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Necromunda 3.0

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PostPosted: Fri Aug 14, 2009 11:27 am 
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would someone be able to clarify what the authority will be of these new rules once they have been completed?

thanks

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PostPosted: Fri Aug 14, 2009 12:02 pm 
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http://www.youtube.com/watch?v=rIVHNylH ... re=related

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PostPosted: Fri Aug 14, 2009 4:41 pm 
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Twinlinked wrote:
would someone be able to clarify what the authority will be of these new rules once they have been completed?

thanks

A.

Absolutely no authority whatsoever. This is a fan-based effort working towards fixing the community's perceived problems

We will definitely take a look at shooting skills that allow you to take more than one shot. I am fairly certain however that it is with the same weapon, if you run out of ammo then (similar to sustained fire) you "lose" the rest of your shots. IIRC there was a ruling that you didn't have to keep firing at a target that went down, you could switch. I'll double check when i have access to the FAQs and post on your questions thread.

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PostPosted: Sat Aug 15, 2009 12:22 pm 
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Caelwyn wrote:
Twinlinked wrote:
would someone be able to clarify what the authority will be of these new rules once they have been completed?

thanks

A.

Absolutely no authority whatsoever. This is a fan-based effort working towards fixing the community's perceived problems

We will definitely take a look at shooting skills that allow you to take more than one shot. I am fairly certain however that it is with the same weapon, if you run out of ammo then (similar to sustained fire) you "lose" the rest of your shots. IIRC there was a ruling that you didn't have to keep firing at a target that went down, you could switch. I'll double check when i have access to the FAQs and post on your questions thread.


this was everything i could find on the subject.

from the FAQ: (answers were not necessarily right next to each other)

Quote:
Q: If I am using sustained fire, and fail an ammo roll, do ALL the shots still fire? Do I need to roll individually for each
shot in turn in case it jams?
A: Since there are no ‘jam’ results anymore and just ammunition checks, the way that sustained fire (and multiple
shots) is resolved is as follows:
1. Roll appropriate number of SF shots
2. Take each shot one at a time
3. Apply ammunition checks as needed
4. Resolve wounding results
5. Take next shot
If at any time in step 3 you run out of ammunition then that will be your last shot. Each shot is worked out separately
and in order. Each one has its own set of modifiers and targets may get pinned, downed, taken out-of-action, and
even break as a result of the previous shot. Work out those mechanics then take the next shot. If you run out of
targets then you must still roll a D6 for each remaining shot and roll ammunition checks when applicable.

Q: Do I have to shoot at a pinned fighter if he is the closest target?
A: Yes. According to the Closest Target Rules on page 13 of the ORB you may only pass up a close target for an
easier target far away. Since a pinned fighter is still a threat you would need to fire at the pinned fighter.

Q: Can a model with Fast Shot, Rapid Fire or Gunfighter spread their shots between models within 4" of each other,
like you can with sustained fire?
A: Each shot fired is considered to be taken and worked out completely separately, you are free to target any enemy
fighters with each shot following the usual targeting rules.

Q: Do I have to shoot at a down fighter if he is the closest target?
A: Hmmm. That is interesting. Per the Closest Target Rules on page 13 of the ORB you may only pass up a close
target for an easier target far away, so yes; however, a down fighter is not a threat. At this time I will leave it up to
your individual group to decide and will kick it up to the 2007 NRC to adjust it to allow for passing up a down fighter
like everyone already does anyway. (Seeking NRC approval).

Q: What shooting skills stack with each other? [2005]
A: The following shooting skills can be used together: Hip Shooting, Fast Shot, and Gunfighter. Fast Shot and Rapid
Fire do not stack, even if the fighter is stationary. For obvious reasons Hip Shooting and Rapid Fire do not stack. In
addition, each shot is taken one at a time and not altogether.
This means that if a weapon runs out of ammunition or
explodes then you loose the remaining shots. Also, if you are using Gunfighter and Rapid Fire and the first shot
explodes and pins you then you will not get to use the remaining shots since you were pinned.


so, from the look of it... regardless of how you get more shots than one, you take them in sequence, one after the other, and the rules for targeting apply to each shot separately.

