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Author Topic: Answer Moderation FAQ and Errata  (Read 16160 times)

Offline The Arbitrator General

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Answer Moderation FAQ and Errata
« on: April 24, 2009, 12:43:32 AM »
This thread will be for the Answer Moderation FAQ and Errata.  I have it ready to post, so look back very shortly to see a nice PDF attached here, hopefully.  Bear with me scummers as I am the law, not the clerical servitor in charge of posting... ;D
« Last Edit: May 08, 2009, 01:34:59 PM by The Arbitrator General »
I AM THE LAW ON NECROMUNDA!!!

Offline Lex

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Re: Answer Moderation FAQ and Errata
« Reply #1 on: April 24, 2009, 07:29:46 AM »
By command of Arbitrator General.

THE FAQ IS IN THE ATTACHEMENT TO THIS POST !!!!!

« Last Edit: May 29, 2009, 07:00:24 AM by Lex »

Offline Chaos_Rabbit619

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Re: Answer Moderation FAQ and Errata
« Reply #2 on: April 29, 2009, 10:38:05 PM »
just want to make sure i am in the right place to ask questions about the rules , cuz if so i got one i need to get answered... let me know if it is so i can ask it. if not please dirrect me to where i need to ask

Offline Hellspawn

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Re: Answer Moderation FAQ and Errata
« Reply #3 on: May 09, 2009, 01:16:46 PM »
Regarding the Orrus Spyre...are his fists (called crushing fists) considered as Power Fists or just normal ones, never been clearly stated and when you read the description it can be misunderstood. I know it's not written on the equipment section, but still, when you read the above it can be understood that he's equipped with power fists.

Offline Ant

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Re: Answer Moderation FAQ and Errata
« Reply #4 on: May 10, 2009, 10:39:15 AM »
Hellspawn, unless a spyrer weapon has rules given in their equipment section then it's assumed it's already taken into account in their profile. So taking your example, the Orrus' big fists are already taken into account by his starting Strength advance. Personally I don't think it makes a huge amount of sense (Malcadons only have 1 Attack yet use two big claw arms), but that's how the official rules have always been.

Offline Caelwyn

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Re: Answer Moderation FAQ and Errata
« Reply #5 on: May 22, 2009, 07:12:36 AM »
There are quite a few spelling errors in this FAQ, but i shall focus on the rulings i worry about:

Page 5 of the FAQ says that the bolt launcher and the lasgauntlet are considered basic weapons. Not the spinner?

Quote
Q: If my House Gang Juve is say at 12 experience points and gains 21 experience points in a single game for a total
after the game of 22 experience points, how are my advance rolls worked out?
A: Per page 86 of the ORB The advance roll at 16 experience points is taken as a Juve advance. The advance roll at
21 experience points (and all others after this) is taken as a ganger advance. For Outlaw gangs and special gangs
please refer to their individual rules and follow the above.
From the latest FAQ. Page 10. The maths is wrong. Either he gains 10xp in a single game or he goes to 33xp total.

Quote
Q: What happens when a Pit Slave Gang member with three armour plates, which makes his Initiative 1, gets the
Shell Shock Serious Injury, which will reduce his initiative by -1? [2005]
A: Since this is not addressed in the ORB yet, just like any situation that would lower a fighter's characteristic below 1,
the minimum value is 1 so any further reduction is ignored.
Page 12. This is inconsistent with flesh wounds and starving. The ruling should be that they cannot wear equipment if it would reduce a characteristic below 1.

Quote
Q: What weapons can Ratskins use? [2005]
A: The Ratskin rules in Fanatic Magazine 5 clearly states that the Ratskins use their own unique weapons list.
Page 13. This ruling is unclear. Can i use rare weapons? If i can use a powersword can i use a chainsword (common but not on their list)? Can I use archeotech weapons if i find them?

I did not see a ruling about scavvies from cannibalising any hired guns they themselves hired. Is it legal? What about followers?

Quote
Q: If a fighter armed with a chain and the parry skill (or a sword) is in HTH with another model with one or more
swords, who if anyone will actually get to parry? [2005]
A: According to the Armoury Section entry for the Chains and Flails on ORB page 34 it states 'Parry - It is impossible
to parry against a fighter armed with a chain - the sword is simply dashed aside.' However, ORB page 24 states in the
HTH Parry section that parries cancel each other out. The logical way to handle this is that the chain-wielding fighter
cannot be parried and that his parries will be cancelled out by the other fighter’s parries. Any parries that the chainwielding
fighter may have after cancelling out parries with his opponent he would then be able to use. HTH is harsh
and this will illustrate that fact.
Page 23. The flail does not technically cancel a parry though, it merely cannot be parried. Shouldn't the still existing parries cancel out? Also, a flail prevents any other weapons from being used in conjunction with it. As per this ruling on page 41:
Quote
Q: Can I use Counter Attack against my opponent if he is using a chain or flail? And if so, does that mean if my
Scavvie with three arms, three swords, and the ‘Parry’ skill is fighting an opponent with a chain that he would get 4
extra attacks?
A: No. The underlying rule is that Chains/Flails are impossible to parry as listed in their special rules. Impossible to
parry does not mean the same as parries are cancelled.

