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heavy gunners and logistics


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#1 vikingwookiee

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Posted 10 April 2013 - 10:15 PM

 

this is a quick Question but i cant work it out. A Heavy Gunner starts with a weapon now my drop trooper has started with a heavy bolter the regimental favoured weapon but according to my GM i'm looking at a impossible requisiton role to get ammo for it, because im a enlisted guy in a new squad and the fronts not been active and with bolter shells being rare…is this intentional? I'd thought that given its part of my heavy gunners kit i shouldn't have an issue getting the ammo most of the time? any one got any ideas on this one?

 

Cheers



#2 Rawrbear

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Posted 10 April 2013 - 10:26 PM

It's the GM's call really, I'd suggest speaking with him. The rules aren't clear on this.

In the game I'm running at the moment I've taken the approach that since Heavy Bolters are a regimental favoured weapon then they'll be pretty easy to obtain at least initially at the start of the campaign and since the heavy gunner is starting out with one it would only make sense he would start out with at least some ammo for it as it's his standard kit.



#3 vikingwookiee

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Posted 10 April 2013 - 10:33 PM

well the assumption is that you start with a clip which is 60 rounds…given the rate at which you can go through that (10 rounds of shooting) i've then got a very heavy paperweight or the urgent need for ammo. I mean i get that there is a difference between a lasgun and a bolter…if its just a GM thing i'll talk to him or live with it was more a rules question i mean it could affect a few other classes i know commi's start with bolt pistols though they can probably just use the commisat for ammo



#4 Rawrbear

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Posted 10 April 2013 - 11:20 PM

Why don't you make some agreement then such as.

Do a logistics roll to obtain 5 boxes of rounds. For each degree of sucess you get 1 extra box and for every degree of failure you get 1 less box.

Also remember you can do an opposed commerce test against the person who supplies the gear to obtain a +10 bonus for each degree of sucess. Or you might be able to find someone around who will supply you some through aquirement who might be more in the buisness of trading or more easily intimidated.



#5 vikingwookiee

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Posted 10 April 2013 - 11:31 PM

yeah i think thats the case but i'm having problems getting "clips" of ammo not boxes…though i do like the idea of the commerce test if not by my gunner by a squad mate…might do well at an intmidate check so a few options there cheers muchly



#6 Nefasine

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Posted 13 April 2013 - 03:52 AM

As a GM, I assumed that all equiptment given by a class would count as standard equiptment and therefore every time the PCs check into the munitorium they are restocked with 2 or 3 reloads for there main gun, ie your heavy bolter. now getting addional ammo or getting caught wasting it is defently going to change that.



#7 Routa-maa

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Posted 13 April 2013 - 08:40 PM

OW corerules p.68

Favoured weapons: Member's of this regiment gain +10 on all logistic roll's to obtain these weapons and ammunition for them.

and before any PC rushes to shout he wants meltagun, it should be pointed that these are only available, and this is my interpretation, for heavy gunner and weapon specialist.

also if there's anyother regiment in the battlefield who has the same favoured weapon these rolls get +20 also. As pointed in OW corerules p.163.

so OP should get from +10-30 in logistic rolls to obtain ammo for his weapon. Off course battlefield conditions are fluid and Departmento Munitorium could make one decimal error and send paint solvent instead of Heavy Bolter shells to said warfront.

But it's always in GM's control what can and can't be got. But if you chose HB it's pretty petty of GM to denie you from getting ammo for it. He should at least make some available as mission assainment gear or make other heavy weapon available for you to take. I have used that few times and if player's have rolled badly I have made at least 2 reloads available.

Well one time they had to make with only one clip but then they had bad drop and most of their stuff was destroyed or lost. Player was happy that he had the foresight to take his Standard Kit Lasgun with him.


Muutokselle annamme Elämän, Elämälle annamme Muutoksen.

#8 vikingwookiee

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Posted 15 April 2013 - 09:28 PM

 

hey up thanks for the replies. It's not just me apparently he's told our priest they only get one flamer flame cannister equating to 6 shots or 12 if they take back canister.

The Sarge only has one clip of laspistol ammo not as bad here some 30 shots.

 

 I can't see any rules anywhere that determines what ammo you get with your starting kit as this is pretty much the issue I’ve narrowed it down to with my GM. They accept that ammo in your Standard kit should almost always be freely available unless you have nightmare days like Routa-Maa’s players did J

So the speedbump for me the player is how much is that standard loadout the only way  I’ve worked it out is as follows

If a Heavy Gunner picks a missile launcher they get 5 Frag Missiles (pg 76) now this in itself isn’t indicative of anything but if you compare it to an entry in the random mission assignment gear Table 6-5 on pg 167 that lists a single heavy weapon with 6 magazines/ missiles/ shells so roughly a magazine is equal to a missile. Going back  to the 5 missiles that you start with I’d have thought that translates to 5 magazines which seems to be a reasonable idea…

That’s the best I’ve been able to find so if not that it’s a rule zero and I need to appeal to his better nature



#9 Droma

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Posted 19 April 2013 - 12:38 PM

I've gone over all this in another thread but it basically boils down to this.

Anything you get from specialization does not count as part of the standard regimental kit. Any replacements for destroyed/lost items or ammunition for these weapons must be done through a logistics test.

The best way to run it that I can think of is to make specialist weapon ammunition part of the mission assignment gear that you then roll for. This way you should have it most of the time but sometimes bad rolls or bad battlefield conditions will cause you to not have any. This is the main reason the standard regimental kit exists, so specialists can fall back on their standard armor and lasgun when needed.

I'm guessing the intent was to mechanically represent how much life sucks in the guard but in reality it just pisses players off.






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