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Made in au
Owns Whole Set of Skullz Techpriests






Versteckt in den Schatten deines Geistes.

Found this collated over on /tg/. Figured it was worth sharing:

- The skill Mighty Leap is really unclear on what it does, either it allows you to make Leaps, and no one else can without the skill, or it lets you make longer leaps in some way that isn't specified. Please clarify.
- The Toxin rule is awful, currently the rules state that you make the Toughness Test instead of an Injury Roll, but if it fails it does nothing. It's mathematically worse than just hitting someone with a regular Knife, because with that you have 4/6 chance to take them out (with a following coup de grace) and 2/6 chance of flesh-wounding. This CRIPPLES house Escher, makes their weaker weapons more expensive, and really limits their weapon choices overall. Surely this isn't intentional!?
- What do Scare Gas Grenades do? Where are the rules for them? What does the Fear trait do?
- The stray shot mechanic currently allows fighters to bend bullets around cover, and get a better hitrate. If an enemy fighter is in full cover a Juve hits on 7+, but if he shoots at someone in partial cover behind them (on a 6+) and misses he then hits the original target with a stray shot on a 4+. Real potential for abuse here.
- Does the Charge action require line-of-sight?
- Do Juves ever get armour? There is no ruling on gaining armour in the downtime rules, and it can't be purchased at the trading post.
- Club/Hammer/Maul and Stub cannon statlines are absent from the Gang War Book, despite being available at the Trading Post and Goliath Armoury respectively. What are the Stats?
- The Underhive Armoury in the Gang War book includes a statline for a Sawn-Off Shotgun, but there is no way of purchasing one.
- There are a lot of useful weapons in the Legacy PDF, but they do not have rarities assigned to them so can't be merged into the Trading Post.
- Goliath Juves have access to Agility as a secondary skill pick, but not Combat like the rest of the gang.
- Escher Lasguns are 5 points, Las Pistols are 15 points.
- Juves require 6 advancements to match the stats of a ganger, which even when you take into account the 10xp for +1 M and +1 I puts them 34xp behind a Ganger. They are never going to be worth the 30 credits you save by hiring one instead of a Ganger.
- Juve maximum stats cap much lower than a normal fighter of any other type, in long term campaigns it makes them redundant.
- When Charging does moving within 1” automatically pull you into combat or does your total move need to get you into base to base? If the latter what happens when you move within 1” (as allowed in the rule for charging) but not base to base? Do you stop 1” away or do you stop the full move distance.
- Can a Ganger equip a Special Weapon without being a specialist? A Grenade Launcher purchased from the trading post? A Chem Thrower in the Gang's Stash?
- Is a ganger who is equipped with a weapon from the special weapons list during gang creation counted as a Specialist? Can you equip another Ganger with a Special Weapon if the one from gang creation dies?
- Can Escher fighters equip Goliath weapons and vice versa? They can acquire each other's equipment via an exchange for a captured fighter. Nothing in the rules prevents this.
- When Specialists become Champions do their stats change? We went over juves, there is a specific paragraph for them. The xp purchase for gangers to become champions just says they are promoted to champions and gain a skill. What does that mean exactly?
- When you hire a Champion their stat caps for Wounds and Attacks is 3. Juves and Gangers who become Champions through promotion have a cap of 2 for those same stats, meaning a Promoted Champion is inferior to one that is hired.
- Currently there are no modifiers for shooting blast weapons at fighters in cover, since cover is based on the model, and blast weapons don't target them. Is this on purpose?
- Since blast and template weapons don't target fighters, they can make attacks against fighters that are Hidden. Is this on purpose?
- Will, Int and LD are currently only used for a few skills and niche actions. Will there be more uses for these stats in the future?
- Can the True Grit skill negate an injury roll caused by a Stimm-Slug stash?
- Can Gangers use weapon attachments? Can juves use special ammunition? Rules say Gangers may use wargear, but weapon attachments are in a seperate list from "wargear". Juves should be able to use dum dum bullets, but the rules as written, they cannot. Same with wargear, they can't have them.
- Is there an error in the Ganger Advancement table? The Gang Value increase for WS/BS and WP/Int seems to be the opposite of the Champion/Leader/Juve table. The Ganger Advancement table seems to be the error, where WS/BS and WP/Int positions have been swapped.
- Do Gravchutes cause fall damage on enemies or allies you land on?
- The Entangle weapon trait from the gangs of legend PDF has no explanation of what it does.
- The 'Humiliated' Injury result says it decreases Leadership and Cool by 1 - is this intentional? The Leadership decrease is fine as debuff, but decreasing Cool seems like a buff (should it be -1 Leadership and +1 Cool).
- In a Sector Mechanicus game it says to place Loot Caskets (p21), but then the only reference I could find to what Loot Caskets do was in the Looters Scenario? Is this how the "regular" Loot Caskets work? Ie D3x10 credits if you are in possession? Do you have to get the casket off the board like you do in the Looters Scenario to be in possession, or is simply holding the casket enough?

