Hello again !
Transcript of the second interview (in depth explanation of the Esher clan).
Tactic show : Necromunda UnderHive (Esher House)
The game use an I go you go encapsulated in a turn sequence.
Each activation you have 2 actions: Simple (no max), Basic action (like a simple action but limited to one per turn, shooting, attacking), Complex action, take the full round : Charge.
Very close to a rpg system.
Works like AOS/8th for M,ws,bs,w,A.
Init 3+ : above average useful to : avoid fall, disengage,
Ld : Above average 7+,
Cool : Less cool than average 8+,
Will & Int : are above average. 7+
S = short range
L = Long range
S = Short range mod
L = Long range mod
Stre = Strength
Ap = Amor pen
D = 1
Am = 2+ (ammo roll)
Plentiful quality : Use action to reload and doesn't need to roll. (by extension you can reload on any weapon you have if you spend an action and pass the ammo roll.)
+1 to hit,
toxin : if wound a target, 2d6 vs T+1d6 or injury roll.
6+ save, 5+ vs explosion
Before an attack with a toxic weapon, use action, give a -1 to toughness test,
Need to roll a cool test if you are in combat.
10 cred (cheap)
Choke gas grenade
3'' blast, on a hit roll a D6 vs T if you equal or max = wound roll.
las pistol : same stats as a lasgun but with shorter range.
Pistol : Usable in close combat once each. Can use both hand at -1 hit and shoot twice.
Gun figther skill : remove the -1 to hit while dual attacking (she doesn't have the skill but was explained there)
Str + 1, -2 AP
Parry : Force to re roll on successful attack. (stack if you have two sword)
Power : Can't parry a power weapon without a power weapon.
Autogun : same as a lasgun but with rapid fire.
Rapid fire = Roll 1 special ammo dice to get up to extra 2 hits.
Frag grenade = good point is deviation are stopped by wall and obstacle.
They have knockback.
Knockback = push 1'' away.
Better stats all around but T & S . (Goliath champ don't get improved ws bs.)
Chem-thrower : Gaz flamer, use the template (teardrop one), anything you touch is hit, you don't need to roll to hit.
Have the Gaz rule (roll a dice vs T if you beat or equal, wound roll).
Sprint : If you double move, the second move action count as twice (so 3X move)
Normal Esher champion stat,
Plasma pistol, work like 8th plasma.
Scare = Can't reload using an action. Only way to reload is looting a chest during the game.
Unstable = can explode, if you roll the "ammo" symbol need to check ammo if failed the weapon explode.
Counter attack = If someone attack you in melee you get an extra attack for counter attacking. (By extension you can strike back after an attack have been resolved.)
5+ LD is strong.
Combi = If the Boltgun run out of ammo, the needle rifle can shoot too.
Versatile = Can be used as a melee action or ranged action.
Shock, on a 6+ to hit, auto wound.
Rally : Leader can use LD roll during her activation to rally broken friendly models.
4 specific to house Esher :
-Stealthy advance : Free move at the start of the game.
-Scrag : Enemy fighter must roll cool if a friend get taken down at 9'' or get a -2 at 3''
Stre vs T works like in 8th.
Hit = pinning, to remove pinning you need to use a move action. So even the lowly lasgun is good.
Pair of weapon = Extra attack (pistol, melee ...)
Pinned = you go down on a HIT and you need to spend an action to get up.
Charging = Grant an extra attack.
For LD, CL, Wil, Int are rolled with 2D6 and need to roll equal or more.
Gaz : Roll 1 dice, if you roll T or more, injury roll.
Toxin : 2d6 vs T+1d6 or injury roll.
Can flame template over friendly !
Champions start with 1 skills.
If you use a weapon that deal 2w on a 1w target you roll 2 injury roll.
If you are attacked in melee you can strike back after attack resolution.
Champions : When a champion activate you can activate a ganger in a 4 '' at the same time.
Conclusion : Lot of interesting stuff, the only thing that i will regret will be the old melee system that were perfect for Necromunda. I just hope that the strike back after being attack work well enough to replace it.