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Thread: Weapons in Close Combat

  1. #21
    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.

  2. #22
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    Re: Weapons in Close Combat

    Quote Originally Posted by aglondier View Post
    Is that ORB or a later revision/clarification of the rule?
    Assuming that this referred to my previous post, it's in the online .pdf rulebook, page 21 Ammo Rolls:

    Ammo rolls represent faults in the internal
    mechanisms of weapons or ammunition as well as
    the possibility of simply running out of ammo.
    And:

    If you roll less than
    the number indicated the weapon has malfunctioned
    and is useless for the rest of the game
    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.

  3. #23

    Re: Weapons in Close Combat

    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."
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  4. #24

    Re: Weapons in Close Combat

    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.

  5. #25
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    Re: Weapons in Close Combat

    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.
    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.

  6. #26

    Re: Weapons in Close Combat

    Quote Originally Posted by simonr1978 View Post
    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.

  7. #27

    Re: Weapons in Close Combat

    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

  8. #28
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    Re: Weapons in Close Combat

    Juves can't take Basic Weapons.
    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.

  9. #29

    Re: Weapons in Close Combat

    Quote Originally Posted by simonr1978 View Post
    Juves can't take Basic Weapons.
    But yay for scavvies right?
    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.

  10. #30
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    Re: Weapons in Close Combat

    Scavvies can take weapons from their "Ranged Weapons" list which does include Autoguns so as you put it, yay for Scavvies .
    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.

  11. #31
    Chapter Master Askil the Undecided's Avatar
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    Re: Weapons in Close Combat

    Why bother taking a second CC weapon when you have a basic weapon?
    Quote Originally Posted by Spider-pope View Post
    Also, i think Askil should be hired by GW immediately and take over all future fluff development for 40k.
    Quote Originally Posted by blackcherry View Post
    I think this [...] goes to prove that if nothing else, Askil really should be in charge of the background for Chaos. He clearly gets just gets it.

  12. #32
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    Re: Weapons in Close Combat

    Quote Originally Posted by Askil the Undecided View Post
    Why bother taking a second CC weapon when you have a basic weapon?
    If the first one's a free knife/club then I see the point. My shotgunners usually end up having a club, sword or flail sooner or later.
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  13. #33
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    Re: Weapons in Close Combat

    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.
    Last edited by simonr1978; 03-04-2012 at 18:26.
    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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