I'd add to that "How are campaign rewards given out for rulebook missions?".

Industrial Insanity - My Terrain Blog
"GW really needs to understand 'Less is more' when it comes to AoS." - Wha-Mu-077

 
   
Made in gb
Fixture of Dakka






Loot caskets - in games other than the looters scenario, all you get is the potential ammo roll bonus, I would think? I mean, there's two in scenario 1 in the Underhive rulebook and they don't contribute to victory, so the Sector Mechanicus rules are no different, I would say.

They've already said that Wp will be useful for resisting psychic powers - when we see Wyrds, and possibly in the 'stealer and Chaos cult rules, that might become more apparent.
   
Made in re
Focused Dark Angels Land Raider Pilot






Has anyone sent that list to GW's FB page yet ? Should I ?

Virtus in extremis 
   
Made in gb
Leader of the Sept







Wow. Thats a big list. Getting my copy tomorrow and looking forward to solving these things

Please excuse any spelling errors. I use a tablet frequently and software keyboards are a pain!

Terranwing - w3;d1;l1
51st Dunedinw2;d0;l0
Cadre Coronal Afterglow w1;d0;l0 
   
Made in gb
Leader of the Sept







My reading is that mighty leap removes the requirement when leaping that the model needs to have sufficient movement to cross the gap. Hence a model could move 4" toward a 4" gap and still try to jump it in one action.

Specialist is a trait permitting gangers to take skills like a champion. It does not appear to affect their ability to take special weapons. The Gang War lists are clear about restrictions on special weapons and gangers.

June's having more restricted skills tables is something he previous edition had and may well be intended.

The rest I have nothing for



Please excuse any spelling errors. I use a tablet frequently and software keyboards are a pain!

Terranwing - w3;d1;l1
51st Dunedinw2;d0;l0
Cadre Coronal Afterglow w1;d0;l0 
   
Made in no
Longtime Dakkanaut





Club/Maul/Hammer does have stats in the gangs of legends pdf:

Short range -
Long range E
Short accuracy -
Long accuracy -
Strength S
AP -
D 2
Am -
Traits Melee

Same with Stub Cannon:

Short range 9"
Long range 18"
Short accuracy -
Long accuracy -
Strength 5
AP -
D 1
Am 4+
Traits Knockback

Sawn-off shotgun will at least be available in Gang War 2 for Orlocks, costing 10 credits. Not sure what the price or Rarity will be for other gangs or at the Trading Post.

Here are more points to add:
- missing 'Melta' weapon trait rule (from Gangs of Legends pdf).

Inconsistencies:
- autopistol has ammo 3+ in Rulebook/GW1, but 4+ in gangs of legends pdf.
-Lasgun has short range 16” in Rule book, but short range 18” in Gang War 1.
-Boltgun in Rule book (part of the combi weapon) has AP -, D 1, Ammo 6+, but in Legends pdf it has AP -1, D 2, Ammo 4+.
-Stub gun has plentiful, but plasma/stub combi-pistol does not have plentiful for stub gun (rule book), is this on purpose? Do all weapons that take part in a combi-weapon lose Plentiful?

This message was edited 5 times. Last update was at 2017/12/26 01:55:58


 
   
Made in us
Regular Dakkanaut





Illinois

I can answer of few of these as I have been memorizing the rulebooks and have watched all the developer interviews and videochats.