On page 24 there is a ruling about charging ppl out of your LoS that directly contradicts a previous ruling on page 20.

Quote
Q: How are partially hit targets worked out when a flamer targets a fighter partially behind a solid bulkhead? [2005]
A: Partially hit targets follow the rules for partially hit targets on ORB page 20. Even though the bulkhead is solid the
target is still partially hit. Follow the rules and see if the subsequent rolls are successful.
Page 47. Silly. If they can't be seen, its not cover and can't be ignored, they simply cannot be seen. Otherwise I could make a case for firing through the ceiling and hitting someone.

Hope this is of help.

Quote
Q: If I have sold my fighter’s free knife (or club) and am charged when only equipped with a lasgun, how do I resolve
the hand-to-hand combat since I do not have my knife?
A: In the weapons rules on page 23 of the ORB it states that every fighter is assumed to have a knife tucked away.
What this means is that even though you have sold your ‘free’ item for whatever reason, you would fight with your
base A and S and not receive the two-weapon bonus if only armed with say a pistol.
Page 24. This ruling is stupid and basically gives me back 3 creds for every fighter. I may as well just sell their knives (unless they have only one other weapon and it can be used in hth). I don't know what to suggest but it needs to change somehow. Additionally, on page 27 the following ruling seems to contradict it:
Quote
Q: How many credits do I get if I sell a knife? [2005]
A: Per the rules for Selling on page 97 of the ORB you get half the value. Half of 5 is 2.5, which would round to 3
credits profit earned. As a side note, it should also be noted on your gang roster that if you sell your 'free' knife that
you should no longer have a knife. One knife comes free to each gang member as they are recruited and are not a
free source of constant income.

Quote
Q: At what point are follow up moves made after defeating all opponents in H2H? At the end of the combat phase
(after all combats on the table have been played through), or immediately after the last fighter is taken out (before
moving onto the next combat)?
A: The rules do not say what order close combats are fought. Maybe they do, but I couldn't find it. Since the player
can choose the order he moves his models, and shoots his models, he should also choose the order of close combats
(Note, this is different from choosing the order in which the combatants fight in a close combat, that is covered in the
rules).
Page 24. While this answer is important it is not the answer to the question being asked. Put it as the answer to "if you have multiple, separate, hth combats to fight in what order are they fought?" and put the answer to this question here. Use the answer from the next question (on pg 25). And change the answer to the next question to "As you do follow ups after all combats are completed you cannot use them to gain outnumbering bonuses in the turn they are used."

Quote
Q: Are there any rules for slinging weapons so that I can get the extra attack for only being armed with close combat
weapons in the hand-to-hand combat phase?
A: No. There are not, nor will there be, any rules for slinging weapons. Per page 23 of the ORB states ‘This bonus
only applies to fighters armed exclusively with pistols and/or hand-to-hand combat weapons, not to fighters who carry
other basic, special, or heavy weapons.’
Page 29. Just like to point out that this ruling is somewhat ironic as the experimental skills had a change to quick draw that allowed "slinging".

Quote
Q: In a Shoot-Out does my fighter have to draw his primary weapon or can my fighter draw his pistol to get the +1?
[2005]
A: You do not have to draw your heavy weapon, but remember that by the wording on page 120 of the ORB if you
draw your pistol while armed with a heavy weapon you would be +1 for the pistol and -1 for being armed with a heavy
weapon for a net result of +0.
Page 33. This ruling and the one on page 34 (i will put it following) can and should be combined into the one question and answer:
Quote
Q: If I am armed with a heavy weapon and a pistol in a Shoot-Out can I opt to use my pistol instead of my heavy
weapon?
A: Sure. Per page 120 of the ORB the only limiting factor is in the shooting order. You get a ‘+1’ modifier if shooting
a pistol and a ‘-1’ if armed with a heavy weapon. Remember that you need to still apply the ‘-1’ if armed with a heavy
weapon even though you are using your pistol instead.

Quote
Q: If my fighter invents a 1-in-a-million weapon can I choose whatever weapon I want to? So, I could choose a 1-in-amillion
needle rifle? [2005]
A: When you invent a 1-in-a-million weapon you have to roll on the chart on page 54 of the ORB to see what type of
weapon you have invented. You then get to choose the actual weapon out of the type you roll. This means that you
could not invent a 1-in-a-million Needle Rifle, as it is a Rare Weapon that acts like a Special Weapon for skills and
other rules.
Page 39. This ruling is unclear. How does this ruling affect other rules outside of this specific instance? Can one-in-a-million weapons be rare weapons if i buy them?


