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I'm a number of weeks into a campaign, and was looking to effectivly turn my leader into a 2nd heavy via a grenade launcher (my esher keep getting BS, and keep making grenades from my "choose any skill table" inventer juve)
Anyway, say my gang leader has plasma, photon & smoke grenades + launcher
If i fire photon, then need to take ammo-check & fail weapon smith, can i still fire the smoke & photon?
Short answer, no..
The same goes for any weapon with different sorts of ammo. If you run out of dum dum shells, you can't just switch to normal shells. If you run out of manstoppers, you can't keep using hotshot.
It's a small disadvantage though, grenade launchers can be quite badass.
ok, ty for that, now i'll just need to decide on wounds on 4's ordenence (frag)
or wounds on 2's blast (plasma), or of course any of the support grenades i
made for flash/smoke
Depends.. If your gang is mostly close range, I'd use plasma grenades in the early game to create the nasty, nasty blobs of LOS blocking goo, but the randomness can be a pain sometimes. Frag grenades are decent reliable choice, and good for pinning.
You've picked an interesting option here. Good luck with it, I hope it goes well for you.
A more controversial dilemma for me would be whether you can still use handheld frag grenades once you've run out of grenade frag grenades. For wierdness sake I'd suggest no, but going by the letter I think you can.
Last edited by The_Giant_Mantis; July 1st, 2008 at 18:29.
ah, just found this line hidden in the rule book
"If you run out of ammo with a grenade launcher you
have run out of the type of grenade used and the
launcher has run out of charge"
so that makes the 'can't shoot another type'
and 'can't even chuck them' more clear
and yeah, ty for type advice, though as i'm short range gang,
they may splat my own gangers, as my main attacker
is a sprint/leap ganger with powerfist who goes via tunnels
2nd turn charges are fun