Correct. As a general rule, a roll can only be re-rolled once.Ammo jacks let you re-roll only once. Correct?
I'd really like a weapon trait of ostentatious (#). Where the number is a cred cost every game or you start the (next) game "jammed". Give it to bolters and plasma at different values and then you could leave bolters at the 6+ ammo, plasma at scarce and a combi has more utility.
It would drive a need to advance for loot counters even losing cuz you might need some cash to just use those plasma or bolters in the next game win or lose.
Hmmmm this has some legs I need to possibly execute in my next campaign.
This is definitely still be looked at, but there's a lot of discussion around each decision that gets made.
It's a good suggestion though, although I feel a little excessive.
Personally I'd rather just stick bolters in special weapons and perhaps adjust credits. There's nothing basic about them.
I think this is even more important now that Gangers lost trading post access - the advantage that gangs who get bolters feel is significant.
And also more mundain things like long las, long rifle or sniper rifle. I'd argue they are less 'special' than a weapon that fires self-propelled explosive rounds.Bolters have never been a Special Weapon, that's why I don't like it. Special Weapons have always been reserved for Plasma-Melta-Flamer.
And also more mundain things like long las, long rifle or sniper rifle. I'd argue they are less 'special' than a weapon that fires self-propelled explosive rounds.
Maybe we could keep the boltgun Basic but make it less Common (remove from all ganger weapon lists (sorry Goliath and Orlock) and make it appropriately rare at the trading post for starter)
If I run a campaign I will make this a house rule, I like it.Thoughts on everyones favourite items (or special rules if you will) Corpse Grinder Cult masks.
The ones that current force you to take a willpower check to carry out the shoot action at them could be changed to imposing a -1 to hit modifier on a failed check instead? Makes them much less punishing, but still provides some ranged protection.
The one that imposed this to a fight action could also just be changed to impose a -1 to hir modifier.
I think these still portray the horror/terror these are supposed to invoke in opposing fighters, spoiling there aim or concentration in a fight.