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Thread: Some Rules Questions / new to NCE

  1. #1

    Some more Rules Questions

    Hello,

    here´s an updated and much longer list of questions my friends and I came across on our first handful of games on the NCE ruleset. As I wrote a similar thread some time before I thought it would be more adequate to combine both lists and edit this first one - so that in the end we have a list of questions and answers, that may help other players new to necromunda as well.

    I will subsequently edit this first page with answers to the questions, when they come up. To visualize this I will mark questions with commonly agreed answers in green, and those with "debates pending" in red.


    Pre- Postmatch
    1.1. On page 109 is written:
    WOUNDING HIT AWARDS

    Gang fighters earn +5 Experience points for inflicting
    an unsaved wounding hit on an enemy model.

    Fighters don't receive this award if the hit roll failed
    or if the fighter already had zero Wounds. For
    example, scattering blasts and shooting at down
    models will not confer any awards.

    Weapons that inflict more than 1 Damage will score
    an award for each wound inflicted until the model is
    reduced to zero Wounds. Note flesh wounds are
    ignored when calculating this.


    If a template weapon hits then all models wounded in
    the blast confer awards.

    In hand-to-hand combat each wound inflicted confers
    an award until the model is reduced to zero Wounds.
    Note flesh wounds are ignored when calculating this.
    What is meant with the sentence "Note flesh wounds are
    ignored when calculating this.
    " (used twice)?
    Arent flesh wounds rolled after the wounding rolls anyway, so that the weapon cannot reduce again the 1 wound received after a flesh wound is rolled anyway?

    1.2. When you recruit a Hired Gun, do you choose its weapons after the advances rolls? Or the other way around?

    1.3. When you create a Gang do you roll your territories before you buy the gangers and weapons? Or the other way around?
    Answer (Ziom): You roll your territories after recruiting gangsters and buing them weapons. You must have a gang before you start rolling territories.


    1.4. Do you count the number of models taken OOA by either side before or after step 1 of the post battle sequence? This is important for scenarios like Gang Fight, were you can take over a piece of territory from your enemy if you take enough models out of action.
    So would this be possible if you took 2 models OOA and 1 down, then your enemy bottles out and unluckily rolls a 1-3 for its downed fighter, assuming that he didnt take any of your models OOA? Or cant you take over territory because you only took 2 models OOA during the game?


    Movement
    2.1. I dont really understand the section "Walls and barriers" on page 12. I this only meant for obstacles that you only want to leap over and not step on?
    But what is for example with a block 1.5" high and 4"x4" wide and deep? Sounds like you could not apply this section here, because only a "barrier between 1" and 2" high, and no more than 1" wide" can be crossed by climbing over.
    So you cannot get on top of it at all? But if you can climb over a wall as high you should be able to climb on it as well, shouldnt you?

    2.2. Do you round up or down or mathematically when calculationg the strength of the hit when a model falls? I.e. does a fall of 3.4" / 3.5" count as S3 or S4?

    2.3. Is a modell that fell automatically pinned?
    Answer (Ziom): Yes. You're hit, so you're pinned


    2.4. When you are using Vents to deploy models to the battlefield, what exactly is meant with the "top surface" of a building? All highest points on the building? Or all points where there is no kind of roof of the building on top? So if I had a building that looked like a pyramid of horizontal blocks (like stairs that go up on one side and down on the other), could I only deploy the fighters on the highest block? Or also on the lower ones?

    Shooting
    3.1. On page 14 it says:
    -1 CHARGING
    The shooter is firing at a charging target whilst
    on overwatch.
    Does this -1 modificator (that is -2 because the -1 Overwatch modificator applies anyway) only apply if the charger charged the model on overwatch? And does it make a difference if the charger actually reaches its target or not?
    Answer (Ziom): [See "Overwatch" p.21:] "There is a special -1 to hit modifier for shooting whilst on overwatch.A further -1 to hit modifier is also applied if the target is charging the MODEL on overwatch, representing the unnerving effect of the enemy’s rapid approach" So the -2 modifier applies only if the charger charged the model on overwatch [and would reach it].


