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Thread: Weapons in Close Combat

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  1. #1

    Weapons in Close Combat

    Just starting out and needed some clarification.

    A model using a Basic/Special/Heavy weapon, can he/she use a Pistol and CCW in close combat, or do they have to count as carrying the main weapon in combat along with any 1 other weapon?

    Eg: If I had a Ganger with an Shotgun, Autopistol and Sword. Would he/she be able to run about firing shotgun rounds off, then later on pull out the Autopistol and Sword and wade in to combat? Or do they have to keep the Shotgun in hand and pull 1 other weapon out?

    Also, can you just have 2 knives and does that count as 2 CCW?

  2. #2

    Re: Weapons in Close Combat

    The rules do not allow for weapons to be slung or put into holsters. Basic, Special and Heavy weapons require 2 hands to use and it is assumed that one hand is always required to hold the weapon.

    Two knives would be considered 2 CCW so you would get an additional dice in HtH as long as you did not have anything other than CCWs.
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  3. #3

    Re: Weapons in Close Combat

    Thanks for the reply.

    I'm also looking at Pistols in combat. People keep mentioning Dum Dums etc. What stats do you use for Pistols in CC? I've been looking but can't find it in the Rulebook (yet).

  4. #4
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    Re: Weapons in Close Combat

    The stats you use in CC with a pistol are the Strength value of the weapon. Ammo rolls do not apply in CC but then neither do "to hit" bonuses. Other factors to bear in mind, when charging into CC you have to chose what weapons you are using and you cannot change that once in CC, you split any hits between the weapons that you have, so say for example you have a Stub Gun with Dum-dums and a Knife (And nothing bigger) and score 3 hits you would roll 2 hits at S4 (For the Dum Dums) and 1 at the Fighter's own Strength characteristic. IIRC you're supposed to alernate the hits too so in this case it would be strength 4-3-4 in order (Of course you could chose 3-4-3 but I can't imagine why you would want too)/

    If you're armed with a Plasma Pistol you can fire on full power however you only get a maximum of one hit with that then the weapon needs to be left for a turn to recharge. Remember once in CC you cannot fire that at full power, sling it and swap it for another pistol.
    Last edited by simonr1978; 14-03-2012 at 19:46.
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  5. #5
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    Re: Weapons in Close Combat

    Community Edition refined the rule for 2 CC weapons and carrying basic/special etc.


    A fighter will, generally speaking, fight hand-to-hand combat with the weapons he carries as depicted on the model. However, models are allowed to swap any weapons at the start of the hand-to-hand combat. For example, a fighter holding a laspistol and a stub gun could put away his stub gun and draw a sword, or he could even put away both pistols and draw two swords. Even fighters that recently fired a basic, special or heavy weapon can still pull out combat weapons as it's assumed his original weapon is slung or simply dropped during the hand-to-hand combat.
    Remember though that fighters equipped with a basic, special or heavy weapon do not gain the +1 Attack dice even when using two close combat weapons in the hand-to-hand combat.
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  6. #6

    Re: Weapons in Close Combat

    Cheers for all the replies,

    This Community Edition, how "official" is it, I know it wouldn't have been authorised by GW, but do most people use it, or just some?

  7. #7
    Veteran Sergeant Whitesilk's Avatar
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    Re: Weapons in Close Combat

    Just some. Most on here use it, but I know a lot of others that don't. Either they don't frequent this site or their gaming "club" is at GW and/or they like the ORB rules for whatever reasons. I use the ORB because those I play with ..some like the CCE but more like the ORB.

  8. #8

    Re: Weapons in Close Combat

    Ta for that, think we'll be using the ORB. With that in mind, what do you think of this line-up (Goliath)?:

    Leader - Bolt Pistol and Chainsword - 165c
    Heavy - Heavy Stubber and Autogun - 200c
    Heavy - Flamer and Shotgun (+ Man Stoppers) - 125c
    Ganger - Autogun - 70c
    Ganger - Autogun - 70c
    Ganger - Autogun - 70c
    Ganger - Shotgun (+ Man Stoppers) - 75c
    Ganger - Shotgun (+ Man Stoppers) - 75c
    Juve - Autopistol and Club - 50c
    Juve - Autopistol and Club - 50c
    Juve - Autopistol and Club - 50c

    All criticisms welcome

  9. #9
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    Re: Weapons in Close Combat

    Pretty solid, I'd probably ditch the Clubs from the Juves and buy your leader a backup sidearm so that he's not left defenceless if his Bolt Pistol fails its ammo roll, which it will do in all likelihood if you have to take one. I'd also rearm one of your gangers, probably an Autogunner, for Close Combat so that your leader isn't completely reliant on Juves for backup in Close Combat.
    Quote Originally Posted by brightblade View Post
    If Marmite is Satan's toe jam (which it is) then Vegemite is certainly at least his gritty bellybutton goo.

