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Gangbuster Madtrap count

Discussion in '[Archived]: N3 Rules' started by RobertShepherd, Aug 6, 2019.

  1. RobertShepherd

    RobertShepherd Antipodean midwit

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    Quick one, how many Madtraps does a Gangbuster start with? The profile (across all resources) just says 'MadTrap', singular. By comparison, every other profile with Madtraps says either 'Madtraps(2)' or at least 'Madtraps' (plural).

    However, the Madtrap weapon is Disposable(2).

    I assume the Gangbuster should have two Madtraps and this is just a simple little translation/data entry thing, but wanted to check.
     
  2. WarHound

    WarHound Well-Known Member

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    good question!

    I hope it's an error, same as Wild Bill's "hyper-dinomics"
     
  3. RobertShepherd

    RobertShepherd Antipodean midwit

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    We all imagined the same awesome new skill when we read this though, right?
     
  4. ijw

    ijw Ian Wood aka the Wargaming Trader. Rules & Wiki
    Infinity Rules Staff Warcor

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    This.
     
  5. Mjr_Sandwich

    Mjr_Sandwich New Member

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    However, the Madtrap weapon is Disposable(2).

    Never considered it before, does that mean you can reload madtraps from a baggage bot?
     
  6. eciu

    eciu Easter worshiper

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    Yes.

    Unfortunetaly yes.
     
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  7. Mahtamori

    Mahtamori Well-Known Member

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    A favourite trick of mine is to declare MadTraps to Move+Deploy with the first Move taking them well outside the host's ZoC and abusing when the Coherency Checks are made, then reloading it and repeating it to make a huge minefield.
    Unfortunately, it's a bunch of orders spent not chasing objectives and Parimeter weapons are kind of easy to diffuse by using throw-away troops or Holoechoes, so as funny as it is, it almost never is a good way to spend orders.
     
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  8. Mjr_Sandwich

    Mjr_Sandwich New Member

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    I take it your opponent can also shoot the perimeter weapons in their active turn?
     
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  9. colbrook

    colbrook Grenade Delivery Specialist

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    Of course, be careful of templates!
     
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