It’s been literal years, but Games Workshop has come through with an unexpected early Christmas present for Necromunda players: an updated Frequently Asked Questions/Errata document. This new edition covers some issues that have been nagging at the community since *checks notes* before the pandemic, so it’s fair to say they’re pretty overdue. Here’s what’s changed and what we think!
We’ve broken these down by publication, as the document itself does, so use the contents table above to speed to where you’ve got to go.
Core Rulebook
The first set of changes are to 2023’s Core Rulebook, which cleared up many rules but created some new questions.
— PAGE 104 – FORCE DOOR (BASIC) Change the first sentence to: If this fighter is within 1" of a locked door, roll a D6 and add either this fighter’s Strength or the Strength characteristic of a weapon with the Melee trait they are armed with, adding 2 for each friendly fighter that is also in base contact with the door.
— PAGE 104 – SMASH OPEN LOOT CASKET (BASIC) Change the first sentence to: If this fighter is within 1" of a Loot Casket, roll a D6 and add either their Strength or the Strength characteristic of a weapon with the Melee trait they are armed with.
The key tweaks here are the middle bit “or the Strength characteristic of a weapon with the Melee trait they are armed with”. It means a fighter can now use a melee weapon instead of their bare fists when it’s time to batter down some hatches or crack a crate. This seems sensible to us — it’s also likely to be more efficient than the classic destroy-the-door technique, rules for which remain in one of the original Hive War supplements.
— PAGE 106 – MOVE & SHOOT (BASIC) ACTION Replace ‘Sidearm’ at the end of the second to last sentence with ‘Pistol’.
This is just good cleanup, since “sidearm” isn’t a weapon category in Necromunda, it’s a trait.
— PAGE 111 – SKIMMERS Change the start of the second sentence from ‘However, if it ends its activation on difficult terrain or dangerous terrain’ to ‘However, if it ends its activation not on the Battlefield Surface and on difficult terrain or dangerous terrain’.
This makes a major impact in certain Ash Waste battle types where all the Battlefield Surface is categorised as difficult or dangerous terrain (of which there are several). Previously, skimmers were nearly-useless in these missions because they were so at risk of being killed by the board — which didn’t make a tonne of sense, because the whole idea is that they are flying. Now, they’re expected to be, well, skimming.
— PAGE 155 – SANCTIONED AND NONSANCTIONED PSYKERS Add the following after the fourth paragraph: Wyrd Powers: If a Sanctioned or Non-sanctioned Psyker does not know any Wyrd Powers, they may select one from either the list on page 156 or from the Wyrd Power Disciplines in Necromunda: Book of the Outcast.
This is mainly just a clarification, but confirms that the generalist selection of wyrd powers on the next page are fair game for any power-less psykers, who previously might have had to check of the Book of the Outcast.
— PAGE 256 – MIGHTY LEAP Change the skill to the following: When measuring the distance of a gap this fighter wishes to leap across, ignore the first 2" of the distance. This means that a fighter with this skill may leap over gaps of 2" plus their base size or less without testing against their Initiative. All other rules for leaping over gaps still apply.
The ordinary rules for leaping are a little unclear, but state clearly that a fighter can only leap a gap if it is bigger than their base. It’s still not entirely clear how a fighter whose base is bigger than a gap should cross it, but this adjustment at least means that fighters don’t lose the benefit of having a larger base — good news in particular for Ash Waste Nomads Helamites who get this baked in. We would have liked to have seen further clarification to the original rule as well.
— PAGE 267 – SPECIAL WEAPONS Delete the Pulverise trait from the Neural Flayer full blast profile.
Finally! This is GW’s second stab at fixing the Neural Flayer, and this tweak finally does the job properly by removing a trait that could never work on the Flayer to begin with (as it cannot cause injuries, instead always triggering Fear). We can now update
this part of the Gyrinx website:
— PAGE 278 – ISOTROPIC FUEL ROD Change the first sentence of the second paragraph from ‘A gang with an Isotropic Fuel Rod can use it to turn any Territory into a Settlement Territory.’ to ‘A gang with an Isotropic Fuel Rod can use it to turn any Territory they control into a Settlement Territory.
