I couldn't find the answer searching but I am kinda confused. The Nightshade Chem-thrower has both the gas rule and the toxin. Gas triggers on hit, and Toxin triggers after from what im reading. Does this weapon force 2 separate toughness checks per hit?
my search fu has yielded me no answers to these odd questions.
1: why is the rule for third arm different for the alpha from everyone else?
2: the wording on the alpha third arm rule confuses me. I saw in other threads that in melee the alpha gets his base 2+1 for each additional weapon+1 for...
so crazy question but can the arms masters use their Rule of Iron on themselves? It reads "choose a friendly orlock fighter wthin 6" of this fighter", so are fighters "friendly and within X" of themselves" for the purpose of rules? FAQ doesn't have them or house of artifice.
Like the title suggests, i need advice. how are slave ogryn gangs typically played? they look like they wanna be kitted out for melee exclusively since their BS is so low and their stats are so tough.
Edit: Gang list idea
"Marn" Leader: 245 credits
Paired Augmetic fists, furnace plates...
I build an awesome Escher model that has a sword in one hand and a dagger in the other. I want one to be a power weapon and the other toxin but am having a hard time figuring out which combo I should use. she also has a needle rifle (dark eldar splinter rifle I had laying around lol) and...
thank you for the clarification, I have the original rulebook rules memorized and didn't even think they changed timings and other core mechanics when they released the hardbacks
As the title suggests, I don't fully understand why toxin weapons (which skip directly to injury step after their special to-wound test) would have something that effects armor saves.
sorry if this was already answered in another thread, my searchfu may have failed me
Im sorry if this was a dredge post, haven't played necromunda sinces the new edition. the player base has improved and I figured the enforcers looked fun to jump back in with. thank you everyone who added input =)
Can Enforcers really not take Magnacles? its very odd that the kit comes with multiple sets of this wargear item but they aren't useable. heck one pose even has a guy holding them in his hand =0
my opinion on them is for more activations. put them out front so they are the closest visible target, which procs cool checks to shoot past them. throw them in melee with you melee based abbhorant or champion to provide assists. open/close doors to control the field. familiars are there to be...
Attached is the template I have used for making my tactics cards for necromunda. I find you can cut for Japanese small sleeves or traditional American sized (mtg) per your preference. the pdfs are for ease of print and you can edit or copy the templates in work as errata happen.
included are...
tbo I'm not even using the GSC models for my GSC gang. the rules are pretty good for an Inquisitorial "gang" and I'm using the hunting hounds from the old wood elf orion kit as my abberants. just not buying them weapons or will model on helmets for the power headbutt/hammer lol. the coated pox...
my first thought about familiars is their rules don't specify they must be in range to activate only that they do active. now playing it either way (so as not to be beardy if it causes issues) they are wonderful door openers. group activate - familiar opens a door > heavy/special/murder weapon...
So as the title suggests...what are everyones thoughts on the seismic cannon? I love the profile but realized it required the extra arm wargear to be fully viable on a 1W 6+ model D=
what are everyone elses opinion? I wont post point costs exactly but you are looking at roughly 1/5 of your...
This site uses cookies to help personalise content, tailor your experience and to keep you logged in if you register.
By continuing to use this site, you are consenting to our use of cookies.