Ah, we’ve been here many times before…
Remember!: The rules writers frequently don’t seem to understand the interaction of things in their own games.
Couple that with the tendency of some players to get a dopamine hit when they read ambiguous listings or get wide-eyed over the thought of finding a loophole to combine equipment that shouldn’t really be combined (SW Terminators with Cyclone missile launcher, and assault cannon) and you have situations like this.
Then add in the unholy trinity of FAQ answers which muddle things further or are just a strange interpretation and the whole lot unravels.
I don’t have the VS book so can’t check their listing. I do have the Orlocks though! I imagine as the FAQ22 answers are almost identical that the lists in respective books are the same, or at least very similar.
So for Wrecker: the jump booster is part of their initial cost, they cannot be separated from it. It has no price, appears in no equipment list or the trading post. It can’t be stashed, stolen or gifted.
The promotion rules state:
Note that, when a fighter is promoted in this way, an appropriate model should be used to represent the new category and type.
So, stop using the Wrecker model and use a Champion or Arms Master instead.
So far so clear.
But wait! The FAQ writers will FAQ-up things further!
Q. When an Orlock Wrecker is promoted, can they still use their jump booster?
A. Yes, any Wargear or weapons a fighter has before they are promoted they may still use and keep access to, though they may no longer purchase additional equipment from the Orlock Wrecker equipment list - they must use the one relevant to their new rank within the gang.
Oh, you bunch of cu…
Hmmm, so they
can use the jump booster as a Champion or Arms Master.
What do you want us to do? Model a Champ/AM with a JB on??
But again we’ve been here before, the equipment they’re talking about is the table for the fighters under that profile.
The Jump Booster is also vaguely classed as equipment but as stated - we can’t remove it from the fighter, stash, pass on etc (much like “free armour in the N17 era) and it doesn’t appear in any tables so it’s clear to avoid awkward questions they just let you keep it.
Otherwise it means creating more rules for stuff that was never intended to be removed from a fighter.
But how does this interact with other rules? Can we have a JB Champ with a Heavy Stubber?
A JB Arms Master with Cyber-Mastiff? How does that work? How does the dog keep within 3” of its master when its master can now potentially jump 12” - twice! Including over huge gaps and up to high ledges with no nearby ladders or other access.
Well, they just didn’t think about that.
How to fix it?
A few potential answers.
- Don’t be a dick.
- Any unremovable equipment from Gang Fighter(x) fighters is restricted to their fighter cards which are transferred over. You can move Gang Fighter (x) weapons/wargear from cards to Gang Hierarchy (x) cards but not vice-versa. This excludes unremovable equipment, which has to stay on the legacy cards. You cannot move GH(x) only equipment/weapons/wargear to the legacy GF(x) cards.
- Use appropriate models.
- Really, really try not to game the system because the writers use the terms “Equipment” and “Wargear” seemingly interchangeably and make no distinction between built-in items you can’t remove and purchasable items from that fighters list.
I now await the inevitable angry response.