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Koyote

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Everything posted by Koyote

  1. I've added another critter to my menagerie of 'Rad' creatures. Apparently, wild dogs are not the only predators who, if desperate enough, will feast upon the flesh of Rad Zombies. This model is another mini from the Old West skirmish game, The Curse of the Dead Man's Hand.
  2. I've started work on the various critters the players will encounter during the campaign. This first batch are Rad Dogs. Before you ask, no these are not dogs from the 1980s. Instead, they are packs of wild dogs who, in desperation, have fed on the flesh of Rad Zombies and have become afflicted, to a limited degree, by the Rad Zombies' radiation sickness. Like Rad Zombies, over time a Rad Dogs flesh will begin to rot and sluff off, but unlike their once human counter-parts, Rad Dogs retain much of their former intelligence and vitality. Eventually their interest in breeding, grooming, and other social behavior completely disappears and is replaced by an all encompassing hunger. These models are Dread Wolves minis from the Old West skirmish game, The Curse of the Dead Man's Hand. I have many more critters and human antagonists to paint, so I employed some very basic techniques on these models. The next batch of 6 Rad Dogs will include some color variation.
  3. Two more mutant cultists ready to bring death to the unbelievers.
  4. I've made a few more changes to the map. One of the changes is Devil's Shoal. In my mind, you can't have Innsmouth without a Devil's Reef Shoal. As luck would have it, there is an underwater shoal in the area depicted on the map. In the early 1900s the 100 foot high Denny Hill dominated the north end of what was at the time, Seattle's business district. It is described as taking up the area of 60 city blocks. Property owners wanted to extend 1st and 2nd avenues northward and make more land available for business. So, between 1908 and 1932 two Denny Regrade projects used sluicing, power shovels, and conveyors to remove the hill and flatten the land that would eventually become the Belltown neighborhood. All of that dirt and rock was loaded onto "self-tipping" barges and dumped into Elliot Bay. Eventually the giant mound of relocated earth formed a massive shoal. When the shoal had risen to the point where it damaged a passing ship, dredgers were used to flatten the shoal's high points. In my version of post-apocalypse Seattle, the massive shoal has mysteriously risen to the point where it breaches the bay's surface during low tide. On nights of the full moon, strange creatures can be glimpsed on the shoal, cavorting about, hooting and hollering at the night sky.
  5. My mutant cultist warband will serve as one of the main antagonists in the campaign. I don't have enough rank-and-file cultist models painted for what I have planned, so I've assembled two more. As part of my effort to break up all the grey on my TNT board, I'm going to add Western Washington's ubiquitous Himalayan blackberry bushes to my collection of TNT terrain. Classified here in Washington as a noxious weed, this fast growing, thorny shrub is not native to our region. If left uncontrolled it creates impenetrable thickets of thorny vines that out-competes all native understory vegetation. Its berries are tasty, but because its very hard to kill and spreads quickly, it's essentially the cockroach of plant world. If any shrub is going to survive the apocalypse, it will be the Himalayan blackberry. My tabletop version of these bushes are easy to make, and since I'm not making them from flock or moss, they are very durable and won't shed little bits everywhere. The scour pads are roughly an inch thick, so to make the bush pictured below I cut one pad in half and stacked the two pieces on top of one another. By pressing them together and and twisting the two halves in different directions, the bristles will interlock well enough that you can use a pair of scissors shape the bush. Once satisfied with the shape, you can pull the two pieces apart, apply a generous amount of white glue to the bottom of the top half and then put them back together again, using the same twisting technique. I mounted the bush on a styrene base and used white glue and Woodland Scenic's medium ballast to added texture to the base. Once dry I primered it with Army Painter's Leather Brown spray primer and then painted the bush green using inexpensive acrylic paints that I buy in 8 ounce bottles from a local craft store. I started with a dark green. Once that was dry, I brushed on areas of lighter green to add a bit of highlighting. I painted the base and added tufts to match the my existing TNT terrain and models. I have eleven more ready for texture and paint.
