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Da Spikee Ladz - Dark panzee In GoMo

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#1
ScottM96

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Afternoon!

The title gives it away, but I have been working on some rules for the Dark panzee and using them in Gorkamorka. I am aware that the DE may have no reason to be on Angelis, so treat this as an expansion like the Deff Islands.

A Few Things:

1. Am a covered legally by posting this? There is a disclaimer in the file and in this post, but I don't know, this is my first time publishing a file like this.

2. Feedback: Is anything undercosted/overcosted, overpowered of such? If you could have a look through the file attached for review.

3. The file is a draft. Changes will be made, suggestions are welcome in this thread.


The file attached is completely unofficial and in no way endorsed by Games Workshop Limited.

Adeptus Astartes, Blood Angels, Bloodquest, Cadian, Catachan, the Chaos devices, Cityfight, the Chaos logo, Citadel, Citadel Device, Codex, Daemonhunters, Dark Angels, Dark E-l-d-a-r, 'Eavy Metal, E-l-d-a-r, E-l-d-a-r symbol devices, Eye of Terror, Fire Warrior, Forge World, Games Workshop, Games Workshop logo, Genestealer, Golden Demon, Gorkamorka, Great Unclean One, Inquisitor, the Inquisitor logo, the Inquisitor device, Inquisitor:Conspiracies, Keeper of Secrets, Khorne, Kroot, Lord of Change, tin'ead, Nurgle, Ork, Ork skull devices, Sisters of Battle, Slaanesh, Space Hulk, beakie, beakie chapters, beakie chapter logos, fish'ead, the fish'ead caste designations, Tyranid, Tyrannid, Tzeentch, Ultramarines, Warhammer, Warhammer 40k Device, White Dwarf, the White Dwarf logo, and all associated marks, names, races, race insignia, characters, vehicles, locations, units, illustrations and images from the Warhammer 40,000 universe are either ®, TM and/or © Copyright Games Workshop Ltd 2000-2010, variably registered in the UK and other countries around the world. Used without permission. No challenge to their status intended. All Rights Reserved to their respective owners.


Enjoy!
Scott. :cheers

Change Made for Version 1.1:
- Fix Typo - "Warriors. Your warband may include as many Haemonculi as you can afford."

Changes Made for Version 2.0
- Fix Typo - Add Slaves Warriors Listing, Add Wych Warrior Listing
- New Warrior for Hire: Wych (0-1)
- Stat Change: Haemonculi - Toughness 4 Base, Increase Cost by 1 Teef
- Wargear: Swords/Scimitars - Added Block, No Strength Bonus.
- Wargear: Poisoned Blade - Wounds Any Warrior on a 4+.
- Wargear: Splinter Rifle: Removed Sust. Fire, added Splinter Pistol Rule.
- Wargear: Dark Lance: Increased Range by 6", Increased Strength by 1 (7), Cost Increase of 5 teef.
- Vehicles: Jetbikes - Added Option for Twin-Linked Weapons.
- Vehicles: Ravagers and Raiders - Count as Traks with a move of 6".
- Cosmetic: Commorragh renamed "Trip to Commorragh"
- Cosmetic: High Mechanici not referred to.

EDIT: Just spent 10 minutes wondering why I wrote Panzee instead of E-L-D-A-R and trying to edit it... I feel an idiot...

Attached Files



#2
Dim_Reapa

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1. Am a covered legally by posting this? There is a disclaimer in the file and in this post, but I don't know, this is my first time publishing a file like this.


Just make sure you aren't passing the copywrited material as your own and you should be fine. There's lots of fan rules knocking about (I have some of my own up with no disclaimers) and GW isn't rushing to sue them. Specialist Games stuff is being made all of the time, but it isn't going to hurt you to be cautious, so keep the disclaimer as is. Although you can probably limit the scope of your disclaimer to what you mention, which I assume is mostly Dark Pansee stuff.


As to feedback, I've just had a quick glance so I'll reply in depth later.

#3
ScottM96

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Cheers, I am aware that there are several fandexes and other homebrew rules going around on the net, however I just wanted to be cautious. Also the reason the disclaimer is so long is that it's taken from the GW website, as that's the one they have presented if you are going to files/post websites on the net. I'd rather not shorten it, because I might go back and reference other races depending on the feedback I recieve. I look forward to your review, and will take it onboard with open arms! Thanks, Scott.

#4
Flamekebab

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So far, not bad at all! I'm impressed that you've put together such an extensive document, did it take long? Whilst I personally wouldn't play Dark Panzees in Gorkamorka, it's amazing that someone has taken the time to put together a listing for them. I spotted one mistake, although there's probably the odd typo that my bleary eyes didn't catch. On the first page: "Warriors. Your warband may include as many Haemonculi as you can afford. "

#5
ScottM96

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So far, not bad at all!
I'm impressed that you've put together such an extensive document, did it take long?
Whilst I personally wouldn't play Dark Panzees in Gorkamorka, it's amazing that someone has taken the time to put together a listing for them.

I spotted one mistake, although there's probably the odd typo that my bleary eyes didn't catch.

On the first page:
"Warriors. Your warband may include as many Haemonculi as you can afford. "


Thanks!

Actually, this took me roughly 10-12 hours to write up (not in a row though, I need my sleep!) and shares a lot of similarity with the Ork Mob rules, so is more like an adaption rather than a scratch built rules pack like your Dust Rats...

Even though I know that the Dark Panzees don't fit with the story of Angelis, I actually wrote this for a friend I am attempting to bring into Gorkamorka, so he doesn't have to make purchase of Trukks and Buggies in addition to a new Dark panzee army.

Heh, that is a typo I didn't catch... I'll write up an Errata on the first post of things I need to fix when I next have the time...

