u/Dundore77

How does the Tech merchants abilities work?

I know the "correct" answer is probably ask arbitrator but what is the general consensus on how it works.

Do you have to roll for availability of items before you can choose what to lower with technobaubles or friends of the trade? Example, can you just pick grenade launchers for both and that becomes common since would lower rarity below 7+ and 10-30 credits cheaper or would you first need to roll 8+ to be able to choose grenade launcher?

or do you have to pick first then roll and potentially not be able to still get it, like choose a rarity 12 to lower to 10 but only get a 9 are those discounts just lost this visit?

Also if you purchase a hanger on with abilities that affect the trading post, like tech merchant, do you have to wait til next visit to be able to use them?

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u/Dundore77 — 6 days ago

Bored want to see what people think their faction is missing and what they could do to fix it.

I play lizardmen and imo they aren't as bad as some people make but they do need adjustments/things that would make sense in lore i feel. In general would say Pt decreases but im bad at knowing and dont have the stats to prove thinking other than the EOTG change below so rather make it worth the points they are imo. also id rather not get into markings of the old ones or slann generations just cause imo its "too much" to deal with/more rules for the sake of rules i feel, also didn't look too much at magic items.

Slann: knows/able to choose from all full lores not connected to chaos (troll, primal, etc).

  • Lvl 5 wizard keep extra spell known from old ones ability. (imo this would allow players to free up lore familiar/slann are strongest casters should know the full lore.)
  • wandering deliberations is 5 from any signature spell (maybe limit to no faction specific ones, but i would argue they should at least know elves and cathays considering they taught magic in lore).

All infantry and cav Skink units: gain feigned flight.

Skink heroes: gain evasive and move through cover.

Skink chiefs: give poison attacks to skinks in unit if attached to skink infantry or cav unit.

Skink Priests: can use 75pts of magic items

All Saurus: full plate, or at least temple guard and heroes.

  • snapping jaws: 1 auto hit str user at ap-1 same timing as stomp must be base to base

Saurus heroes: immune to psychology.

Saurus warriors: lower pt cost by 1 or 2, shouldn't cost same as temple guard when full equipped). can be drilled +1 pt.

Temple Guard: Gain drilled. if slann is joined get immune to psychology.

Kroxigor: get full plate and hand weapons.

  • crushing jaws: 1 auto hit str user at ap -2 same timing as stomp must be base to base
  • add to skirmish screen, should a skink skirmisher unit declare the flee charge reaction and the unit flees through the kroxigor unit, before the unit that caused the skink skirmisher unit to flee moves the kroxigor may move up to 3” directly forward, counting as a charge should combat happen this turn. (may be a bit too much but imo would make kroxigors worth their cost)

Chameleon skinks: – 1 to hit from shooting attacks due to camo, fire and flee.

Salamanders: Give its breath at least 6" 0 is too short to reliably hit anything before its charged next turn.

Razordons: change ranged attack to a 12" quick shot fire using an artillary dice and amount rolls is amount in auto hits, during stand and shoot actions can reroll the artillary die. misfire is d3 skinks handlers are eaten.

Stegadons: uses great horn profile on impact hits,

  • make the engine of the gods upgrade 20 pts so you can fit 2 EoG in Rare without needing one be a character mount at 2k.
  • Giant bow: gains through and through
  • Blowpipes: remove cumbersome.

Carnosaurs: Talons damage is always d3 damage.

Troglodon: its roar not once a game and make it extra attacks +1 not furious charge

Cold One Riders: they already said counter charge like the dark elves but imo id rather they have first charge.

Bastiladon: Tail attack Str 5 or 6.

  • Sv cannot be lowered

  • ark of sotek: heals jungle swarm d3+1 no 4+ needed, can revive/add more swarms if all models are at full health new swarm models start at 1w.

Ripperdactyls: toad rage for ripperdactyl is d3+1 extra attacks, based on how it worked in 8th edition.

Skink Cohort unit: Close order mixed special unit, for every 5 skinks can include 1 kroxigor in the unit, skinks have handweapon shield, kroxigor as long as there is a skink in base to base with it and base to base with an enemy can make full attacks from 2nd rank even if unit charged. Skinks step up/close in for skinks Kroxigor step up/close in for kroxigor. while in a cohort kroxigors count as 50mm base.

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u/Dundore77 — 14 days ago