N18 New Rules Incoming

Anyone else think the mysterious prophet in the new book will be Klovis the Redeemer and his sidekick?

Looking at the list of dramatis personae in the last book and this book and there are quite a few older sculpts getting officially pulled into a book that haven’t been before.
 
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Yes they did, but they fit the bill as the Cawdor Outlaw House Agents to be the ones in charge of leading the revolution for the Redemption.

There is also Rattus Tatterskin who has been released but only has rules with his model so far.

That seems to fit the MO with the other dramatis personae who are being included in the books so far but haven’t been put into books.
 
Yes they did, but they fit the bill as the Cawdor Outlaw House Agents to be the ones in charge of leading the revolution for the Redemption.

There is also Rattus Tatterskin who has been released but only has rules with his model so far.

That seems to fit the MO with the other dramatis personae who are being included in the books so far but haven’t been put into books.

Rattus Tatterskin rules were also published in Book of Faith.
 
The Draconic Scales are the real winner from that lot. For 250 credits your saving throw cannot be negated or modified in any way.

It’s quite expensive but if you have some carapace armour, plus armoured undersuit you have a 3+ invulnerable save.

Hell even just mesh and an armoured undersuit coupled with this is a 4+ invulnerable save.
 
The Draconic Scales are the real winner from that lot. For 250 credits your saving throw cannot be negated or modified in any way.

It’s quite expensive but if you have some carapace armour, plus armoured undersuit you have a 3+ invulnerable save.

Hell even just mesh and an armoured undersuit coupled with this is a 4+ invulnerable save.
Most of the items lack classification. Or even wrong classification like Digi-multi lasers labeled as 'pistol' while it is an obvious copy-paste error because it can only be 'close combat' (even if it also lacks melee trait).

Draconic scales arguably should be in the same category as undersuit/bodyglove and therefore mutually exclusive. This is based on fluff (often worn under the armour). Normally I wouldn't put too much weight on fluff, but in this case you sort of have to.

Camoelean elixir is chem-alchemy elixir? Otherwise it can be combined with other chem-alchemy elixirs. Digi-multi lasers is close combat. Mirror aegis is field armour? Otherwise it can be combined with other field armours.
 
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If mirror aegis saves, is the target still Pinned from the attack (like other fields)? Or is the hit ignored completely?
 
If mirror aegis saves, is the target still Pinned from the attack (like other fields)? Or is the hit ignored completely?
The rules say nothing about mitigating pinning, it says the attack is "negated" but without anything suggesting that has a specific meaning except to explain why a wound isn't made, I would take it that the target is still pinned after being relocated.

As to the rest, I don't see the digi lasers saying anything about pistol, they have the digi, melta, single shot and versatile rules but not pistol.

Nothing in Chameleon Elixirs rules suggest it can be combined or crafted like other chem-alchemy products, id treat it as a single shot "potion" type item like second best without trying to confuse other rules into it.

The armour category stuff is ambiguous, id agree with draconic as an undersuit and mirror aegis as field armour and that's probably how we'd interpret in our games, if we really felt the game needed more rules.
 
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The rules say nothing about mitigating pinning, it says the attack is "negated" but without anything suggesting that has a specific meaning except to explain why a wound isn't made, I would take it that the target is still pinned after being relocated.
That was my first assumption as I believe this is the consensus for the 'normal' fields (conversion, displacer, refractor). Some special rules clarify the fighter isn't Pinned on save. However, based on fluff, this very much seems to ignore Pinning and all other effects of the hit. Because it also has a special rule to move the fighter 6", this is according to fluff where the 'fighter' that is hit is a hologram and the fighter's real location is elsewhere.

Half-baked, bloated OP rules where parts of cruicial info is hidden/explained in fluff :sneaky: At least it is hard to get and expensive.
As to the rest, I don't see the digi lasers saying anything about pistol, they have the digi, melta, single shot and versatile rules but not pistol.
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Sometimes it's better to NOT read the description.
Nothing in Chameleon Elixirs rules suggest it can be combined or crafted like other chem-alchemy products, id treat it as a single shot "potion" type item like second best without trying to confuse other rules into it.
I would agree on first read, but since I have to refer to the fluff to be able to figure out how the rest works, the fluff for camoelean (damn that's rought to type!) indicates strongly it is chem-alchemy elixir:

Crafted by the best Escher chymists, the camoelean elixir combines with the drinker’s epidermal layers to create an almost perfect camouflage, especially if the user remains perfectly still or is not encumbered by heavy weapons or armour.
If it was chem-alchemy elixir and therefore combinable with others, it certainly wouldn't say so in these rules...
 
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The Draconic Scales are the real winner from that lot. For 250 credits your saving throw cannot be negated or modified in any way.

It’s quite expensive but if you have some carapace armour, plus armoured undersuit you have a 3+ invulnerable save.

Hell even just mesh and an armoured undersuit coupled with this is a 4+ invulnerable save.
Surely Armoured Undersuits can't be combined with Draconic Scales because the undersuit would be a modifier to the save? Draconic Scales doesn't say it only stops negative modifiers. This would also mean Flak would lose it's bonus against template/blast weapons and Furnace Plate & Heavy Carapace would lose their foward arc bonus. The model also wouldn't benefit from cover against templates.
 
That's right, there are so many armour save variants in this game with nuances like this that I rarely think is intentional, however it makes sense in this case.
  • Unmodifiable
  • Unmodifiable by AP (AP has no effect, including positive AP!)
  • Irreducible (can be improved, but not reduced)
  • Irreducible by AP
  • Invulnerable: Can always be made! Strictly speaking this is often a special rule and not armour save but the result is basically the same.
Noticed a weird bonus in the new scenario:
Your Leader gains a 5+ field armour save
What is this?
 
They really shouldn't be looking at 40k profiles when working on Necromunda rules... it worked ok-ish back when it was 2nd vs. OG Necromunda, but now? Newcromunda is too divergent.
 
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Noticed a weird bonus in the new scenario:

What is this?
From the Trading Post pdf p.14, a fighter can have one field armour in addition to normal armour but must choose which to use against each attack, field armour is not modified by AP. Conversion fields, Displacer fields & Refractor fields are examples on the same page. My question would be, when is the 'Healthy Paranoia' 5+ field armour save made? All three of the fields from the Trading Post are used when hit but that is mentioned in their own rules rather than being part of the generic rules on field armour. So is this made when hit, like other fields, or when wounded, as per normal save rolls?