Someone claimed it was in 2019 FAQ though? And it should apply to Hive Scum also, not just Bounty Hunters.
It's arguable that the PDF didn't remove the CGC gear. After all, the Trading Post appendix in the Book of Ruin still exists.
That said, it also says in said appendix that it's an addition for Dominion campaigns and for the list presented in GotU. There are a few different ways to read things if someone wanted to be awkward.
Would you also say that the extra gear in the Book of Peril isn't accessable any more? Because I'm sure that wasn't the intention.
I think you're overthinking it; those additions to the Trading Post were made as those books came out, but the only reason they're not in the current Trading Post document is because they're already presented in those other, current books; the new list doesn't remove or invalidate them. The PDF & Book of the Outlands Trading Post lists are not intended to be fully comprehensive Trading Post lists; they're intended to replace the list in Gangs of the Underhive. True, the Book of Peril items are delineated as the Badzones Trading Post, but the "Badzones Trading Post" is never referenced as a separate thing in any other rules. While it's true that some of them will only have an effect with Badzones Environments & Effects, many of them are just additional items that aren't specifically linked to any Badzones Environments & Effects. I don't think the intention is that any of the lists in other books *only* be available to gangs that are using the rules in the associated books, I think they're intended to be available to anyone, at the discretion of the Arbitrator, of course. I also don't think it's valid to restrict items from lists in some books just because you're not playing that particular campaign, or using those specific rules; for instance, Enforcers can be a gang in any campaign, and they come with Magnicles, which only have rules in Book of Judgement, so are you saying they should only be able to use their Magnicles in law & Misrule campaigns?That’s a good point and I think it’s one of those things that gets thrown into the “arbitrators decision” pile (which is a pain).
My thoughts are that unless you are playing in a campaign that has agreed to use those supplements then they shouldn’t be part of the campaign you are playing.
It flies in the face of running an old school perpetual campaign but it does have the benefit of keeping most of the more egregious weapon profiles and costs from taking hold of the campaign.
It also somewhat aligns with the choice of campaign you are playing and the territories /rackets / base upgrades your gang can get during the campaign and any associated special rules.
If you want the bit of the trading post from Book of Peril then you should also be playing with the special battlefield rules from the same book (most of them only have an effect if you do). Likewise if you want the trading post nits from Book of Ruin you should really be using all the extra rules in the book and be playing a Damnation campaign.
So I've tried the above but can't find the new wyrd power skill when trying to add it. Am I still being dense, or does it take a certain time to update, or...?Go to Underhive tools,
then Customise,
and then Custom Skills
and hit the blue + button to add a new skill.
Type in a Skill Name,
but leave the Category as Custom (it will be easier to find when you go to add the power to the fighter).
Then hit +Add
Don’t bother changing anything else or adding a description.
You should only need to refresh the page with the ganger once, but unless you put in a skill set that the fighter has access to then you will need to turn Off Restrict Skills, in the settings (three bars on right to open the menu, settings, toggle restrict skills).So I've tried the above but can't find the new wyrd power skill when trying to add it. Am I still being dense, or does it take a certain time to update, or...?
I would agree most with the above. Stuff is spread out all over and there's generally no rule restricting to use anything from anywhere. That's how I always treat it.
On the other hand, between the lines, let's say "unofficially", there is a sense that GW makes this game in seasons. Which means that if you play in 2019, you buy the new stuff and use all those perils and crazy black market weapons and whatnot. However, if you play now in 2022, you use the current stuff and any old content previous years almost doesn't exist. And certainly will not be perfectly compatible with Ash Wastes. And in one sense I can't blame them. They're making a game of rolling seasons, and don't want to make sure everything from everywhere works perfectly together. The dirty side of this is that GW never defines these "seasons". It's all something one have to either ignore or guess.
Warhammer Underworlds is a good example in my opinion on how rolling seasons can be implemented. The game clearly defines what old content is usable/compatible and what is abandoned. I can easily imagine some part of this is intended for Necromnda as well, but never expressed anywhere.
Unrestrict skills solved it! Thanks.You should only need to refresh the page with the ganger once, but unless you put in a skill set that the fighter has access to then you will need to turn Off Restrict Skills, in the settings (three bars on right to open the menu, settings, toggle restrict skills).
Then it will be a case of scrolling through all the skills to add it in.
New Enforcer WD gang? Which issue was this, I haven't seen it?Will the new enforcer WD gang be added to the tools?
Except the HCCM is not listed under the wargear drop down, so you can not purchase it.Sorry, forgot to make my answer a reply, so just to be sure you've seen it here it is again:
*All* pets cost zero credits to add to your roster; that's because they're not recruited like other fighters. Pets are Wargear, so you have to purchase them as Wargear for the fighter you want to give them to, just like any other equipment (the Hardcase Cyber-mastiff for Enforcers is found in the Trading Post under Status Items). Then once you've purchased them, you use the "Add Hired Guns/Pets" button to add their fighter card to your roster.
Except the HCCM is not listed under the wargear drop down, so you can not purchase it.
the Hardcase Cyber-mastiff for Enforcers is found in the Trading Post under Status Items
Cool. Did not know this as most pets can just be added as equipment for the cost, and then the profiled added via “add hired guns/pets” drop down. Strange that this one os different.Instructions below:
Step 1 - open trading post
View attachment 156494
Step 2 - buy HCCM found under status items
View attachment 156495
Step 3 - prompt to confirm the fighter has been added
View attachment 156496
Step 4 - access the stash
View attachment 156497
Step 5 - edit the stash
View attachment 156498
Step 6 - transfer the HCCM to chosen fighter
View attachment 156499
Step 7 - HCCM is on the fighter's card and also has it's own card in the gang list.
View attachment 156500
View attachment 156501
No problem, it took me quite a while messing around before I figured this out recently as well.Cool. Did not know this as most pets can just be added as equipment for the cost, and then the profiled added via “add hired guns/pets” drop down. Strange that this one os different.
Thanks.
also drinking hall, afaikMy club is currently running an outcast campaign, and I just noticed a settlement structure is missing from the available options.
I looked to make a custom version to fill in, but while Settlements are an option, Structures are not in the customize tool.
The Scrap Marker, which is a requirement for the Black Market, is missing.