This removes the extremely niche situation in which 1) someone actually buys one of these things, and 2) they decide it’s better to use it on another gang’s Territory.
— PAGE 283 – CULT ICON Add the following before the paragraph: 40 Credits – Rare (8)
Cult Icons are no longer common and free, Omnissiah be praised!
— Q. What do Exotic Beasts count as for the purposes of gang composition?
A. As they are Wargear, Exotic Beasts are not counted in any way for the purposes of gang composition.
Gang composition vs selection are subtly different things, so we assume this is about the balance of gang fighters vs everything else. It’s a very obvious clarification to make, and hopefully enables someone, somewhere, to convince their arbitrators to let them run a gang that consists of a leader with nine pets and two gangers.
— Q. Does a model get XP when they cause an enemy fighter to become Webbed?
A. No.
The 2023 Core Rulebook states that fighters get XP when they cause an enemy fighter to “suffer one or more Serious Injuries”. A fighter who is webbed is “treat[ed] as if they were Seriously Injured”, but is not
actually Seriously Injured, so this is a good point of clarification.
— Q. Can you please explain how to resolve attacks from the neural flayer full blast profile, there are a lot of traits there!
A. When a fighter is hit by a neural flayer’s full blast profile follow the below steps:
- As soon as the fighter has been hit, reduce their Initiative by 2 due to the Concussion trait.
- As both the Flash and the Gas replace the Wound roll, resolve both of their effects. - For the Flash trait the fighter must make an Initiative test (don’t forget their Initiative is reduced by 2 due to the Concussion trait) or gain the Blind condition. - Then roll a D6 for the Gas trait, if the result is equal to or less than the fighter’s Toughness, move on to resolve the Fear trait. Note, the fighter is not placed Prone and Pinned and no armour save may be made.
- If the Gas trait would normally result in an Injury roll being made, instead the fighter must make a Nerve test, subtracting -2 from the result. If this test is failed, they are immediately Broken and run for cover.
Well at least that’ll save us having to do this a dozen more times on Discord.
Book of Judgement
Book of Judgement gets the Gangs of the Underhive treatment:
— As the Palanite Enforcers gang list in Necromunda: Book of Judgement has been replaced by the one found in Necromunda: Bastions of Law there is no longer any need for FAQs or erratas for it.
Thankfully, they haven’t actually removed the substantial erratum and FAQs below, which we think is very sensible.
Book of Ruin
— PAGE 33 – CHAOS FAMILIAR – OMEN OF FORTUNE Change the start of the second paragraph from ‘Whilst the Familiar is within…’ to ‘Whilst a Familiar is within…’.
PAGE 47 – PSYCHIC FAMILIAR – OMEN OF FORTUNE Change the start of the second paragraph from ‘Whilst the Familiar is within…’ to ‘Whilst a Familiar is within…’.
These are types of changes that would probably cause a familiar to start twitching. Hit incoming…
— Q. If a fighter has multiple Exotic Beasts with the Omen of Fortune rule, can they use this ability to avoid multiple hits?
A. No, they may only attempt to avoid one hit per round regardless of the number of Exotic Beasts with the Omen of Fortune ability they have.
Big nerf! You can no longer stack familiars in order to avoid multiple hits — which, to be fair, was already a hugely power-gamey move. It’s not super clear why you’d want to stack familiars anymore, but they are still very cheap for screening purposes.
House of Chains (Goliath and Slave Ogryns)
— Q. How does a fighter use the heavy rivet cannon terrain?
A. If a fighter is in base contact with the heavy rivet cannon, they may fire it as if it is a weapon they are equipped with. Each heavy rivet cannon may only be fired once per round.
This is part clarification, part nerf. In essence, this just spells out what the Fixed trait on the Heavy Rivet Cannon already said, but “may only be fired once per round” is, we think, new. We’re not sure if anyone was stacking fighters to shoot from a single piece of turret terrain like this, but if so that’s now banned!
