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Made in gb
Power-Hungry Cultist of Tzeentch





What happens when a scaly with 5+ save from his skin wears carapace armour 4+ save. It says in the new scavvy rules that armour combines as normal.

Can I buggery find what 'normal' means

Thanks
   
Made in si
Foxy Wildborne







Combining armour means that you add the odds together and roll one die.

5+ save (2/6) combined with a 4+ save (3/6) combines into a single 2+ save (5/6)

Hope that helps.

The old meta is dead and the new meta struggles to be born. Now is the time of munchkins. 
   
Made in gb
Power-Hungry Cultist of Tzeentch





I understand what you are saying fella, that is what I would hope it means. But proving it to my friends is another matter.

Where did you get your sure answer?
   
Made in si
Foxy Wildborne







Hmmm, it's on page 18 of the Necromunda Community Edition but not in either GW version.

The old meta is dead and the new meta struggles to be born. Now is the time of munchkins. 
   
Made in gb
Power-Hungry Cultist of Tzeentch





Thanks mate Disjointed rules from GW ? Who would have thunk it?

Can you tell me an online location of said community rules?

This message was edited 1 time. Last update was at 2011/05/10 11:44:53


 
   
Made in si
Foxy Wildborne







Right here: http://www.anthony-case.me.uk/necromunda
Good stuff.

The old meta is dead and the new meta struggles to be born. Now is the time of munchkins. 
   
Made in gb
Power-Hungry Cultist of Tzeentch





Many thanks Sir
   
Made in us
Stubborn Temple Guard






That's a pretty handy improvement! I'm very surprised it doesn't just "increase the best save by 1" or some such.

Going from a 4+ to a 2+ almost seems too powerful to me.

27th Member of D.O.O.M.F.A.R.T.
Resident Battletech Guru. 
   
Made in us
Frenzied Berserker Terminator




Hatfield, PA

That seems pretty excessive to me. How do you put on carapace armor over scaly skin and suddenly get as tough to take out as a terminator?? Just weird. I agree that a +1 to better armor save would make sense. Heck it would also make sense just to use the best of the two armor rolls. Could even work that if you fail your carapace save you get to make your scaly skin save to try and stop the shot. That 2+ sounds like a really silly house rule...

Skriker

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Made in gb
Power-Hungry Cultist of Tzeentch





Lol at the thread necromancy

As it happens I elected to pass on the carapace armour to avoid any conflict over rules. My personal opinion is that 2+ save is very strong and at some stages in a campaign will be overpowered.

However I don't think it is game breaking, what I have found to be game breaking are hand flamers on all gangers, rapid fire/fast shot on lots of gangers so they are all spamming lots of bullets. Lots of techno seems very strong also.

There are plenty of unbalanced issues with necromunda but I dont feel this is anywhere near the worst. I have found that scavvies are weak at end game, a 2+ scaly is simple to pin, turn after turn. There are plenty of weapons that can strip the armour save down.

Its not a direct comparison to a Terminator which has a 2+ save vs everything except AP 1 or 2 weapons. 2nd edition terminatiors made their save on 2d6 not 1d6.

So I say give scavvies all the help they can get
   
Made in us
Posts with Authority





South Carolina (upstate) USA

lighterthief wrote:


Terminator which has a 2+ save vs everything except AP 1 or 2 weapons.



AP isnt used in Necromunda...thats from the newer 40k rules...

Whats my game?
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10/15mm mecha
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Open to other games too






 
   
Made in gb
Power-Hungry Cultist of Tzeentch





I am well aware of that, however terminator armour doesn't exist in the necromunda ruleset either.

The point I was trying to make was that a 2+ save on a scaly is not equivalent to a 2+ save on a terminator, in response to an above poster.
   
 
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