FAQ
- When doing a Shoot basic action, we use the model it self to determine if it’s possible to shoot or not. When using a Template weapon however, we use the base of the model.
- When making a Bottle Check, only count the number of fighters in your Starting Crew. If the scenario uses Reinforcements, compare the total to the number of models that actually took part in the battle, rather than only those in the Starting Crew.
- Enforcers can have any categories of weapon from the Trading Post.
- It is not possible to throw grenades into Smoke.
- The weapond trait Seismic overrides the skill Nerves of Steel in terms of pinning.
- Remaining wound rolls is not neglected when a fighter using a displacer field does a save roll and teleports to another location. All save rolls are done and resolved at the same time.
- Having a Versatile weapon, you still need to be in 1” range to do a Coup the grace action.
- It is possible to do a Shoot basic action after performing a Retreat basic action and being in range of a Versatile weapon.
- A Haggle post-battle action from the territory Tech Bazaar is considered as a separate action and not a regular Trading Post post-battle action. This means that you can use the item Exotic Furs as described in the territory boon, but not other items, such as Forged Guilder Seal, to modify the result of the Trading Post post-battle action.
House rules
- We play with 12 tactical cards in our decks.
- There are scenarios where you draw tactic cards during the game. If you draw a card you are supposed to play during the pre-battle sequence, you can draw a new card.
- Both History of violence and Click are banned tactical cards.
- On the territory Gambling Den, the selected fighter in the special boon is selected by a d6 roll. On 1-3, the selection is random. On 4-6, the gang that are controlling this territory selects a fighter. Same goes for the tactical card History of Violence. History of Violence is banned in the Underhells campaign.
- When a fighter goes Out of Action, only make one Lasting Injury roll, regardless of the number of Out of Action dice.
- Enforcers gain credits from their territories.
- It’s possible to throw grenades on the ground with a -2 to hit (no penalty on smoke grenades) and a -3 to a non visible point (smoke grenades, -1).
- We allow usage of Enforcement Programs in our campaigns.
- We only allow two Ablative Overlays per gang.
- The item Falsehood is banned.
- Roaming Horrors that are Malstrain Brood Scums are equipped by rolling on below table:
1D6 | Equipment |
---|---|
1 | Sawn-off shotgun, axe, mesh, smoke grenade |
2 | Autopistol, fighting knife, mesh, armored undersuit |
3 | Laspistol, flail, mesh, smoke grenade |
4 | Lasgun, mesh, frag grenade |
5 | Autogun, mesh, frag grenade |
6 | Shotgun, mesh, smoke grenade |
Scenario table (the dominion campaign)
This is the table we use for rolling for scenario in the Dominion campaign.