House of Iron (Orlock)
— Q. How does a fighter use the Road Relic turret terrain?
A. If a fighter is in base contact with a Road Relic turret, they may fire it as if it is a weapon they are equipped with. Each Road Relic turret may only be fired once per round.
This is in effect the same change made to the Heavy Rivet Cannon listed above — arguably a heavy nerf, but to a very niche thing.
House of Artifice (Van Saar)
— Q. When they are hit by a weapon with the Seismic trait, does an Active fighter equipped with a gravcutter become Prone and Pinned?
A. Yes, a grav-cutter prevents a fighter becoming Prone and Pinned due to being hit by a ranged attack and means they cannot voluntarily become Prone and Pinned, but this does not stop the Seismic trait.
Seismic > everything.
— Q. How does a fighter use the Rad Cannon Emplacement terrain?
A. If a fighter is in base contact with the Rad Cannon Emplacement, they may fire it as if it is a weapon they are equipped with. Each Rad Cannon Emplacement may only be fired once per round.
This is in effect the same change made to the Heavy Rivet Cannon listed above — arguably a heavy nerf, but to a very niche thing.
House of Shadow (Delaque)
— PAGE 96 – TAKE DOWN Replace the text with the following text: When this fighter takes an enemy fighter Out of Action, roll a D6 before rolling on the Lasting Injury table. On a result of a 4+, the fighter automatically suffers a (55-56) Captured result instead of rolling on the table. Otherwise, roll on the Lasting Injury table for them as usual.
The 2023 CRB changed the rules for fighters being captured, so this unique Delaque skill needed an overhaul and finally gets it. This looks to be a pretty efficient way of racking up captures, if you’re into that kind of thing.
Book of the Outcast
— Q. When selecting a Guild, Noble or Criminal affiliation for an Outcast gang you count as a gang of that affiliation for scenario and campaign purposes, does this give you access to their benefits and drawbacks?
A. No. The benefits and drawbacks of being allied to a Guild, Noble or Criminal faction are as a result of their alliance and not to do with the type of gang
This is perhaps a little unclearly worded — it might have been better for the question to say “does this give you access to the benefits and drawbacks of an alliance with that group?”. There’s a bit of a nomenclature issue here, but the takeaway is simple: no, you don’t get alliance benefits/drawbacks by affiliation, and the two concepts (alliance delegation vs delegation-led affiliated outcast gang) remain distinct. This is sensible because many of the alliance downsides (around breaking alliances etc) wouldn’t even apply outside of an alliance context.
— Q. Can an Outcast gang select the Imperial House or Justicar Courts affiliation and hire their delegations? If yes, how much do they cost?
A. An Outcast gang may select either the Imperial House as a Noble House affiliation or the Justicar Courts as a Merchant Guild affiliation. The costs for their delegations are as follows:
Lovely! It’s particularly notable that the two Enforcer Bodyguards are only Champions — leaving space for you to pick a fun Outcast leader for the pair of them to guard.
— Q. There are several Dramatis Personae that may purchase an additional named one at the same time for a reduced credit cost, for example Kal Jericho and Scabs or Arbelesta and Aramista Catallus. If you elevate one to be an Outcast gang Leader, may you recruit the other as a Champion?
A. Yes. If a Dramatis Personae is elevated to be an Outcast gang Leader, then any other Dramatis Personae that may be recruited at the same time for a reduced credit cost may be recruited as Champions for the gang at gang creation for the reduced credit cost.
Although everything involving elevating a leader should still be done in discussion with your arbitrator (so there was never really strict rules as written here), this is a great thing to clarify and brings these other pairs in line with how the Gorvos Twins work.
Book of the Outlands
— PAGE 68 – SKIMMERS Change the start of the second sentence from ‘However, if it ends its activation on difficult terrain or dangerous terrain’ to ‘However, if it ends its activation not on the Battlefield Surface and on difficult terrain or dangerous terrain’.
