

Chaos cult having 4 turf-workers is probably on purpose so that one of them can lead a ritual without penalizing the gang. Not sure if the side effect (if you decide to ignore the ritual) is unforseen or not. Will add it to the list.

25c club is obviously an error but should be officially clarified. Will add it to the list.
edit: in light of the recent Goliath extended HWL pdf, it appears that 25 credits is the new standard cost for club/maul...

Thanks!
 
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I find it amusingly absurd that in the 40k universe the one weapon that present day me - a mildly technically minded untrained 30-something accountant - could build a fully effective version of in my garage in about half an hour or so costs five times more than an actual functional gun :LOL:
 
I find it amusingly absurd that in the 40k universe the one weapon that present day me - a mildly technically minded untrained 30-something accountant - could build a fully effective version of in my garage in about half an hour or so costs five times more than an actual functional gun :LOL:

As in real life, people in the underhive are willing to pay extra for the right brand.

„Sure you could just go into battle with a piece of pipe. But you‘d make a statement about yourself as well, if you smash heads with the „Soul Breaker 2000 pro“, now available in chrome and gluten-free for just 24.99“