List of questions for a future FAQ update

Note to self check spawn and bs, I think it is dash as they can not shoot. That would be as auto fail while I feel versatile should auto pass ammo as a melee weapon doesn't run out of ammo...

Chainswords should actually have "ammo" but that isn't for here.
 
It came up because the Tunneling Claws on the Ambot are Versatile and it has the trait Scarce but no ammo characteristic. The Lascutter is also Versatile and it is Ammo 5+.

Even if you go "Ammo of '-' automatically passes any ammo check it's required to make" you can still trigger Scarce on Tunneling Claws using the 'Click...' tactic after somebody makes a ranged attack with them. Versatile weapons count as 'Ranged weapons' if the wielder is not Engaged so are vulnerable to 'Click...'.

I'd recommend adding the bold text above to the YAQ: this allows people to automatically reload Versatile weapons that are 'Clicked'.
 
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If you're shooting something that uses ammo, it makes sense. So maybe that versatile las cutter? But it doesn't make sense for weapons like a whip.
 
If you use make multiple attacks with a las cutter in melee, do you roll the firepower die (and possibly check ammo) for each attack? One attack at a time or all at once?
 
Are we still able to add questions?

If it hasn't already been asked, can we ask for a fix on the Int value for Venator teams, specifically the third (Ork?) profile where the Hunter and Hunt Leader have 9+ but the Champion has 8+. Presumably the Leader should be 8+ (or even 7+) or the Champion should be 9+.

I'd also like to ask if Longlas can use Hotshot ammo, but I guess that's not really a clarification, more an addition...
 
Are we still able to add questions?

If it hasn't already been asked, can we ask for a fix on the Int value for Venator teams, specifically the third (Ork?) profile where the Hunter and Hunt Leader have 9+ but the Champion has 8+. Presumably the Leader should be 8+ (or even 7+) or the Champion should be 9+.

I'd also like to ask if Longlas can use Hotshot ammo, but I guess that's not really a clarification, more an addition...

As an ork 40k player this is absolutely as it should be. The "talented" or tech savvy orks are driven to tinker a bit more than fighting and in a might makes right you grow to your spot in the pecking order fighting more equals more power. So the leader is bigger but not necessarily the smartest.
 
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I'd also like to ask if Longlas can use Hotshot ammo, but I guess that's not really a clarification, more an addition...

On the note of a Hotshot Power Pack, does it function the same as another ammo type in that you can choose to switch from it back to the regular las-weapon profile during a game? Or is it a permenant change to the weapon?
 
There appears to be an upswell of losers in campaign centered wargames that think winning shouldn't net a player any sort of advantage.

My question is: Can we start ignoring these cry babies and go back to post battle underdog bonuses? (If you played Dreadball Seasons at all, you REALLY saw how pre-game "equalizing" could actually punish winning early and favored people getting rid of their own team members to BE the underdog)
 
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My question is: Can we start ignoring these cry babies and go back to post battle underdog bonuses? (If you played Dreadball Seasons at all, you REALLY saw how pre-game "equalizing" could actually punish winning early and favored people getting rid of their own team members to BE the underdog)
Is this really something you expect will be answered by GW in an official FAQ? Was there some rule change I'm unaware of? Seems to me that N17 doesn't have a lot when it comes to an inducement-like system (the ZM scenarios give the underdog a few extra tactic cards, but that's pretty much it).
There are already discussions going on about underdog bonus house rules, if you want to chime in, but this is not the right thread for that.
 
Is this really something you expect will be answered by GW in an official FAQ? Was there some rule change I'm unaware of? Seems to me that N17 doesn't have a lot when it comes to an inducement-like system (the ZM scenarios give the underdog a few extra tactic cards, but that's pretty much it).
There are already discussions going on about underdog bonus house rules, if you want to chime in, but this is not the right thread for that.

Tongue in cheek brother....tongue in cheek.

