Is it for grenades only? I'm not sure if I'd want multi-meltas deleting fighters 24" away. We also have melta on melta booby traps, so they'd need that rule clarification too. Speaking of the devil, booby traps seem wonky - theoretically you could litter with them the deployment zone of an enemy - and wipe them out if its small enough like 6" within of the middle. Also in general I'd like different mechanics on how they work - the fact that they are visible and only trigger when moved within 2" makes them extremely situational even in mortalis. I've never seen anyone in my group buying them, nor I've ever heard anyone mention them or use them. They probably need a thorough rework. Same for ammo caches - they are a part of a gang's stash and not a piece of equipmet - do they count for crew rating? Do they count for gang's rating when used? Also why do they dissappear into the void even if they were never used during the battle that their owner won?How Melta work with Grenade needs to be clarified. I'd like 'short range' to be replaced with 'under the center of the Blast marker' in this particular case.
I agree. In fact, I dislike anything with a hard-counter. This one is double whammy as Smoke is a hard counter to Shooting and photo-goggles is a hard counter to Smoke. It's just "spend X amount of credits to cancel one of your opponent's strategy". Ugh...I'd like to see smoke changed. I don't like its design - it is extremely effective during eearly stages of the campaign and becomes obsolete when a few shooty champions get photo-goggles.
Yes, I don't want that either. In the case of non-grenade Blast weapons (well, except for the GL) it makes more sense to have the projectile lose potency while traveling.Is it for grenades only? I'm not sure if I'd want multi-meltas deleting fighters 24" away.

Just to be clear, smoke does not pin as of now and scatters like normal grenades - GW has clarified that. Or did you mean the idea with smoke giving "dodge" to fighters within? Narratively it means that you see a silhouette or movement inside of a smoke cloud and attempt to shoot it, but chances are you were shooting at a wrong spot, even if your aim was good. It terms of melee - close combat in dense smoke is probably exremely chaotic IRL.in terms of narrative approach, I don't like the idea of trying to hit someone with a smoke grenade.

I've tried a smoke with "If an attack passes through smoke it gets a -1, if target is further than 12" away, then it gets a -2" for a bunch of games. It ended up being pretty useless, as most fighters would still easily hit you at close range.Making smoke give a negative to-hit chance would clear up the interaction between Smoke and Overwatch, and also eliminate those weird edge cases with Smoke and melee combat
This is already handled in the current rule compilation(s). The change introduced in House of Chains/Blades are considered universal updates.Master-Crafted
The updated rules in HoChains/HoBlades are better, lets codify those as the standard rules for these weapons
It was a good change to limit this to once per battle. I think that is sufficient for now. An alternative could be to increase the cost, but I don't know if that is needed.One thing is that I'm strongly against though even at this early stage are easy to access to-hit rerolls. Getting that unlucky "1" should always be a risk, even if you are a fully kitted Van Saar gundam of a person, otherwise BS2+ gangers turn into a 40k marines who have their outcome almost guaranteed. At this point why bother rolling dice and not give automatic success? So yeah, I don't like Master-crafted, thats what I'm saying.
I don't want plasma guns to become any better, allthough the primary/only usage is low power. The plasma grenade is never purchased by anyone at this point, and only has a purpose in desperate situations when picked up for free from plasma terrain. We have so many grenades already, so I'm not desperate to fix it, but leaving it unchanged pretty much means deleting it from the trading post. Even if we don't change plasma grenade, we do have to fix unstable for grenades so that it doesn't explode in the attacker's face at the same time as it is thrown and explode elsewhere.This trait is unnecessarily harsh, and I especially loathe the FAQ that means Plasma grenades are a 50/50 proposition to take yourself OOA. We've so far houseruled it as:
ammo caches - they are a part of a gang's stash and not a piece of equipmet - do they count for crew rating? Do they count for gang's rating when used? Also why do they dissappear into the void even if they were never used during the battle that their owner won?
It has been pointed out to me that Melta Bombs don't have the Blast trait though...![]()