View Full Version : Flamer

20-02-2007, 14:41
OK me and my friends have started playin NEcromunda using the Underhive book but we looked at the flamer rules where it says "may catch fire" but no explanation can be found.

Can someone tell us the rules for catching fire plz

20-02-2007, 14:59
Download the latest FAQ and Errata from Specialist Games here (http://www.specialist-games.com/necromunda/faq.asp).

It is another of the many mistakes in the rulebook. It was cut-and-pasted from the old book despite the Catching Fire rules being abandoned because they were deemed to be too complicated. Hotshot shells for Shotguns get a reroll to wound.

20-02-2007, 18:25
OK thanks for that Cat.

So do all flamers re-roll 2 wound now because though the document says that its been removed it doesnt say what they now do.

21-02-2007, 08:00
No, just hot-hot shells get the reroll

21-02-2007, 08:38
Yeah, just as Tomothy said. The benefit of Flamers is mainly in the automatically hitting everything under the template. That was viewed to be more than enough of a benefit without setting people on fire. Hot Shot Shells get rerolls to try to make them worthwhile. They still aren't...

21-02-2007, 12:58
shame they removed the catch on fire rules. very amusing to see people rolling around all over the place.

27-02-2007, 18:04
Our local gaming group uses the Catching on Fire rules from Gorkamorka, which is essentially the same.

27-02-2007, 19:19
you can also use the cataching on fire rules from 40k 2nd Edition (that said they might be the same as in Gorkamorka)

28-02-2007, 15:45
the best thing about flamers is the auto hit -> auto pin

excelet if you give a hand flamer to a combat guy..

28-02-2007, 18:59
Or for my lovely exterminators.