- The skill Mighty Leap is really unclear on what it does, either it allows you to make Leaps, and no one else can without the skill, or it lets you make longer leaps in some way that isn't specified. Please clarify.
---- I have seen this particular one posted many times, and I think people just read it once and give up. Its worded weirdly but its worded accurately, just reread it and it makes sense. MIghtly leap allows fighters to leap across a gap NO WIDER than their Movement characteristic. If the leap action is performed on a leap that is more than half their movement characteristc, suffer a -1 penalty for the leap test.

- Does the Charge action require line-of-sight?
-----No.

- The stray shot mechanic currently allows fighters to bend bullets around cover, and get a better hitrate. If an enemy fighter is in full cover a Juve hits on 7+, but if he shoots at someone in partial cover behind them (on a 6+) and misses he then hits the original target with a stray shot on a 4+. Real potential for abuse here.
---This is intentional, and is supposed to represent the leathality of tunnel warfare in confined spaces. In the sewer maps, position accordingly, in full 3d terrain, its is not a problem; as its not easy to do and being aware of simple positioning will keep your fighters from becoming victims. I do expect them to add it a few footnotes to in, in later FAQ, to help curb anyone from being thatguy.

- When Charging does moving within 1” automatically pull you into combat or does your total move need to get you into base to base? If the latter what happens when you move within 1” (as allowed in the rule for charging) but not base to base? Do you stop 1” away or do you stop the full move distance.
--- No, you stop 1" away, as per prior rules state you are not allowed within 1" of enemy fighters, the only current way to be exempted by this is by charging. If you cannot get into base to base contact within your charge distance, you stop just 1" away.

- Since blast and template weapons don't target fighters, they can make attacks against fighters that are Hidden. Is this on purpose?
------ Yes, the core rule book actually gives an example to this and says it represent richocets and bouncing things off walls.

- Can the True Grit skill negate an injury roll caused by a Stimm-Slug stash?
-------Yes.

- Can Gangers use weapon attachments? Can juves use special ammunition? Rules say Gangers may use wargear, but weapon attachments are in a seperate list from "wargear". Juves should be able to use dum dum bullets, but the rules as written, they cannot. Same with wargear, they can't have them.
--- Yes, they can. The restriction is just for initial purchase, this is clarified in an interview. IE: you buy a Juve, and can only give them gear from their restricted list. As soon as they are purchased and you goto the tradeing post phase where you shop and all that jazz, you can then start gearing them up.

- Do Gravchutes cause fall damage on enemies or allies you land on?
-------- This one made me laugh, but am not sure why its on the list, if you read what Gravshutes does, its quite clear:no, you would however be forced to move 1" away from the model you would have landed on. But since you are not allowed to intentionally move within 1" of an enemy fighter unless charging, I don't ever see this being an issue.

- The 'Humiliated' Injury result says it decreases Leadership and Cool by 1 - is this intentional? The Leadership decrease is fine as debuff, but decreasing Cool seems like a buff (should it be -1 Leadership and +1 Cool).
------- The cool buff is intentional. Represents the fighter being humilated so they take the leadership penalty, but gain a cool bonus to represent them trying to get vengence/gain back their pride.


This message was edited 4 times. Last update was at 2017/12/26 07:36:18


8th Overhaul!
Over 18,000 SM
Over 7000 Tyranids
About 3000 Genestealer cult
About 6000 IG
About 2500 Chaos
About 5000 Skitarii/Admech *Current focus
About 3000 Deamons
2 Imperial Knigts... Soon to be a third

 
   
Made in au
Speed Drybrushing





Newcastle NSW

Everybody needs to ignore the differences between the Rulebook/Gang War and the Legacy PDF, GW said as soon as the PDF was released that they intentionally made them worse than the newer gangs

Not a GW apologist  
   
Made in nl
Stone Bonkers Fabricator General




We'll find out soon enough eh.

 Tsol wrote:
I can answer of few of these as I have been memorizing the rulebooks and have watched all the developer interviews and videochats.

- The skill Mighty Leap is really unclear on what it does, either it allows you to make Leaps, and no one else can without the skill, or it lets you make longer leaps in some way that isn't specified. Please clarify.
---- I have seen this particular one posted many times, and I think people just read it once and give up. Its worded weirdly but its worded accurately, just reread it and it makes sense. MIghtly leap allows fighters to leap across a gap NO WIDER than their Movement characteristic. If the leap action is performed on a leap that is more than half their movement characteristc, suffer a -1 penalty for the leap test.


