N18 House of Artifice (General discussion)

Moving around old equipment to optimize your total strength as new equipment comes in is a pretty fundamental mechanic in all sorts of "build and customize your own force" games. Do you play singleplayer videogames? It's a near-constant in those.
^^ This. Try play XCOM, Jagged Alliance or Gears without swapping items. Wouldn't play those games without it.
 
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Or even more on point have you played the Necromunda comp game where weapons can be swapped in game for new and either discarded, sold or given to another fighter.
 
Yeah. I like that aspect of UW; especially when you can grapnel [?] over & drop loot to your other gangers.
Hate the weak-ass 8 bit sound effects for plasma weapons, littterrrrally a "PEW PEW" noise, it's just a really niggling, aggravating distraction like a bit o' popcorn
shell under your tooth!!!! The VS DLC in UW seems to be pretty good.
 
Weapon swapping isn’t really a thing in this game if you’re playing it as it’s intended. I know a lot have a mutant version that sits somewhere between these new rules and the NCE but that’s exactly what that is: a hybrid.

I personally wouldn’t be surprised to see the stash disappear in a future Rulebook and for fighters to be equipped from their own list and by another permitted list only.

I don’t really get the buy to stash thing, it’s bizarrely impersonal/communal. Now no-one wants to maintain a bank balance for 10 individual fighters so I get buying from the central gang pot but I buy with specific fighters in mind. Don’t you? Or do you just buy stuff then risk it being sat in storage for a long time? I mean I’ve always done that, even back in N95.

The stash seems like a hangover from N95 really, the new lists point to a more... army building style of play. Which is quite a bit away from the earlier versions. It’ll be like choosing a Tactical squad and deciding what special and heavy weapons they have.

The master crafted thing is interesting as it’s the same gun. You can’t swap a reclaimed autogun for a master crafted lasgun. So you can see it as an upgrade of their existing gun - or like modding your computer/car - it’s probably RAI supposed to be like that. Then they put the old parts out for sale.
 
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To be honest I just buy stuff for fighters without any consideration for exact order of post-battle sequence steps or moving to stash first. So many words in these rulebooks are just filler. I know what I want and how to do it, don't need overly complicated processes to get things done.
The stash seems like a hangover from N95 really, the new lists point to a more... army building style of play. Which is quite a bit away from the earlier versions. It’ll be like choosing a Tactical squad and deciding what special and heavy weapons they have.
It sure looks like that, but it would be a departure from what Necromunda always has been (and some would argue always should be). That kind of style belongs to 40k.
 
Yep @TopsyKretts that’s what I mean, it looks like they’re making another Kill Team style game, just flavoured as gangs.

It’s been said for years now:
  • They don’t feel like gangs, more paramilitary.
  • They have access to far too much equipment from game one.
  • They’re ditching traditional Necromunda titles for fighters in favour of fancy “faction titles”.
  • They now each have their own “Codex”.
  • We seem to be getting bizarre special fighters who don’t seem to fit in a gang but more like “Elite” units.
With Ash Wastes I wouldn’t be surprised to see the “Fast Attack” units brought in and maybe even “Heavy Support” if writings of Leman Russ Tanks being driven by Orlocks comes to pass.
 
I have a silly question as a current non-player of Necromunda about the spider rig close combat weapon and it's Paired trait. Having just looked closely at the archeoteck model on the GW site am I correct that the two arms showing on the model are what gives it the Paired trait? I'm used to thinking of paired weapons as two Pulverizers (one in each hand) on a Goliath stimmer that can be paired if you buy two versus a weapon choice that's two servo arms together. Until I rotated the model I didn't realize it had two similarly sized tech tendril arms on the right shoulder so I was thinking it would have to be bought twice to use the Paired trait.
 
I have a silly question as a current non-player of Necromunda about the spider rig close combat weapon and it's Paired trait. Having just looked closely at the archeoteck model on the GW site am I correct that the two arms showing on the model are what gives it the Paired trait? I'm used to thinking of paired weapons as two Pulverizers (one in each hand) on a Goliath stimmer that can be paired if you buy two versus a weapon choice that's two servo arms together. Until I rotated the model I didn't realize it had two similarly sized tech tendril arms on the right shoulder so I was thinking it would have to be bought twice to use the Paired trait.

To get Paired Pulverisers for the Stimmer you need to buy the Paired Pulverisers weapon. If you just buy two Pulverisers then you end up armed with just two pulverisers.

It’s the same with any paired weapon. You have to buy the version with paired rather than just buying two of a similarly named weapon.
 
To get Paired Pulverisers for the Stimmer you need to buy the Paired Pulverisers weapon. If you just buy two Pulverisers then you end up armed with just two pulverisers.

It’s the same with any paired weapon. You have to buy the version with paired rather than just buying two of a similarly named weapon.
That helps. With no Paired Spider Rig in the Archeoteck equipment list it's not possible to run them as paired. Thanks.
 