  6. The third player faction of the campaign is the Renegade Reclaimers. It's a bit longer than I had originally planned, but it covers the backstory of both the Preservers and Renegade Reclaimers, so the length seems appropriate. And since this story is not a commercial product, I did away with Horowitz and used the saint's true name. 😉 The Knights Machina The Preservation Movement came to Seattle in rough-spun cassocks and mounted on two ill-tempered donkeys. Brothers Francis and Gerard were monks of the Order of Saint Leibowitz. They had made the 850-mile journey from Diocese of Salt Lake to Seattle to plant the seeds of the Preservation Movement and recover the lost wonders created by the Pre-Fall tech giants that once called Western Washington home. The Leibowitzians’ hopes of recovering artifacts from Microsoft’s headquarters were shattered when the two monks arrived at the edge of a series of massive overlapping craters where the 8 million square foot campus once stood. Recovered security footage from nearby facilities later revealed that ‘The Enemy’ had targeted Microsoft’s Redmond campus with successive waves of conventional and incendiary munitions. Some members of the Order speculate that ‘The Enemy’ razed Microsoft because it feared its technological might, while others posit that Windows’ endless updates and its universally hated blue screen of death were to blame. Undaunted by this early setback, the pair of monks forged ahead. Equipped with only a plasma rifle (Brother Francis was an expert marksman) and a data pad containing the Order’s tenets and terabytes of information describing the function, maintenance, and repair of many of the Last Americans’ technological wonders, the Leibowitzian monks would eventually establish two Preserver enclaves west of the Cascade Mountains. The first enclave was created on the site of the Nintendo campus (later shortened to the “Tendo Campus”). Twelve years later, Brother Francis led a well-armed expedition across the blasted basin of Lake Washington and into the ruins of Seattle where he established a second Preserver enclave in the miraculously intact, cathedral-like Suzzallo Library, located on the grounds of the University of Washington. Brothers Francis and Gerard continued their good work many years, before dying of natural causes in their late fifties (truly old in Post-Fall America). After their passing a rift developed between the two Preserver enclaves. Some lay the blame for the rift at the feet of the enclaves’ founders, who were notorious for their incessant bickering with one another. Others say that the enmity was sparked by the dispute over who would assume leadership of the University enclave after the passing of brother Francis. Regardless of its source, the animosity between the Preserver groups deepened with every passing year, until the two camps found themselves on the brink of war. The end of the University enclave came as its members were preparing to celebrate the 90th anniversary of the enclave’s founding. Betrayed from within by an indentured laborer who disabled the compound’s early warning sensor perimeter, the University enclave was infiltrated in the dead of night by a Tendo strike force. The ensuing battle was entirely one sided. The Tendo Reclaimers secured the Suzzallo armory and eliminated most of the University’s leadership before the University's Reclaimers fired their first shot. Nineteen University Reclaimers, savants, and servants, led by Reclaimer Captain Maximus, used a secret tunnel and sally point to escape the compound, but not before Maximus himself set the timer on the University’s doomsday device. When triggered, five lead lined cannisters connected to the compound’s ventilation system flooded Suzzallo and the adjoining buildings with poisonous radiological gas, killing everyone inside the compound and irradiating the buildings and their contents, thus forever denying the Tendo enclave the use of the University’s armory and technological artifacts. Fearful that the gas may spread beyond University compound, Maximus and his followers fled in the direction of prevailing wind, only stopping when they reached the cliffs overlooking the Salish Sea. Labeled ‘renegades’ by the sole remaining Preserver enclave west of the Cascades, Maximus knew that the survival of his Renegade Reclaimers depended upon prioritizing security and the martial arts over the Preserver’s precepts of scholarship, science, and preserving the great works of the Pre-Fall world. With this in mind, Maximus modeled the Renegade Reclaimers new enclave after feudal kingdoms of the far distant past. Maximus assumed the mantle of the enclave’s lord and his remaining Reclaimers would be his knights and bannermen. The enclaves' savants and indentured laborers would be the kingdom’s peasant class, who in exchange for their lord’s protection, would give Maximus and his knights homage, labor, and a share of the food they harvested or foraged. And thus, the Knights Machina were formed.