Yes, that is the RAW, and that's also why it makes no sense because that is worse than Leaping as-described on Page 10, which merely states that you can leap across a gap no wider than your movement without any penalty whatsoever regardless of what that distance actually is.

 Tsol wrote:
s against fighters that are Hidden. Is this on purpose?
------ Yes, the core rule book actually gives an example to this and says it represent richocets and bouncing things off walls.


And this question isn't about ricochets etc when you're aiming at a valid target, it's about whether or not you should be allowed to use the strict-RAW wording of one rule to override the clear intend of another: Hidden models are, you know, Hidden, ie your fighter does not know they are there - so why are they hurling grenades and blasting gouts of flame just-slightly to the left of the person they don't know is there to hit them with ricochets?

Hitting a Hidden model with "splash damage" when attacking a valid, visible target is one thing, but the RAW allows you to use template weapons to attack targets your fighter isn't supposed to even know are there and that's moronic.

Honestly a lot of your answers are just you assuming things or ignoring the intent of the question entirely, I think we're probably best waiting to read the actual FAQ eh.

This message was edited 1 time. Last update was at 2017/12/26 10:41:21


I need to acquire plastic Skavenslaves, can you help?
I have a blog now, evidently. Featuring the Alternative Mordheim Model Megalist.

"Your society's broken, so who should we blame? Should we blame the rich, powerful people who caused it? No, lets blame the people with no power and no money and those immigrants who don't even have the vote. Yea, it must be their fething fault." - Iain M Banks
-----
"The language of modern British politics is meant to sound benign. But words do not mean what they seem to mean. 'Reform' actually means 'cut' or 'end'. 'Flexibility' really means 'exploit'. 'Prudence' really means 'don't invest'. And 'efficient'? That means whatever you want it to mean, usually 'cut'. All really mean 'keep wages low for the masses, taxes low for the rich, profits high for the corporations, and accept the decline in public services and amenities this will cause'." - Robin McAlpine from Common Weal 
   
Made in no
Longtime Dakkanaut





 Rolsheen wrote:
Everybody needs to ignore the differences between the Rulebook/Gang War and the Legacy PDF, GW said as soon as the PDF was released that they intentionally made them worse than the newer gangs

That would make sense if they actually were worse. Instead, they are better.


Automatically Appended Next Post:
 Yodhrin wrote:

Yes, that is the RAW, and that's also why it makes no sense because that is worse than Leaping as-described on Page 10, which merely states that you can leap across a gap no wider than your movement without any penalty whatsoever regardless of what that distance actually is.

I think the difference is the fighter needs sufficient movement to move completely to the other side (so that their
base is fully on the second platform, and not hanging over in any way). Maybe the skill allows for leaping where the movement is not sufficient to get the base completely on the second platform?

(Most) Eschers has a 1" base and 5" move. They can make a leap of 4" and be completely on the other side. However, they would have to start that movement action on the edge. The skill maybe allows the escher to move 5" towards the gap, then leap a 4" gap? Potentially moving the fighter 9"?

Most Goliaths have a 1.26" base and 4" move. They can make a leap of 2.74" and be completely on the other side. The skill greatly extends this! However, it would be worse for leaps in the range 2" to 2.74" as the basic rules don't give a -1 modifier.


Automatically Appended Next Post:
 Yodhrin wrote:

Hitting a Hidden model with "splash damage" when attacking a valid, visible target is one thing, but the RAW allows you to use template weapons to attack targets your fighter isn't supposed to even know are there and that's moronic.

Honestly a lot of your answers are just you assuming things or ignoring the intent of the question entirely, I think we're probably best waiting to read the actual FAQ eh.

I agree. Your fighter may have a visible enemy to the right and a hidden enemy to the left. With a blast weapon, the fighter could turn 180 degrees away from the visible enemy (turning it's back to the only "known" threat), and instead shoot at the hidden enemy. Is this supposed to be "splash damage" for imagining targeting the visible enemy in the completely different direction?