    3.2. This is not really a rules question, but still: Do you guys use the edge of the base as starting point for the 90° LOS arc, as depicted in the rulebook? Or the middle of the base? Or the head?
    3.2.b) Something similar: Where do you start and stop exactly measuring distances when shooting? From the firers base to some body part of the target? Or to its base? And what if the model is lying or you shoot from a higher place?
    Answer (Whitesilk):As for the measuring its always base to base...with a HEALTHY amount of common sense. You have to visualize that the base represents the area that the model covers, be it ducking/weaving/itching her butt/yelling for their heavy to strafe a area, or even standing on its head and the base is in the air; that base reflects the relative non-static movement the model is doing. So regardless of what your doing its always base to base. Yes you still need to meet the rules to "see" the model and apply any adjustments to the die roll.

    Now to shoot at a model that is lying down due to going prone, being pinned/down, etc., you usually measure to the model...any part of the model. Charging a down model its known to have to simply come into contact to any part of the model. Otherwise you'll be seeing a lot of cheating S.o.B's positioning their models to have its base the furthest from any of your gang.


    3.3. What happens to an exploded weapon after the game? We allways assumed, that it is destroyed, so practically deleted from the gangroster, but I cannot find any rule that indicates it. In the exploding weapons section it seems, that the only effect of an exploding weapon is that it may injure the user.
    Answer: See page 21 "Repairs and Supplies": The weapon is usable the next game.


    3.4.
    a) What happens to the user if his weapon explodes but fails to injure him? Is he pinned?
    b) And whats with the user of a plasma gun that rolled a 2 on the "Gets hot" table? Is he pinned?
    Answer (Ziom): Yes. You're hit, so you're pinned (in both situations)


    3.5. Does a model need a friendly fighter in 2" distance to escape from pinning at the start of his turn or at the start of the players turn? So if there are 6 fighters in a row, only one at the end stands, the rest is pinned. Can they all escape pinning if you´re rolling lucky and in the right order? Or only the ones, that were in 2" from the standing model at the start of the players turn?

    3.6. What exactly is necessary to unhide a player? Do you have to move a player so that he really sees 100% of the model? Or is it enough if he sees all but the feet or the like?
    Answer (Ziom): You must see whole model not in cover. Not even feet or fingers behind a cover.


    3.7. Can a model shoot sustained fire weapons normally when on overwatch? Or are there restrictions, e.g. only one shot? Thought I had read s.th. the like, but cannot find it in the rules.
    Answer (Ziom): Yes


    3.8. What happens if a blast weapon misses and the template scatters somewhere, where the firer has no LOS, e.g. around a corner or from ground level to a spot on a higher level that could not normally be seen?
    Answer (Ziom): Damage is resolved as normal.


    3.9. Can you ever shoot at the ground, with the intention of hitting an enemy model?
    Answer (Catferret): Nope, no shooting at a point on the ground. It's always been this way for balance purposes. Only time you could target the ground was with smoke grenades.


    Close combat
    4.1. Is it correct, that Hand Flamers may be used in CC before an ammo roll was failed, but are of no use in CC anymore once an ammo roll was failed? So A model with Hand Flamer and Knife may have +1 A for 2 CC Weapons, then it fires the Hand Flamer, failes the ammo roll and afterwards only has one CC Weapon left?
    Answer (simonr1978): Yes, just like with any other pistol.


    4.2. If a model has 2 CC weapons and an Autogun and it fails its Ammo roll with the Autogun - does it then get an extra Attack dice? Or does even the "empty" Autogun prevent it from getting that bonus?
    Answer (Ziom): No, you still have the autogun. This applies also if the autogun explodes.


    4.3.
    a) Lets say 2 of my models attack one enemy model and the only model that falls in this CC is one of mine. This model is not auto OOA, as there are still friendly models in CC. But what if next round my other model is downed as well? Do then both get auto OOA? I.e. is the first model still in CC?
    b) And I guess, if I would have had a movement phase in between, I could have moved the first downed modell 2" away. But even than the other model could have followed up into contact with the downed model anyway.
    Answer (Ziom): a - Yes, b - Yes


    Leadership
    5.1. If a model fails a leadership test and runs for cover, but can only reach a position, where he is in cover but not totally out of sight, will he stay there and hide? The RAW sound as if he may only hide in subsequent movement phases, not in the first.

