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2009/08/14 03:57:58
Subject: Necromunda questions
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Blackclad Wayfarer
From England. Living in Shanghai
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Hi. Our gaming group is now working its way through the necromunda hive and we have come across a few queries that we can't find the answers to:
1. When you run out of grenades is it just for that scenario or do you have to buy more?
2. How about rare grenades (scare, smoke, hallucinogen etc...)?
3. Say you have a biobooster and are hit with a high impact weapon...would 1-3 be flesh wound, 4 down, 5-6 out of action? Basically are these things cumulative in all cases (true grit, weapon reload, etc...)?
4. Do you have to accept the 2nd result of a medics score for re-rolling injuries? A lot of the other skills that allow re-rolls state that you must accept the 2nd re-roll, but medic doesn't.
Thanks for any answers.
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2009/08/14 07:23:02
Subject: Necromunda questions
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Savage Khorne Berserker Biker
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When you purchase grenades, according to the rules you have found a stash or supply of grenades, so while you may run out in a game, you never run out in a campaign.
You have to accept the 2nd result of a medics score. The reroll essentially removes the first roll..... otherwise it would say "Roll twice and choose the best result"
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Angron- crushing the theme and fluff of armies one horde at a time.
-The Trooper |
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2009/08/15 04:15:19
Subject: Necromunda questions
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Blackclad Wayfarer
From England. Living in Shanghai
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Yeah, I found the grenades ruling on the pdf, although it does only state missiles and shotgun shells. By missiles do they mean frenades too (I'm honestly not sure since grenades has a section all on its own).
About the medic skill...I'm still not 100% satisfied since lots of other places in the rulebook that allow re-rolls (such as crack shot and fixer) state that you must accept the 2nd re-roll, whereas medic does not. I suppose I could just ask my gaming group to make a decision....probably easier. Thanks for your help Angron.
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2009/08/17 06:36:47
Subject: Necromunda questions
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Resourceful Gutterscum
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Lukus83 wrote:Yeah, I found the grenades ruling on the pdf, although it does only state missiles and shotgun shells. By missiles do they mean frenades too (I'm honestly not sure since grenades has a section all on its own).
About the medic skill...I'm still not 100% satisfied since lots of other places in the rulebook that allow re-rolls (such as crack shot and fixer) state that you must accept the 2nd re-roll, whereas medic does not. I suppose I could just ask my gaming group to make a decision....probably easier. Thanks for your help Angron.
Angron is right on both counts. As for the re-roll thing why would you think it would work different in this case? As you have said it works that way everywhere else in the rule. If it was supposed to work differently it would have been clearly different. THis is only vaguely different. Having said that, play it anyway your group likes.
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I am just trying to get my post count up so that people won't think I am a GW sock puppet. |
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2009/08/17 07:01:01
Subject: Necromunda questions
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Blackclad Wayfarer
From England. Living in Shanghai
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Thanks. That what I was going to do. House ruling it so everyone is happy is probably the best solution.
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2009/08/17 15:28:41
Subject: Necromunda questions
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Savage Khorne Berserker Biker
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No matter how many times I hear it, I never get tired of being told I'm right :-P
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Angron- crushing the theme and fluff of armies one horde at a time.
-The Trooper |
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