This message was edited 2 times. Last update was at 2017/12/26 12:56:15


 
   
Made in gb
Leader of the Sept







 Yodhrin wrote:
 Tsol wrote:
I can answer of few of these as I have been memorizing the rulebooks and have watched all the developer interviews and videochats.

- The skill Mighty Leap is really unclear on what it does, either it allows you to make Leaps, and no one else can without the skill, or it lets you make longer leaps in some way that isn't specified. Please clarify.
---- I have seen this particular one posted many times, and I think people just read it once and give up. Its worded weirdly but its worded accurately, just reread it and it makes sense. MIghtly leap allows fighters to leap across a gap NO WIDER than their Movement characteristic. If the leap action is performed on a leap that is more than half their movement characteristc, suffer a -1 penalty for the leap test.


Yes, that is the RAW, and that's also why it makes no sense because that is worse than Leaping as-described on Page 10, which merely states that you can leap across a gap no wider than your movement without any penalty whatsoever regardless of what that distance actually is.


My reading of the basic leap action is that you need sufficient movement to be able to place the whole fighters Base on the other side. Mighty Leap permits fighters to leap across gaps no larger than heir movement characteristic. At the very least this gets you your extra Base width, and at best it does what I stated above and let's fighters leap gaps when 5gey have any amount of movement left.


Automatically Appended Next Post:
Regarding the combiweapon and plentiful issue, I think this is intentional. The fluff states that the individual weapons need to be modified a bit to fit together and this makes them more finnicky and less reliable. Also the plasma pistol part of the combiweapon loses the maximal profile and the supporting fluff states that this is due to needing to strip down the cooling system a bit.

Whether this will apply to all combiweapons remains to be seen.

This message was edited 1 time. Last update was at 2017/12/26 13:03:41


Please excuse any spelling errors. I use a tablet frequently and software keyboards are a pain!

Terranwing - w3;d1;l1
51st Dunedinw2;d0;l0
Cadre Coronal Afterglow w1;d0;l0 
   
Made in no
Longtime Dakkanaut





Sure the combi-weapon losing plentiful may be intentional, just like the plasma maximum power is. However, the plasma losing max power is stated in the combi rules, the plentiful is not. I'd prefer that either all weapons part of combi lose plentiful and this is stated in the rules, or none lose plentiful, in which case the current combi weapon with stub gun is wrong. If not, you'll have more confusion and difficulty remembering.
   
Made in gb
Leader of the Sept







The Combi rules on p36 of Gang War does say that they have less capacity for ammo, are prone to jams and other minor issues so I would expect that any future combis with plentiful tagged guns will also list that particular trait.


Automatically Appended Next Post:
 Tsol wrote:
.
- Can Gangers use weapon attachments? Can juves use special ammunition? Rules say Gangers may use wargear, but weapon attachments are in a seperate list from "wargear". Juves should be able to use dum dum bullets, but the rules as written, they cannot. Same with wargear, they can't have them.
--- Yes, they can. The restriction is just for initial purchase, this is clarified in an interview. IE: you buy a Juve, and can only give them gear from their restricted list. As soon as they are purchased and you goto the tradeing post phase where you shop and all that jazz, you can then start gearing them up.


Gang War page 24 disagrees with this. Part D states that weapon choices when redistributing equipment must respect the restrictions in the gangs house list.

This message was edited 1 time. Last update was at 2017/12/26 18:27:41


Please excuse any spelling errors. I use a tablet frequently and software keyboards are a pain!

Terranwing - w3;d1;l1
51st Dunedinw2;d0;l0
Cadre Coronal Afterglow w1;d0;l0 
   
Made in nl
Stone Bonkers Fabricator General




We'll find out soon enough eh.

Regarding Mighty Leap vs Leap and base size - that may well have been the intent, but the problem is Mighty Leap specifically refers to the Leap rules on Page 10. As-written, literally all it does is give permission to use the standard Leap rules, and then impose an additional penalty on top of those.

Baxx - exactly. I have no issue with someone chucking a grenade at an enemy they can see, and having the blast also hit a Hidden model right next to them around a corner and similar situations, but as-written at the moment your scenario is perfectly legit and that's daft. Hell, with Blast and Template weapons you don't even need to have an enemy in sight at all, they totally override the normal weapon targeting rules and you simply place them as you like.

