What are smoke gas grenades?
Smoke is smoke, it has neither the gas trait nor gas in its name.
Presumably you could apply this to Scare Gas Grenades. Although most won't have ant effect since they don't cause injuries.
My misreading
What are smoke gas grenades?
Smoke is smoke, it has neither the gas trait nor gas in its name.
Presumably you could apply this to Scare Gas Grenades. Although most won't have ant effect since they don't cause injuries.
The name 'ammo' seems to imply ranged, but nothing explicitly prevents close combat, and most would mechanically work for both.For me, the million credit question is whether you can apply the Toxic Ammo to any Toxin weapon, or just to Ranged. But either way there's some great Toxin effects.
I would say yesThe name 'ammo' seems to imply ranged, but nothing explicitly prevents close combat, and most would mechanically work for both.
I'm also curious what the scope of the effect is. Obviously at minimum, it includes a ranged weapon with the appropriate trait (for example chem thrower for gas ammo). But what about a weapon with separate ammo? Bolt pistol with gas ammo? Can it be improved with new escher chems?
That would make the Grenade Launcher with Choke Gas grenades a bit interesting. Gas Shells and normal Gas Grenades less so, as one is single shot and the other one rarely gets more than 2.
The Khymerix's breath is Gas, could you use it on that!? Haha, "Here, giant mutant cat-beast; drink this!"
I think the Gas effects in general are quite interesting, too. They're more expensive, sure, but all the Gas weapons are pricey anyway. Just from the point of view of the Chem Thrower almost all the effects are strong. Blinding and Pathogenic are poor, and Expansive doesn't work on the CT, but I'd take any of the other 7.
I think my favourites have got to be Acidic and Bane. The two main ways to stop Gas simply neutralised. I quite like the idea of hitting someone with a Leaden one, and then placing the blast on them so they have to suffer it again
Khimerix breath is actually one suggested nick-name, there is a suggestion for players to make up their own names for the mixes. Also suggesting that an Escher player can sell these chems to other gangs.The Khymerix's breath is Gas, could you use it on that!? Haha, "Here, giant mutant cat-beast; drink this!"
it does raise the question of how random costs/discounts work though.
With a Chymist do I roll my discount, get a 5, then know I can build my concoction to 60cr.
Or do I have to decide on my concoction, then roll to see what the discount is?
What if I roll low and decide I don't want to purchase it? Am I forced to buy it anyway? Can I attempt to buy another batch?
So, if I read you correctly, a seriously injured Escher could be instantly healed by some juve with some "Blood rush", for 15 creds and a simple action ?New Escher Stimms are applied either before the battle (after selecting crews) or as a Simple action during the battle. If applied during the battle, spend a Simple action. The target can be itself or a friendly fighter B2B.
Here's what I'm thinking for my starting gang:
Queen: Plasma Pistol, Power Sword, Mesh Armour, Spring Up - 230
Matriarch: Plasmagun, Mesh Armour, Spring Up - 215
Death-Maiden: 2x Stiletto Sword, Mesh Armour, Combat Virtuoso (assuming DMs get Finesse as primary, if not, probably spring up?) - 190
Little Sister: Stiletto Knifex2 - 60
4x Sister: Lasgun (55*4) - 220
Sister: Shotgun - 80
I might drop one of the lasgun girls to try to fit in a prospect, but the bow is so underwhelming. Also, maybe should trade the shotgun out for a needle rifle to take advantage of the new toxin ammo?
I thought about doing that, but with combat virtuoso and her wanting to be in melee, i thought doubling down might be good so she can get the extra attack just to make sure whatever she runs into dies. The other thought was ditching the double knife on the juve for a stubgun and getting the maiden a chem-synth, but that also seems kind of eh.I'd drop the second stiletto sword on creation and upgrade a lasgal to a needle rifle![]()
I thought about doing that, but with combat virtuoso and her wanting to be in melee, i thought doubling down might be good so she can get the extra attack just to make sure whatever she runs into dies. The other thought was ditching the double knife on the juve for a stubgun and getting the maiden a chem-synth, but that also seems kind of eh.
You can always add a second stilleto sword/knife later. Not sure the second sword or second knife 50pts total? Is worth more than upgrading a lasgun girl to something a bit punchier in the ranged dept, besides just a plasmagun and a shotgun.
Not saying lose both, one or other perhaps. If the list is for skirmish then go for it as is. For a campaign I find you can skimp a bit initially but plan where you'd add weapons. Adding the second knife & sword is great but do you need them out the gate? Here what your group rules on swapping weapons becomes relevant. Having DM start with sword&knife with little sis having a single knife might be a start that allows a needle rifle and move the knife on when you get the second sword.