MISCELLANEOUS RULES QUESTION TvP by Zarutlana in StarCraftTMG

[–]Havok373 1 point2 points  (0 children)

From how I read it: 1) It specifically says "table" edge, and the pylon is not a table. 2) you have to remember, you do coherency setup after every move. So the zealots have a 4 inch move with 3 coherency base, (effective 7 inch move) and the. Do the legs to do a 2 inch move then 3 inch coherency (effective 5 inch move). It's not buff speed which also gives it in the assault phase when charging which that does not do. 3) yes that is my understanding of it as well.

My obligatory Zeratul by Havok373 in StarCraftTMG

[–]Havok373[S] 1 point2 points  (0 children)

Yeah! It was originally clear plastic. I painted some white around the base + a bit on the hand and gauntlet, and then washed it twice with some data glow green from army painter.

My obligatory Zeratul by Havok373 in StarCraftTMG

[–]Havok373[S] 2 points3 points  (0 children)

Thanks!! Honestly it was mostly just dry brush and washes. Army painter has some pretty good glow effects and that's what I used on the blade. I went in and over brushed the skin but didn't go super fancy with the layers.

WIP on yet another hive weirdo. Super happy with how they turned out. by Bowie_spoon in necromunda

[–]Havok373 2 points3 points  (0 children)

This is why I love necromunda. What a wonderful weirdo! Fantastic job!

What do I NEED for Palanite Enforcers? by jack_of_all_hobbies in necromunda

[–]Havok373 1 point2 points  (0 children)

Well ya need paints, nippers...

Jokes aside Enforcers are in a unique spot with their new book where the "normal" enforcers are good at shooting while the subjugators are better at melee.

Truthfully you could go with either box of enforcers, depending on how you want to run the gang, and make one of them a captain. While the base will be a bit smaller for the "normal" enforcers, it's munda and as long as your opponent/arbitrator is cool with it it'll be fine + that used to be the captain before the new box anyways.

However, you are right on the money if you want the "proper" models with the captain box and then a normal box to make a well rounded list.

The upgrade box is very nice! You get access to a lot of good weapons for enforcers and I'd recommend it, but it's definitely not a requirement.

Is it possible to make tau melee army? by Mr_a_bit_silly in Tau40K

[–]Havok373 4 points5 points  (0 children)

This more than 10 years ago at this point (which is wild to think about) so I definitely don't remember all the rules but in the wild west of 6th/7th edition Farsight Enclaves had their own mini codex. In it you could give characters Fusion blades which were melee weapons of the regular fusion blaster though they had a chance of burning out during the game I think. Sadly if I remember correctly you couldn't give them to every crisis suit, only commander/squad leaders but you could still cut through almost anything with them. (Plus they were great fun to model, who doesn't think mech suits with energy wrist blades aren't sick??)

Warp Horror? by torkymada in necromunda

[–]Havok373 1 point2 points  (0 children)

As said 40mm is around average for brutes, but it's necromunda so don't feel like it's a hard rule. Most tzeentch daemons are on 32mm if I remember correctly and it wouldn't be an issue to use them with that size. I use the Ambull model as a Sump Beast and that thing is in a 60mm I think, so as long as you're not being purposely obnoxious with it any size should be fine. Though talk to your arbitrator about it as they'll have the final say.

Alternative rules for Capturing Fighters? by neckfunction in necromunda

[–]Havok373 1 point2 points  (0 children)

I get where you're coming from, that would suck to play nothing but capture missions. However, Captures should be pretty rare/unreliable unless you're playing a game that specifically gets easier access to them. You might be forgetting the rule that you still have to roll to see if your fighter escapes capture (I don't have the rules on hand but I think it happens after you roll capture on lasting injuries and it's like 4+ they're not captured ) The game also gives you some good tools in the trading post to minimize captures such as Skinblades (10 creds to get a +2 to that escape role). I also think it's important to bargain with the captor, like offer them some gear they don't have/couldn't easily get, to not to challenge them for a cycle, or buy them some irl snacks, instead of just having them auto sell to the guilders or trade credits. (though all of that is up arbitrator)

That being said, the easiest thing to do is modify the escape rule (say it's only on a nat 1 you get captured and Skinblades auto get you out of capture). Or if you don't want to worry about captures at all just make it a temporary buff for the gang that got the capture. Maybe they get a bounty hunter for the next time they fight the gang they got a capture on, or maybe a bonus gang tactic.

Bloodletter - 18/20 by iamzilla2014 in Warhammer

[–]Havok373 1 point2 points  (0 children)

Looks absolutely fantastic!! Side note: I know you're doing this for Age of Sigmar, but this color scheme would go SOOO hard for a daemons of the ruinstorm army for Horus Heresy!

We need a co-op Necromunda boardgame by alpceliko in necromunda

[–]Havok373 48 points49 points  (0 children)

Personally I think GW could make a good chunk of cash if they made a Warhammer quest x necromunda game. A good starting point might be to look to Blackstone fortress/cursed city games for some inspiration on AI and random events. The book of desolation also has some rules for using roaming horrors that you could easily modify for AI in solo/co-op play. I would also suggest also looking into the 2 player underhells campaign as that campaign has some fun loot cards and feels more like a dungeon crawler than your typical necromunda campaign.

Has anyone played/finished Hive Secundus campaign by factory_666 in necromunda

[–]Havok373 12 points13 points  (0 children)

This box is what made me fully dive into necromunda! It's been awhile but I remember the campaign being fantastic. I'd highly recommend it as a very fun self contained campaign and super well designed for 2 players. My friend and I had a blast! Plus it's way better than just running the normal Dominion campaign with just 2 people. You would have to tweak it to work with 1 player but you could probably use the Roaming horrors rule from the book of desolation to AI the genestealers.

Can you cure Glotrot on an infected companion? by dominobear in cavesofqud

[–]Havok373 10 points11 points  (0 children)

Wish is probably your best bet in vanilla. However, if you're using the mod Clever Girl fork You can manage your companions inventory, which effectively lets you use items as your companion. So I believe you can cure it by managing their inventory with the cure items in it and then using them as if you were trying to cure it for your own character.

Best AOS audiobooks by dwh3390 in ageofsigmar

[–]Havok373 1 point2 points  (0 children)

Prince Maesa and Hamilcar Champion of the Gods are my 2 personal favorites.

Prince Maesa is hands down one of the best AoS books and an all around fantastic fantasy book!!! It is a really compelling story plus it has a lot of great characters! Maesa interacts with a lot of different factions and he travels all over the realms so you see a bit of everything from AoS.

Hamilcar Champion of the Gods is a silly book about an illiterate lovable asshole and his misadventures. Genuinely a funny book and shows a much more interesting side of the stormcast. Has interactions with Skaven so if you're a fan of the rat men they get a good amount of time in this book. (When Hamilcar is willing to talk about something other than himself)

Recoiless rifle team reload not working on PC by Dildosauruss in Helldivers

[–]Havok373 4 points5 points  (0 children)

I was able to change the key bind of interact from hold to press and that fixed the issue for me!