GW: Necromunda FAQ
The first FAQ is in for Necromunda: Underhive and Necromunda: Gang War.
Necromunda has been getting some love this last month, what with the release of Gang War 2 and House Orlock. Now it’s time to clean house a little bit with some errata and FAQs given some answers. A lot of this is clarification to some of the rules interactions, but there are a few things that really help integrate some of the feedback from the players. So if you are playing Necromunda, you should check this out–this latest rules update helps the game play a little smoother. Let’s take a look.
via Games Workshop
First up, we have one of the biggest updates to the rules, which has to do with the way movement works in the game.
Aside from that there are a few minor clarifications. Things like Autoguns being range 8″, or Autopistols having an Ammo Characteristic of 4+. Then there are some fixes to the Underhive Fighters, mostly to bring the stubbers in line with the Ammo 4+ that the weapons have in general. Then we get into the real meat and potatoes of the FAQ–the Qs that are FA’d.
This one helps to keep your firepower going wherever you need it to–target priority is an important part of the game. And knowing when you can and can’t ignore a model can make a difference in your activation. Speaking of activation:
Now at this point you might be wondering, what about the stuff in Gang War? Well, my nonexistent rhetorical friend, you’re covered there as well:
Wield Unwieldy weapons more readily with this skill–but not that readily. Yes folks, it looks like Necromunda’s finally got all of its rules in order–
–never change Necromunda. Never change.
Get in there Goliaths.