  7. The second player faction of the campaign is the Peacekeepers. For them, I have created this background. Precinct 13 The day the bombs fell was slated to be the grand opening of Seattle’s newest and most technologically advanced multi-purpose police station, Precinct 13. Built a good distance away from the city’s core and on high ground, with a good view of the surrounding city in three directions, Precinct 13 was also designed to serve as the headquarters and communication hub of Seattle’s Office of Emergency Management. Due to its planned role in future natural and man-made disasters, Precinct 13 was built to withstand earthquakes, wild fires, hurricane winds, and light weapons. Its elevation above sea level safeguarded it against flood and tsunami events. The structure housed an armory, limited food stores, and state-of-the-art air and water filtration systems. Radiation shielding was built into its reinforced walls, to protect its occupant from the effects of a dirty bomb. What Precinct 13 wasn’t designed to protect against were the low yield, tactical nuclear weapons and conventional munitions that targeted Seattle during the End War, so when the bombs stopped falling, all that remained of the multi-story Precinct 13 building was its ground floor and its underground bunker, armory, and storage vaults. In the days and weeks that followed Seattle’s destruction, Precinct 13’s surviving officers did their best to restore order and lend aid to Seattle’s survivors, but the scale of the destruction was too great and their man power and resources were too few. Eventually, Precinct 13’s commander directed her remaining officers to bring their surviving family members into the station and ordered that the doors and storm shutters be sealed. Three months later, with their food stores running low, Precinct 13’s eleven surviving officers and their families had no choice but to unseal the doors and send out scouting and foraging parties. The world they found was both better and worse than they expected. Conventional, nuclear, and biological weapons had rapidly depopulated city, leaving behind enough food stores to feed Precinct 13’s families, for years, but the city was in ruins. Clean water was in short supply, as were pharmaceuticals, and petrochemical fuel. Fearless packs of wild dogs and swarms of enormous rats that had become accustomed to feeding on human carrion, roamed the broken streets and infested most every structure. Life wouldn’t be easy for the surviving officers and their families, but thanks to Precinct 13’s reinforced walls, armory, and functioning air and water purifiers, the officers and their families would survive. When people began to return to parts of the city, they brought with them the violence, strife, and struggle that has plagued mankind since time immemorial. Dismayed but not surprised by the surviving Seattleites willingness to kill, rape, and rob one another, the officers recognized the depravity as an opportunity to ply their trade and perhaps do a bit of good. It was from this chaos and turmoil that Precinct 13’s officers and their decedents remade their future, as Peacekeepers.
  8. The first faction is SigurdBC's Tribals. For them, I have created this background. The Duwamish When the End War came to Seattle, the Magnolia neighborhood was a quiet, fairly affluent corner of the city, whose residents enjoyed their views of Elliot Bay, Bainbridge Island, and the Ballard Locks. Located on a small peninsula, Magnolia’s most popular attraction was Discovery Park, 500 acres of forests, trails, beaches, and wide-open green spaces. . Discovery Park wasn’t always such a welcoming space. During the first three-quarters of the 20th Century, the land that would become Discovery Park was the military base, Fort Lawton. Originally built as an artillery battery intended to defend Seattle from naval attack, in later years the fort served as a base of operations for a regiment of America’s Buffalo soldiers, a POW camp, a major embarkation point for soldiers and materials headed to war in the Pacific Theater, and finally as radar surveillance and air defense missile base. Magnolia’s distance from ground zero, Seattle’s hilly geography, and the direction of the prevailing winds, spared the little peninsula from the worst of the destruction and fallout caused by the low yield nuclear bomblet that vaporized most of Lake Washington. When the rain of destruction ended, Magnolia’s survivors quickly realized that they were on their own. Fearful of follow up attacks, the survivors unsealed Fort Lawton’s centuries old underground bunkers and fortified casemates and made these dark, secure places their new homes. Unlike the powerful and numerous Salish tribes to the north, the people who would eventually call themselves ‘the Duwamish’ did not descend from the region’s original native peoples. Their ancestors were overwhelmingly of European descent. Nevertheless, rather than model their post-End War civilization on the willful ignorance and avarice of pre-End War America and Europe, they elected to live, more or less, in harmony with what was left of the natural world. Isolationists from the beginning and fearful of the many plagues brought about by “the Enemy’s” use of biological weapons, Magnolia’s survivors banded together and spent the first few decades after the End War, mercilessly killing any outsider who set foot on their small peninsula, and using the skulls of their victims to mark the boundaries of their territory. It is from these years of bloodshed and violence that the myth of the wild men of Mad-Nolia was born. Today, only the very desperate or very foolhardy will knowingly venture into the territory of the Wild Men. Despite having access to clean wells and wide swaths of relatively unpolluted green areas, life on the peninsula isn’t easy. Even before the End War, the soil was not well suited to farming, and the Duwamish do not keep livestock, nor is there any large, wild game to be found on the peninsula. Nevertheless, between their gardens of stunted crops, the Pacific Northwest’s ubiquitous black berry bushes, harvesting seaweed and shell fish from their northern beaches, and trapping rodents, sea birds, and peculiar species of phosphorescent rabbit that the Duwamish call green-hoppers, the Duwamish have managed to survive and prosper in relative isolation.
