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Made in gb
Ridin' on a Snotling Pump Wagon






How do!

With the release of House of Shadows, I edge ever closer to being in a position to run a proper full on narrative campaign, where no player choosing one of the 6 Clan Houses will be at a particular disadvantage. Just need to await the release of the remaining three plastic weapon packs, so nobody is at a modelling or choice disadvantage.

So it’s time for me to start figuring out what patches I might want or indeed need to apply.

Sure, many will be On The Fly GM calls. Stuff that crops up, needs an answer, and that answer recorded for campaign posterity and consistency of approach (at least until the books can be properly consulted to ensure overall accuracy)

To start with, I’ll be running a fairly vanilla campaign. The specific setting I’m going for is a newly founded settlement growing as a new dome is explored. The variant campaigns will likely follow once I feel like the settlement and area has become interesting enough to attract the more exotic elements. So for this initial thread, I’d ask folk to stick to basic rule oddities.

Example, and one neatly cleared up by Baxx over PM? Does the Toxin trait allow for an armour save to be made?

This query typically stems from the wording of the Toxin trait. In a nutshell, you roll to hit, then a toughness test on the target. If that’s failed, it’s straight to Injury roll, regardless of their wound value. Looked at singularly, it would seem to bypass the armour save.

But. When looked at in conjunction with Resolve Hits (page 70, hardback rule book). Which reads as follows. Italics are my own emphasis.

[quote=Wot the rules sez
2. Make a save roll

If a bit results in a successful wound roll, or leads to an Injury roll being made against the Fighter for any reason the Fighter may be able to make a save roll.

[skip a bit, Brother Maynard]

Players should note that some weapon traits will disallow save rolls. For example, the Gas Weapon Trait states that no save roll can be made. In such cases, regardless of any modifiers no save roll would be possible


So, that one, once you know where to look, is nice and straight forward. And for my money, pretty indisputable, especially with Gas Weapon being otherwise identical in effect to Toxin, barring Gas Weapon explicitly denies save rolls.

And yes, it is the hardback, not from a boxed set rule book my campaign will be using. This is my campaign, it’s my call, and it keeps it all consistent within said campaign. I’ll also probably seek out, print out and laminate any existing FAQs for ease of reference, replacing them as and when new FAQs are released. So if peeps could stick to the same source when offering their explanation, it’ll save confusion within the thread.

Any and all chipping in most welcome! Just remember to keep any discussion polite and cited. If you disagree with someone’s clarification, I ask you to keep it to within the rules, not what you think might be fair (that last bit is for house ruling, which will come after I properly understand what the rules say.

Example of an intended house rule? There’s a scenario where you need to grab Loot Crates. I played that against an Enforcer Gang, and wound up routing them from the field before I could actually snaffle any boxes, whereas they nabbed one before I turned them into red stains and brown britches. Yeah. I lost that scenario, as the rules didn’t allow for collecting the remaining boxes after the opponent has routed.

More fool me for not reading the rules properly - but it is something I’ll be adapting (likely with some form of test to see if the remaining gang can grab them?) because, narratively, the lads just walking away makes no sense. But for the purposes of this thread, please keep it exclusively to What The Rules Actually Say, with citations.

   
 
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