

Redemptionist Zealot WIP
Simple head-swap, but happy with the end result.
Headbutt and a save roll
I get it's a bit janky, but for pure narrative and entertainment purposes I am seriously considering doing something a little different and putting the Headbutt Skill on a Redemptionist Deacon. I note the RAW states:
Headbutt (Free): Pick an enemy fighter engaged by, and in base contact with, this fighter and roll two D6. If either result is equal to or higher than their Toughness, they suffer a hit with a Strength equal to this fighter's +2, resolved at Damage 2. However, if both dice score lower than the enemy fighter's Toughness, this fighter instead suffers a hit equal to their own Strength, resolved at Damage 1.
Now, I assume they get a save, BUT, anyone got any alternative views? The rule doesn't mention a save (or a save modifier) and you'd think it'd explicitly state if there was NO save roll, but, given your champ is literally ploughing his forehead into someone's face (where there's probably not a lot of flak armour, mesh or carapace present), is there an argument it can't (or shouldn't) be saved?
Got Your Six query
G’day all, the Got Your Six rule states: (it happens) as soon as a visible enemy fighter declares a Charge (Double) action but before it is carried out. Does that mean if I declare a charge and the fighter with got your six can’t see my fighter, but my fighter does become visible to them during the charge, their opportunity to trigger got your six is lost?
WIP - Cawdor Redemptionist Deacon
Classic Grenade launcher/Chainaxe loadout. Happy with how this turned out!
Battle report: Gateway to Hell multi-player scenario
Teed up a multi-player scenario at the weekend (Gateway to Hell, scenario #70) - an alliance between an Escher and a Venator gang fed up with a local Enforcer patrol disrupting a chem distribution network, chasing and cornering Helmawr's finest at an ash gate and leaving them with no option but to flee into the wastes. It was already going to be a tough gig for the outnumbered Enforcers, but the last-minute arrival of a Van Saar gang which read the room and decided to side with the girls and the bounty hunters made it even more lop-sided.
From the outset, the Enforcers were up against it. Slowed by a natural bottleneck at the centre of the battlefield, and surrounded on three sides by some heavy firepower (think autocannon with Overwatch and plasma cannon), not to mention a marauding Death Maiden, the Enforcers took heavy casualties before finally bottling at the end of round three - ironically just as the mighty ash gates began creaking open.
Some learnings: this is normally a (deliberately) unbalanced end-of-campaign scenario, and we were skirmishing. The numbers felt out, even though the allied gangs were well under what the scenario allowed. Enforcers had eight fighters (plus a Hard-case Mastiff), we'd ruled that each of the attackers could only take four fighters - BUT - each of the allied gangs chose leaders and champions (of course) to take the field, so while they were only outnumbered by four fighters, the points difference was significant. I'd seek to balance this better next time - maybe only allowing each attacker to take one fighter with the Gang Hierachy (X) rule.
The Enforcer player admitted they erred in the pre-game by selecting a battlefield edge for the ash wastes gates which was heavily obscured by large terrain pieces, meaning access was constricted and made for some pretty grim killing zones. Under the scenario, the attacking gangs could deploy pretty much anywhere, which meant they stacked the side the gates were on - if we run it again, I'd probably make it so the attackers have to deploy on the opposite side to the gates, or, have the gates open from the end of the first turn (rather than the end of the third), because this would make it harder for the attackers to simply lie in wait for the escaping gang as they'd likely get blown by the wind and pinned (or knocked off high vantage points) and be forced to take cover.
It was a fun game - it was only the Escher player's second game, so it was a good scenario for her to watch what the other players did and get a feel for the mechanics. I've seen it heaps, but those Enforcer Sanctioner Pattern Automatas can take some real punishment and are always a threat (at one point it nearly turned the game when it lobbed a photon-flash grenade at four attackers blocking the way to the gates only to totally miss and have it scatter onto the Death Maiden, whose 2+ initiative meant she laughed it off as she readied her stiletto swords for one final charge . . . ).
Redemptionist players - got a couple of queries
G'day all, going to give a Redemptionist-heavy Cawdor gang a go for the first time for a few skirmish games. Had a couple of questions for anyone that's played them before. Firstly, the Deacon (Champion) has me puzzled - a better BS than WS, yet his skill sets throw to melee . . . I was thinking a grenade launcher and maybe just have some fun by giving him the Headbutt skill as a nice little D2 attack if he was called on to get up close and personal (and survived the first round). Second thing - the fire pike. 140 credits for a S4 -2AP flamer - I get why it doesn't get great press (even though it looks cool!). Anyone used one? Am I better off to convert it into another grenade launcher? (And then if I do that, do I make the Deacon a melee fighter with a chainaxe and stub gun and give him Devotional Frenzy?) Any tips or discussion greatly appreciated! TIA!
Can you interrupt an interruption?
G’day all. Rules interpretation query (I’m sure someone will have had this happen). The situation is: Player A declares a fighter will charge. Player B immediately declares his Enforcer brute will use its Got Your Six Skill to perform a shoot action at the charging fighter. Player A has another fighter with the Overwatch skill with a ready marker and in LOS of the brute - can Player A perform a shoot action targeting the brute and potentially interrupt its attempted interruption? On the basis of the wording of Overwatch where it specifies the enemy declaring an ‘action’, I feel like it’s a legitimate play. Thoughts?
Greatsword?
G’day all, just wondering whether you reckon I get away with this as a greatsword proxy? I initially tried a Sisters of Silence executioner sword, but it looked a little ‘refined’, so I’ve tried this lance blade instead. I like the look of it - but does it work as a greatsword? (My group’s chill - they won’t care either way - this is purely a kitbash pride issue!)