Same tweak from the Core Rulebook. To crib ourselves: this makes a major impact in certain Ash Waste battle types where all the Battlefield Surface is categorised as difficult or dangerous terrain (of which there are several). Previously, skimmers were nearly-useless in these missions because they were so at risk of being killed by the board — which didn’t make a tonne of sense, because the whole idea is that they are flying. Now, they’re expected to be, well, skimming.
— PAGE 114 – MOVE & SHOOT (BASIC) ACTION Replace ‘Sidearm’ at the end of the last but one sentence with ‘Pistol’.
Same tweak from the Core Rulebook. To crib ourselves: this is just good cleanup, since “sidearm” isn’t a weapon category in Necromunda, it’s a trait.
— Q. When designing your own vehicle, including at gang creation, when can you purchase Upgrades and Wargear for the vehicle?
A. If designing your own vehicle at gang creation, then only Upgrades and Wargear listed in the vehicles entry may be purchased and fitted (later Upgrades and Wargear may be purchased from the Trading Post later). If designing one during the post-battle sequence then Upgrades and Wargear may be purchased from the Trading Post as long as at least one fighter has performed the Visit the Trading Post post-battle action.
This all seems obvious enough, and is line with how basically all other equipment purchasing operates.
Ruins of Jardlan
— Q. When founding a gang for an Ash Wastes campaign, grav-cutters count as Wargear that grants the Mounted condition. Does this mean that Neoteks are subject to the rules granted by the Mounted condition?
A. No. When founding a gang for an Ash Wastes Campaign, grav-cutters count as Wargear that grants the Mounted condition, but they do not actually grant the Mounted condition. This distinction allows you to recruit Neoteks with the additional 400 credits gangs gain to spend on vehicles or models/equipment with the Mounted condition.
Good clarification.
Hive Secundus Rulebook
— PAGE 157 – CLOSE COMBAT WEAPONS Change the ‘Orrus power talon’ to ‘Orrus power talons’ and add the Power trait.
Both clarifying something that made very little sense AND buffing Orruses. Nasty!
— Q. What happens when a model with the Reflex Enhancers gains the Blind condition?
A. If the model has any Ready markers, they lose one of those Ready markers. If they do not have any Ready markers, at the start of the next round they only gain one Ready marker instead of the usual two.
Spyre Hunters getting two ready markers caused some confusion around how getting hit by the weapons with the Flash trait works. Again, this is a good clarification, in line with how we’d imagine more people were already playing this.
— Q. If a fighter gains a skill from Data Crystals, does this increase the fighter’s credit value?
A. No.
This makes sense, as it is not an Advancement so there was no inherent reason to think it would increase costs. Good to clarify though.
— Q. When an Orrus Spyre Hunter increases the Augmentation level of one of their ranged weapons, is it applied to both of them or must they be Augmented separately?
A. They must be Augmented separately.
GW giveth, GW taketh away. Since Orruses have two bolt launchers (rather than a pluralised single weapon, like Yelds), this means each now operates separately for the purposes of augmentation, which is a big nerf and increases admin on the board. However, combined with the change above it encourages Orruses charging rather than shooting, which feels like an appropriate adjustment.
The Book of Desolation (Spyre Hunters and Malstrain)
— PAGE 128 – SPECIAL WEAPONS Replace the combi-weapon (flamer/man-catcher) profile with the following profile:
The Book of Desolation rules for this item now match the substantially less janky Hive Secundus ones. Huzzah!
— PAGE 129 – CLOSE COMBAT WEAPONS Add the Versatile trait to both the Malcadon toxin whip and the paired Malcadon toxin whips. Add the Power trait to the Orrus power talons.
Obvious Malcadon whip change (that we imagine everyone was already applying, given they had a long range), and the same logical buff to power talons we saw in the Hive Secundus changes. As we wrote then: both clarifying something that made very little sense AND buffing Orruses. Nasty!
[The next three points are all twinned from the Hive Secundus section above as they’re identical]
— Q. What happens when a model with the Reflex Enhancers gains the Blind condition?
