Missing rules - f.e. - serrated blade

maldreidor

New Member
Nov 12, 2017
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Hungary
Hi,

in the Cawdor gang box there are two serrated blades.
(The circular blade with a short grip.)
Maybe I am blind or stupid, but I cannot find the stats of this weapon.
It isn't serrated axe, and it is not skinblade or chainglaive...or whatever
Can anyone help me?
I ask it, because of the gang generator tool not contains serrated blade too.

(sorry for the weak english)
 
There is no serrated blade, so I would say play them as another close combat weapon (maul shoud be OK). Simply not really WYSIWYG so make sure your opponent knows what the fighter carries.
 
We always refer to them as pizza cutters in our games (but count them as axes). The upgrade kits from FW will have readily identifiable axes, though: https://imgur.com/a/XLgYUaA
I still don't get why they thought adding four knives was a good idea -- especially if you build the models per the instructions: knife + unwieldy polearm. (Or maybe the rules team caught that ... and then thought, "Hey, let's just make knives especially expensive for Cawdor". I don't know. :))
 
Something must have happened after de designer gave the instruction to the scupltor.
the "heaten-skinner" was meant to be a special kind of knife?
we will never know, or at least not until the Delaque book comes out
As far as I know, the miniatures often come first, then the designers make rules for them. But I have no idea what happened here. They could be skinblades, but you don't have to model those -- and you really don't need four of them.
Well, at least they look nice.
 
GW started by adding weapon profiles high and low, even multiple weapon profiles for the same weapon (still does so). However, after the Cults version 2, they have retracted some unique weapon profiles. Maybe they realize having more than 130 weapon profiles was a bit much, and are now trying to add fewer new ones?

I like the addition of some new weapons and weapon profiles, but it is a bunch load now! I mean, this game needs alot of things, but (with a few exceptions like auto cannon), we don't need more weapon profiles!
 
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GW started by adding weapon profiles high and low, even multiple weapon profiles for the same weapon (still does so). However, after the Cults version 2, they have retracted some unique weapon profiles. Maybe they realize having more than 130 weapon profiles was a bit much, and are now trying to add fewer new ones?
They said (on Facebook and Warhammer TV) that they removed the bonesword because it was too similar to a power sword (and you could still use a bonesword with a power sword's rules, obviously). The lash whip probably shared a similar fate. Power sword and shock whip are now on their list -- but they seem to have forgotten about the toxin injector claw and the special claw for Chaos Cults.

I like the addition of some new weapons and weapon profiles, but it is a bunch load now! I mean, this game needs alot of things, but (with a few exceptions like auto cannon), we don't need more weapon profiles!
Well, since you'll probably only use a small part of them, it should't become too confusing. I'm a little concerned about the amount of highly rare and extremely powerful weapons turning up in the hands of gang members -- I think the game should be more about stub guns, autopistols and knives than about multi-meltas, lascannons and thunder hammers. But that's something a gaming group or an Arbitrator can easily change, if necessary.
 
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They are completely lost in the amount of weapon profiles and have no control what is what. Removing some weapon profiles would help their situation.

I'm not much worried about identifying different weapons. I could easily see or ask if in doubt if a weapon is a sword, power sword or stiletto sword. My problem is trying to remember all the different weapon profiles. When I played original Necromunda (after some games), I no longer had to look up weapon profiles. That becomes difficult when adding loads of weapon profiles, and the more you add, the less difference and uniqueness can each weapon have. While stats that give unique characteristics to a knife compared to a sword is good, I would be annoyed with subtle differences between 10 different types of knives.

Another problem is balance, for which you can see the situation between a heavy flamer and combat shotgun with firestorm bullets. Their purpose, usage and stats are close to identical, while the cost, rarity and unwieldiness makes the combat shotgun far more competitive. When adding so many weapon profiles, good balance can be at risk.