No immediate flesh wound but to recover it has to go to a flesh wound, so crawl around but no getting up. Once that recovery happens zero toughness takes them out of action.
No. The first one puts you down and any subsequent ones give you a flesh wound.Wait... do you get a fleshwound instantly when you are seriously injured?! I definitely need to read the rules again![]()
Not quite. You missed a step between Hit and Save rolls and in the weapon under discussion there is a step after your last one that ignore the results of the missing step, save step and damage step.Right! I havent played newmunda in a long time so I just had no clue really
But cool, you get a save against toxin!
So for those floating aliens, it goes:
- score to hit
- for each successful hit, roll to save (with AP)
- for each failed to save, roll an injury dice and on a 4+ get a fleshwound on top.
Not instantly, although it would only be routinely relevant on any additional ranged strikes on the model before the following Recovery phase melee strikes on a SI target really should be a Coup de Grace which ignores any flesh wounds and just takes them out of action.Wait... do you get a fleshwound instantly when you are seriously injured?! I definitely need to read the rules again![]()
My previous post was just addressing a single Serious Injury and the resultant Recovery phase.Wait... do you get a fleshwound instantly when you are seriously injured?! I definitely need to read the rules again![]()
Page 115 on Archeo-loot:*snip*
A summary of various findings (contributed by several yaktribe champions).
ERRORS
Hive Secundus | Desolation |
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KILL COUNT Each Spyre hunting rig records all that happens to the Spyrer, verifying their kills and unlocking functions of the hunting rig and its weaponry as their Kill Count ticks up, making them an ever more dangerous foe. Each time a Spyrer takes an enemy fighter Out of Action, increase the Spyrer’s Kill Count by one. | KILL COUNT Each Spyre hunting rig records all that happens to the Spyrer, verifying their kills and unlocking functions of the hunting rig and its weaponry as their Kill Count ticks up, making them an ever more dangerous foe. In addition to gaining XP, each time a Spyrer takes an enemy fighter Out of Action, increase the Spyrer’s Kill Count by one. |
That's interesting. We are playing this campaign now and for fun - my friend plays my favourite VanSaar (He is 100% Goliath guy), while I am playing Brood. He went high price, low count gang: Orrus with Caryatid, and one of each Tek-Type.Ive posted in the sump, and maybe it is a bit off topic here, but... how have you folks found the balance so far for that boxed set campaign? Locally the vansaars get crushed and after 2 games we are very much unsure how they could ever come out victorious.
It may well be our total lack of mastery of the rules + bad dice + a general sense and mindset of "who cares if someone wins let's just roll some dice and f_ck shit up in funny ways", but Im curious to read what other players have experienced so far!
Thanks. That was my question - I was not 100% sure, that only scum is available for this.I thought reinforcements were clear about only gangers (brood scum)?
ArcheoLoot is key with them. We have finished the first campaign and switched for re-run. Now I have placed poorly equipped but numerous Incursion. Plays much better. Still, they are overwelhmed at some point, but if you quick and tactical enough - can win. And two Augurteks with auspex - my myYup, only Brood Scum.
The box comes with 8 VS Tek's. IIRC, can only field two of each (there are 4 types). So, can't flood the field. We've only played ONE game. One poor Tek died. Medic took him to Doc. Survived, but Multiple Lasting Injury rolls. Died again. The other Medic took him to Doc, again (just go with it). Multiple Lasting Injuries. Died again. Third time was the charm. We regret to inform you, your Tek is KIA.
After one whole game, I gotta feeling that for the Incursion gang, survival is more important than winning. I'm also thinking Incursion should get the benefit of any doubts.
Other rulebooks are not completely up to date. But useful. The Hive Secundus box set rulebook is like the Dark Uprising and Hive War rulebooks. Compete for the time for what comes in the box. Also has the unique two-player campaign. So, these box sets are fully payable with just their contents.It compares reasonably well! This seem to be near identical to the previous rulebook, unlike all other rulebooks. However, it has certain limitations reflecting the box it came with. The Weapon Traits is not complete and no Trading Post. But it has Psyker rules unlike N19 and N21 rulebooks.
What we’ve decided is as long as someone has that core book then the rest of us don’t need to bring ours!!But that is the book I carry, compared to the heavy as heck Core book. Handy, and an Index!