That helps. With no Paired Spider Rig in the Archeoteck equipment list it's not possible to run them as paired. Thanks.

Not quite, the pulveriser/ paired pulverisers are two distinct entries in the weapons list, one with the paired trait and one without. They function as two entirely different weapon options. My understanding is that the spider rig will always have paired, as it only has one weapons list entry. Everything hinges on the paired keyword.
 
Not quite, the pulveriser/ paired pulverisers are two distinct entries in the weapons list, one with the paired trait and one without. They function as two entirely different weapon options. My understanding is that the spider rig will always have paired, as it only has one weapons list entry. Everything hinges on the paired keyword.
Indeed! It’s impossible to have a non-Paired Spider rig. “Paired” doesn’t mean “two weapons”, though some weapons with paired should be modelled as two weapons. In the case of the Spider rig it’s modelled as the two tentacle thingies, but it’s still one weapon (though note it takes up two weapon slots).
 
Finally managed to sit down and start reading through the lore sections properly.

I don't think I've seen anyone mention it yet, but the uh... divisive bit of lore from the preview about turning a bit of the Spire into a space ship is handled in way that I think will bother people less.
It's in the timeline section under the heading 'An Unreasonable Request' for one thing. House Van Saar accepted the contract, but "decades of work and untold millions of credits later" admit that they've failed... though they've actually managed to secret monitoring devices all over the Imperial House's inner sanctum. Not quite as silly as the preview made it seem, right? (Not that there's anything wrong with a bit of silliness in Necromunda)

One of the famous names of the house vanishing after possibly inventing a time machine, and someone claiming to be them appearing thousands of years later to try to deliver warnings of an attack on the House is pretty cool too.

And though the Archeoteks are underwhelming in places rules wise, the background's much better. Frequently mad scientists, varying between terrifyingly cold rationality and fanatical devotion to the STC that wouldn't be out of place in the Mechanicus. Either way, you shouldn't take your eyes off them for a moment incase they accidentally drain power from this entire hab block, or trap half the gang hideout in a stasis field. Having them follow a warped version of Asimov's three laws is also a nice reference.

Anyone else got some favourite lore from the book?
 
Indeed! It’s impossible to have a non-Paired Spider rig. “Paired” doesn’t mean “two weapons”, though some weapons with paired should be modelled as two weapons. In the case of the Spider rig it’s modelled as the two tentacle thingies, but it’s still one weapon (though note it takes up two weapon slots).
Thanks for the follow up points. If I model an archeotek with a spider rig for my Mechanicus counts as Van Saar gang I will be sure it has two arms. If I play any games with it will have the Paired trait.
 
Has their been an Errata for House of Artifice yet? My group have some issues with the Cogitator Core Servitor.
 
No FAQ and none scheduled. What's the issue with the Cogitator Core Servitor?

Right. My group is arguing that the Cogitator Core Servitor cannot use it's Turn on the Light's ability to cancel Pitch Black, if the source of Pitch Black is a Tactics card like the Delaque's, or because of an event. Their case is that since the card and event list the conditions for turning on the lights and canceling Pitch Black, the Cogitator can't do it.
 
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Here are game effects that can trigger Pitch Black. Some effects specify timing "in the End phase", if I remember correctly, things that happen in the End phase implicitly happens at the start. This will be labeled with "(start)" in parentheses.
  • Tactics:
    • Hunter in the Dark (Bounty Hunter): Start of round.
    • Darkness Descends (Delaque): Start of round, last of the rest of the battle.
  • Hangers-on:
    • Core Servitor: On/off in the end of End phase.
  • Resource:
    • Generatorium: On in start of a round. Off in the start of End phase.
  • Uprising campaign events:
    • Hive Breach: On in the (start) of an End phase.
    • System Failure: On at the start of a round (lasts for the rest of the battle).
  • Open Hive War:
    • Pitch Black (Peril): Entire battle.
  • Special Terrain Features (Zone Mortalis):
    • Unlit corridors: Entire battle (individual areas).
  • Badzone Events:
    • Shutdown: On at the first round or in the (start) of an End phase. Can be shut off in the (start) of a subsequent End phase.
  • Various scenarios:
    • Typically the entire battle, or in a certain round.
We don't have much to go on RAW other than the timing. Since Core Servitor's timing is at the end of the End phase, it can be used after a lot of effects, and therefore cancel them either partially or completely:
  • Completely overridden:
    • Hive breach.
    • Shutdown (if applied in the start of an End phase)
  • Partially:
    • Generatorium (re-enable).
    • System Failure (disabled after 1 round).
    • Open Hive War Peril, various scenarios & Unlit Corridors (disabled after 1st round).
    • Shutdown (disabled after the 1st round, if applied at the start of the battle)
  • No effect:
    • Hunter in the Dark.
This may certainly not be intentional, as new rules are not written with old rules in mind.
 
Hello everybody,
I just signed up and am reading the forum a bit.
I would like to start playing Necromunda and I like Van Saar.
What books / boxes do you recommend buying to start with?
Thank you