A. If the model has any Ready markers, they lose one of those Ready markers. If they do not have any Ready markers, at the start of the next round they only gain one Ready marker instead of the usual two.
Spyre Hunters getting two ready markers caused some confusion around how getting hit by the weapons with the Flash trait works. Again, this is a good clarification, in line with how we’d imagine more people were already playing this.
— Q. If a fighter gains a skill from Data Crystals, does this increase the fighter’s credit value?
A. No.
This makes sense, as it is not an Advancement so there was no inherent reason to think it would increase costs. Good to clarify though.
— Q. When an Orrus Spyre Hunter increases the Augmentation level of one of their ranged weapons, is it applied to both of them or must they be Augmented separately?
A. They must be Augmented separately.
GW giveth, GW taketh away. Since Orruses have two bolt launchers (rather than a pluralised single weapon, like Yelds), this means each now operates separately for the purposes of augmentation, which is a big nerf and increases admin on the board. However, combined with the change above it encourages Orruses charging rather than shooting, which feels like an appropriate adjustment.
[/repetition]
— Q. How many attacks does Lady Haera in Sthenian-pattern Hunting Rig have?
A. This depends on if her power spear is still available to use or if it has been lost due to the Homing Teleport rule. Assuming she still has the power spear her attacks are broken down as follows:
- She has 4 attacks and gets to add one due to having two weapons with the Melee trait. These 5 attacks must be split as evenly as possible between her phase sword and her power spear.
- In addition, she may make one attack each with her Sthenian claws due to the Power Pack trait. These additional attacks may only be used to attack with her Sthenian claws and no other attack dice may be used to make attacks with them.
Some nice clarification taking place here, and an exciting hint about Power Pack changes…
— Q. Can the Custom Rig only be used in Underhells Campaigns?
A. No, they may be used in any campaign that allows the use of vehicles.
Customs Rigs are really good so at the very least this should be on interest to some people. There’s a lack of clarity over who can take them, but we’d assume they’re not generically available in the same with the regular custom vehicles from Book of the Outlands are.
— Q. Is there a credit limit to the equipment Malstrain Brood Scum brought in as Roaming Horrors may be equipped with?
A. No, the player with Priority may have them equipped with any weapons or Wargear on their Equipment List – though this should be reflected on the model used to represent them.
Uh, ok then. Rambo Brood Scum incoming. Be sensible.
— Q. When founding a Van Saar gang is there a limit to the number of Tek-hunters I may recruit?
A. No. Although only one Tek may be upgraded to a Specialist when founding a gang, there is no limit to the number of Specialists a gang may include at creation.
Again, this will save us a lot of Discord explaining. Gangs have never been capped in the number of specialists they can have at any point, they were just resisted to a single free regular gangers —> specialist promotion. Van Saar have so many excellent options, the bastards.
Halls of the Ancients (Squats)
Q. Can an Exo Master use their paragon of the ancestors ability to use an Ancestor ability twice?
A. Yes.
Nice.
Q. Can you explain further how the Power Pack trait works when making close combat attacks?
A. If a model has any weapons with the Power Pack trait and also the Melee or Sidearm trait, then in addition to any attacks they normally make the fighter may make exactly one attack with each of those weapons. No other attacks may be made with them and these attacks may not be used with any other weapons. For example, if a fighter had an Attacks characteristic of 3, a power sword, a gem extractor and a circular stone saw then when they attack they would make three attacks with the power sword, one with the gem extractor and one with the circular stone saw.
FINALLY. The author has lost hours of his life arguing that how Power Packs should work was unclear. Let’s unpack (no pun intended) this.
The key issue with Power Packs is even though they seemed to indicate a bonus attack, the way this was worded 1) matched the regular wording for having multiple melee/sidearm weapons (making it unclear how many extra attacks they were supposed to give), and 2) didn’t preclude putting ALL a fighters attacks on the Power Pack weapon.
As written, this suggested previously that the key use cases for a Power Pack weapon (RAW) were either to grant a bonus attack alongside using a versatile weapon; or to get a fully-fledged melee weapon without taking up a weapon slot.
