Communications Manager at Rogue Factor, developers of Mordheim: City of the Damned and Necromunda: Underhive Wars.
@glarghface I'll try and give you a few answers here:
The weapons list is not exactly the same as in the tabletop game. In fact, there are a few that we made here at Rogue Factor just for the video game.
In terms of dedicated equipment, they are separated by career rather than by gang. There are some weapons that any fighter can equip, and there are some that, say for example, only a Heavy could use.
The differences you see between Escher and Goliath weapons (in screenshots and the teaser) are aesthetic.
@remiv Not a full list, but in the Mordheim Steam forums I answered someone else's question about what weapons are in the teaser trailer / screenshots. Here's what I wrote:
"So, from left to right of the Escher screenshot we have:
- Brawler, dual wielding swords
- Deadeye with an Autogun
- Deadeye with a Plasma Pistol and Autopistol
- Heavy with a Heavy Stub Gun
- Saboteur with a Flamer
The Deadeye in the middle - with the fancy hair - is the Leader.
You will notice that the screens showing Goliath fighters include some of the same weapons, but they have been custom made to fit with the aesthetics of each gang. The Goliath's Flamer does not look like the Escher's Flamer, for example."
@guileus Map editor is not something we have planned for now.
@twenytpence Yup, we continue to work closely with the folks over at Games Workshop, and they even sent us a copy of the tabletop box to Rogue Factor HQ. I actually have a box at home as well, but I will admit that I haven't played it just yet because we're still painting everything (finishing the scenery this week!).
@detortor Unfortunately not at the moment, but we do want to keep the lines of communication open and we'll definitely say more when we can!
Plus the fact that the Focus community managers make those awesome longer announcement posts when there's more juicy pieces of content to share.
@detortor It means that as we progress through development, we test and tweak and make changes. This is mainly the reason why we keep saying something can't be talked about, because we don't want to say Thing X will be in the game, and then later on it turns out to be Thing Y.