They Water Guild has an Ogryn like Brute as bodyguard (S5, T5) so it would make sense if this was only 1, while for the other guilds (except Iron who gets Hive Scum instead), they have normal fighters, so they get 2 Bodyguards?
I’d be interested in having a look at that list (only if that’s cool with you of course!?)It would be perfectly thematic to say Jaws counts as Fighting knife. They have done earlier so in other instances. They've also made a new unique weapon earlier for a special fighter with the exact same weapon profile as an already existing weapon (doh!). I'm currently updating my own rules document and it includes a COMPLETE list of everything. We already got more than 150 unique weapon profiles. Nobody needed to add Jaws to that list.
I'm ok with more pets, we only have 9 and Bounty Hunters didn't have any easily available ones.
There should probably be a rule that states once and for all that Blast and Template weapons can never be used for CC attacks. This seems to be the intent, but this one slipped through the net.1) How does a Grenade Launcher (frag) with Sidearm work in close combat? Seems like this is the first time Blast can be used in close combat, it has always been avoided for special and unique rules or effects earlier?
It's rolled the first time the Archaetoch Device is equipped to a fighter (during step 6.D of the post-battle sequence). At least, this is how I understand this:2) When is this rolled? First time it is used, during the battle in any round/activation the fighter wish to try it? Before the battle? Before/after deployment or crew selection?
When a player buys an Archaeotech Device from the Trading Post, they won’t know what it does. They must allocate it to one of their fighters and roll on the Archaeotech Device table to determine its type.
nah! there should so be allowed blasts with sidearm... allows you to detonate the combat, hilarious! shrapnel for everyone!There should probably be a rule that states once and for all that Blast and Template weapons can never be used for CC attacks. This seems to be the intent, but this one slipped through the net.
It's just yet another conflicting profile issue, as those powers are not printed as a generic wyrd powers reference list, but are tied to specific dramatis personae (Mortanna and Thaetos).The Wyrd power "Scouring" is now published in book form (Perils). It has Strength 2. This is different from the latest Chaos Cult pdf (version 2) where it has Strength 3.
In The Book of Peril armoury (page 89), it's the other way around. The boltgun gets reduced to D1 and no AP, while the Bolt pistol stays D2 with AP-1. There are also two separate profiles for the boltgun (I assume one of them is supposed to be the combi version)Has anyone checked out the new gunk ammo? It seems that bolt pistols are dropped to D1, and bolters stay at D2
|Bolt||Short Range Accuracy||Long Range Accuracy||AP||Damage||Ammo||Traits||Other|
|Gun||-1||-1||-1||-1||-1||Gunk, Limited||Loses Rapid Fire (1)|