Now, things are finally clarified and simplified: Power Packs weapons grant 1 (one) single BONUS attack, on top of anything and everything else the fighter has going on.
This actually has a mixed impact. The “No other attacks may be made with them” stipulation means that the more expensive Power Pack weapons like the Arc Welder are now way worse value, since you can only ever conduct one attack with them. Conversely, the cheaper Power Pack weapons like the various sidearms are now better value, because they’re granting a whole bonus attack.
Tribes of the Wastelands (Ash Waste Nomads)
— PAGE 50 – PROMOTION (ASH WASTE NOMADS WATCHER OR ASH WASTE NOMADS STORMCALLER) Change the number of Advancements needed to be promoted from five to three.
— PAGE 56 – PROMOTION (ASH WASTE NOMADS SPECIALIST) Change the number of Advancements needed to be promoted from five to three.
Yay for alignment and gentle buffs.
— PAGE 64 – NOMAD ARTHROMITE HERDER Add a blast pistol and sky mantle to the equipment a Nomad Arthromite Herder is armed with.
This beings the Herder more in line with other Nomads, while actually making its model less WYSIWYG (who cares).
— PAGE 70 – *PETITION Change the heading of the first column of the table from D6 to D6+Rep.
Removes an obvious error that meant Nomads could always get cheap House Agents if they desired (you couldn’t reach the higher, worse parts of the table). If anyone was actually insisting on playing this as just D6 and is now mad, we encourage them to go kick rocks.
— PAGE 99 – CLOSE COMBAT WEAPONS Change the chitin dagger’s Credit Cost to -.
Change the insective knife’s Strength to - and add the Toxin trait.
We believe the effect of this is to take the chitin dagger out of the Nomad Trading Post. It was kinda meh anyway.
The Insective Knife change is more material: it has in effect gone from being a glorified fighting knife with chem-delivery that you would rarely want to use into a stiletto knife — a much better option for picking off high-wound, meh-toughness opponents with your Sha’dar Hunters.
— PAGE 108 – ROCKET PACK Change the equipment to: When a friendly model within 3" of a fighter equipped with a rocket pack needs to make an Ammo test for a charge caster, they may choose to pass it automatically. Each rocket pack may only be used once per battle.
The change here is that the Rocket Pack no longer has to be used the “first time” a nearby fighter needs to make an ammo test, which is much less restrictive. We imagine it won’t massively change when these get used.
— PAGE 109 – SKY MANTLE Replace the equipment entry with the following:
During Ash Waste battles, a fighter equipped with a sky mantle can take the Hide in the Wastes (Double) action as long as they are not subject to the Mounted condition:
Hide in the Wastes (Double): If this fighter is at least 12" away from the nearest enemy model, they gain the Hidden condition as if the Visibility (6") rule was in effect (see the Necromunda Core Rulebook) even if the current battle is not using the Pitch Black rules. They become Revealed if they move as well as all the normal triggers for becoming Revealed and they do not automatically become Hidden again during the End phase of any round unless the Pitch Black rules are in effect.
An attempt is made at clarifying one of the most messy bits of rules in the game. In our view, it works.
The order of operations is now this:
— Declare the action, then measure to see if any enemies are within 12".
— If they are, nothing happens.
— If they aren’t, gain the Hidden condition. The fighter now operates within a personal version of the Pitch Black rules, and cannot be targeted if they are more than 6" away from an enemy.
— If they lose the Hidden condition, they can be targeted.
— If not, they remain Hidden in perpetuity until revealed.
Crucially, revealed Hide in the Wastes users now
do not regain the Hidden condition at the end of the round. Without this stipulation, Nomad players might be encouraged to mass utilise Hide in the Wastes in the first round of a game, meaning their fighters perpetually regain Hidden at the end of each round.
This is now a powerful, if defensive, options — it will permanently protect a fighter who has little else to do, and mean you can take pot shots with impunity using Silent weapons.