    5.2 What happens if all models are down or OOA and you have to take a bottle roll? I imagine its failed automatically, but I cannot find any rule for that.
    Answer (Ziom): You fail the Bottle test. Your LD is 0 in this moment.


    Skills
    6.1. Do the Skills Armourer and Weaponsmith stack? I.e. if a model has both, can it ignore the first failed ammo roll automatically and the second on a 4+?
    The same question goes with Autorepairer and the like.
    Answer (Catferret): Yes


    6.2. Stealth - Evade: Model in short range in light cover --> -1 or -2 to hit modifier? RAW seems -1, but doesnt make much sense does it?

    6.3. Techno - Weaponsmith: "..can ignore failed Ammo rolls and weapon explosions on a D6 roll of 4+.". If you failed an Ammo roll with a 1, rolled a 1-3 for Weaponsmith and your weapon would explode now, is there another chance, the skill may help you? Sounds like you could roll again on 4+ now to prevent the explosion.
    Answer (Ziom): Yes. If your ammo roll is 1, you can make a roll on 4+. If this also fails, there's a chance your gun can explode. So if you fail your second ammo roll (to see if your gun explodes) you can prevent it by rolling 4+. You still fail the first ammo roll, though.


    6.4. Techno - Medic: "This decision must be made straight after the injury roll..." I guess thats the roll on the serious injury table? So I cannot roll all serious injuries for all my OOA models first and decide afterwards? But why? Or is this meant in another way?
    Answer (Ziom): You must decide to use Medic immediately after you roll for serious injury. If you roll another serious injury, you can't go back.


    6.5. Shooting - Gunfighter/Rapid Fire: Can you fire on different targets?
    Answer (Ziom): You can, but remember you must shoot at the closest target. You can shoot at a different target only if you put the first target out of action or down.


    6.6. Techno - Weaponsmith(2): Does this skill stack with an Auto-repairer? Assuming the Auto-repairer checked the weapons between the games, any model ignores a failed Ammo roll on a 4+. Assuming this check was failed with a 1-3, can it still ignore the Ammo roll on a 4+, if it has Weaponsmith?
    Answer (Ziom): It stacks with Auto-repairer. Count it as 2 saves against a failed Ammo roll.


    6.7. What is the sense of the Resilence of Ratskin Scouts (page 105)? If they are hurt I can buy another for next game anyway cant I? They cant advance and get "better" than when I recruited them in the beginning to justify keep an injured Scout in your gang, or do they?
    Answer (Catferret): Maybe you really like the skill combos he has, or don't want him to be captured by the opponent to stop them getting a free blindsnake pouch.
    Last edited by hpb; 20-08-2012 at 08:38.

  2. #2
    Chapter Master Catferret's Avatar
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    Re: Some Rules Questions / new to NCE

    1. Quite tired so reading this one carefully to try and get my head round the wording. I'll get back to you.

    2. Seems fine to stack them.

    3. Hipshooting may never be used with heavy weapons as indicated in the skill description. Guess that's the tradeoff you make over a regular flamer. More damage and better ammo roll, but it's too heavy to run and shoot.

    4. As above.

    5. I have been playing it as it only applied if the target was charging the overwatcher, but maybe I'm wrong. Maybe it applies to any charging model as the overwatcher is comcerned about hitting his mate? Best speak to your gaming group to decide.

    6. Handflamers can be used in hand to hand after being used at range assuming you haven't failed the ammo roll.

    7. Maybe you really like the skill combos he has, or don't want him to be captured by the opponent to stop them getting a free blindsnake pouch.

    8. Nope, no shooting at a point on the ground. It's always been this way for balance purposes. Only time you could target the ground was with smoke grenades.

  3. #3

    Re: Some Rules Questions / new to NCE

    wow, that was fast. thank you for your detailed answers, you helped me a lot!

    And sorry for the trivial questions 3. and 4., I just had overread this relevant part in the skill description there.

    In question 6. I made another error, got confused with the LRB here I guess. What I meant was "after I failed an ammo roll". So:
    6. Is it correct, that Hand Flamers may be used in CC before an ammo roll was failed, but are of no use in CC anymore once an ammo roll was failed? So A model with Hand Flamer and Knife may have +1 A for 2 CC Weapons, then it fires the Hand Flamer, failes the ammo roll and afterwards only has one CC Weapon left?

