N18 Beginners Question Box

Please aswer my question:
Rule for Knockback trait for mele weapons says:

In Melee, the attacking fighter can choose to follow up, moving directly towards them to remain in B2B. If the attack was made across a barricade, the attacker can't do this.
Does it mean that if I atack with Versitale weapon with Knockback trait( for example with Rotary Flensing Saw) not in B2B but with 4 inches long, whan Knockback trait procs can i move 5 inches (4inc. cos of range and 1 cos i pushed back the enemy) to the enemy and make Coup de Grace?Or if i atack not in b2b the Knockback trait doesn't allow me to move?
 
You can follow up full distance, in your example 5". Note that Knockback is an older trait than versatile and didn't take that situation into account because all knockback weapons at that time always were B2B.

I think it's easier to just play it like this for simplicity than try to apply some complicated fix. I don't think it breaks anything?
 
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I agree with Topsy, though I don’t know if any weapon that has both Versatile and Knockback in the current rules.

It would have to be a result of some extra bit adding one of those two traits to a weapon that already has the other.
 
I agree with Topsy, though I don’t know if any weapon that has both Versatile and Knockback in the current rules.

It would have to be a result of some extra bit adding one of those two traits to a weapon that already has the other.
Corpse grinders Rotary flensing saw, I wrote it in my post.

Corpse grinder leader uses stimm slug stash (+2 move) gets a bug from there icon ( I don’t remember the right name, it gives d3 move) and makes a d6 charge with 4 inch Versitale… it is 2+d3+d6+4+ move charge( madness!).
After that he makes 3 Versitale atack, knock back procs on hit, hi moves 5 inch more and coup de grace… nice 👍🏻
 
My groups played Rotary Flensing Saws as you can move up, but you must maintain the original distance you had from the target before the knockback. Just as otherwise you have Corpse Grinders catapulting themselves about the table.

But its also relevant for Coup De Grace - as it allows a Versatile weapon to do that when they otherwise couldn't by allowing an attacker to move into base to base - negating one of the main drawbacks of Versatile.

So, yeah, if you play it RAW you can move the attacker in to base to base then what results is models bounding across the board, killing enemies without any chance of Retaliation attacks. ...Which the Corpse Grinders already do with their good Close Combat stats, but at least there's some extra hurdles.

I've honestly no idea if that was the writer's intent or if this is seemingly another case of them not knowing their own rules (and just going "that seems cool").
 
If a ganger has a pair of auto-pistols do they need to buy special ammo for each pistol separately? In this case I'm looking to buy Rad rounds for both pistols.

I assume so, just asking in case I can save a few creds in a lost zone game where they might not come up in the trading post again.
 
I think so, though the language is iffy. The description for ammunition in The Book of Peril is that it can be bought to use with "any" gun. Is that any in terms of it can be bought individually for any gun, or any in that any applicable gun a model has can use that stock of ammunition? :)

I'd rule it as yes, you have to buy ammo per gun. As that's how ammunition works outside of The Book of Peril's equipment. I.e. you need to buy Dum Dum Rounds for Stub Guns on a per gun basis.

This could represent ammunition being scarce, so if you need a special type for multiple guns you need to buy enough to feed them all.
 
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Why not say that all weapon attachments and ammo must be purchased individually per gun? Makes it a lot easier. Otherwise, what happens with your 2 auto-pistols if they share 1 piece of Warp ammo (Limited) and it runs out? 1 pistol fails ammo check, you permanently lost that Warp ammo, but the other gun can continue to shoot it?

Also we have Cor 'Two-Guns' Coran:
1683013038051.png
 
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This may or may not be the correct place to ask but after a bit of poke around i coulnd't find anything on this;
I'm trying to set up an Aranthian Succession campaign but the underhive campaign manager only gives options for out lands or rule/misrule. Am I missing a trick to this or is it a case of custom adding the 'territories' from the cinderak book?
Thanks in Advance.
 
I don't think the might Malo has got around to adding the campaigns from the new Aranthian Succession campaigns yet.

Custom territories is the way to go.
cheers spent a while popping them in. just very thankful there is only 4 of us for it... haha
 
Hey guys hope this is the right spot. I have tried looking but I appear rubbish at googling. Are you able to parry a pistol shot in close combat? Am sure it's obvious and something we've missed but we're going on the assumption you can. Cheers!
 
Hey guys hope this is the right spot. I have tried looking but I appear rubbish at googling. Are you able to parry a pistol shot in close combat? Am sure it's obvious and something we've missed but we're going on the assumption you can. Cheers!
Yep! Even though they come from a ranged weapon, when you are using the Sidearm trait they count as close combat attacks and thus can be parried
 
Are you allowing trading between Gangs in Campaigns? Like Escher selling Drugs to other gangs? If yes - how do you limit it? Are there any rules for it?
 
I know your question isn't specific to Escher chems but Crimson Oracle has a video about them from when they came out with the last five minutes or so focused on how chems might be modified to fit into games without being over powered and how an arbitrator might handle an Escher gang selling drugs to other gangs in a campaign if it was being allowed. Crimson Oracle seems to play a lot based on their Youtube channel and Domerunners podcast so you might find some useful ideas there.
 
RAW and RAI I think the answer is you can’t actually trade weapons and equipment between gangs.

A lot of fighters are limited to using whatever is on their list and/or the trading post, which precludes the use of another houses house specific items.

Having said that it always seemed like a missed opportunity and as an arbitrator who likes gangs to interact I would strongly encourage allowing it and loosening the weapon and wargear access for fighters.