The biggest problem with this remains in situations where the Pitch Black/Visibility rules ARE in place, and fighters who have Hidden in the Wastes are revealed by movement alone — even if they’re at a distance that would normally mean they are hidden. So say a Nomad hides (meaning they are at least 12" away from an enemy), then the round ends and Visibility changes to 6". That Nomad is now in danger as soon as they move (having gained the Revealed condition), even though they’re notionally surrounded by a sandstorm or whatever. This puts them in a worse position than unhidden fighters, which is weird. We can see this being frustrating, and would recommend a solution that is something like “a Hidden in the Wastes fighter’s Hidden condition is superseded by any greater level of Visibility restriction from battlefield effects”.
In practice, we can see Nomad players being encouraged to have melee chargers wait in ambush for an advancing enemy, or for fighters with shorter-ranged weapons to stay hidden until enemies get close. Most of the time, it will mean the AWN player is ensured to have the initiative when a fight starts. In essence, it encourages camping — but in a thematic way.
The exception to this is for fighters who have the
Ghost of the Wastes skill, while lets them undertake Hide in the Wastes as a Basic, rather than Double Action. Those fighter can now shoot then effectively disappear for the rest of the turn. That will definitely be potent for some powerful shooters — fire off a rocket from across the board, then disappear.
— PAGE 114 – ADDITIONAL ATTACKS (X) Change the second sentence to: Note that a weapon with this trait can only be used to make the Additional Attacks, a fighter may not use them for other attacks.
Brings additional attacks in line with Power Pack weapons. Not much of a nerf in practice because the only weapon that can gain Additional Attacks (the Helamite Claws) is so feeble.
— Q. When founding an Ash Waste Nomads gang is there a limit to the number of Hunters I may recruit?
A. No. Although only one Warrior may be upgraded to a Specialist when founding a gang, there is no limit to the number of Specialists a gang may include at creation.
In line with Van Saar Tek-hunters, clarification that the limitation is on the number of gangers you can automatically promote to specialists at foundation, not the overall number of specialists you can have at foundation.
— Q. Since Ash Waste Nomads Warriors treat long rifles as Basic Weapons instead of Special Weapons, can they fit a gunshroud to a long rifle?
A. Yes.
Very tasty for Nomads players, this will be nasty to play against in low-visibility games. However, it’s tempered somewhat by Nomads losing access to special long rifle ammo in ‘Tribes…’. The changes to Sky Mantles above mean you can mass-hide and then snipe while perpetually hidden, which is… scary.
— Q. Can a Nomad Harrier be upgraded to become a Sanctioned Psyker or Non-sanctioned Psyker in the same way as Bounty Hunters using Necromunda: Book of the Outcast?
A. They may not be upgraded to become a Sanctioned Psyker, but they may be upgraded to become a Non-sanctioned Psyker.
Nice!
Q. For the shock trap, is the Shock trait triggered if a 6 is rolled when seeing if the trap goes off?
A. Yes.
This one is kind of funny, because it should be an errata’d addendum to the rules rather than a question. There was no obvious way of guessing how this was supposed to work, but luckily the mysterious question asker found the perfect question. Following this reasoning, we’d suggest that a Shock Trap can never trigger Shock with if it is triggered by a 3-4 roll after being hit with a ranged attack.
— Q. Does the Eyes of the Wasteland skill stack with photo-goggles or an infra-sight?
A. Yes.
Groovy!
Bastions of Law (Enforcers)
— PAGE 95 – BADZONE ENFORCERS GANG COMPOSITION Change the paragraph to read: Badzone Enforcer gangs follow all the usual restrictions and guidelines for creating a gang as described in the Necromunda Core Rulebook with the exception that Enlisted Hive Scum are not included when comparing the number of models with and without the Gang Fighter (X) rule.
We noted in
our review of Bastions of Law that a pretty negative change had occurred, in which Enlisted Hive Scum counted towards the “non-Gang Fighter” contingent of your list, taking out spots most players would rather preserve for Champions and the like. Thankfully, that is now fixed, and these cheap-and-cheerful can once again be added as a supplement to a conventionally-balanced list.