  9. 2019 TNT COOPERATIVE NARRATIVE CAMPAIGN - "The Dog Days of Summer" I don’t really have the time or energy this year for a full blown TNT campaign, so I’ve decided to do something more casual and on a smaller scale. I've organized a cooperative narrative campaign with 3 players from the Springtime in the Wastland campaign. Rather than players controlling full warbands, each player will control 2-3 models that will collectively operate as if they belonged to the same warband and work toward the same final goal. I will create the scenarios and control the antagonists, whether they be rival warbands, wasteland beasties, or the terrain itself. The story will pick up where the last one ended. Cyborg Hitler, Mega Nixon, Mr. M, and some of the saucer's crew members narrowly escaped the carnage swirling around their crashed saucer, and fled deep into Seattle’s blasted ruins. Recognizing the threat posed by the Off-Worlders, the Renegade Reclaimers, Peace Keepers, and Tribals have declared a temporary truce and organized a posse to hunt down the Off-Worlders. This map of post-apocalypse Seattle includes the sites and references to some of the events from from the previous campaign plus new areas of interest. I haven't figured out all the details yet, but these are my initial thoughts. Each player will get 150 BS to hire and equip 3 fighters from the faction they played during the 'Springtime in the Wasteland ' campaign. Because of their faction specific rules, I'll need to tweak the Renegade Reclaimers some. Player 1's group will consist of a Leader and 2 Rank-and-File fighters. Players 2 and 3 will each get to field 1 Elite, 1 Specialist, and 1 Rank-and-File fighter from their respective factions. The players will operate as a single warband. When it's the posse's turn to activate, the players will decide among themselves which model tests for activation. If the players can't come to a unanimous consensus, the player who controls the leader will decide. To make things a bit more interesting, each faction will be given secret missions -some of which may interfere with the overall mission or the missions of the other factions. The secret missions will be used to determine an overall winner. The secret missions will be accomplished in different ways. The most common way will require the factions to collect info and items from terrain features or the bodies of fallen enemy by performing a 1 AP 'Scrounge' actions during the scenarios. If a model scrounges within 6" and LOS of a model from another faction, the result will be known by all the players. If not, then the scrounging player alone will learn the results. Scavenging will produce a variety of results, such as weapons, equipment, trade goods (barter scrip), a clue/info vital to a mission, a terrain hazard, a hostile critter, or nothing at all. I am going to change the rules for how barter scrip is earned. The Wasteland Deck will still have a part to play, but the posse will gain most of its barter scrip by scrounging during the scenarios. By making this change, the players won't know if the player is attempting to achieve a secret mission objective or simply searching for weapons and trade goods. I can see this rule devolving into factions hoarding barter scrip or situations where one player spends the whole game scrounging while the others do all the fighting. To prevent the former and disincentive the latter, whenever trade goods are found, they must be handed over to the group to be divided evenly at the end of the mission. Presumably, the group travels together to the market to barter trade goods, so concealing the transactions from the other factions is difficult. More later....
  10. Below are the last two Freelancers. Rogue Psychic and Sawbones The Rogue Psychic model is Lady Silk, from Heresy Miniatures' sci-fi gangs miniature line. The Sawbones is the TNT 2018 Adepticon Wasteland Doc. I replaced the silly briefcase with a satchel and added a pistol that has a bit more character. The original version of the model has a long torso and short legs, so using a hobby knife to raise its crotch a few millimeters to change the model's proportions.
  11. The color wheel supports that theory, so I may give it a try. My Cawdor, the Second Sons, wear yellow to emulate the Imperial Fists*, who they revere as living saints. The Cult of the Second Sons believe that if they die in battle wearing 'The Yellow', their soul will be transported to the Hall of Dorn. Those souls judged worthy will join the Angels of Death in their eternal crusades against the unbelievers. Those judged unworthy will be cast into the Eye of Terror, to suffer an eternity of torment. *Necromunda is one of the Fists' two official recruiting worlds, so they maintain a fortress monastery atop Hive Primus.
  12. Below is my yellow and black color scheme test-model. I'm still not sold on the color scheme, but I'll likely forge ahead with it. I'll need to add more color to my Necro bases. Areas of danger stripes and puddles of toxic goo should do the trick.