  4. #4
    Chapter Master
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    Re: Some Rules Questions / new to NCE

    The same rules apply to any pistol weapon, once it's failed its ammo roll it's completely useless for the duration of the game but so long as it's functioning when you go into hand to hand hand combat it counts and can be used.

    If you roll less than the number indicated the weapon has malfunctioned and is useless for the rest of the game.
    This is why if you like your handflamer gunner you should make sure s/hes got another pistol for when they fail their ammo roll.
    Last edited by simonr1978; 12-07-2012 at 11:54.
    Quote Originally Posted by brightblade View Post
    If Marmite is Satan's toe jam (which it is) then Vegemite is certainly at least his gritty bellybutton goo.

  5. #5

    Re: Some Rules Questions / new to NCE

    Ok, thank you
    Quote Originally Posted by simonr1978 View Post
    This is why if you like your handflamer gunner you should make sure s/hes got another pistol for when they fail their ammo roll.
    sounds deliberate, I will consider this tomorrow, when crushing (or dying while trying) my friends esher

  6. #6

    Re: Some more Rules Questions

    I just updated the list in my first post with a whole bunch of new questions:

    Quote Originally Posted by hpb View Post
    (...)
    Hope you guys can help me with that.

  7. #7

    Re: Some more Rules Questions

    nobody can/wants to help?

  8. #8

    Re: Some Rules Questions / new to NCE

    We're busy trying to answer all those questions

    Here we go:

    1.1 Beats me. Better ask the author(s).
    1.2 Here is the post battle sequence table from the rulebook:

    1. Determine the extent of injuries for each fighter out of action at the end of the game. Fighters who are down at the end of the game are considered to be out of action on the D6 roll of a 4, 5 or 6 and must also roll for injuries. See the Serious Injuries chart.
    2. Allocate Experience points for your fighters and make any Advance rolls. See the Experience section and Scenarios for details of how this works.
    3. Re-allocate territory if appropriate. Territory may be lost or won according to the scenario played.
    4. Collect income from territory as described in the Territory section.
    5. Recruit new fighters and buy new equipment as described in the Trading Post section.
    6. Update your total gang rating and you are ready to fight again.

    As you can see, you recruit new fighters, including Hired Guns, after making advance rolls. You choose Hired Gun's weapons after you recruit him.
    1.3 You roll your territories after recruiting gangsters and buing them weapons. You must have a gang before you start rolling territories.

    2.1 You can climb on such block, but you must use half of your movement to do so.
    2.2 Round down.
    2.3 Yes. You're hit, so you're pinned

    3.1 "There is a special -1 to hit modifier for shooting whilst on overwatch.A further -1 to hit modifier is also applied if the target is charging the MODEL on overwatch, representing the unnerving effect of the enemy’s rapid approach" So the -2 modifier applies only if the charger charged the model on overwatch.
    3.2 Personally I use the middle of the base.
    3.4 Yes. You're hit, so you're pinned (in both situations)
    3.5 "If a model has at least one other model from the gang within 2" then he can try to escape pinning at the start of HIS turn by taking an Initiative test." So you can do that.
    3.6 You must see whole model not in cover. Not even feet or fingers behind a cover.
    3.7 Yes
    3.8 Damage is resolved as normal. Why wouldn't it?

    4.2 No, you still have the autogun. This applies also if the autogun explodes.
    4.3 a - Yes
    b - Yes

    5.1 "If he can get out of sight by staying where he is and hiding then he will do so instead" You can hide when in cover and unless you're clearly visible you can stay there.
    5.2 You fail the Bottle test. Your LD is 0 in this moment.

    6.2 Evade works only when you are in the open and you're shot at. In your example you're in cover, so Evade doesn't apply
    6.3 Yes. If your ammo roll is 1, you can make a roll on 4+. If this also fails, there's a chance your gun can explode. So if you fail your second ammo roll (to see if your gun explodes) you can prevent it by rolling 4+. You still fail the first ammo roll, though.
    6.4 You must decide to use Medic immediately after you roll for serious injury. If you roll another serious injury, you can't go back.
    6.5 You can, but remember you must shoot at the closest target. You can shoot at a different target only if you put the first target out of action or down.

