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    N18 Path for Grenade Scatter

    When you throw a grenade or shoot one out of a launcher and fail your BS, the grenade scatters D6". Let's say I aim at a point on the ground just left of an obstacle, fail BS, and it scatters directly to the right (into the obstacle). Does it scatter from the original intended point, or does the...
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    N18 +1 attack for dual weapons with melee or sidearm trait

    I haven't been able to find a thread that already addresses this directly. I'm looking for clarification on whether or not you get the extra attack ONLY if you are dual wielding the same weapons with the melee or sidearm trait, i.e. 2 stub guns, 2 chainswords, or if you still get the extra...
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    N18 Do seriously injured fighters flee?

    I wasn't insulting anyone - just using some colorful language in jest. I apologize this came across the wrong way.
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    N18 Do seriously injured fighters flee?

    Fleeing still occurs at the beginning of the Action phase of the subsequent turn (technically it can occur at the beginning of any turn). The only difference here is there is no need to take cool tests because you have voluntarily bottled out. Instead of trying to make the effort to stay in the...
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    N18 Do seriously injured fighters flee?

    I feel like some of these answers go too far into the weeds. After reading several opinions on this and thinking about the intent of the rules, I believe the following makes the most sense: 1) Failing a bottle test and failing a bottle test VOLUNTARILY are handled differently. Voluntarily...
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    N18 Seriously injured fighters in close combat

    Okay this makes sense, and it must be because you can never be engaged with a SI fighter since they are never active.
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    N18 Seriously injured fighters in close combat

    So what happens in a situation where a fighter seriously injures another fighter in CC but chooses not to CdG or consolidate? Are they still considered in base to base contact and just not engaged? Would the attacking fighter have to consolidate and do another charge the next turn if he wanted...
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    N18 Seriously injured fighters in close combat

    Thanks for the clarification. I guess I'm considering more of an edge case where the attacking fighter might want to avoid CdG at the end of the combat so they can do regular close combat attacks again the next turn because it would potentially cause more out of actions. So it sounds like if...
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    N18 Seriously injured fighters in close combat

    Fighter A charges and engages with fighter B. Fighter A then beats the crap out of fighter B and causes fighter B to become seriously injured. There is no knockback or anything other special rule to create space between them in this scenario. At this point are both fighters still engaged...
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    N18 Uprising Campaign Downtime Promotion

    I searched for a topic about this and couldn't find was I was looking for, so apologies if this has already been addressed. We're in the downtime of our Uprising campaign and I noticed the line that says "If any gang contains any Juves that have five or more Advancements, they are promoted...
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    N18 Meat harvest - broken scenario?

    I see an arbitrator as someone who drives the campaign. Everyone needs a driver to at least organize things and take the initiative. Doesn't mean it should be equivalent to a DM who essentially plays god.
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    N18 Meat harvest - broken scenario?

    I was about to post a new thread regarding Meat Harvesting in Uprising then found this one. In case anyone is still open to ideas, I'd like to share the following possible modifications (not necessarily all of them) to balance out what seems to be heavily skewed toward the defender: - Reduce...
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    N18 Equip Orlock Arms Master with Jump Booster?

    One of my wreckers died, so I stashed all of his stuff and thought I'd try to put his jump booster on my arms master. The jump booster is clearly not among the arms master equipment list, but does that mean I couldn't repurpose one from a fallen ganger and equip him with it? The book says...
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    N18 Sidearms in close combat

    Yeah under Twin Guns Blazing in the Shooting section on page 67 of the 2018 hard back "If a fighter is armed with two weapons with the Sidearm trait, they can choose to attack with both of them as part of a single Shoot (Basic) action." Then on page 68 under Pistols at close quarters in the...
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    N18 Sidearms in close combat

    To my understanding you don't apply any hit modifiers like you do when shooting, but additionally I'm pretty sure you can only allocate one attack to a sidearm in CC. So the twin guns blazing wouldn't apply here.
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    N18 Sidearms in close combat

    The way the rules read "only 1 attack dice can be allocated to a sidearm." and going by the feedback so far, I take this to mean you'd get 2 unarmed attacks and 1 shooting attack (minus any hit modifiers and using WS instead of BS) with your chosen sidearm.
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    N18 Sidearms in close combat

    haha yeah I've found the rules take quite a bit of interpreting and going back. Glad we have a nice community here :D
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    N18 Sidearms in close combat

    Ah that sounds familiar now that you mention it. I'm using the latest Necromunda rulebook that includes the basic rules and dominion campaign. It's this one on GW https://www.games-workshop.com/en-US/Necromunda-Rulebook-2018-eng Thanks for clarifying :)
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    N18 Sidearms in close combat

    I feel like I've perused the rulebook regarding sidearms in close combat, but I can't recall determining if you use a sidearm as you normally would for a shooting attack, or if it is resolved as just another close combat attack as if you were unarmed. Logically it seems like you would shoot with...