  13. You're right. Ravenor was released 11(ish) years before PP's Carrion Thralls.
  14. SAGA Thorsday -How to Play Age of Magic
  15. Last Tuesday was the last game of the Dark Tower mini-campaign. Overall, my Cawdor fared well. They went 4-1-0 plus one 'bye week' due to an odd number of players. The campaign was restricted to 6 pre-selected scenarios and CO arranged pairings. The number of participants was small, but we had a good mix of gangs (Cawdor, Orlock, Genestealer Cult, Escher, & Venators). Since all of the games were played on Zone Mortalis boards, I made good use of grenades, bomb delivery rats, and the Cawdor heavy crossbow to blast models hiding around corners. One Ganger (aptly named Demo) used his blasting charges to rack up 18 experience points in only 5 games (he "earned" 1 xp more for the bye week). Crazy. The only model that beat Demo in xps was my leader, Cutter John, and that's only because as a leader he was earning an extra 1 xp for every game that I won. Aside from the Ambush scenario, where I played the defender, my hardest fought game was Game 6. I fielded 11 models (1 leader, 3 champs, 1 sheen bird, & 6 gangers) in this final game. When the smoke cleared all of the Escher had fled (failed CL tests after a failed bottle test) or went OOA. All that was left of my gang was my leader, 3 champs, and 1 ganger (Demo) remained on the board. The other six models went OOA. Four went into Recovery and two of those suffered stat reductions. For me, the highlight of Game 6 was taking out the Escher leader with my Sheen Bird. The Escher had only one wound remaining when the birdie attacked, but she did have a 3+ save. Unfortunately for my opponent 2 of the Sheen Bird's attacks got through the leader's armor and since they are each damage 2 attacks, I got to roll 4 injury dice. Two came up skulls. To add insult to injury, the Escher leader's result on the lasting injury table was: Humiliated (-1 LD & CL). The Sheen Bird earned 2 xp for taking out the leader, 1 xp for rallying after failing a Nerve Test, and another 1 xp for participating in the scenario, for a total of 4 xp. Pretty damn good for a S3 T2 birdie. Sheen Bird stats are meh and its Bate rule make it a bit unpredictable, so I doubt that I'll ever repeat the success it had against the Escher. Nevertheless, taking down the Escher's leader has earned the birdie a model upgrade (I'm currently using a Puppets War resin raven). After a brief internetz searching I found the perfect models, PP's Cryx Carrion Thralls. Large crow or raven? Check. Exposed areas of bone? Check. Exposed mechanical components? Check. The similarities between the Carrion Thralls and the Sheen Bird's description and artwork makes me wonder if someone at GW lifted the concept from PP.
  16. I placed my order last week. It's a Russian company, so its a bit of a crap shoot. When (or if) the minis get here, I'll post info about their quality and scale.
  17. GW's boxed games have given them the opportunity to make some really fun character minis that otherwise wouldn't have made it to store shelves. The Rogue Trader and Blackstone Fortress boxes are treasure troves of cool, quirky minis that I'd like to paint and play with. Problem is, I'm not interested in playing the boxed games or returning to the 40K fold. So how do I justify purchasing my favorite Blackstone and RT minis from eBay? Necromunda. Using the Venator rules, the minis will form the core of an Ordo Xenos “gang” comprised of an Inquisitor and his cadre of agents. The genius of the Venator rules is that each class of fighter (i.e. leaders, champion, and ganger) has four stat lines to choose from. This lets you start the gang formation process by picking the models that you want to use, and then selecting the stat line you feel best represents each model. For instance, I want to include one of the Blackstone Ratlings in my "gang", so for the Ratling I’ll select that stat line with the improved BS and decreased WS. The Ordor Xenos Inquisitor, Lucian Baptiste, was an important character in my 40K Mortifactors army. I’ve decided that prior to leading an Astartes strike force against Dark Eldar incursions, a much younger Inquisitor Baptiste spent years assigned to the Hive World Necromunda, tasked with rooting out and eliminating the Genestealer cult-clans who dwell among the criminals, mutants, and scum of the Underhive. I've selected Artel Miniatures' Inquisitor Gregor to serve as the younger Baptiste. And because I couldn't pass up such a bizzare model, Artel's Preacher Ignacius Fahrnsworth will serve as one of his Acolytes. Inquisitor Baptiste adheres to the philosophy that the Puritans of his Order label ‘radical’. As such, the Inquisitor's henchmen will include both ab-humans and aliens. In fact, two of his most loyal agents are a Kroot Mercenary that he inherited from his Inquisitor Lord, and a Ratling scout that the Inquisitor saved from the gallows. Some of his other agents will include a master poisoner, a lectro-maester tech-priest, bounty hunters, former gangers, and any other quirky models that strike my fancy.
