N18 Paired weapons vs a pair of identical weapons .

Sep 7, 2024
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Dumb question. If I were to take a pair of identical weapons ( let's say power swords for example) does it count as being "paired", Or only a second C.C.W for the purpose of "dual wielded"?
 
It's funny though, there's some sense in using "two of the same" for getting more of a bonus than anything else.

(Similarly, if some had "styles" similar to Mordheim's Pitfighters, gaining +1 attack with *each* weapon makes some sense too, e.g. sword & shield; anything & knives; for bigger geezers: thunder hammer & storm shields. Maybe that's over-complicating things.)

I wonder if it'd work better - generally - as like a skill available to Gang Hierarchy (Champion) fighters or something? So Juves, gangers and specialists etc wouldn't get it 'til promotions, but champions? Sure! ("Paired" weapons then become more to show the cost benefit/"discount" of buying two at once. Like shoes, and gloves.)
 
It's funny though, there's some sense in using "two of the same" for getting more of a bonus than anything else.

(Similarly, if some had "styles" similar to Mordheim's Pitfighters, gaining +1 attack with *each* weapon makes some sense too, e.g. sword & shield; anything & knives; for bigger geezers: thunder hammer & storm shields. Maybe that's over-complicating things.)

I wonder if it'd work better - generally - as like a skill available to Gang Hierarchy (Champion) fighters or something? So Juves, gangers and specialists etc wouldn't get it 'til promotions, but champions? Sure! ("Paired" weapons then become more to show the cost benefit/"discount" of buying two at once. Like shoes, and gloves.)
Agreed 👍
 
My suggestion for a house rule is that any paired weapons or two of the same melee weapon would get +2 A on the charge and +1 A any other time (instead of the current paired rule where you get +1 A and double base A on the charge).
 
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Someone smarter than me pointed on this forum that paired shouldn't need a bonus. Because it's already good to not have to split 50/50 attacks with an inferior weapon. I think it's a poorly thought through rule. We have all the ingredients, but can't make our own officially, because GW has the key and can drip-feed one by one. This year fighter x of gang y shall receive access to weapon z as paired :D But all they really done is to slap 2 existing weapons together, add a small credits discount on for good measure and that's it.
 
I believe (but would now need to check) that all Paired Weapons also get a slight credits-cost reduction when compared to buying two of the same melee weapon. It is also good to get a credits discount on your melee weapons.

Pulverrizer Serrated Axe - cost 30, paired cost 50, savings 10 credits.
Spud Jacker - cost 15, paired cost 25, savings 5 credits.
Chain Cleaver - cost 45, paired cost 80, savings 10 credits.
Heavy Chain Cleaver - cost 70, paired cost 130, savings 10 credits.
Augmetic Fist - cost 40, paired cost 70, savings 10 credits.

It is true for at least these Paired weapons.
 
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There is a real world difference between a couple of swords and a paired pair of swords. The human body is asymmetrical. You will have a more dextrous hand, a stronger arm, a leading foot etc.
A paired sword set properly forged for you is not two identical swords. One will be tailored for your Right hand and the other for the left. Generally the weapon for your non dominant hand will be shorter and heavier so the longer lighter blade will be better used for your more dextrous dominant hand.
In fencing you even get specific grips for left and right handed swords which will not fit into the other hand. You can also get left and right handed firearms.

A Paired trait (back to Necromunda now) weapon will be crafted to work as a duo set while the other single hand version is not.
 
There is a real world difference between a couple of swords and a paired pair of swords. The human body is asymmetrical. You will have a more dextrous hand, a stronger arm, a leading foot etc.
A paired sword set properly forged for you is not two identical swords. One will be tailored for your Right hand and the other for the left. Generally the weapon for your non dominant hand will be shorter and heavier so the longer lighter blade will be better used for your more dextrous dominant hand.
In fencing you even get specific grips for left and right handed swords which will not fit into the other hand. You can also get left and right handed firearms.

A Paired trait (back to Necromunda now) weapon will be crafted to work as a duo set while the other single hand version is not.
Yes! This is why I wished pair weapons didn't just give a bunch of attacks on the charge. Something consistent but unique would have been cooler.

Maybe access to a feint skill that let you choose to lead with the dexterous or heavy handed hit. Maybe reduce the incoming attacks to hit or extra strength for hitting. Things that could compliment existing skills and make dedicated combatants feel able to fight longer not just eliminate models they touch.
 
It's almost like the most important stat in combat is the number of attacks and the paired mechanic explicitly buffs that. The question here should possibly be not why paired is so good but why are the other melee mechanics are so crap (Versatile not withstanding).
 
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It's funny though, there's some sense in using "two of the same" for getting more of a bonus than anything else.

(Similarly, if some had "styles" similar to Mordheim's Pitfighters, gaining +1 attack with *each* weapon makes some sense too, e.g. sword & shield; anything & knives; for bigger geezers: thunder hammer & storm shields. Maybe that's over-complicating things.)

I wonder if it'd work better - generally - as like a skill available to Gang Hierarchy (Champion) fighters or something? So Juves, gangers and specialists etc wouldn't get it 'til promotions, but champions? Sure! ("Paired" weapons then become more to show the cost benefit/"discount" of buying two at once. Like shoes, and gloves.)

I'd love there to be a set of quality-of-life skills that all Leaders and Champions could access, no special House mix needed.

Eg:
  • Converting two-of-the-same weapons to Paired
  • Able to move 4" rather than 2" when Seriously Injured
  • Ability to convert las and/or unstable weapons to frag or plasma mines in the field (weapon destroyed after successful use)
  • Ability to swap places with an adjacent (within 2") allied fighter during a fight basic action (does not provoke an attack of opportunity)
  • Ability to swap places with an adjacent (within 2") allied fighter when that fighter is hit by a ranged weapon on successful initiative check, if ready and active
  • Ability to reload the weapons of another fighter as an action (sort of returning the champions to the classic Heavy "someone who takes care of the gang's weapons and knows how they work" role).
Doesn't even have to be a table and limited to 6 options, just make them general skills that any hierarchy fighter could access for 10 exp.
 
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The game already skews too much towards champions and leaders, it does not need more rules to make them even more powerful.
True.

Plus it smacks of that annoying post-D&D3.0 tendency to make anything more basic than simple attack into its own special thing requiring an ability/feat. I’d much rather lists of particularly rare weapons come along with stuff like stiletto knives that have the paired trait.

That said, I’m glad stuff like Overwatch has been scraped into the skill lists - everyone having the capability made Mordheim rounds crawl.
 
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That's an attitude that's admirable but - I'm sure many would concede - isn't really anything to do with the game as it exists today. I.e. outrageous skills and overburdened megachamps exist. Hello Spyrers! (Looking at the Squat exo-armour, I wonder if it's about to get worse?)

But it's generally an angle I agree with. With my Squats in our recent campaign, it was hard to *not* end up with overburdened super-champs & Wonder-leaders. And that was with a lot of reining in and narrative downsides* to going big. Just giving them sensible extra gear and XP-driven upgrades drove almost half the gang to be 300cr plus!

A way to slightly embiggen the gangers (skill access? Van Saar style tons of specialists?) without souring the general vibe would be pretty cool. I'd like to see it explored more!
 
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