Offline Caelwyn

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Re: Answer Moderation FAQ and Errata
« Reply #6 on: May 23, 2009, 03:02:30 AM »
Quote
Q: Can my Scavvie Boss use a special weapon from the trading post, or is he limited to his choices on the Scavvie
Weapons List in the Scavvie Rules?
A: In general, any gang that has a specialized weapons list will be limited to that list of weapons. The confusion
comes with what happens when a fighter gets the Techno Skill: Specialist? Well, then they would get access to
special weapons. Since this is unclear at the moment, what should be done is this: per the 2005 NRC findings the
Scavvies use their weapons list as a HWL, so the only way for a Scavvie gang to use a standard special weapon, say
a flamer, is for someone in the gang to get Specialist. In addition, the Boss does not start with Specialist so would
have to get Specialist to use standard special weapons. When rolling an advance for a Leader of a Scavvie gang if
you select Techno and gain Specialist, then the restriction on only gangers is removed and the boss can get it. This
should hold true for any gang with a specialized weapons list except Ratskins, who cannot get Techno skills.
Remember though, the next NRC will rule on this and then we will see how they want to fix this issue.
This ruling on page 14 needs to be simplified and clarified in line with the ratskins ruling from my previous post. Do outlander gangs (apart from Redemptionists) treat their weapons lists as house weapons lists, thus allowing them to buy and use weapons at the trading post? Due to the different names for weapon groupings are there any restrictions to the weapons they can use?

Plasma Grenades:
- As they are persistent do they hurt people like at the beginning of a turn like gas grenades keep trying to gas them?

If there's no restriction on space can we get a clarification of hired guns and followers. That they do not (or do) count towards bottling numbers, that they do not (or do) count as friendly for unpinning, and that they do (or do not) cause your guys to flee if they go down within 2" of them.

Offline nooker

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Re: Answer Moderation FAQ and Errata
« Reply #7 on: May 29, 2009, 03:10:14 AM »
I may be thick (wouldn't be the first time) but I don't see the FAQ anywhere.  Am I missing it or is it not here?

Offline Caelwyn

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Re: Answer Moderation FAQ and Errata
« Reply #8 on: May 29, 2009, 03:39:15 AM »
I may be thick (wouldn't be the first time) but I don't see the FAQ anywhere.  Am I missing it or is it not here?
At the bottom of Lex's post there's an attachment.

Offline nooker

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Re: Answer Moderation FAQ and Errata
« Reply #9 on: May 30, 2009, 09:41:48 PM »
Ah thanks much!  All this grey on grey makes it hard to see things.

Offline nooker

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Re: Answer Moderation FAQ and Errata
« Reply #10 on: June 14, 2009, 02:35:55 PM »
Q: Hatred allows me to re-roll any Attack dice in my first round of combat with my hated opponent. Does this also allow me to re-roll a die that was re-rolled due to parry?
A: Unfortunately no. Per the NRC 2005 Findings you will see that a die can only be re-rolled once.

So this says that a parried roll cannot be rerolled since "a die can only be re-rolled once."  Is the reverse true?  If I re-roll using hatred (or some other reason), can that die be re-rolled a second time using parry?  It would seem not to me given that ruling.

Offline Caelwyn

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Re: Answer Moderation FAQ and Errata
« Reply #11 on: June 15, 2009, 11:31:19 AM »
The NRC ruling is that a dice can only be re-rolled once. That ruling is being quoted in this instance to explain why the action is impossible. It is of course applicable in any other instance in which you might want to reroll a dice that has already been rerolled.

If you have rerolled an attack dice due to hatred then your opponent cannot reroll it due to parry. The appropriate way to carry out priority in this instance is to allow the active player to decide if they wish to use their reroll option first. If they refuse the opponent then chooses to either use his or not. If both people pass neither can then change their mind, the option to reroll has been lost.

Edit: Active player meaning the player whose turn it is.

Offline nooker

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Re: Answer Moderation FAQ and Errata
« Reply #12 on: June 20, 2009, 05:44:46 AM »
Cool, that's how I was reading it, but nice to have someone more articulate say it.

Offline Ant

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Re: Answer Moderation FAQ and Errata
« Reply #13 on: July 21, 2009, 09:26:11 AM »
Following on from Caelwyn's big long list, one more.

Quote from: FAQ pg42
Q: I have an enforcer with the techno skills inventor, armourer, and medic. In a battle, he is not a member of the
patrol team. What are the effects of his skills on the patrol team?
A: This does not just apply to enforcers, so here you go…a fighter that does not participate in a battle does not lend
his in game bonuses to the Gang (like from Armourer); however, even though he did not participate in the battle he is
still part of the gang during the Post Battle Sequence. He would not get experience, but could help with injuries (like
with Medic), can collect income (and use Inventor), and you would need to feed him.

Personally I would allow the Armourer bonus even if the fighter wasn't involved in the battle since his ability was used before the fight (just like how an auto-repairer works).

Offline Caelwyn

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Re: Answer Moderation FAQ and Errata
« Reply #14 on: July 21, 2009, 03:46:47 PM »
I agree with Ant. Just a note, that ruling would allow Enforcers to use Inventor and Medic even if they didn't participate. IMO, they probably need that boost.