Campaign - Proposed campaign rules for voting

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Re: Campaign - Proposed campaign rules for voting

Postby Ray » Mon Jan 15, 2018 12:32 pm

A or B.

C: The rulebook doesn't make much sense as written, especially when the attacker achieving their objective causes the defender to lose something. Running away really shouldn't be able to be used as a way to avoid that loss.

D: Rewards running away as early as possible before the attackers get a chance to get near things.
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Re: Campaign - Proposed campaign rules for voting

Postby Tom » Mon Jan 15, 2018 11:41 pm

Looks like B has it. Hold the battlefield and donā€™t bottle.

In which case I owe Dave 2 rep back.
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Re: Campaign - Proposed campaign rules for voting

Postby Tom » Sat Mar 10, 2018 1:55 pm

A strict reading of the rulebook only allows one h2h attack dice to be assigned to pistols, even if you are wielding two.

As at least Charlie has a dual pistol guy, I suggest this is either an error or plain silly and one attack should be allowed to be assigned to each pistol.
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Re: Campaign - Proposed campaign rules for voting

Postby Ray » Sat Mar 10, 2018 2:16 pm

Tom wrote:A strict reading of the rulebook only allows one h2h attack dice to be assigned to pistols, even if you are wielding two.

As at least Charlie has a dual pistol guy, I suggest this is either an error or plain silly and one attack should be allowed to be assigned to each pistol.


I'm not convinced by this. If a pistol can only ever be assigned one attack then maybe allow each pistol be assigned one attack but and extra attacks after that are lost. They can't use two pistols while still having a hand free for other attacks.
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Re: Campaign - Proposed campaign rules for voting

Postby Tom » Sat Mar 10, 2018 2:20 pm

Clubbing them with the gun, putting the boot in, plenty of options!
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Re: Campaign - Proposed campaign rules for voting

Postby Tom » Wed Mar 14, 2018 1:27 am

Do we want to 'correct' the Ganger advances chart so Int/Will is 5 creds and WS/BS is 20 creds?
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Re: Campaign - Proposed campaign rules for voting

Postby Dave » Wed Mar 14, 2018 12:44 pm

I vote yes.

Also, I used toxin for the first time last night and played it as ignoring Armour. However given that the weapon has -1AP stat perhaps you should get an armour save from toxin weapons?
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Re: Campaign - Proposed campaign rules for voting

Postby Tom » Wed Mar 14, 2018 1:49 pm

Hmm. Rules as written, you make a save if a wound is caused, which toxin wouldn't trigger. But as you say, given the existence of AP on toxin weapons that might be an oversight. But then again toxin weapons also have a Str stat which serves no purpose.

Going by 'logic' I'd be inclined to say you do get an armour roll. Compare to the 'Gas' trait where it specifies no save.
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Re: Campaign - Proposed campaign rules for voting

Postby Dave » Wed Mar 14, 2018 3:33 pm

I'm happy with that interpretation, namely;

Roll to Hit
Roll 2D6 vs 1D6+T
If the 2D6 equals or beats* the 1D6+T result then make an Armour save with a -1 modifier
If the armour save is failed roll a damage dice (regardless of how many wounds the target of the attack has remaining).

*At work and don't have the book, is it "equals or beats" or just "beats"?
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Re: Campaign - Proposed campaign rules for voting

Postby Tom » Fri Mar 16, 2018 1:54 pm

I propose we adopt the note from the Escher weapon upgrade PDF that says:

'Note that any fighter can take wargear regardless of any restrictions upon the weapons they may take.'

as a universal rule.
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