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Author Topic: Arming Cultists  (Read 2567 times)

Offline diehard

  • Mad Scientist
  • Posts: 593
Arming Cultists
« on: November 01, 2021, 09:07:26 PM »
Greetings all, am in the midst of painting up some of the SA cultists and re-reading the 2nd edition of the rules in preparation to actually playing some games and found myself a little perplexed at the equipment stage. The listing for Cultists says they are allowed items up to .05EP. So accordingly I picked out the models with pistols and knives. But we have all these neat Cultists armed with shotguns, double handed CC weapons and even a flame thrower. So maybe I'm missing something along the way but would greatly appreciate any input anyone would care to share with me on this subject.
We haul ours to kick theirs.

Offline cutp

  • Scientist
  • Posts: 312
Re: Arming Cultists
« Reply #1 on: November 01, 2021, 10:42:12 PM »
reference (p. 67)

Weapons: Any up to 0.5EP. This model may purchase items from the Master Weapons Table.

think the 0.5 EP is "free" to get a basic weapon (e.g. knife, .22 handgun)

spend additional EP to get better weapon from master weapons table...

:)

Offline diehard

  • Mad Scientist
  • Posts: 593
Re: Arming Cultists
« Reply #2 on: November 01, 2021, 11:41:18 PM »
Thanks cutp, that works for me. Guess I should spend a little more time with the actual rulebook but I love those two little flipbooks and usually refer to them when I'm looking something up. Actually would be a good idea to re-read the rulebook before I start actually playing. Thanks again.

Offline ZenWired

  • Librarian
  • Posts: 149
    • A Rust Monster Ate My Sword
Re: Arming Cultists
« Reply #3 on: November 02, 2021, 11:49:39 AM »
cutp's correct - that's the "free" starting equipment, but you can always spend more points to upgrade, if allowed by the profile and Lurker type. (E.g. Beasts and Daemons cannot be equipped with additional weapons.) For instance, I've always found the maniac, with their starting cleaver, to be terrifyingly effective against neophyte Threshold teams - which is why, for my next game session, I've spent the extra points to arm mine with a chainsaw>:D
My RPG blog: A Rust Monster Ate My Sword
My miniatures gaming blog: A Hard Won Thing

"You fool, Warren is DEAD!"

Offline diehard

  • Mad Scientist
  • Posts: 593
Re: Arming Cultists
« Reply #4 on: November 02, 2021, 07:50:11 PM »
Thanks as well Zenwired, reading it in the actual rulebook makes it a lot clearer. As I said earlier as much as I love those two little flip books guess it's time to re-read the actual rulebook before I take a stab at playing a game. Finishing up the first eight cultists now so I have the painted models I need to start my hopefully epic adventure.

 

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