  9. #9

    Re: Some more Rules Questions

    Wow, thank you a lot for those detailed answers. Didnt think somebody would bother to answer them all. I updated my first post now.

    Only some questions/remarks:


    Quote Originally Posted by Ziom View Post
    1.2 Here is the post battle sequence table from the rulebook:
    (...)
    As you can see, you recruit new fighters, including Hired Guns, after making advance rolls.
    What I meant where the advance rolls of the hired gun. A scummer for example has 6 advances. Do you roll them and decide which weapons he will use afterwards? Or the other way around?


    Quote Originally Posted by Ziom View Post
    2.1 You can climb on such block, but you must use half of your movement to do so.
    Ok, so I have to spend half of my movement to climb on it. And if in my next turn I want to climb down again on the other side I have to spend half my movement again? But I can also climb up on it and down from it in one turn, only spending half of my movement for both climbs?


    Quote Originally Posted by Ziom View Post
    2.2 Round down.
    Hm, so 3.9" becomes 3"? Is this from the rules or from common practice?


    Quote Originally Posted by Ziom View Post
    3.5 "If a model has at least one other model from the gang within 2" then he can try to escape pinning at the start of HIS turn by taking an Initiative test." So you can do that.
    Thats how I read it as well. But I´ve heard Players sure about the version with checking at the players turn as well and thats how I would think it best playable. As the newbie I still am, this does not really count much, but as this question seems quite important for the game play, I´d like to hear if this is the common way or if there are others.


    Quote Originally Posted by Ziom View Post
    3.6 You must see whole model not in cover. Not even feet or fingers behind a cover.
    Wow, that makes hiding really tough doesnt it? If s.b. is higher up than you then its kind of imossible to unhide him.


    Quote Originally Posted by Ziom View Post
    3.8 Damage is resolved as normal. Why wouldn't it?
    Well, because a Plasma Blast cannot fly around a corner, does it? In 40k there was a rule once (3rd ed.?), that you draw a line to the new spot where the blast would land and then place the blast on the furthest point on this line that the shooter still sees. But I guess not doing this is the most playable solution.


    Quote Originally Posted by Ziom View Post
    5.1 "If he can get out of sight by staying where he is and hiding then he will do so instead" You can hide when in cover and unless you're clearly visible you can stay there.
    This only applies for the subsequent movement phases, doesnt it? The rules say:
    1. dash 2d6
    2. if you can reach a place, where you cannot be seen, stay there. If not run the full distance
    3. in the subsequent movement phase dash again 2d6 for such a position.
    4. if you can get out of sight by staying where you are and hide then do so instead.
    For me it seems as if 4. would only refer to 3., so would not be possible in the first turn.


    Quote Originally Posted by Ziom View Post
    6.2 Evade works only when you are in the open and you're shot at. In your example you're in cover, so Evade doesn't apply
    Thats how it sounded to me. But isnt it strange that a model is targeted easier if its behind light cover than in full sight? That doesnt seem to make much sense, neither fluff- nor gameplay-wise...


    Quote Originally Posted by Ziom View Post
    6.4 You must decide to use Medic immediately after you roll for serious injury. If you roll another serious injury, you can't go back.
    So I should allways roll for the most important models first.


    Quote Originally Posted by Ziom View Post
    6.5 You can, but remember you must shoot at the closest target. You can shoot at a different target only if you put the first target out of action or down.
    In our first game we assumed it to be the same as sustained fire weapons, but this makes sense as well - and makes it a lot better!



    I also added some questions:
    Quote Originally Posted by hpb View Post
    1.4. Do you count the number of models taken OOA by either side before or after step 1 of the post battle sequence? This is important for scenarios like Gang Fight, were you can take over a piece of territory from your enemy if you take enough models out of action.
    So would this be possible if you took 2 models OOA and 1 down, then your enemy bottles out and unluckily rolls a 1-3 for its downed fighter, assuming that he didnt take any of your models OOA? Or cant you take over territory because you only took 2 models OOA during the game?