  18. The PVC is a great idea.
  19. P.118 of the Necromunda Rulebook provides some guidance. “By default” a deck is comprised of “one of each Gang Tactics card, plus any House Tactics cards relating to their gang’s House[.]”
  20. My reading of the Delete Dead or Retiring Fighters rules on P.93 is that if a fighter dies outright (i.e. you roll a 66 on the Lasting Injury table), you can recover his gear only if you have a fighter on the board at the end of the game. If the fighter suffers a Critical Injury AND you spend a Post-Battle action to take that injured fighter to the Doc AND that fighter subsequently dies at the Doc's, then you can recover the equipment, regardless of whether or not you had a model on the board at the end of the game. In this latter case the price you pay to recover the equipment is the Post-Battle action to get the fighter to the Doc. If, at the end of a game your leader and all of your champions are 'in recovery' or captured, then you cannot perform a Post-Battle action. No Post-Battle actions means no visit to the Doc and no chance to recover the equipment from a fighter with a Critical Injury. Oh, and it doesn't state 'if you take a fighter to the doc', it states 'if you take the fighter to the doc'.
  21. Fluger, check out what Blackfyre Productions is doing in this campaign. In this campaign each player controls 2 members of a Venator gang in a series of linked scenarios. It's a narrative campaign where a GM creates a story and controls the antagonists and the players play cooperatively against the GM's antagonists. This is something you could do with your son or your son and PourSpelur. This will give you the freedom to tailor the scenarios and antagonists to match his skill level. You could design your own monster hunts or create a nemesis for him to track down and defeat or have him defend his territory from greenskins raiders or just about anything. It'd be a great way to introduce him to both basic game mechanics and the role-playing/story-telling elements of tabletop gaming.
  22. You get to keep a fighter's equipment if you take a fighter to the doc and the fighter dies because of complications or because the gang can't (or won't ) pay for the service.
  23. That sentence on P.116 does appear to create a conflict. Sometimes I wonder if there is a sociopath who works in GW's editing department who intentionally inserts contradictions and ambiguities into the rulebooks in order to frustrate players. P.11 of Gangs of the Underhive states, three times, that fighters can change their "Wargear", but it doesn't say the same for weapons. P.11 also cites P.95 of the Necromunda Rulebook, where it states that: "Players are reminded that no fighter can discard a weapon once added to their Fighter card as described in the Gangs of the Underhive book." The Master-Crafted Weapon rules on P.138 Gangs of the Underhive state that when a fighter replaces a weapon with a master crafted version and the original weapon may be discarded and added to the gang's stash. The next sentence reads: "This is an exception to the norm." P.93 of the Necromunda Rulebook states that you may recover the equipment (except for armor) of your dead gangers so long as one of your fighters was on the battlefield at the end of the end of the battle. The quote you cited on P.116 makes sense when read together with the master crafted rule and the dead fighter rule. However, because the sentence in question is a general statement and doesn't mention or suggest that there are only a couple of instances in which a fighter can discard weapons, the sentence certainly creates confusion.
  24. There is a new edition of Gangs of the Underhive? What’s the copyright date? Here’s p.119 of my copy. https://imagizer.imageshack.com/img921/3919/Wf3pGN.jpg
  25. While you may change a fighter's wargear (remember, grenades count as war gear), once you give a model a weapon, as a general rule, you may not voluntarily take it away. The only exception that I am aware of is if you replace it with master-crafted weapon of the same type. For Leaders and Champions this isn't a big deal, because they can have multiple fighter cards. This doesn't let them get rid of weapons, but they can buy as many weapons as the gang can afford, and every game your Leaders and Champions can select up to 3 slots worth of weapons from each model's personal armory. For Gangers and Juves, it's different. They can have only one fighter card, so they are always armed with all of the weapons they own, and once you've filled up their 3 weapons slots, you can't give them additional weapons. This may or may not change how you've chosen to arm your Orlock Gangers and Juves, but If your plan is for your Champions to eventually sell their 130 credit heavy stubbers in order to pay for a different heavy weapon, you can't do it. Unless you replace those heavy stubbers with master-crafted heavy stubbers, those credits are permanently spent and assigned to those Champions. If you are looking for a good Basic Weapon for a Champion, consider the bolter. It's hard to reload (so purchase a backup weapon), but their stats are really good.
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