I agree with
@Chitriel about the jump boosters being automatically included.
WarCom said:
They all come equipped with a jump booster. Our informant has managed to get hold of the specifications of these devices and, apparently, they can be overcharged to give an even bigger boost to the wearer, but this doesn’t come without a risk.
I suspect they'll actually be a special rule represented as equipment, such that they don't carry over when prospects become champions.
I'd also note that what we have been shown is the rule for the overcharged jump booster - whether the standard usage increases charge range or 'just' let's them perhaps ignore vertical movement, isn't revealed. But the implication is that they get a bonus of some kind without the risky roll of a natural one.
But then there's something that's never been addressed to my knowledge; does a "natural one" on a d3 constitute 1-2 on a d6 or only a 1? We've always played it as the former but then there are enough three-sided dice in the dice bags of my lot, that we rarely convert a d6 result.
The previewed profile is inconsistent with how ranges are normally written. E should be in long range, Versatile range should be in short range.
[...]
The weapon sure looks "unwieldy", I bet GW dropped it because they only intend this weapon for this new champion fighter equipped with servo-harness. So their explanation is, since the fighter is already equipped with servo-harness, that would negate the effects of unwieldy.
Um, my copies of GotU and HoC both put "E" in the long range column unless it's a Versatile weapon, in which case S=E and L=x". My GotU is a later printing though and while I'd be surprised if GW made an update without publicising it, it's not impossible. The layout you describe does ring a bell for the Underhive and gang war books however.
I agree the arc hammer is likely to be servo-harness only (at which point inbuilt suspensors would be redundant) but I expect the absence of Unwieldy to be just another error, that is bound to turn up in the book as well. "Arc" puts me in mind of electricity so I'm sort of surprised that it doesn't have the Shock trait.
Eeyup, that's exactly what I had in mind. Versatile 1" and the 1" rule do not mix well. For instance, can you stop a charge exactly 1" away from your target so that you can use the Versatile weapon but are not obligated to reach base-to-base contact? Or is being 1" away from something already being within 1" of that thing?
So. Much. Fun.
Good question, and one that pertains to many aspects of the game: I couldn't see an answer for that in the rulebook: If 2 models are exactly X inches apart, are they within X'' of each other, or does within mean X-0.01* inches? e.g. for the purposes of determining a 6'' effect or a 6'' inch short range on a pistol, must the affected model be a maximum of 5.999999* inches apart from the model originating the effect or do the 6'' count as being within?
The convention across most wargames I have played, is that "within" is up to and including the specified distance. A fair number of other publishers explicitly state it though, while GW tends to assume - in the case of Necromunda, it's possibly the disadvantage of the game being written by long-term players of GW's game ranges, who have fallen into the trap of forgetting the convention is not actually instinctive. I think this is a convention that 9th ed 40k addresses explicitly now but with the separation of design departments now, I dare not hope yet that the logic will make it over into the next Necromunda rulebook.
It's arguably just the wording of that first sentence of the 1"Rule that causes the problem; there would be less confusion if only it was written as, "Fighters cannot move to
less than 1" away from an enemy fighter (etc.)"
Both paragraphs of The 1" Rule section do each state in their final sentence that the moved model ends up 1" away from the relevant enemy fighter(s) though, at which point they are in range for a 1" Versatile weapon - not elegantly written but there all the same.
Does anybody else wonder if that servo harness is seperate from the body? The legs on the two arms masters look very similar...
Given the duplicated frame set up that SG is limited to and that the arms master torso and legs are identical but for the servo elements, the servo-harness will have to be pieces that are added on in my opinion. It will almost certainly be contoured to fit only the arms master body though, so will need a fair bit of work to adapt for any other model unfortunately.
As for what else we might see in House of Iron, Orlocks now seem to me to focus on specialising via equipment and strong discipline (with the good leadership scores). If any specialist champion will retain Group Activation, I feel it will be the arms master. That line in the article about them keeping other gangers in line might be a fluff reasoning for them not to keep it though - they're just plain disliked. I could see an aura ability to re-roll nerve tests fitting them well. The name links to a keeper of the armoury, but a broad weapons list would go against the idea of the being specialist in any way and make standard champions less useful. I suspect they're going to be intended for a melee and close support role given the weapon options we see. Maybe they'll start with a third wound like the gang leader.
I'm expecting a new skill category centred on teamwork and boosting other fighters, with the mantra about gang before house. I can't decide whether an overseer-like skill to essentially transfer a single AP to another fighter would be as filthy as the current one (maybe not if a Basic action), but I hope the design team have had more imagination than I in this regard. I suppose they might lean in to the durability aspect, with ready access to the Ferocity skills and Medicae already.
I'm wondering if the Orlock equivalent to gene-smithing and chem-alchemy might be DIY solid ammo or even modifying guns. The first feels unimaginative when that's largely what chem-alchemy does for toxin, and the second potentially a nightmare to keep track of unless a weapon can only be modified at purchase. And it wouldn't be headache-free even then.
As has ever been the Orlock weakness, being the baseline gang leaves them so undeveloped at the moment that they could be taken in almost any direction still.