N18 Compendium YAQ (N18)

This is a side effect for two things:
  1. The game uses a single characteristic for two different checks: the Ammo characteristic is used both to check whether the weapon goes out of ammo and whether the fighter succeed when they try to reload it.
  2. The game doesn't track what kind of ammo is loaded into a weapon. It's either out of ammo or its not. Swapping ammunition is basically a free action.

Am I the only one who finds the latter strange? Are necromunda weapons all equipped with the same voice-activated ammo selector than the Lawgiver? I'm no weapon expert, but don't you normally need to unload and reload your weapon when changing ammunition type?

Anyway, I think the best fix is to always use the "base" profile Ammo characteristic for reloading your weapon, no matter what ammunition caused it to go Out of ammo.
 
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Am I the only one who finds the latter strange? Are necromunda weapons all equipped with the same voice-activated ammo selector than the Lawgiver? I'm no weapon expert, but don't you normally need to unload and reload your weapon when changing ammunition type?
I think for simplicity's sake, it's probably best the way it is. It doesn't need to be overly complex for ammo types and players would need to track their currently loaded ammo. I've always been a proponent for keeping Necromunda streamlined.

Anyway, I think the best fix is to always use the "base" profile Ammo characteristic for reloading your weapon, no matter what ammunition caused it to go Out of ammo.
What's a "base" profile for a weapon that comes with two ammo types by default?
 
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I've always been a proponent for keeping Necromunda streamlined.
+1
The idea of marking which ammo I have in the weapon with a token makes absolute sense, but it's fiddly and just adds one more thing to keep track of.
Anyway, I think the best fix is to always use the "base" profile Ammo characteristic for reloading your weapon, no matter what ammunition caused it to go Out of ammo.
As I recall, weapons with two "common" fire modes usually also share the same ammo rating?
 
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Am I the only one who finds the latter strange? Are necromunda weapons all equipped with the same voice-activated ammo selector than the Lawgiver? I'm no weapon expert, but don't you normally need to unload and reload your weapon when changing ammunition type?

Not always. For plasma weapon or fo the suppression laser I imagine is just an "adjustment" on the weapon output
 
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Am I the only one who finds the latter strange? Are necromunda weapons all equipped with the same voice-activated ammo selector than the Lawgiver? I'm no weapon expert, but don't you normally need to unload and reload your weapon when changing ammunition type?

Anyway, I think the best fix is to always use the "base" profile Ammo characteristic for reloading your weapon, no matter what ammunition caused it to go Out of ammo.

Not necessarily. Imagine a revolver with 6 bullets. Anecdotally, some guys would have their first couple of rounds as soft-nosed hollow points followed by two or more heavier grain rounds. If they needed to shoot at a car engine instead of a person they'd just spin the cylinder over two chambers. Alternatively, if they were in a hurry, they'd rapidly fire off their first two shots to get to the heavier stuff. Some guys do similar stuff with shotguns.

Personally, I think it should be whatever ammo you choose to reload with is what you have to use for at least the next attack.
 
Personally, I think it should be whatever ammo you choose to reload with is what you have to use for at least the next attack.
Does the game become more fun because we keep track of something like this?
Is the immersion broken by the fact that fighters can switch ammo types or fire modes at a moments glance, even though it might reasonably take a while?

I've had numerous occasions when both myself and my opponent have pondered on what fire mode(or ammo) to use in a critical situation, and it's been fun and made the game better. Hearing a friend say "i'll use scattershot since the target is pretty weak", and then observe him roll for 1 single hit is hilarious. Likewise, picking the right ammo for the job and then just barely succeeding because of it can be a rewarding feeling.

If we had to load or select these profiles or ammunition in advance then it might even reduce the amount of interesting calls you make during a match. Most of us would likely go for the safer or "statistically good" option based on a more broad reasoning. In addition, actions are valuable and you don't want to be wasting them on reloading or switching fire modes unless there's a great benefit for it.

