N18 House of Faith

TopsyKretts

Hive Guilder
Tribe Council
Dec 29, 2017
4,886
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Norway
Gang Terrain is traditionally some of the worst rules writing in Necromunda (and that's saying something!). Hive Incensive & Caged Heretic (Gang Terrain) are specified to be deployed minimum 6" away from enemy fighters. But universal Gang Terrain specifies to deploy before any fighter. So that's a bit of a tautology, Gang Terrain will always be 6" away from any fighters, since there are no fighters when it's deployed 😆
 
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Kiro The Avenger

Gang Hero
Apr 4, 2018
1,439
1,885
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Bristol, UK
Not Thermal Mines then (which have different mechanics than melta traps)? :LOL:
What are the Van Saar ones called? Those ones.

There's many bloody instances of the same mechanic implemented multiple different ways with different names every time.
There's no reason traps should work radically differently. The only reason they do is because they realised the old rules suck, so they've added new rules to do it better instead of just fixing/updating the old ones.
 

almic85

Cranky Git
Tribe Council
Oct 30, 2014
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Palmerston, ACT, Australia
Just as an FYI for anyone debating the 1” versatile thing, but the Versatile trait doesn’t require you to be within the versatile distance, rather it allows you to make close combat attacks if the distance between the fighters is “equal to or less than the distance shown on the versatile weapon”.

The 1” rule doesn’t allow you within 1”, but does explicitly state that you stop moving 1” away so it does in fact work with a 1” versatile weapon which allows you to attack if you are exactly 1” away.
 

Caledore

Ganger
Jun 2, 2015
134
389
68
Maryland, USA
Cawdor (not Redemptionist) Juves get a rule that allows you to add d3 of them to your starting crew, even above the maximum. I'm really glad they added a way to represent the horde aspect. Sure, they're garbage fighters, but extra bodies are extra bodies.

Edit: And it looks like the gangers get a rule that allows you to bring one extra of them!
 

almic85

Cranky Git
Tribe Council
Oct 30, 2014
1,991
3,445
163
Palmerston, ACT, Australia
That's just a distinction without a difference.

Not really. The 1” rule explicitly states that you stop exactly 1” away and the versatile rule states that you can attack a fighter that is exactly 1” away.

The usual arguments are either that the 1” rule doesn’t allow you to be exactly 1” away because if you are exactly 1” away then you are within 1” (which it explicitly says is not the case) OR that versatile require less you to be within 1” (whcih it doesn’t actually say).
 

TopsyKretts

Hive Guilder
Tribe Council
Dec 29, 2017
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The fluff is they are inspired to defend the relic, but it feels like it should only apply to close combat? Because that would be far easier to forget to add than any of the other stuff that is obviously missing.
 

TopsyKretts

Hive Guilder
Tribe Council
Dec 29, 2017
4,886
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Of course gang relics are only usable when defending, so if we imagine half the games are attacker & defender (don't know the exact ratio) and the cawdor gang will defend half of those battles on average, the relic will only be used in 1 of 4 battles. So rarely used, but super strong when used. Maybe close combat only would be too weak? The relic itself is suggested to have a 32mm base, so the area is actually 13" diameter, so you would have some limitations to set-up and mobility, but otherwise would supersede Van Saar in ranged effectiveness (+1 BS and +1 to wound).

The cawdor gang relic also has all the standard gang relic bonuses (and can be defiled as normal, but who's gonna be able to do that?).
 

Petitioner's City

Gang Hero
Nov 15, 2017
1,099
1,829
153
Edinburgh, UK
I also like that Rattus follows that path - he seemed at first an unfortunate set of rules for such a wonderful model, but actually, he can be very dangerous! The headsman is also even more bang for his cheaper than normal buck now too
 
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Aug 9, 2015
61
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Sunderland, UK
Cawdor (not Redemptionist) Juves get a rule that allows you to add d3 of them to your starting crew, even above the maximum. I'm really glad they added a way to represent the horde aspect. Sure, they're garbage fighters, but extra bodies are extra bodies.

Edit: And it looks like the gangers get a rule that allows you to bring one extra of them!

This! Love this rule. Makes Juves far more appealing as an option, which is thematic for Cawdor and their unrefined disposable masses… brings the horde theme in so that you can (1) guarantee to have 2-4 additional fighters in play each game over any scenario starting gang limit and (2) can often make sure the (Ganger/Juve) fighters you want to start on the table, start on the table.