(on a side note, is there an sblock or spoiler function on these boards so i could make that *not* take up so much space?

edit:

oh, and also this:
Quote:
Q: With Rapid Fire, can I take shots with two different pistols? I.E. If I have Rapid Fire: Plasma Pistol can I take two
high-powered shots with Rapid Fire?
A: No. Rapid Fire requires that both shots be taken with the same weapon. Not the same type of weapon. In
addition, this is why the shots are rolled one at a time because if you run out of ammunition on the first shot there is no
second shot with Rapid Fire. Also, the only way to take multiple shots with two pistols is to have Gunfighter. And
conversely, this should hold true for Fast Shot as well.

if you can't even switch pistols, i think it's safe to say you can't switch to grenades.


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PostPosted: Sat Aug 15, 2009 8:20 pm 
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Awesome,

Thanks

A.


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PostPosted: Mon Aug 17, 2009 9:56 am 
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I may have found something in the rules that speaks more directly to this issu


in the beginning of the shooting section of the rules it states:

"Necromundan Underhive fighters carry a variety
of weaponry. Individual fighters often have
several different weapons such as grenades,
pistols, knives and guns.

During the shooting phase of your turn each of
your fighters may shoot once with one of his
weapons. So you can either shoot a laspistol, fire
a boltgun, or throw a grenade, for example."


The fast shot skill states:

"If a model has Fast Shot skill he may shoot several
times in the shooting phase and not just once as
normal. The model can shoot as many times as his
Attacks characteristic. He can shoot at the same target
or at separate targets as you wish.

This skill may only be used with pistols and basic
weapons. It may not be used with special or heavy
weapons as they are far too cumbersome."

So,

This skill allows you to shoot more then once
but is says nothing about a fighter being allowed to use more then one weapon.

what is your take on this issue?

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PostPosted: Mon Aug 17, 2009 8:10 pm 
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The last quote sharkforce used is taken from the FAQ. Your assumption is correct, then, that you cannot swap weapons while taking multiple shots. The only way to fire two different weapons in the one shooting phase is using gunfighter.

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PostPosted: Tue Aug 18, 2009 8:38 am 
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has pinning and moving been addressed?

i would recommend a rule where by any pinned model may move 2 inches in his movement phase,

this move cannot be used to engage enemy models or attack any structures,

this rule would help to alleviate the getting stuck out in the open and repeatedly pinned for 10 turns in a row

this move would be ideal to pull yourself off a ledge or into cover, something that reallistically should be a possibility.

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PostPosted: Tue Aug 18, 2009 1:15 pm 
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true as you can crawl whilst Down, surely you'd be able to crawl if you hadn't been hurt.


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PostPosted: Tue Aug 18, 2009 5:51 pm 
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Twinlinked wrote:
has pinning and moving been addressed?

i would recommend a rule where by any pinned model may move 2 inches in his movement phase,

this move cannot be used to engage enemy models or attack any structures,

this rule would help to alleviate the getting stuck out in the open and repeatedly pinned for 10 turns in a row

this move would be ideal to pull yourself off a ledge or into cover, something that reallistically should be a possibility.

A.


Not yet, but it is already on the list of things to be looked at in the future.

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PostPosted: Tue Aug 18, 2009 6:05 pm 
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sounds good let me know if i can help any

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PostPosted: Thu Aug 27, 2009 12:13 pm 
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Hey folks, I've just read through this whole thread, wow it seemed to touch some nerves :)

I'd like to give my support to this project. Me and a mate recently started playing again and slowly I'm working my way through the issues that don't make sense with the original rules.

I'm liking what I reading in the weapon re-think threads :)
My main issue with the original rules is with the Skills, too many are pointless or imbalanced. So very much looking forward to the skills review.


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PostPosted: Fri Aug 28, 2009 8:21 am 
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Yeah, its kind of hit a derailing recently. Interest seems to have died off and I and a couple of others just became some of AG's helpers over on the sg forum.

Combined with some personal stuff on my part this has slowed progress, but i hope to keep it going.

If not much happens in the grenades i'm going to open up another issue to keep us interested while we cogitate on the smaller issues.

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PostPosted: Mon Sep 21, 2009 12:54 pm 
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a quick question, since I don't really follow much closely the 3.0 threads (but I'm still pretty interested in it :P ):

are you guys gonna pdf the whole thing when it's polished enough, so that there is a source from which to get all of the updates granted by 3.0 or not..?


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PostPosted: Mon Sep 21, 2009 9:46 pm 
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I would say yes. The project has kind of slowed down though.

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