N18 Lascutter

Oddsox

Ganger
Jul 15, 2015
92
100
53
Bounds Green, London
Hey all,

Not too long ago I posted about the charge rules and quoted an email from specialist games where I was offered 'clarification' on the rules. I also asked about lascutters as they have an ammo roll and are a CC weapon, and here is what was given in reply...

"Good morning,

With the lascutter, and any weapon with the Scarce trait, yes you make an Ammo check when you roll the bullet symbol on the ammo dice because if you pass that check the weapon is fine and you can continue to use it. If you fail, the Scarce trait means you cannot reload it. Think of failing an Ammo check as representing the weapon jamming or somehow playing up in general rather than it being a binary thing of loaded versus empty."


Then I prompted for a bit more as it was quite patronisingly simple and didn't answer the question at all

"Yes, for every attack you make with the lascutter you roll an ammo dice. It's a potent close combat weapon, but prolonged or rapid use increases the chances of it breaking down."

And that was it! All the answer I got.

Is this how people have been playing it? Or considered it to be played? Now I have the further question of.. do you roll all the ammo dice together as if it was rapid fire (2) or however many attacks you have? I really don't think they've come close to being clear on how this weapon works.
 
Is this how people have been playing it? Or considered it to be played?
So far yes, this is how I thought it was supposed to work.
Thanks for sharing the clarification, it also gives insight about how Unstable works with Melee weapons (if you use Archeotech device on them).

The one thing that is still not clear is whether or not multiple attacks are resolved sequentially or simultaneously.
If it's sequential, then it's possible the first attack causes the weapon to go OoA. In this case, do you still resolve the remaining attacks?
It it's simultaneous, then how does resolving a mix-and-match of Melta and regular attacks work against a target with 2+ Wounds? Also, does it mean that the Lascutter automatically goes OoA if your roll multiple OoA results?
 
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In the absence of clarity I would treat the weapon as 'Jamming' after all results are resolved - Just as with shooting a rapid fire weapon. (With multiple ammo symbols causing the weapon to go OOP)
 
Just started making an Ogryn gang, and had this same confusion! Real shame that GW can't get their ducks in a row, and put any sort of explanation in any official document!
 
At least you had some sort of reply, I sent them an email recently about this and they did not answer.

The reply you had does not answer the question, if I assume your asking, do I need to roll one ammo dice per activation or do I need to roll an amount of ammo dice for each attack?


.... Edit: Just seen this is an old thread, oops... Here is the thread I started recently about this. I read a few places that there is no clear answer and you have to house rule it.

https://yaktribe.games/community/threads/basic-questions.11916/
 
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In our campaign we've decided on a 50/50 compromise with the lascutter. My biggest beef wasn't the one hit/one kill aspect of the lascutter (many other weapons are just as brutal) but the broken combination of ogryns double moving, Naaargh, then versatile CC which makes them a 12" charge and kill. So we've agreed that if used at versatile range, roll ammo dice per attack made. This means it balances up several aspects to both players.
 
to add to this, in combat it works like any other melee weapon, probably not needing a high charge to use and does not need an ammo check, but if you want to use the versatile range your having to "overcharge" the battery to get to get the blade to extend and that risks burning out the weapon, so at versatile range you roll an firepower dice per attack with 3 attacks thats a 42% chance or 56% with 4 attacks on a charge of its going out of ammo and cant be reloaded due to scarce, this adds a layer of tactics to the weapon, do you play it safe or do you almost garuntee a kill but risk a good chance of it being useless for the rest of the game.
 
I read oddsox comment as...

You roll an ammo dice for each cc and cc-versatile attack with this weapon. If your weapon 'jams' you ammo check (6+ scarce)
So basically each attack has a 1/6 chance to disable the weapon.

The lascutter comes with a native high strength and can be a very worthwhile investment for a melee attacker with a limited strength.
Fighters with a higher strength would benefit more from weapons with +1-+3 strength modifiers.
 
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The lascutter comes with a native high strength and can be a very worthwhile investment for a melee attacker with a limited strength.
Nope. It is an absolute essential requirement for all ranged champions to make a scratch against those pairs of Naght Ghuls who pop up behind your lines and turn your support firebase into offal.
(I may be traumatized a bit).
Fighters with a higher strength would benefit more from weapons with +1-+3 strength modifiers.
As you pointed out in your attacks ammo roll bit I would focus on other weapons for combat fighters regardless of their strength. Just for reliability.

There may be a time when you actually need to shoot a Lascannon point blank in melee but that is typically overkill.
Although in my groups custom campaign where you can net 600 credits a turn you need something to spend it on. (They have a territory improvement scheme where you can buy stuff for territory things rotgut stills, beaver trappers etc). Not a fan of that much credits myself but las cutters for all.
 
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got your six + webber? ^^
or photon flash grenade launcher overwatch?

(you could mastercraft everything if your swimming in creds...)