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TOPIC: Quick questions!

Quick questions! 3 years 4 months ago #2359

  • Ripper
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So, Im sure I will have a lot of these, but for now, just one:

When writing up a crew dor one offs, do you pay the entrance cost for each model? For example, does a green locust cost 15 RU or 10?
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Quick questions! 3 years 4 months ago #2362

In the case of a one-off, you would only pay the listed cost. The entrance cost is for the rpg side.
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Quick questions! 3 years 4 months ago #2363

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Thanks! Im having a tough time figuring out where the RPG ends and the skirmish game befins, but Im getting it. I suppose the blurred line is the point!
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Quick questions! 3 years 4 months ago #2365

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More questions!

Medium melee weapons are described as being one or two handed, but they have one statline. Is there any difference in effect? Also, the charts list them as two handed. This would mean a brezerker could only ever use small melee weapons? Also, this question effects shields. So a model can only ever use a small melee weapon with a shield?
Seems to me a knife or hatchet would be a small weapn, where a sword or baseball bat with nails in it would be medium. Shield and baseball bat seems reasonable, but you wouldnt get the benefit of the extra power hand.

Edit!

One more: when choosing generic archtypes, do they have the added restrictions/benefits of any faction they join? Would a Drifter Guard/Heavy have nimble and a Shoot max of 2?
Last Edit: 3 years 4 months ago by Ripper.
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Quick questions! 3 years 4 months ago #2370

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Ripper wrote:
More questions!

Medium melee weapons are described as being one or two handed, but they have one statline. Is there any difference in effect? Also, the charts list them as two handed. This would mean a brezerker could only ever use small melee weapons? Also, this question effects shields. So a model can only ever use a small melee weapon with a shield?
Seems to me a knife or hatchet would be a small weapn, where a sword or baseball bat with nails in it would be medium. Shield and baseball bat seems reasonable, but you wouldnt get the benefit of the extra power hand.

Edit!

One more: when choosing generic archtypes, do they have the added restrictions/benefits of any faction they join? Would a Drifter Guard/Heavy have nimble and a Shoot max of 2?

Good questions! These were some of my questions when I first read though the rulebook. You might want to check out the Rulebook typos, comments, etc. thread for official answers.

On to your questions -

Medium melee - It has been clarified that they count as a two-handed weapon for carrying capacity (max. 2 two-handed weapons,) but can be used with a shield. I think we will see something in a FAQ eventually. If it came up I would probably let them be paired up with a small melee weapon (for berserking) in games I run.

Generic Archetypes - Generic archetypes do NOT gain base faction benefits and restrictions. They do use faction weapon availability when choosing equipment. You can think of these characters as being on the peripherals of a society, not being fully immersed in the faction's culture.
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Quick questions! 3 years 4 months ago #2371

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Thanks! These are basically the answers I was expecting. I'm glad the generic archetypes have their own restrictions. That way, the rifle lady in the drifter box isn't useless!
And yeah, a Med+small for berserking sounds about right. Maybe if you've got P4, you can go two Mediums.
Thanks again!
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Quick questions! 3 years 4 months ago #2376

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Ok, more questions!

Just as I was starting to think I had the hang of things, I took a look at the stat cards that come with the drifters. I noticed immediately that they all have guns that I thought they couldn't have. So, the way they are written up, all the locusts have revolvers. As per the book, these are uncommon. Locusts are allowed 2 common weapons. What am I missing?
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Quick questions! 3 years 3 months ago #2402

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explorator wrote:
In the case of a one-off, you would only pay the listed cost. The entrance cost is for the rpg side.

Actually, the entrance cost is designed if you want to go into that archetype... so say you're a regular yokel, who wants to join the drifters, the entrance cost would set up your initial contacts, equipment, etc... if you're coming from a totally different background.
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Quick questions! 3 years 3 months ago #2403

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Ripper wrote:
Ok, more questions!

Just as I was starting to think I had the hang of things, I took a look at the stat cards that come with the drifters. I noticed immediately that they all have guns that I thought they couldn't have. So, the way they are written up, all the locusts have revolvers. As per the book, these are uncommon. Locusts are allowed 2 common weapons. What am I missing?

Good catch... I'll have to ponder this. EIther I can change it sot that they have zip guns, or possibly I can make revolvers common for drifters. Thoughts?
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Quick questions! 3 years 3 months ago #2407

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I would say either A: make light revolvers and semi autos common, or, B: allow a swap. If you are allowed 2 common, you can swap them both for one uncommon.
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Quick questions! 3 years 3 months ago #2410

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Ripper wrote:
I would say either A: make light revolvers and semi autos common, or, B: allow a swap. If you are allowed 2 common, you can swap them both for one uncommon.

Ah, actually, I believe that's what I intended, but never wrote it in (or perhaps I did it in reverse only?). 2 common for 1 uncommon works, but the only problem would be when you get to rare or better... as that would make Very Rare and Legendary weapons too easily accessible, since you could just swap up 16 common weapons to get a legendary weapon.
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Quick questions! 3 years 3 months ago #2415

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Well, it's easy enough to grade them. 2 common for 1 uncommon, 3 uncommon for 1 rare, 4 rare for 1 very rare, 5 very rare for 1 legendary. Or some variation of that.
You could also (and probably should) simplify that by saying you swap two of one grade for one of the next highest. So, 2 common for 1 uncommon, 2 uncommon for 1 rare, etc etc.
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