I need to acquire plastic Skavenslaves, can you help?
I have a blog now, evidently. Featuring the Alternative Mordheim Model Megalist.

"Your society's broken, so who should we blame? Should we blame the rich, powerful people who caused it? No, lets blame the people with no power and no money and those immigrants who don't even have the vote. Yea, it must be their fething fault." - Iain M Banks
-----
"The language of modern British politics is meant to sound benign. But words do not mean what they seem to mean. 'Reform' actually means 'cut' or 'end'. 'Flexibility' really means 'exploit'. 'Prudence' really means 'don't invest'. And 'efficient'? That means whatever you want it to mean, usually 'cut'. All really mean 'keep wages low for the masses, taxes low for the rich, profits high for the corporations, and accept the decline in public services and amenities this will cause'." - Robin McAlpine from Common Weal 
   
Made in gb
Leader of the Sept







Fair enough on the mighty leap. It isn't terribly clear.

Regarding hidden though, the rules just state that it is assumed that the "hiding" fighter cannot be seen, not that their presence is unknown. Therefore it makes sense that area of effect weapons can be used to target hidden fighters. You know they are there somewhere so may as well chuck a grenade at them.

Please excuse any spelling errors. I use a tablet frequently and software keyboards are a pain!

Terranwing - w3;d1;l1
51st Dunedinw2;d0;l0
Cadre Coronal Afterglow w1;d0;l0 
   
Made in nl
Stone Bonkers Fabricator General




We'll find out soon enough eh.

 Flinty wrote:
Fair enough on the mighty leap. It isn't terribly clear.

Regarding hidden though, the rules just state that it is assumed that the "hiding" fighter cannot be seen, not that their presence is unknown. Therefore it makes sense that area of effect weapons can be used to target hidden fighters. You know they are there somewhere so may as well chuck a grenade at them.


But that just makes Hiding pointless. It's possible to fluff just about anything happening, but at some point if you want to write a coherent and useful set of rules you have to think about how things are actually going to play out on the table - you're trading away Actions(potentially quite a lot of Actions) for protection from the enemy, but that protection is worthless if anyone with access to a template(and that's a lot of models in Newcromunda) can just ignore the fact they're Hidden and attack them regardless.

This message was edited 1 time. Last update was at 2017/12/27 14:14:07


I need to acquire plastic Skavenslaves, can you help?
I have a blog now, evidently. Featuring the Alternative Mordheim Model Megalist.

"Your society's broken, so who should we blame? Should we blame the rich, powerful people who caused it? No, lets blame the people with no power and no money and those immigrants who don't even have the vote. Yea, it must be their fething fault." - Iain M Banks
-----
"The language of modern British politics is meant to sound benign. But words do not mean what they seem to mean. 'Reform' actually means 'cut' or 'end'. 'Flexibility' really means 'exploit'. 'Prudence' really means 'don't invest'. And 'efficient'? That means whatever you want it to mean, usually 'cut'. All really mean 'keep wages low for the masses, taxes low for the rich, profits high for the corporations, and accept the decline in public services and amenities this will cause'." - Robin McAlpine from Common Weal 
   
Made in no
Longtime Dakkanaut





Blast weapons simply get a heartbeat-monitor or x-ray bonus for no reason.

I seem to remember you couldn't run and hide in previous editions, the logic being you spend some time staying unseen. So hidden may actually be "unknown".

I don't think this x-ray vision bonus to blast weapons is intentional at all.
   
Made in us
Regular Dakkanaut





Illinois

 Yodhrin wrote:
 Tsol wrote:
I can answer of few of these as I have been memorizing the rulebooks and have watched all the developer interviews and videochats.

- The skill Mighty Leap is really unclear on what it does, either it allows you to make Leaps, and no one else can without the skill, or it lets you make longer leaps in some way that isn't specified. Please clarify.
---- I have seen this particular one posted many times, and I think people just read it once and give up. Its worded weirdly but its worded accurately, just reread it and it makes sense. MIghtly leap allows fighters to leap across a gap NO WIDER than their Movement characteristic. If the leap action is performed on a leap that is more than half their movement characteristc, suffer a -1 penalty for the leap test.