I'm entirely fine with the idea of ammunition and jams being abstracted into a dice roll or two, as the rules are written today.
Just need to iron out and mention the silly edge cases, as mentioned earlier
 
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Can we make Fearsome simply be the fighter is the target of a Charge. And yes I'm implying that Charge requires a nominated target. I can't believe we're back here again after a year...
Even though the writing might permit it, I'd question someone that says he'll charge "someone in this general direction" :D
We've always played that charges are done with a target fighter in mind in our local group.
 
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Even though the writing might permit it, I'd question someone that says he'll charge "someone in this general direction" :D
We've always played that charges are done with a target fighter in mind in our local group.
There are some rare situations where you may want to charge at a point instead of a Standing fighter. For instance, if there are 2 Seriously Injured enemy fighters less than 2" apart from each other, you may want to charge at a point between them, finish one off with the free Coup de grâce action, and take the other out as your first action next turn.
Versatile also provide a reason for charging at a point 2" away from one or several enemy fighters for a simiar reason. Say you are overseer-group-activated and you can do 4 actions. You may charge at a point 2" from several enemy fighters and then do one free Fight action, a second Fight action and a Shoot action.
 
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@PolyOne: I'm not suggesting we keep track of every round of every ammo type. But if I reload a GL on 4+ with smoke rounds then immediately switch to krak and fire it is a bit gimmicky. I imagine opponents would feel things were fairer if I reloaded and fired smoke that turn and then in subsequent activations could then switch to krak/frag/choke/flash without restriction.
 
@PolyOne: I'm not suggesting we keep track of every round of every ammo type. But if I reload a GL on 4+ with smoke rounds then immediately switch to krak and fire it is a bit gimmicky.
I agree on the issue of bypassing a difficult reload, but the solution to track what you reloaded with isn't great.
Since it's a bit of an edge case I'd be prefer a more simple solution, such as you mark a specific profile with the usual token when you run out of ammo, and that profile is the one you have to use to get the gun working again.
This is pretty easy to keep track of and still makes reasonable sense to me.
As long as a weapon has one of those tokens, you can't use any of the other profiles either.
 
There are some rare situations where you may want to charge at a point instead of a Standing fighter. For instance, if there are 2 Seriously Injured enemy fighters less than 2" apart from each other, you may want to charge at a point between them, finish one off with the free Coup de grâce action, and take the other out as your first action next turn.
Good point. If we accept that you have to nominate a fighter as the target of a charge, this should mean you can bypass fearsome by charging someone really close, and then possible consolidate into them instead?

Versatile also provide a reason for charging at a point 2" away from one or several enemy fighters for a simiar reason. Say you are overseer-group-activated and you can do 4 actions. You may charge at a point 2" from several enemy fighters and then do one free Fight action, a second Fight action and a Shoot action.
Technically, the charge action states you have to be engaged by the end of the move to get the free fight action.
..I doubt anyone would object or claim that this isn't okay for a fighter with versatile weapons though.

Again, I don't have the gangs of necromunda book yet, so maybe this is covered in the newly worded versatile trait?
I hope it's not written so versatile fighters are engaged even though they are further away, that would just cause all sorts of messes and confusions.
 
Again, I don't have the gangs of necromunda book yet, so maybe this is covered in the newly worded versatile trait?
I hope it's not written so versatile fighters are engaged even though they are further away, that would just cause all sorts of messes and confusions.
Read and despair then ;)
Versatile said:
The wielder of a Versatile weapon does not need to be in base contact with an enemy fighter in order to Engage them in melee during their activation. They may Engage and make close combat attacks against an enemy fighter during their activation, so long as the distance between their base and that of the enemy fighter is equal to or less than the distance shown for the Versatile weapon’s Long range characteristic. For example, a fighter armed with a Versatile weapon with a Long range of 2" may Engage an enemy fighter that is up to 2" away.

The enemy fighter is considered to be Engaged, but may not in turn be Engaging the fighter armed with the Versatile weapon unless they too are armed with a Versatile weapon, and so may not be able to make Reaction attacks.

At all other times other than during this fighter’s activation, Versatile has no effect.