N18 New post-compendium official FAQ

Thorgor

Of The YAQ
Oct 12, 2015
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There is a new FAQ in town lads, it was quick! And it even has designer's notes!
(original WHC article)

Confirms that:
  • they intentionally removed the Brute Cleaver accuracy bonus
  • the Blunderbuss profiles should have the Template trait
  • Fearsome is only checked if the charging fighter roll enough movement to reach the fearsome fighter
 
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The fearsome rule still seems a bit unclear, since the check is only required when your charge action results in making attacks. Assuming you can charge but not attack (which we've discussed before), does that mean you don't need the Willpower check? Or is the RAI that the Willpower check is needed when your charge leaves you able to make attacks, whether or not you do?

I'm also not 100% sure about Versatile and charges. If you come up 1.5" short of your target, you can still engage them. Do you get to attack them?
 
Yes, that's the discussion I had in mind. The FAQ has a sizeable entry on Versatile but doesn't, so far as I can see, resolve this particular issue.
 
The FAQ has a sizeable entry on Versatile but doesn't, so far as I can see, resolve this particular issue.
The FAQ only has a single errata for the compendium, which is regarding Template trait on Blunderbuss. The rest are excerpts from the new books to bring the old rulebook to the same rules, at least to some degree.
 
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Designer notes are horrible and sometimes contradict the changes made entirely >_>
My only problems with them is that there are too few of them and they are not that useful (but at least they confirm the changes as intentional).
Which ones contradict the associated changes?
 
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My only problems with them is that there are too few of them and they are not that useful (but at least they confirm the changes as intentional).
Which ones contradict the associated changes?
Blaze designer note states it's meant to make sure the negative effect is at leas one turn long (as if it was shorter)
While the new wording on the other hand EXPLICITLY HAS NO OBJECTION to making actions while ablaze, while the old did.

So changes makes it less overpowered, while designers note implies it got more dangerous somehow.
 
Blaze designer note states it's meant to make sure the negative effect is at leas one turn long (as if it was shorter)
While the new wording on the other hand EXPLICITLY HAS NO OBJECTION to making actions while ablaze, while the old did.
This designer's note is about the differences between the current version of Blaze et the first one from the Underhive book, not the GW3 version (it's in the Underhive errata section). The first version did make you check for putting out the flames before the fighter was forced to move. There is no contradiction.
 
There is a new FAQ in town lads, it was quick! And it even has designer's notes!
(original WHC article)

Confirms that:
  • they intentionally removed the Brute Cleaver accuracy bonus
  • the Blunderbuss profiles should have the Template trait
  • Fearsome is only checked if the charging fighter roll enough movement to reach the fearsome fighter
I opened the file and though WOW that is a lot of text and then saw most of it was for the Underhive book. It is funny that they updated some of the Underhive weapon profiles but others got left. They put a Str+1 for Shock Whip but did not include the -1 to hit at short range. It is also strange that the stub/plasma is listed as Plentiful for the Stub Gun. Will have to look at the books when I get home to see if that is in the new edition...

Blaze designer note states it's meant to make sure the negative effect is at leas one turn long (as if it was shorter)
While the new wording on the other hand EXPLICITLY HAS NO OBJECTION to making actions while ablaze, while the old did.
The way I read it you have no choice of actions

"When activated, a fighter with a Blaze marker suffers an immediate Strength 3, AP -1, Damage 1 hit before acting as follows:"

To me the "before acting as follows:" means they cannot make any other actions. Are you reading this that they move, try to put out the file and then perform there normal two actions?
 
This designer's note is about the differences between the current version of Blaze et the first one from the Underhive book, not the GW3 version (it's in the Underhive errata section). The first version did make you check for putting out the flames before the fighter was forced to move. There is no contradiction.
The problem with the new version of Blaze is that it does not indicate what the fighter can do after they've put out the flames. In the old version, it specifically stated that the fighter can perform no other actions during their activation other than trying to put themselves out. In the new version, it doesn't indicate at all that the running around crazy and the follow-up of dousing the flames are taking up any kind of actions. They simply removed that sentence altogether resulting in the fighter being able to act normally once they're no longer ablaze. This seems to be an oversight.
 
Any difference between the latest rulebook and parts of the FAQ that don't specifically apply to them (i.e. the 3 items at the beginning of page 5) should be disregarded as copy/paste errors. The FAQ states that "The following changes can be found in the hardback Necromunda Rulebook and Necromunda: Gangs of the Underhive"

If you own the new rulebooks, this is what the FAQ amounts to:
NECROMUNDA: RULEBOOK
ERRATA

Page 75 – Maintain Control (Simple) The second sentence should read: “Continuous Effect expires at the beginning of this fighter’s activation.

Page 115 – Two-day Events, Equipment The second sentence should read: “Additionally, gangs may purchase any item from the Rare Trade chart at the cost specified that is Rare (11) or below…”

NECROMUNDA: GANGS OF THE UNDERHIVE
ERRATA

Page 124 – Blunderbluss Add the Template trait to the grape shot and purgation shot profiles.
 