It's also to make sure that if someone of merit DOES see that comment, I'm throwing my chips into the "make winning mean something" pile. So many companies have tried to capture the magic of Necromunda, but usually fail, and a big reason is the 21st century trend of punishing winners both now and later, and rewarding losers both now and later
 
It's a fine line to walk.

I like mechanics to make individual battles interesting for both players.

If you don't have any equalising mechanic actually fighting battles become pointless and no fun.

The mechanic should make a game of things but not to the point they reward the underdog too much.

Taking BloodBowl as what I think is a good example. The inducements you get as an underdog give you a shot. All other things being equal it's not a 50% chance but worth playing the game.

Problem there is the loner mechanic for BloodBowl stops the induced players being as good as a rostered player but Necromunda not having a re-roll mechanic is problematic. How do you make cannon fodder undesirable compared to replacing your losses.
 
There existed an underdog system in original 'munda which worked perfectly fine in my opinion: The underdog received no in-game benefits but was awarded guaranteed XP based on the difference in gang rating and a possible income bonus if the underdog won, also based on difference in gang rating. This was great for two purposes: an underdog gang didn't have to win the battle, but could quickly advance to win the war (or at least later battles). If the game was one-sided, the underdog could bottle, do the post-game XP and leveling up to become more equiped to win the next time. I can lose 10 games in a row as long as my heavy weapon fighter receives +BS, my close combat fighters get +WS, some +T/W here and there. After those losses, my gang is starting to be real dangerous and would probably start winning instead.

Blood Bowl also has a great underdog system, but since that game is fixed length, the bonus is temporarily and applied before the game. This is done by calculating the difference in team rating, letting the underdog use the difference to purchase star players, special play cards and various other effects. Even if BB had a 'munda style system of awarding SSP (Star Player Points, same as XP in BB), you would have to suffer through 16 rounds (more or less) to receive those awards.

For Necromunda, I don't really need an underdog system that let's the underdog have a "fighting chance". I'm much more interested in the long term, and mainly just XP really. Give my underdog gang a XP bonus and I'll be happy to play any well equipped highly leveled up gang. Sure the bonus cards can be fun/helpful. Maybe a system like Blood Bowl where you could buy additional bonuses like Special Characters or Bounty Hunters to join you in the uphill battle. But mainly I'm interested in XP.

A few years back, before both Blood Bowl and Necromunda was re-launched, GW made Shadow War Armageddon. It was a mix of old Necromunda with many units and models from the 40k armies instead of gangs. What it severely lacked was any kind of underdog system (among other things).
 
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Hey guys, not to be rude but we have an active topic for discussion of underdog stuff.

I agree that we should back to the regularly schedule program, but it should be noted that getting the UD bonus correct (and ensuring it's existence) is a common concern. So if I'm asking a serious question:


How does GW plan to address snowballing effects, that are only due to get potentially worse as more options and rules become available, in way of underdog bonuses that don't punish people for winning?
 
I agree that we should back to the regularly schedule program, but it should be noted that getting the UD bonus correct (and ensuring it's existence) is a common concern. So if I'm asking a serious question:


How does GW plan to address snowballing effects, that are only due to get potentially worse as more options and rules become available, in way of underdog bonuses that don't punish people for winning?

I don't think they will until sometime next year.
 
Hi all,
Apologies if this has been already brought up, I'm probably way behind. I just noticed that the Escher Leader's Intelligence (7+) is less than the Escher Champion (6+). Seems a bit strange that. I did a search on the forums and couldn't see anything about it. Would be good to get a confirmation!
Cheers.
 
Apologies if this has been already brought up, I'm probably way behind. I just noticed that the Escher Leader's Intelligence (7+) is less than the Escher Champion (6+). Seems a bit strange that.
Yes, it's in the "Fighter profile oddities" section ;)
The Van Saar have a similar case with the Leader's Initiative being lower than the Champion's. I'll add it to the list.