I always thought it was supposed to represent fighters being weakened by chemicals - and falling unconcious as a result of struggling too much.That's how they justify the flesh wounds you suffer as well, bad reactions to the chemicals.
I always thought it was supposed to represent fighters being weakened by chemicals - and falling unconcious as a result of struggling too much.That's how they justify the flesh wounds you suffer as well, bad reactions to the chemicals.
Well that's what failing the armour save represents I guess, needle weapons certainly have decent AP, and all that meat is in the head/core of the Ambot.I guess that makes gas effective, but toxin still would need to get to the fleshy bits... Which there are not that many of left. Same with web.
@Spenetrator
Actually I think that Snipers should have a at a short range, since it is unwieldy to use for a hip-firing. Maybe a separate trait, which gives a -1 to hit, if the target is closer than 9" to avoid remaking short/long ranges of rifles and long-las.
That's not the case for snipers. The long range modifier is specifically designed to emphasize the opposite. Targeting something in a distance is easier than targeting something closer. You can easily draw parallels to FPS games (Battlefield, Call of Duty etc) where you will experience the same.My proposal would be to flip the bonus from Long range to short range on long rifles, Needle long rifles, sniper rifes, and the Long Las (because surely something closer is always easier to hit)
Way too complicated. Clunky. Not smooth. Not good for future proofing. New 'sniper' weapons may have different ranges. Not a fan of adding more traits on top of what we already got. Not a fan of adding a 3rd range on top of short/long. Not a fan of moving short/long accuracy modifiers from the weapon profile to the traits section.That's a decent idea as a long rifle's short range is 24" I had been wrestling with something similar but we left it out of our playtesting.
So you would implement the changes above and add a 'sniper' trait?
Worded something like: "shots taken without aiming at under 10" (because round numbers) incur a -1 to hit malus" (Even more shooting nerfs!for the win!) so the net result would be without aiming or sights:
+0 to hit up to 10"
+1 to hit up to 24"
+0 to hit up to 48"
Way too complicated. Clunky. Not smooth. Not good for future proofing. New 'sniper' weapons may have different ranges. Not a fan of adding more traits on top of what we already got. Not a fan of adding a 3rd range on top of short/long. Not a fan of moving short/long accuracy modifiers from the weapon profile to the traits section.
They can, just not at gang creation:Cant Ogrens put photo goggles on there leader and camps.
my play group has been jsut putting any wargear on its fighters. anything that is non weapon. We realize that is wrong.
During the course of a campaign, an Ogryn Overboss may be given new Wargear purchased from this list or from the Trading Post and the Black Market
They can, just not at gang creation:
Those rules have changed in N20 (House of ____ books) compared to N18 and are now on a per fighter basis instead of per gang basis. Access to Wargear is generally unrestricted except at gang creation, but access to weapons may be more limited (typically, gangers and juves can't get weapons from the TP/BM)
With the caveat that Gangers (including Specialists) and Juves can't get weapons from the TP/BM, yes.Weapons restrictions are only weapon class based (pistol, basic, close combat, special, heavy).
ok thenlike to say "gangers cant use arch rifles. they are locked to the house weapons.With the caveat that Gangers (including Specialists) and Juves can't get weapons from the TP/BM, yes.