N18 Orrus charge question

Curess

Juve
May 9, 2024
24
22
18
Hello, fellow people!
I am in need for the rules clarity as we didn't face the charge a lot in our games (preferring shooting over kickig).

We have started a Malstrain campaign with a friend and face a bit of uncertanty with the amount of attacks on the charge for Orrus.

So he has basic 2 Attacks, and a Paired melee weapon, Power Talons. Which means, that he should have the next amount of Attacks:
2 Basic Attacks + 2 Additional Attacks for the Paired trait (multiplies by 2) + 1 for charge + 1 for double melee inherited from Paired.
So in total, Orrus on a charge, should have 6 Attacks according to my math. But, I heard on some YouTube channels, that he got 8 Attacks on charge.

How so?
 
They probably added the charge and duel wielding bonus attacks before doubling the attacks via paired.
Sounds reasonable.
Thanks for helping with this - I was pretty sure that his charge was too much and it bugged me all the time
 
@Curess
You're welcome 😊

Alternatively if the Orrus gets a extra attack via spending 12xp it would be (3*2)+1+1 =8.
However with a paired weapon and 4 activations I would think it's base attacks of 2 is enough. I would spend the XP on other things, Wounds Toughness more shooting skills etc.
 
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Yeah, agree.

But their advancements are random D6, so you are not really in position to choose, I guess.

Anyway, models are pretty cool and with all those elements of armour, they are gorgeous with colorshifters paint.
 
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Yeah, agree.

But their advancements are random D6, so you are not really in position to choose, I guess.

Anyway, models are pretty cool and with all those elements of armour, they are gorgeous with colorshifters paint.
There advancements via XP are chosen by the player, they are either leaders or champions not gangers. So they can get to high A or W quickly. There is also far less competition within thier party spreading out the xp so it will rack up on individuals fast.
The power boost may be more random but you can very quickly see them towards hunting rig Augmentation. All Spyrers are one cheap xp upgrade to Initiative to max it out and Yeld and Malcadon Spyrers are only a cheap movement upgrade away from maxing out movement so hunting Rig Augmentation Can rapidly become 4/6 power boost rolls.

The models are cool true. I've done all my ones armour undercoating with Rune fang Silver (any really bright silver will do) then applied various GW Contrast paints. Gives them a lovely metallic sheen. The micro particulates in metal paints add an additional layer of micro texture that the Contrast paints act really well on.
 
This is a common topic:
 
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There advancements via XP are chosen by the player, they are either leaders or champions not gangers. So they can get to high A or W quickly. There is also far less competition within thier party spreading out the xp so it will rack up on individuals fast.
The power boost may be more random but you can very quickly see them towards hunting rig Augmentation. All Spyrers are one cheap xp upgrade to Initiative to max it out and Yeld and Malcadon Spyrers are only a cheap movement upgrade away from maxing out movement so hunting Rig Augmentation Can rapidly become 4/6 power boost rolls.

The models are cool true. I've done all my ones armour undercoating with Rune fang Silver (any really bright silver will do) then applied various GW Contrast paints. Gives them a lovely metallic sheen. The micro particulates in metal paints add an additional layer of micro texture that the Contrast paints act really well on.
I guess, you are talking about common rules from the Book of Desolation?
Mine will be delievered just today, so I am not keen with classic campaign spyrer mechanics - only Hive Secundus campaign from the starter box. And from it I got a clear understanding, that Spyrer (in that campaign) gain no experience, but Kill Count. And instead of Lasting Injuries - Rig Glitches.
 
Nothing prevents Spyrers from gaining XP. But the Desolation book mentions this explicitly, so who knows why this was omitted before.
 
Nothing prevents Spyrers from gaining XP. But the Desolation book mentions this explicitly, so who knows why this was omitted before.
Hmm... Interesting but a bit too much, on my taste. They are already very dangerous and in close combat - almost unstoppable. Both advancements and XP - well :)
 
If you want Mental Stats, Attacks, Wounds Toughness, Strength or skills you as a Spyrer need to go to XP Advances. (Ignoring a select few Augmentations for a couple items).

Spyrers have very limited equipment and additional fighters to progress into. No mounts, outside of Underhells no access to vehicles, no meltas for late stage brute slaying, no Falsehoods etc. The two advancement tracks offset the far narrower progression track Spyrers face.
 
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If you want Mental Stats, Attacks, Wounds Toughness, Strength or skills you as a Spyrer need to go to XP Advances. (Ignoring a select few Augmentations for a couple items).

Spyrers have very limited equipment and additional fighters to progress into. No mounts, outside of Underhells no access to vehicles, no meltas for late stage brute slaying, no Falsehoods etc. The two advancement tracks offset the far narrower progression track Spyrers face.
Spyrer with a Falsehood - that's something)) Especially Orrus -" I am just a regular 3 meters tall hive scum. Please, ignore me, good sir"
 
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