GSC Wargear questions

sumpthing

Hive Scum
Jun 14, 2017
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Perth, Australia
Hey guys

Apologies if this has been posted, I have searched and not found an answer yet so...

I was wondering if an aberrant can be given wargear - specifically can an aberrant be given a hazard suit and an extra arm?
EDIT: I found the answer in YAQ, it appears that i can give these items to an aberrant

Can acolytes be given items from the trading post - could i give an acolyte a mining laser if i purchased it after gang creation?

Thanks in advance

Matt
 
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Acolytes can't be equip with Heavy Weapons, so even at trading post, you can't equip them.
They are stuck with they close range weapons, 6+ and 1 wound......woo.....
 
The rules and available equipment is all made with the official models in mind. Acolytes aren't modeled with Mining Laser, therefore they can't have it.

Each fighter type should clearly say what they can and cannot have. I thought Aberrants couldn't have anything other than power pick/hammer?
 
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Everyone can take Wargear and Wargear includes everything that isn't a Weapon.
As for Weapons, the limitations stated in the Equipment section of the fighter's rules continue to apply after gang creation, so the only weapons Aberrants can ever get are Aberrant Weapons (Power pick and Power hammer).
 
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Everyone can take Wargear and Wargear includes everything that isn't a Weapon.
As faor Weapons, the limitations stated in the Equipment section of the fighter's rules continue to apply after gang creation, so the only weapons Aberrant can ever get are Aberrant Weapons (Power pick and Power hammer).
And armoured under suits. Because we spending creds to keep them alive it's exactly what we want .......... And grappling guns.......... Oooooohhhh. Speedy
 
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Everyone can take Wargear and Wargear includes everything that isn't a Weapon.
As for Weapons, the limitations stated in the Equipment section of the fighter's rules continue to apply after gang creation, so the only weapons Aberrant can ever get are Aberrant Weapons (Power pick and Power hammer).
So if everyone can take wargear, and that's anything not a weapon, can abberants take Armour?
 
I'm not 100% convinced because this is a general rule of thumb that applies to traditional house gangs, but there are unusual exceptions like the Chaos Spawn. Not sure if the Aberrant is someone you'd expect having grenades, grapling hooks or other tech.
 
Okay, the Spawn is a special case. But if the Aberrants can't take Wargear (or at least Wargear/wargear), then they can't have a Extra arm either.
 
Yes certainly, but the extra arm issue is one I'm leaning towards being a mistake by the author. I'm not sure it's a mistake they can't take anything else. Not a big deal by all means, I just imagine them being primitive and only carrying those big melee weapons, not wearing infra goggles or whatever.
 
Everyone can take Wargear and Wargear includes everything that isn't a Weapon.
As for Weapons, the limitations stated in the Equipment section of the fighter's rules continue to apply after gang creation, so the only weapons Aberrants can ever get are Aberrant Weapons (Power pick and Power hammer).
I keep seeing this mentioned in YAQ entries, but RAW (silly as it may be) is that if it’s not explicitly listed in what a fighter may or may not take, they can’t have it, correct? If there is an exception to this, I’d be super grateful if someone could point me to the relevant section.

The big reason I ask is both for GSC wargear, and armor for GSC and Van Saar, whose gangers don’t seem to have armor list s as an available purchase. I’d be inclined to just encourage folks to take whatever, but I’ve had multiple people point out he balance potential of those omissions. :/
 
I keep seeing this mentioned in YAQ entries, but RAW (silly as it may be) is that if it’s not explicitly listed in what a fighter may or may not take, they can’t have it, correct? If there is an exception to this, I’d be super grateful if someone could point me to the relevant section.
There is no official clear-cut answers, otherwise it wouldn't need to be in the YAQ :D

The reasons we now assume everyone as access to (at least) Wargear/wargear are as follows:
  • if they don't have access to Wargear, GSC Acolytes cannot take a Cult icon, an item that only they can take
  • if they don't have access to Wargear, GSC Aberrants cannot take an Extra arm, an 'item' that is modelled on every available Aberrant miniature
  • GW3 p9 doesn't list 'Wargear' as available to Van Saar gangers, while it was listed for the other houses gangers in previous publications
  • GW3 p12 states 'Note that Juves can take Wargear' even if Wargear has never been listed as available to Juves (including on the aforementionned p9 where Van Saar Juves are described)
  • GW1 p24, in the 'Distribute Equipment' step states that 'Any equipment in the gang's Stash can now be distributed among its fighters' and that 'Weapons choices must respect the restrictions shown in the gang's House list' with no similar mention for Wargear restrictions
All of this suggests that at least 7 fighter types should have access to Wargear at gang creation while it's not listed on their Equipment list, and that everyone can have access to Wargear once the campaign is started. The simpler solution is to give access to Wargear to everyone at anytime.

Now, is this Wargear just Wargear/wargear or all of Wargear/ (including Grenades and Armour)? This one is more difficult as we have signs pointing in both directions.
  • If Wargear is all of Wargear/, then there is no need for GW3 p12 to list Grenades as available to Van Saar gangers.
  • But if Wargear is only Wargear/wargear then there is no use for the starting armour of each gang (Flak armour for Escher for instance) to be included in their HWL since juves can't take it and they are the only ones who need it.
  • Also, GW1 p24 still applies and everyone has unrestricted access to everything that isn't a weapon once the campaign is started anyway.
 
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There is no official clear-cut answers, otherwise it wouldn't need to be in the YAQ :D

The reasons we now assume everyone as access to (at least) Wargear/wargear are as follows:
  • if they don't have access to Wargear, GSC Acolytes cannot take a Cult icon, an item that only they can take
  • if they don't have access to Wargear, GSC Aberrants cannot take an Extra arm, an 'item' that is modelled on every available Aberrant miniature
  • GW3 p9 doesn't list 'Wargear' as available to Van Saar gangers, while it was listed for the other houses gangers in previous publications
  • GW3 p12 states 'Note that Juves can take Wargear' even if Wargear has never been listed as available to Juves (including on the aforementionned p9 where Van Saar Juves are described)
  • GW1 p24, in the 'Distribute Equipment' step states that 'Any equipment in the gang's Stash can now be distributed among its fighters' and that 'Weapons choices must respect the restrictions shown in the gang's House list' with no similar mention for Wargear restrictions
All of this suggests that at least 7 fighter types should have access to Wargear at gang creation while it's not listed on their Equipment list, and that everyone can have access to Wargear once the campaign is started. The simpler solution is to give access to Wargear to everyone at anytime.

Now, is this Wargear just Wargear/wargear or all of Wargear/ (including Grenades and Armour)? This one is more difficult as we have signs pointing in both directions.
  • If Wargear is all of Wargear/, then there is no need for GW3 p12 to list Grenades as available to Van Saar gangers.
  • But if Wargear is only Wargear/wargear then there is no use for the starting armour of each gang (Flak armour for Escher for instance) to be included in their HWL since juves can't take it and they are the only ones who need it.
  • Also, GW1 p24 still applies and everyone has unrestricted access to everything that isn't a weapon once the campaign is started anyway.

Wooow, what a labyrinth!
I was aware of many inconsistencies in the books, but this made me realize how much I appreciate your work, Yaktribe! :)
 
Note that the OP refers to the White Dwarf rules. In the PDF update (August 2018) it's clear that Aberrants can take armour, but no other Wargear. They don't seem to have a third arm option.