N18 Compendium YAQ (N18)

Toxin wad clarified in the Gang Leader's Accessories Pack released in August to not ignore armour, so up until then (or now if you didn't get that rules change) it was anyones guess.
 
How do digi weapons work exactly?
The rules state they don't take weapon slots and a fighter can carry up to 10 digi weapons at once, that much is clear.
But how can you use them exactly? The rules state that "It can be used in addition to any other Melee weapon carried by the fighter, granting an additional close combat attack". Ok but... that's already how every Melee weapon works so... what's the point? Or does it mean that they work like Sidearms and only get 1 attack (instead of half the CC attacks)? Or does it mean they can be used on top of 2 Melee/Sidearm weapons (that would allow for up to 12 weapons to be used in a single Fight action)?
 
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Or does it mean they can be used on top of 2 Melee/Sidearm weapons (that would allow for up to 12 weapons to be used in a single Fight action)?

I've always thought it was meant to be this, which makes them a true throwback to Rogue Trader clunk. I think I would have preferred a more abstract version which simply granted maybe d3 or so extra attacks with a slightly better profile.
 
But how can you use them exactly? The rules state that "It can be used in addition to any other Melee weapon carried by the fighter, granting an additional close combat attack".
)?
I read that as in addition to your normal melee/sidearm attacks. Yes 10 digi weapons on a ganger with auto pistol and knife would be 12 attacks plus another if he charged.
 
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Just a quick question to see if I have understood Continuous Effect psychic powers. If a Chaos Cult Witch use say Scouring, even when 'refreshing' it using continuous effects, he would never be able to move and use his power (due to the power taking one action each round). Same with Warp Strength. If he uses that, he can never charge due to charge being a double action? So he can't really use the power it seems...

I do wonder if the intent was that Maintain Control should really cost a action (even if I fully understand that the test should be made)?
The way it is written now kinda makes a lot of powers unusable...
 
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Can someone clarify how furnace plates (or heavy carapace) works against shooting.
New description of furnace plates have sentence "If the fighter does not have a facing (for example, if they are Prone) use the 6+ save roll".
Shooting rule states "When a Standing and Active fighter is hit by a ranged attack, they are automatically placed Prone and Pinned".
So, fighter with furnace plates can't use 5+ save against shooting unless have "Nerves of Steel" skill? Is that right?
 
Good catch! I'm pretty sure the intent is to use the facing the fighter had just before they were shot at (or lack thereof, if they were already Prone), but you are correct that it doesn't work correctly rules as written.
 
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Sorry, if this question was asked before. New Blaze rule is not so clear for me.
In "Underhive" rulebook was stated "...they suffer immediate ...hit ... and their action
ends. A fighter with a Blaze marker can never make any other actions, and cannot make attacks in any way (including Reaction attacks)".
In "Gang war 3" Blaze rule contained the sentence "A fighter with a Blaze marker cannot take any other actions...".
In new rulebook, and last FAQ there is a statement "When activated, a fighter with a Blaze marker suffers ... before acting as follows...The fighter may then attempt to put the fire out".
But there is no statement that after the attempt to put the fire out activation ends or fighter can't take any other actions.
So, can the fighter make 2 actions like usual after attempt to put the fire out?
 
No, the fighter cannot make any actions while ablaze, even in the same acrivation that fire goes out. The 2d6 random movement is what the fighter soends time on. If they were allowed to make actions after fire went out, they could potentially move 12" (2d6) + 2x move.
 
No, the fighter cannot make any actions while ablaze, even in the same acrivation that fire goes out. The 2d6 random movement is what the fighter soends time on. If they were allowed to make actions after fire went out, they could potentially move 12" (2d6) + 2x move.
Wrong, this part has been deleted from the Blaze rule in the new Underhive rulebook.

The old wording was: Cannot perform any actions, at the end of activation do one of the following
the new wording is: When activated, hop up, run around, then you may drop to prone, and attempt to put out fire.

So technically if you didn't fall off ledge (also added to the new wording) to death and don't die due to S3 AP-1 hit, you can actually do something useful (like Crawl, lol)
 
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It could be that the deleted this part because it was redundant (or they just forgot to copy/paste it). The Blaze rules tell you to do something unusual when the fighter is activated, but they never tell you to resume usual activity afterwards.

The fact that the Cyborg assassin has a special rule that states "The cyborg assassin may be subject to the Blaze condition, but unlike other fighters, it may still perform actions." is a clear indicator that fighters who has been set ablaze cannot perform actions normally.
 
They changed both the moment of Blaze effect trigger (from end to start of activation) what was the game mechanic way of disabling actions
(like Deep strike in 8th Ed being put at the end of Movement)
And deleted the direct worded action disability.

Cyborg assassin has remained unchanged, most likely just forgotten.

If anything, that is a clear indication GeeDubs considers falling off ledges a more important part of the gameplay.
 
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The designer's notes in the latest FAQ explain that they put the movement first so that the fighter is forced to move at least once before they can try to put the flame out. The way they phrased it, I'm pretty sure that, in their minds, it means the fighter cannot do anything else that turn: "This results in at least a turn of negative effects before the flames are put out"
 
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Let me highlight the relevant part to you:
"a turn of negative effects"
As in "a full turn with nothing but negative effects".

More importantly, nothing in the designer's notes indicates that the change is supposed to let the fighter act when they previously couldn't. All they did is move the negative effects before the check.

Forget for a moment that the Gang War books ever existed. Also try to forget that you believe Blaze to be overpowered. Do you really read the Blaze rule as allowing for normal activation? All I read is that, when the fighter is activated, they take a hit and then act in a non-standard way. Nothing indicates they should be able to make 2 actions as normal afterwards.