No. The To-Hit chart is the same as it's always been. They have just done the job, and subtracted from 7 for you. Which means BS/WS 3, is WS/BS 4+ in the new system.Isn't that the Warhammer close combat to-hit chart, not the strength-toughness to-wound chart (which is essentially the same as the one in Necromunda as it is)?
Two Heads: Replace extra attack with "starts with the Gunfighter skill."
This should increase the cost in my opinion, as Gunfighter is a lot nicer than 1 extra attack.
Other stuff:
I also think we should implement the strength and toughness table from 8th ed. Warhammer. It's just easier, and quicker, while still being basically the same. Equal str = 4+ to wound. Higher = 3+. Lower = 5+. Double either way = 6/2. It will make toughness 2 gangers slightly better, and T5 insignificantly worse. I know most of us old timers know the S/T charts by heart, but for new players it's a pain to refer to.
It means the extra shot that 2 heads grants, not +1A. I assume because they are exactly the same rule it is just for clarity of what happens if a model gains the skill later.
I quite like the 8th Ed 40k chart. A lot easier to remember. Equally, are we trying to write a new game to compete with N17 or are we just tidying up ORB/LRB? The protect really needs a set scope as this is far beyond simply removing bugs and tweaking rules for balance. This change has far reaching implications into weapon costs etc.
Tox Bombs: Reduce cost to 15cr. At the start of both players' turns roll a D6. On a 1 the marker is removed at the end of the turn.
- Broken Fighters: Replace "away from the enemy" with "away from the closest enemy fighter (ie he cannot end the move closer to that enemy)". Replace "towards cover" with "the closest position where all enemy fighters cannot draw line of sight to him."
Not sure about this one either, as the ganger panics, he runs to the closest cover, away from what he deems horrifying. He is not thinking straight. And might open himself up to other lanes of fire. It's another rule that is simple and makes play flow more fluently. Could be that the wording might be changed to: Any cover within the range of 2d6. Just to give the fleeing player some options, since taking control from a player is seldom a good thing. To find the one spot where he cannot be shot at, will take more time.
Depending on the hiding rule, that might not be possible. 'Any Cover', makes it the players choice. I should probably specify any cover, away from enemy fighters. Otherwise you could go forward.Perhaps it would be better to replace "towards cover" with "towards a place they could hide". That way the player has the option of which cover to go for.
- Moving: Clarify a fighter may turn before declaring his charge.
- Attacking Terrain - Demolition: Use striking conventions (base contact, hth phase).
- Broken Fighters: Replace the forced dash caveats with: The owning player may choose where and how far he runs, or he may hide but not move. The move cannot end closer to the closest enemy fighter than the start of the move.
- Recovering Your Nerve: Can only be attempted if he is either hidden or the enemy cannot draw line of sight to him.
- Falling Onto Another Model: Clarify the victim may be automatically taken out of action if the fall was more than 10". Replace "position the models 1" apart" with "reposition the fallen model so he is not in base contact".
//removed Tox Bomb change
1) in the Missing Games section it says:
However, you do not have to pay any upkeep costs for missing fighters.
What does it mean by "upkeep"? The term is not defined anywhere. Does it mean you don't have to pay them if the missing fighter is a hired gun? Or does it mean that the fighter is not counted towards the total number of models in the gang when determining income for House gangs?
I think allowing hidden fighters to be charged would need a fair bit of playtesting, notably with horde outlander gangs since they may benefit a lot from it.
Has the upkeep change been discussed?
I remember a discussion of captured fighters, but I don't know if it's the best way to handle OBWs and other injuries. These people would still need feeding and, perhaps, medical supplies.
EDIT: Having managed to open the draft update above, I see there is a change for hired guns forced to miss a game. But what counts as being forced to?
If he misses a game because the scenario doesn't use your whole gang, is that forcing him to miss the game? If so, I don't see what the sentence about having to pay him for games he doesn't participate in means.
Further, being Captured is specifically used as an example. What if you play a Rescue scenario with him as the captive? Does he need paying for that?
The issue with including captives in upkeep is you have the oddity of outlaw captives potentially starving to death. The simplicity is nice but I'm not adverse to treating 'missing' and 'captured' differently for upkeep purposes now that their effects are explained in the relevant income sections, and it looks like they are going to have to be treated separately for hired gun fees (i.e. if a hired gun suffers an Infected Wound that game then he should still be paid for that game, but obviously cannot if he's captured).
Since some hired guns have uses outside of showing up to a fight I think the general principle is if they are capable of being useful then they should be paid. In the case of capture I'm thinking the simplest solution would be to defer payment until the next appropriate time. So in the case of a Rescue he would be paid twice (though I think you could argue he should only be paid once), in the case of a ransom he would be paid pretty much alongside the ransom (so it would also need clarifying ransoms are paid during step 5 of the post battle sequence).
- Missing Games: Remove upkeep reference.
- Collecting Income: Captured fighters are ignored from the model count.
- So Many Mouths To Feed: Captured fighters do not need to be given supplies.
- Hire Fee: If he was captured that game then he cannot be paid. If he is ransomed or rescued then he will not demand payment for the game he was captured in nor the rescue attempt. A hired gun must be ransomed together with all of their equipment.
- Changed the Missing Games and Hire Fee wording to make it clearer forcibly missing a game isn't the same as not showing up to a scenario with limited fighter numbers.
- Post Battle Sequence - 5: You may also pay ransoms if any of your fighters are captured.
A fighter can use Krak grenades or Melta bombs as demolition charges. The device can be placed upon a structure in base contact of the fighter during his hand-to-hand phase as long as he didn't run or charge. This is considered to be shooting although no roll is required to hit. The bomb is fastened to the structure by means of its magnetic casing, it explodes, and the target is hit automatically.
A fighter can use Krak grenades or Melta bombs as demolition charges. The device can be placed upon a structure in base contact of the fighter during his hand-to-hand phase as long as he didn't run, charge, or shoot, and is not engaged in hand-to-hand combat with another fighter.This is considered to be shooting althoughNo roll is required to hit. The bomb is fastened to the structure by means of its magnetic casing, it explodes, and the target is hit automatically.