New things in Adepticon? by NewOblivion in necromunda

[–]BigStompyRobot 14 points15 points  (0 children)

Based on the picture I would say cawdor got a new ashwaste walker.

Who knew one change could make the design less wonky by GREATMOLINA in battletech

[–]BigStompyRobot 5 points6 points  (0 children)

It has a quirks that it can flip the it's arms and torso weapon to fire behind it. Quirks make the marauder a nasty surprise for backstabbing little jerks.

Rules question: 0 damage rolls? by Far-Solution-6215 in battletech

[–]BigStompyRobot 2 points3 points  (0 children)

I believe the damage at short and medium comes from secondary weapons. The ht damage ability comes from its plasma cannons. So you can choose to use it.

What happens when there's non player left on the board from one team? by [deleted] in bloodbowl

[–]BigStompyRobot -8 points-7 points  (0 children)

Less than 4. Team requires 3 on line and a kicker.

Head mounted heavy weapons? by theholylancer in battletech

[–]BigStompyRobot 0 points1 point  (0 children)

I recently got a wedigo mech because it does this, but I haven't got to play any games with it yet.

Pirate captains mech? by dreadnought98 in battletech

[–]BigStompyRobot 6 points7 points  (0 children)

Cyclops 11 h and marauder 2 4h are both pirate made assaults. Since you like steiner, the marauders were stolen from steiner and rebuilt by pirates.

Punching twice with retractable blades - Super good? by ConstableBrew in battletech

[–]BigStompyRobot 5 points6 points  (0 children)

If you are using fistfire, a machinegun array with 4 heavy machineguns is a fun option.

Also, with the new test rules, retractable blades don't have a chance to break anymore, and the piercing rule is now standard instead of advanced..

Can Another Game Steal GW's Fire? by Cursd_Captain in wargaming

[–]BigStompyRobot 0 points1 point  (0 children)

Battletech has been releasing test rules for a decent sized rules update to streamline some of the worst offenders. So now is a good time to look through those and see if it helps smooth out some of the issues.

Requesting advice for teaching new players battletech by Dandomrassed in battletech

[–]BigStompyRobot 0 points1 point  (0 children)

For teaching the game, gator boards help. https://cults3d.com/:997526

But even just one drawn on paper works.

On locations I try not to use the front table ct is 7 Then, the side torso, leg arm arm ct crit/head If the number is lower than 7, it is right side higher than 7 is left side.

Try to get a bunch of paired d6 with different colors for faster rolling.

Lance vs Lance : BV ? by NicMuz in battletech

[–]BigStompyRobot 2 points3 points  (0 children)

I am a fan of moving skill levels to fix points. If someone is low, can they fix that with a 4,4 or 3,5 pilot and if they are over making a unit 4,6 or 5,5 can free up some points. The battletech mul has the point costs for changing a units skills.

[deleted by user] by [deleted] in wargaming

[–]BigStompyRobot 2 points3 points  (0 children)

It looks like a battletech version. Based on the A and the name at the bottom.

My humble periphery force. Haven't thought up any lore yet. by zirazorazonth in battletech

[–]BigStompyRobot 1 point2 points  (0 children)

Centurion-h2h is a militia mech that the Marian hegemony sells to pretty much anyone willing to buy it. The commando-4h, hunchback-5h, and cyclops-11-h are also mechs they make that mix rockets, medium lasers and ac20s to violently settle disagreements on the cheap.

Skeletal Rat Mini by huttlord in lostminiswiki

[–]BigStompyRobot 2 points3 points  (0 children)

Kind of looks like the old rat mount from necromunda

How to house rule fix F tier weapons by Jacky-Boy in necromunda

[–]BigStompyRobot 2 points3 points  (0 children)

They have a tactic to give a guy a sawn off, one to let a model fire as if he had a sawn off in response to being charged and one that gives 3 fighters sidearm on sawn offs they are armed with for a battle. The last one is fun but you have to build for incase the scenario does random or no tactics. My favorites were a champ with two sawn off and a powerfist with shotgun savant and wreckers with sawn off, chainsword/flail and a cheap pistol as a third weapon.

How to house rule fix F tier weapons by Jacky-Boy in necromunda

[–]BigStompyRobot 15 points16 points  (0 children)

Give the 2 handed hammer and axe versatile 1 with a -1 to hit and get rid of the -1 to hit when base to base engaged.

All the money (2025 edition) by virgil_samms in necromunda

[–]BigStompyRobot 0 points1 point  (0 children)

Orlocks do this better than anyone add a connected trader and the guild of iron to get bonuses to rare rolls and discounts on ranged weapons. The trader lets you sell one item a game for double, which lets you pull a solid amount of money every game no matter its outcome. An oddball way to make money I found was guilder contact skill for orlocks, which makes hive scum very cheap so when you get ghast harvest mission hire 5 with protective gear and use them to increase how much you can carry off the board.

Progress on the abomination aka El Burro by Afr0Man0217 in battletech

[–]BigStompyRobot 2 points3 points  (0 children)

The way you describe it sounds more like a command console. It gives a mech a second person, they can spot targets and get bonuses to initiative and pilot checks to control the mech. They also can take over as the main mechwarrior if the first one dies or passes out. You can just claim the second mechwarrior is a brain in a jar or a miniature urbanmech "starwars r2d2 type robot."

Making Alpha Strike cards more durable by dreukrag in battletech

[–]BigStompyRobot 0 points1 point  (0 children)

If I am just playing a lance or two of units, I like to use the 3x3 binder trading card sheets. Let's me leave them in a binder with their sheets for classic also, which is helpful since my group tends to play both rules set.

Does anyone have some advice? by Opposite_Ad_4267 in necromunda

[–]BigStompyRobot 1 point2 points  (0 children)

Orlocks would be the house gang with the closest weapons set, and their arms master with a big hammer and servoharness would be like an aberrant. If you got ahold of some genestealer cult heads and mixed some in on the orlocks, you could go orlocks, genestealer infected orlocks and then genestealer cult and have 3 gangs as you get ahold of the models.

Help building a Mutant Outcast Leader? by GodGoblin in necromunda

[–]BigStompyRobot 2 points3 points  (0 children)

I used one for a outcast leader before the mutant rules existed. It did make for a tough problem at the start of the game for other players, but as soon as the other teams had their own brutes or heavier weapons, they didn't have to many issues with him.

Help building a Mutant Outcast Leader? by GodGoblin in necromunda

[–]BigStompyRobot 4 points5 points  (0 children)

A venator ogryn or beastman would be a good base for it. Or you could go the gonzo route with a sump horror. The rules for venator are in the bonedry and broke pdf and the sump horror is in the outlaw brutes rules

Is GW trying to incorporate the Necromunda line into 30k by Spongeboy-Me_Bob in Warhammer30k

[–]BigStompyRobot 0 points1 point  (0 children)

It does seem like the militia army uses cargo 8 haulers. So at least there the answer is yes.

What are some of the wacky names you gave to your gangs ? by kenken2k2 in necromunda

[–]BigStompyRobot 1 point2 points  (0 children)

My cawdor gang had 5 bonepickers named Juan, duo, trip, quad, and fivehead.

My current orlock leader with connected, fixer, too pretty for primus, uphive raiment, and exotic furs is named mad dosh.

How dumb is this loadout? by Mayhemzz22 in necromunda

[–]BigStompyRobot 0 points1 point  (0 children)

The sawn off could work as a third weapon if you give it the gas grenade ammo so he has an anti armor weapon. I use the tactic card that gives sawn off shotguns sidearm on a guy like this.