Assuming that this referred to my previous post, it's in the online .pdf rulebook, page 21 Ammo Rolls:
And:Ammo rolls represent faults in the internal
mechanisms of weapons or ammunition as well as
the possibility of simply running out of ammo.
If you roll less than
the number indicated the weapon has malfunctioned
and is useless for the rest of the game
thanks simon
"There is no hunting like the hunting of man, and those who have hunted armed men long enough and liked it, never care for anything else thereafter."
~ Ernest Hemingway
Im thinking of starting up a Scavvy gang and I wonder if anyone could expand upon these rules. The rule book is at our club so I havn't clarified this, but I read somewhere that Scavvies get a club for free? Also someone mentioned on a different forum that a good standard build for the normal scavvies themselves was Autogun + Knife + club.
Is that any good? Or do the rules make such a combination obsolete?
A boy played in the sandbox with no one to mind him,
When quietly a mixing truck pulled up behind him.
He peeped not a peep, cried out nary a cry —
Just his sandals stuck out when the concrete was dry.
From a quick read through of the rules Scavvies do indeed get a free club, although the way I read it this is instead of the free Knife that normal gangers get rather than in addition to it. I'd probably say the knife is going to be a bit redundant here, I'd probably spend the 5 credits elsewhere myself.
Oh that's a shame. However I did also toy with the idea of just having about 6-7 guys with guns, only one scalie, ( although this might not be advisable from what ive read), a leader with Autogun/Auto pistol and sword and then have a ton of guys as cannon fodder with 2 hand weapons, given the cheapness of scavvies. This would go along well with the free zombies they can get as well, however having never played a game this might be a poor choice in terms of scavvy leadership problems. Not to mention money.
At least id have lots of people to eat!
A boy played in the sandbox with no one to mind him,
When quietly a mixing truck pulled up behind him.
He peeped not a peep, cried out nary a cry —
Just his sandals stuck out when the concrete was dry.
I've found the club/knife with basic weapon is a brilliant combo, and really cheap for juves/ratskins/scavvies.
"There is no hunting like the hunting of man, and those who have hunted armed men long enough and liked it, never care for anything else thereafter."
~ Ernest Hemingway
Contraceptives should be used at every concievable time - Spike Milligan
Looking for folks who fancy playing necromunda in Walsall area. Drop me a PM if interested
Because different HtH weapons bring different advantages any one of which might be desirable and since almost all fighters get a free knife any HtH weapon you buy them will by default be a second one? Just because a fighter has a Basic weapon doesn't stop them from gaining some benefit from the HtH combat weapons, true it is a bit redundant when you could probably get a greater benefit by giving it to a fighter whose armament is geared more towards Close Combat but it's good sometimes to see a bit of variety in equipment.
It would be better IMO to allow a fighter to upgrade their free Knife at gang creation to a different HtH combat weapon, but unless you're going to houserule this it isn't an option as it stands.