Warhammer 40K: Necromunda Gets An Updated FAQ
‘Tis the season… for frequently asked questions and errata to get updated. Today it’s Necromunda, find out what’s new in Hive Primus.
Alright friends, the time has come to once more talk about what’s new in Necromunda. This week, specifically, it’s a new batch of FAQs to clarify what the rules meant all along, but specifically there’s a lot to talk about with regards to Natural 1s and a number of abilities, as well as the order in which you resolve different attacks. Also, Gangs of the Underhive has some corrections that make your Grenades a little better. Let’s check it out.
via Warhammer Community
First things first, there’s a lot of clarification about Natural 1’s. Whether you’re making a shooting attack or a melee attack, natural 1’s always miss. Regardless of modifiers. Same goes for melee attacks:
And if you’re making attacks with two weapons, the you need to resolve the hit rolls for each weapon before dealing with any of the hits.
The rest of the FAQ primarily deals with the Necromunda Splot Books. First up, Gangs of the Underhive, where they amend special rules for claiming bounties, and giving the appropriate traits to the weapons that were introduced in the book. Most notably, grenades all have the blast trait, to make sure you properly can model their explosive traits.
The Book of Judgement is next, with a few changes to the wyrd powers introduced.
Necromunda: Dark Uprising sees a few more clarifications, notably adding the explosive traits to its grenades, bringing them in line with the recent changes to the core rules. And finally, Necromunda: Book of Ruin has a few minor tweaks to the way that Cult Alphas can work with their extra arms.
You can find the full list of errata and corrections and clarifications at the link above. Enjoy!
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