    2.4. When you are using Vents to deploy models to the battlefield, what exactly is meant with the "top surface" of a building? All highest points on the building? Or all points where there is no kind of roof of the building on top? So if I had a building that looked like a pyramid of horizontal blocks (like stairs that go up on one side and down on the other), could I only deploy the fighters on the highest block? Or also on the lower ones?

    3.2.b) Something similar: Where do you start and stop exactly measuring distances when shooting? From the firers base to some body part of the target? Or to its base? And what if the model is lying or you shoot from a higher place?

    6.6. Techno - Weaponsmith(2): Does this skill stack with an Auto-repairer? Assuming the Auto-repairer checked the weapons between the games, any model ignores a failed Ammo roll on a 4+. Assuming this check was failed with a 1-3, can it still ignore the Ammo roll on a 4+, if it has Weaponsmith?
    Last edited by hpb; 17-08-2012 at 11:18.

  10. #10

    Re: Some Rules Questions / new to NCE

    1.4 Before. So in your example if a model rolled OOA result, his gang would lost a territory.

    2.4 I read it as "don't put the models on the table's surface" (there's Tunnels territory for that). It means that you can deploy the models on the lower blocks/floors, not just the highest.

    3.2.b From base to base, as in all GW games.

    6.6 It stacks with Auto-repairer. Count it as 2 saves against a failed Ammo roll.

  11. #11

    Re: Some Rules Questions / new to NCE

    Quote Originally Posted by Ziom View Post
    1.4 Before. So in your example if a model rolled OOA result, his gang would lost a territory.
    err, isnt this "after"? First you roll if a downed model is OOA or recovered in step 1 of the post battle sequence, then you count the number of models OOA?

    Quote Originally Posted by Ziom View Post
    2.4 I read it as "don't put the models on the table's surface" (there's Tunnels territory for that). It means that you can deploy the models on the lower blocks/floors, not just the highest.
    ok, this is a playable solution. is there any rule I missed, that implies this, or is it a common way to play?

    Quote Originally Posted by Ziom View Post
    3.2.b From base to base, as in all GW games.
    but is it allways from base to base, even if the models are at different ground levels? and if a model is lying, do you still measure only to its base?

  12. #12
    Veteran Sergeant Whitesilk's Avatar
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    Re: Some Rules Questions / new to NCE

    You have to look at the post battle sequence differently. The gang flees (bottles) - the game/scenario is over.

    The down model, that was still taking the "bleeding rolls", that is still on the table when their gang bottles is NOT considered OOA in terms of the scenarios. That model went OOA back at the gangs HQ from complications that arose from the "serious' injuries sustained in the fight or in the rough handling of this mates as they rush out of the area to avoid any more harm done to them, and has to roll to see the extent of the injurie(s). Just like all those down models that roll 1-3 and fully recover, bouncing back onto the roster.

    YOU... have to take them OOA during the scenario.

    As for the measuring its always base to base...with a HEALTHY amount of common sense. You have to visualize that the base represents the area that the model covers, be it ducking/weaving/itching her butt/yelling for their heavy to strafe a area, or even standing on its head and the base is in the air; that base reflects the relative non-static movement the model is doing. So regardless of what your doing its always base to base. Yes you still need to meet the rules to "see" the model and apply any adjustments to the die roll.

    Now to shoot at a model that is lying down due to going prone, being pinned/down, etc., you usually measure to the model...any part of the model. Charging a down model its known to have to simply come into contact to any part of the model. Otherwise you'll be seeing a lot of cheating S.o.B's positioning their models to have its base the furthest from any of your gang.
    Last edited by Whitesilk; 19-08-2012 at 01:44.

  13. #13

    Re: Some Rules Questions / new to NCE

    thank you for your explanation. so now we have two contrary statements on calculating the number of models OOA (1.4.)

    I added your answer for measuring to 3.2.b).
    Do I understand you correctly, that a model standing vertically over another model measures its distance from its base to the other models base - not to its head?
    That sounds strange to me, because normally (at the horizontal setting) you allways measure between the two nearest points, the nearest edges of the base. And the two nearest points vertically would be the base of the upper and the head of the lower model.
    Last edited by hpb; 20-08-2012 at 08:45.

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