N18 House of Iron (General discussion)

My leader has bolt gun and power pick. His a killer at range and also melee.

my arms master has an arc hammers and does serious damage. He can take out a ogryn or ambot... while normal orlocks should avoid combat having some members of your gang capable of it gives you something up your sleeve. Even corpse grinders need to consider if it’s worth charging if it leaves them exposed to him. He has one punch too... but to be honest he’s never needed to use it ... his arc hammer is more effective. .
 
I wouldn’t double up one punch with any actual close combat weapons as it fills the same purpose.

I’d really only give it to someone that I purposefully wasn’t going to give close combat weapons to and load them up on shooting weapons.

I am actaullay really interested in giving my arms master with a normal shotgun and shotgun savant an arc hammer just to really hammer anyone that gets within charge range.
 
  • Like
Reactions: TopsyKretts
Finally got to expanding my Orlocks. Want to run an Arms Mistress using one of the Forgeworld Models.
Combat Shotgun, Stub Gun, Shotgun Savant, Doggos.

She looks a little lost on 32mm base though:

98e9804b-jpeg-de1854097c9fd4c5ac63c3593c317db2-jpg.jpg


Guess y'all use the Arms Master models from the specialist box?

Opinions on Arms Masters on 28mm base?
 
The mode looks ok on the bigger base, and I would t really care if you put her on a smaller base that suits her.

I question using a combat shotgun with her though as I find a regular shotgun works better with Shotgun Savant.

They start to really come into their own when you take an ammo merchant that lets them get access to specialist ammo like it is common and you give her shatter shells and inferno ammo so they be a mini grenade launcher and also put blaze on a fighter 16” away.
 
The mode looks ok on the bigger base, and I would t really care if you put her on a smaller base that suits her.

I question using a combat shotgun with her though as I find a regular shotgun works better with Shotgun Savant.

They start to really come into their own when you take an ammo merchant that lets them get access to specialist ammo like it is common and you give her shatter shells and inferno ammo so they be a mini grenade launcher and also put blaze on a fighter 16” away.
Firestorm Ammo and upgraded shredder though...
 
Firestorm Ammo and upgraded shredder though...

Meh.

Firestorm is great without Shotgun Savant.

Shredder ammo won’t be used. Salvo is better than Shredder in most circumstances and when you are in template range you will be using Firestorm.

It’s not that I don’t like combat shotguns with firestorm ammo. It’s just that normal shotguns work better with the Shotgun Savant skill.
 
@almic85 Thanks for your feedback. The list is not final so I may change her loadout to normal shotgun. Not fully decided.

Gonna leave her on the larger base now. Looks alright and will not lead to any discussion. Looking forward to getting them painted up and running.
 
  • Like
Reactions: spafe
I have had a great time in my current campaign with my armsmaster and a regular shotgun. The other thing I gave him is a back-up sawed off. It seems redundant, but having the S3 scatter shot at +2 to hit at the full range of the sawed off, PLUS rerolling the number of hits with shotgun savant will definitely teach T3 gangers some manners. I wouldnt have thought of it but happened to be trying to use up creds from the favor table and gave it a whirl.
 
Ok, it’s time to prod the thread back into action.

I tried searches but nothing much came up and I don’t feel like wading through this all so I ask:

How exactly are you interpreting the Grease Monkey’s abilities when applied to Wreckers?

It seems like it’s an addition to their own abilities but then there’s talk of a single action being made.

What do you do?
 
I could be wrong but I believe a 'natural 1' is intended to be literally a 1 on the D6, not a 1-2 even if it is representing a D3.
This was discussed at great length on a previous thread and if I recall correctly that was the conclusion of the majority.

I concur, a 'natural 1' is when a roll of the dice results in the dice face being a '1', not a '2' that counts as a '1'.

Hope that makes sense, at least it did when I initially typed it out.
 
It’s a D6. At least according to Necrodamus.

What I’m asking is if you append the d6” move to the standard. Which would seem to be the intention. Or replace Overcharge as they’re both called that.

So standard move is 6”, +3” for safe mode jump then this skill applied on top to a potential extra 6” (15” max)

Or if very lucky Overcharge the booster for a potential 6”+6” (5-6 on d6) then this skill with a further potential 6” (18” max possible move). Which is pretty damn impressive if it all goes well.

Where it gets weird is when you roll the 1’s.

Both Wrecker overcharge and the grease monkey Overcharge state you move no distance but Grease Monkey one also states you only get one activation, so is it just turn over for that fighter at that point??

Example:

Wrecker uses overcharge to leap +4” (2 on d6 roll) then is compelled to use to the gm skill rolls again, gets a 3 so an additional 3” taking it up to 13” jump?

Wrecker Overcharge:
  • Overcharge:
    • +1 S and +1 hit modifier when charging.
    • Must roll a D6:
      1: Pinned (malfunction, no move).
      2: +4" M.
      3-4: +5" M.
      5-6: +6" M.

Grease Monkey Overcharge:

Before a battle, choose a Brute or Wreckers (with jump booster) to become overcharged. Each time an affected fighter activates, roll a dice.

Wreckers:

  • +D6” Movement.
  • If the result is 1, no extra Movement is gained and only a single action can be made this activation (struggle to control the malfunctioning pack).
 
Then you are stuck with @JayTee's problem posted elsewhere:
That's no different to the existing overcharge, except more variable and with a worse average result (+3.5" vs +5")

If the two effects do not stack, why would you ever take a Grease Monkey? It gives you no additional benefit over just using 'normal' overcharge on the Jump booster it justs swap a Prone&Pinned effect for -1Action and even if you're not moving/charging that turn, you still run a 1/6 risk of losing this action. That's absolutely worse in every respect to just using the Jump booster in either mode.

Since the two effects have different triggers (Grease Monkey is when activated, Jump booster is when performing Move or Charge) that also implies they stack together I feel.
I found it compelling argument.
 
  • Like
Reactions: almic85 and spafe
A natural roll is the actual number on dice regardless of modifiers (including the halving off the result rolled on a D6 when rolling it as a D3

It was clarified in the ash wastes rulebook
 
A natural roll is the actual number on dice regardless of modifiers (including the halving off the result rolled on a D6 when rolling it as a D3

It was clarified in the ash wastes rulebook
Can you send a picture on it? Such an important clarification ought to be in the FAQ..
 
This seems daft, clarification or not. You can get actual D3s or a D6 with 1-3 on (twice) They are twice as likely to roll a 'nat 1' than a conventional D6 used as a proxy.

If a D6 is being used as a substitute for a D3, then it *should* only have 3 possible results... not 4...
 
  • Angry
Reactions: MyLonelyDeer
Can you send a picture on it? Such an important clarification ought to be in the FAQ..
Well I’m not sure what other books have been saying but that has been the way since the 2017 Underhive box Rulebook page 41.

D3 - The rules might also call for a D3, but an actual three-sided dice is not necessary. To roll a D3, roll a D6 and halve the result, rounding up.
NATURAL ROLLS

A 'natural roll' is the actual number rolled on a dice, regardless of any modifiers applied. For example, when making an attack, a 'natural roll of 1' on the hit roll is always a miss, this means that when the dice roll for the characteristic check is a 1, before applying any modifiers, the attack always misses.

As such it doesn’t need clarifying it’s just that people have decided to be a bit… lawyery… about it.