  10. #10

    Re: Weapons in Close Combat

    How about this:

    Leader - Bolt Pistol, Autopistol and Chainsword - 180c
    Heavy - Heavy Stubber and Autogun - 200c
    Heavy - Flamer and Shotgun (+ Man Stoppers) - 125c
    Ganger - Autogun - 70c
    Ganger - Autogun - 70c
    Ganger - Autopistol and Club - 75c
    Ganger - Shotgun (+ Man Stoppers) - 75c
    Ganger - Shotgun (+ Man Stoppers) - 75c
    Juve - Autopistol - 40c
    Juve - Autopistol - 40c
    Juve - Autopistol - 40c

    Still have 10c left, could stash it I guess

  11. #11
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    Re: Weapons in Close Combat

    If you really wanted to spend the 10 credits you could buy one of the Juves a Sword for the Parry in CC, otherwise there's nothing wrong with chucking it in the stash until a later date. I like the look of that list, I'd be happy to run with that myself.
    Quote Originally Posted by brightblade View Post
    If Marmite is Satan's toe jam (which it is) then Vegemite is certainly at least his gritty bellybutton goo.

  12. #12

    Re: Weapons in Close Combat

    I didn't think that Goliaths could buy a sword?
    Last edited by phat_pete; 15-03-2012 at 16:02.

  13. #13
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    Re: Weapons in Close Combat

    Sorry, you're right there. I'm one of those who started Necromunda originally way back before the House Weapons lists so I tend to disregard them, especially because of stuff like this, it really doesn't make sense that Goliaths can buy knives and massive swords but a regular normal sword is in effect a rare trade...
    Quote Originally Posted by brightblade View Post
    If Marmite is Satan's toe jam (which it is) then Vegemite is certainly at least his gritty bellybutton goo.

  14. #14
    Veteran Sergeant Whitesilk's Avatar
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    Re: Weapons in Close Combat

    I just don't understand why Ammo Rolls don't work out for Pistols in CC. Its effectively up'ing a models Str., without any downside; its like a powerclub. I've never been able to wrap my head around it, makes one want to charge into CC and get that Str bonus.

    We normally have the ammo rolls rolled regardless. This time around I'll bring it up again and see what the others think.

    Any idea on why they don't do the ammo rolls? Is it strict because of the no hit bonus? which seems odd.

  15. #15

    Re: Weapons in Close Combat

    I guess it's because you don't really roll "to hit" as such in CC, you just see who has the best combat score..

  16. #16

    Re: Weapons in Close Combat

    Fairly standard list but Necromunda is about growth of the gang so most starting lists are very similar.

    You are missing the one thing that Goliaths can boast about having over everyone else (at least in NCE!) and thats the autocannon. It is awesome, sure its only 1 sustained fire dice but when it hits it makes a bloody mess. Str8, high impact, D6 damage, takes a bad dice roll to leave someone standing after it connects.

    As for ammo rolls in CC, hits are split after you both roll, so say you score 3 hits, 2 with your club and 1 with your pistol, how would you see if the pistol has run out of ammo etc? It would make combat very clumsy rolling pistol ammo rolls I think. Necromunda can become very convoluted without the additon of ammo checks in CC.

  17. #17
    Librarian Deffgob's Avatar
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    Re: Weapons in Close Combat

    instead of starting a new thread ill go ahead and ask here since im new to this as well:

    Manstopper shell, price 5 credits. now, this is as far as i understand the price for one single round, yes? you load the shell, fire it, and cross it off the gangers inventory?

  18. #18

    Re: Weapons in Close Combat

    No. In general, you pay the cost for grenades, additional ammunition, missiles, etc, and you have an infinite supply of the thngs.

    Some items are for a single one, but those will explicitly tell you in the description.

  19. #19
    Librarian Deffgob's Avatar
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    Re: Weapons in Close Combat

    Quote Originally Posted by AndrewGPaul View Post
    No. In general, you pay the cost for grenades, additional ammunition, missiles, etc, and you have an infinite supply of the thngs.

    Some items are for a single one, but those will explicitly tell you in the description.
    thanks for celaring that up for me

    Quote Originally Posted by simonr1978
    Re: Weapons in Close Combat

    Additionally, as a failed Ammo roll represents not just running out of ammunition but also possibly the weapon's mechanism failing or circuitry burning out a failed Ammo roll for one type of ammunition still renders the weapon useless for the duration of the game regardless of if you have other ammunition available or not.
    i hadnt thought of that, it makes sense really.

  20. #20
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    Re: Weapons in Close Combat

    Additionally, as a failed Ammo roll represents not just running out of ammunition but also possibly the weapon's mechanism failing or circuitry burning out a failed Ammo roll for one type of ammunition still renders the weapon useless for the duration of the game regardless of if you have other ammunition available or not.
    Quote Originally Posted by brightblade View Post
    If Marmite is Satan's toe jam (which it is) then Vegemite is certainly at least his gritty bellybutton goo.

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