I assume that they started writing up a full FAQ /errata doc for the box rulebook before realising how many changes there were and just went “let’s only include the ones we think are really bad”.

There are a few sections (like the skill section) where they have brought the rules straight from previous books that don’t quite stack with other revisions. True Grot referencing weapon damage as the trigger for the number of injury dice (instead of the number of wounds caused), and bulging biceps still staying that unwieldy weapons still take up two weapon spaces (even though this rule is not actually part of the unwieldy rule anymore).
 
The way I read it you have no choice of actions

"When activated, a fighter with a Blaze marker suffers an immediate Strength 3, AP -1, Damage 1 hit before acting as follows:"

To me the "before acting as follows:" means they cannot make any other actions. Are you reading this that they move, try to put out the file and then perform there normal two actions?

Previously it was "A fighter with a Blaze marker cannot take any other actions. At the end of their activation Roll D6"

This piece was amended, the action part removed, the blaze effect is now performed when activated, not at the end of activation.
SO yeah, it feels like if you DO manage to survive, don't run the hell away and manage to put the flames out, you're good to go.

That'd be a fix to one of the three cancerous rules.
 
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That'd be a fix to one of the three cancerous rules.
Three Cancerour rules?

Are you saying you prefer the Fighter to be able to act after running around? In the Murder Cyborg Scenario there is an explicit exception for the cyborg to act while Blased. I guess that will just mean he does not run around randomly
 
Previously it was "A fighter with a Blaze marker cannot take any other actions. At the end of their activation Roll D6"

This piece was amended, the action part removed, the blaze effect is now performed when activated, not at the end of activation.
SO yeah, it feels like if you DO manage to survive, don't run the hell away and manage to put the flames out, you're good to go.

That'd be a fix to one of the three cancerous rules.

Honestly I think the games designers have just omitted the sentence because thy thought it was daft anyone would try to activate after they had run around on fire.

The beauty of flamers is that they have the blaze trait otherwise they are just extremely overcosted for what they do.
 
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Honestly I think the games designers have just omitted the sentence because thy thought it was daft anyone would try to activate after they had run around on fire.

The beauty of flamers is that they have the blaze trait otherwise they are just extremely overcosted for what they do.
Well, flamers are UNDERpriced for what they do. Effectively a counter to cover, swarm lists and elite lists.

Blaze is an extra hit and a chance to reposition the foe to stupid place(even a chance to fall off the ledge)
Plus a high probability they end up aflame for extra turns.

Why should it counter everything (that smells gravcannon to be)


Three Cancerour rules?

Are you saying you prefer the Fighter to be able to act after running around? In the Murder Cyborg Scenario there is an explicit exception for the cyborg to act while Blased. I guess that will just mean he does not run around randomly

1. The dubious fighter in hiding, leads to stalemates and blast fests because if it isn't a blast it can't shoot anything. (Fixed by homeruling the Lie Low wording instead of the basic one)
2. The absurd Blaze from N17 that made flamers and escher shotguns able to counter effectively any foe, be it a chaos swarm or van sarr\goliath uber-kitted dreadnoughts (if we read the new rulebook as a change, it's half fixed and isn't a 100% hard counter to elite as well, being a great anti-horde and control tool but not a super-buffed flash)
3. The web. It's a bit toned down by need to roll ToWound, but DAYM it's still good!
 
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Well, flamers are UNDERpriced for what they do. Effectively a counter to cover, swarm lists and elite lists.

Blaze is an extra hit and a chance to reposition the foe to stupid place(even a chance to fall off the ledge)
Plus a high probability they end up aflame for extra turns.

Why should it counter everything (that smells gravcannon to be)




1. The dubious fighter in hiding, leads to stalemates and blast fests because if it isn't a blast it can't shoot anything. (Fixed by homeruling the Lie Low wording instead of the basic one)
2. The absurd Blaze from N17 that made flamers and escher shotguns able to counter effectively any foe, be it a chaos swarm or van sarr\goliath uber-kitted dreadnoughts (if we read the new rulebook as a change, it's half fixed and isn't a 100% hard counter to elite as well, being a great anti-horde and control tool but not a super-buffed flash)
3. The web. It's a bit toned down by need to roll ToWound, but DAYM it's still good!

I think we might be playing very differently if you think flamers are undercosted.

I had a Delaque champion with hip shooting and a flamer in my last campaign and I can honestly say he needed to be carried the most of all the leaders and champs I had (being a leader with boltgun and overwatch, champion with heavy stubber and trick shot, and a champ with a meltagun and infiltrate).

If you play on 3d boards it’s actually really hard to get that flamer champ across the board alive and into a position he can use his flamer before he gets taken out. Even then you will be lucky to get one shot off before he gets taken out. All you have to do is hit him and he can’t use run and gun.

The infiltrate melta champ had a similar issue that once he got his first shot off on someone he was basically wiped off the board by return fire. That and a canny opponent can deploy to effectively stop you deploying anywhere near where you want.
 
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