— PAGE 111 – HEAVY WEAPONS Add the Blast (3") trait to the heavy concussion ram.
GW here fixes an error that was in Book of Judgement, previously got errata’d, but then came up again here. Hopefully this time they’re caught it for good.
— PAGE 116 – FLAK ARMOUR Change the minimum Armour Penetration for hardened flak armour and hardened layered flak armour to -1.
This properly converts the minimum AP value to a penetrative value. It’s obviously still slightly confusing than “decrease” in these contexts means “make higher” in numerical terms. Numbers r hard.
— Q. Can Enforcer boltguns/shotguns use the special ammo types available to regular boltguns/shotguns?
A. No they cannot – unless the ammo type is listed specifically for the weapon it cannot be used.
Again, this is in line with early Book of Judgements FAQs.
— Q. The Crush wyrd power only causes an Injury roll to be made if the target passes a Save roll. Is this a mistake?
A. No. The more armour a fighter is wearing, the easier it is to crush them beneath its weight, hence it only works if the target passes a Save roll.
We could have sworn this had already been clarified elsewhere but it seems not — this should probably also be the the FAQs of several other books (notably Outcast) but at least it is somewhere.
Other FAQ and Errata
— SLOPPER, ROGUE DOCS, AMMO-JACKS, GANG LOOKOUT AND DOME RUNNER Add the following special rule to each of these Hangers-on in every publication they appear in:
Outlaw: This Hanger-on may be hired by an Outlaw gang, at which point they automatically become an Outlaw themselves.
HUGE!!! This massively expands the number of hanger-on options available to Outlaw gangs. It’s particularly useful for the various Outlaw gangs who pay extra for doc visits — although increasing the ubiquity of rogue docs is a mild shame as they’re a bit boring.
We’d interpret this as meaning the three dramatis personae hangers on — Ragnir Gunnstein, Doc Arachnos and Bigby Crumb — are now fair game for Outlaw gangs, though you may want to ask your arbitrator.
We only wish that a similar point had been made about many of the house-specific hangers on, such as Chem-dealers — which, for example, currently remain only able to sell highly-illegal drugs to law-abiding gangs for some reason — or Grease Monkeys, who will only boost wreckers who pay their taxes on time.
Q. When hiring a Bounty Hunter or Nomad Harrier, do you have to pay additional credits for any equipment they come with?
A. Yes.
Of course.
Apocrypha Necromunda: Bonedry and Broke (Venators)
— PAGE 8 – RATLING HUNT LEADER Change the Ratling Hunt Leader’s Movement characteristic to 4".
It’s weird for this errata to exist given they could just as easily have changed the PDF without comments (
as they did shortly after it first launched, amid Beastmengate).
Regardless, this tweak to Ratling leaders gets a special mention: they are no longer
weirdly fast compared to all other ratlings. Oh well.
— Q. What happens when a Venator gang rolls either one or two 6s for their Settlement Territory?
A. If a Venator gang rolls a 6 for their Settlement Territory, then they do not gain any new fighters. However, if they manage to roll two 6s they may hire a single Ganger of their choice from those available to the gang. This does mean they could gain a free Ogryn Hunter!
Saucy! Could gain a free Ogryn Hunter often = will gain a free Ogryn Hunter, we’d imagine.
— Q. Can a Venator Hunt Leader still be upgraded
to have either the Sanctioned Psyker or Nonsanctioned Psyker rule as described in Necromunda: Book of the Outcast?
A. Yes.
We reckon everyone had already adopted this clarification, but it is nice to have.
Conclusion
This is a nice set of changes and clarifications overall, particularly with regards to Power Pack weapons, Neural Flayers and Sky Mantles, which were in our experience some of the most consistently confusing parts of the game. We think Nomad players have the most to be happy about, although it also opens up some great new options for Outcast enthusiasts.
However, we have to be frank: it has taken way too long to get these clarifications, some of which are on rules that have already passed their sixth birthday. We’d love it if, going forward, GW could be more proactive with these updates.
Let us know your thoughts below — particularly if there’s something you think GW have missed!
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