Yes, that is the RAW, and that's also why it makes no sense because that is worse than Leaping as-described on Page 10, which merely states that you can leap across a gap no wider than your movement without any penalty whatsoever regardless of what that distance actually is.

The core rulebook jump action to all jumps are restricted to no more than 2" jumps. If this is replaced (which it should be) the skill also removes the new restrictions from the leaping page for 3d terrain. Hope this helps!

 Tsol wrote:
s against fighters that are Hidden. Is this on purpose?
------ Yes, the core rule book actually gives an example to this and says it represent richocets and bouncing things off walls.


And this question isn't about ricochets etc when you're aiming at a valid target, it's about whether or not you should be allowed to use the strict-RAW wording of one rule to override the clear intend of another: Hidden models are, you know, Hidden, ie your fighter does not know they are there - so why are they hurling grenades and blasting gouts of flame just-slightly to the left of the person they don't know is there to hit them with ricochets?

Hitting a Hidden model with "splash damage" when attacking a valid, visible target is one thing, but the RAW allows you to use template weapons to attack targets your fighter isn't supposed to even know are there and that's moronic.

Sorry I didn't make it more clear, the corerulebook expressly permits this with a box on the side of the page stating, blast markers can indeed "bounce off walls" to hit their targets. Its a fluff box to give their reasoning for the rule. Hope that helps clear it up.

Honestly a lot of your answers are just you assuming things or ignoring the intent of the question entirely, I think we're probably best waiting to read the actual FAQ eh.



Yes, I am assuming we keep all corerules consitent unless expressly replaced (as gang war says throughout its book: to replace X rules with Y rules). But its quite alright, you don't need to trust me I think skepticism is a good trait, either check the rulebook yourself or just wait for FAQ.


Automatically Appended Next Post:
 Flinty wrote:
The Combi rules on p36 of Gang War does say that they have less capacity for ammo, are prone to jams and other minor issues so I would expect that any future combis with plentiful tagged guns will also list that particular trait.


Automatically Appended Next Post:
 Tsol wrote:
.
- Can Gangers use weapon attachments? Can juves use special ammunition? Rules say Gangers may use wargear, but weapon attachments are in a seperate list from "wargear". Juves should be able to use dum dum bullets, but the rules as written, they cannot. Same with wargear, they can't have them.
--- Yes, they can. The restriction is just for initial purchase, this is clarified in an interview. IE: you buy a Juve, and can only give them gear from their restricted list. As soon as they are purchased and you goto the tradeing post phase where you shop and all that jazz, you can then start gearing them up.


Gang War page 24 disagrees with this. Part D states that weapon choices when redistributing equipment must respect the restrictions in the gangs house list.


Hi, sorry I didn't make it more clear, my answer if not from the book but the lead developer's interview from the 40k website where he talks about the game. I would assume FAQs/Errata or just the next gang war book to update it. And sorry about the bold/underline, I couldn't make the quotes boxes work.

This message was edited 4 times. Last update was at 2017/12/27 16:22:41


8th Overhaul!
Over 18,000 SM
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About 3000 Genestealer cult
About 6000 IG
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2 Imperial Knigts... Soon to be a third

 
   
Made in gb
Leader of the Sept







Heh. Then the lead developer should have read his own rulebook I agree that currently RAW makes juves entirely pointless.

Currently hiding isn't entirely pointless as it reduces incoming fire by a lot. Also hiding only happens when your in cover. If you're behind something that is actually solid you can get protection from the blast (unless it scatters I suppose).

Blast weapons are powerful but they are still only S3 so not too overpowered.

Please excuse any spelling errors. I use a tablet frequently and software keyboards are a pain!

Terranwing - w3;d1;l1
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Made in no
Longtime Dakkanaut





The part about you can buy stuff from Trading Post AFTER the first game is a different issue.

1) At gang creation, you can only buy equipment from gang list.
2) After first game, you can buy equipment from Trading Post.

What weapon categories a juve, ganger, leader, champion or specialist can have is really independent of both 1) and 2).

Your juve can not have Basic Weapons regardless of whether you buy at gang creation or at Trading Post after your first game.
   
 
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