Thanks for your comments Flamekebab,
Scott.

P.S/EDIT: Also Flamekebab, are there any good/active GoMo Forums that I could post this on to gather more feedback? Thanks.

#6
Flamekebab

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Actually, this took me roughly 10-12 hours to write up (not in a row though, I need my sleep!) and shares a lot of similarity with the Ork Mob rules, so is more like an adaption rather than a scratch built rules pack like your Dust Rats...

I was impressed by the thoroughness of the listing, but even more so by how quickly you put it together. I'm not trying to be back-handed, honest!

Even though I know that the Dark Panzees don't fit with the story of Angelis, I actually wrote this for a friend I am attempting to bring into Gorkamorka, so he doesn't have to make purchase of Trukks and Buggies in addition to a new Dark panzee army.

I hope it works out, it's good to see people trying new things with GoMo, it warms my bitter little heart.

P.S/EDIT: Also Flamekebab, are there any good/active GoMo Forums that I could post this on to gather more feedback? Thanks.

To be perfectly honest, this one is bar far the most active. Most other places don't even have a dedicated GoMo section. Specialist Games have one but it's near silent, most of the topics are me posting rules and things I've posted here. If you'd like something posted on the front page of tUGS I'd be more than happy to submit it.

#7
ScottM96

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If you'd like something posted on the front page of tUGS I'd be more than happy to submit it.


@Flamekebab: That would be awesome Flamekebab! However I would like to patch it up a bit before even thinking about submitting it to you, I shall await further feedback before making a decision.

General: Typo Fixed, Version 1.1 (I feel cheap for calling it 1.1 just because of a fixed typo...) attached to the first post.

Thanks,
Scott.

#8
Dim_Reapa

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Just to follow Flamekebab really, as someone also on the Specialist Games forum, it isn't very active, certainly not in the Gorkamorka section. This is probably the most active Gorka site on the net really, aside of tUGS. I've still yet found time to read it, but on a quick glance it looks rather good. My only issue is slaves so far, but as they're so close to Grots, its not too bad, it's just whilst Grots are enslaved, they are more resilient to it than I would expect a Dark Pansee slave to be. But this is mostly a fluff complaint.

#9
Easy E

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Sweet. I love when people try their hand at rules creation. I will read it and comment further.

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#10
ScottM96

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Just to follow Flamekebab really, as someone also on the Specialist Games forum, it isn't very active, certainly not in the Gorkamorka section. This is probably the most active Gorka site on the net really, aside of tUGS.

I've still yet found time to read it, but on a quick glance it looks rather good. My only issue is slaves so far, but as they're so close to Grots, its not too bad, it's just whilst Grots are enslaved, they are more resilient to it than I would expect a Dark Pansee slave to be. But this is mostly a fluff complaint.


I too was a bit hesitant in adding the slaves in, as I wanted to have a class similar to Grots so that the DE would not have to risk themselves when outside vehicles (with pinning...), and slaves were the best I could come up with. I thought for a while of putting in an option for 0-1 Wych, who could not be pinned, but I scrapped it because it might unbalance the game by having such an elite unit.

@Easy E - I look forward to your full review!

Thanks,
Scott.

#11
Easy E

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Scott- Some really interesting stuff in there. The following is some random thoughts... Mechanici are not needed, instead replace them with Haemonculi. Dark panzee should be able to have slaves...period. No Haemonculi necessary. The slaves work for their masters faithfully in return for better living conditions and less pain. There is plenty of historical precedent for loyal slave troops. A wych is a must! Simple and easy solution to using skimmers. I think you should also count them as traks. What about Skyboards, those things Hellions fly around on? Swords should allow you to block, but no str bonus. Choppas give a str. +1. Same with Poisoned blades, no str. bonus. Perhaps poisoned blades can always wound on a 4+ regardless of str., but then the cost would have to be increased. I would check the Necro rules for swords. Love the Agoniser! I'm not sure it reflects how it works in 40K, but I think it works well. I would take the sustained fire dice off of the Splinter Rifle and reduce the cost. Shootas in 40 Rapid Fire, as do Splinter Rifles and the shootas do not have Sustained fire dice. Also if a Splinter Pistol has the wounding special rule, then all splinter weapons (i.e. Rifle and Cannon) should have the same rule. I would go without it. The range on the Heavy weapons seem a bit short, and the Dark Lance feels wimpy. I would amp it up, and then make it cost a lot! Like, if you got one, your Mob would be three guys on a Raider. I would rename the High-Mechanic and High Hamonculi with a Trip to Commorragh. Once there you can either repair a vehicle or fix a guy, but not both. Love the skills. I also think there should be some special rule to represent the drain of being out of the webway. Perhaps a starvation rule similar to the one in Necromunda for Skavvies? You have to pay a certain number of teef per DE after every game. if you can not, they suffer drain (i.e. Flesh Wounded) until either you can pay the upkeep, or you sacrifice a slave. Thanks for sharing! Overall, I think you stayed pretty close to the Ork mob templates without going crazy on special rules. That is good. Edit: When you feel you have reached a finish product, let me know. Perhaps I can... spice it up a bit with some pictures, backgrounds, etc. and get it in PDF form.

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#12
ScottM96

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Scott- Some really interesting stuff in there. The following is some random thoughts...

Mechanici are not needed, instead replace them with Haemonculi.

Dark panzee should be able to have slaves...period. No Haemonculi necessary. The slaves work for their masters faithfully in return for better living conditions and less pain. There is plenty of historical precedent for loyal slave troops.


I beg to differ, as Mechanici fill the role of spanners, and not having the spanner eq. would lead to many just spamming ravagers with Mounted Weapons. Even though are not in the official fluff, I think they are needed in the rules...

I wanted Haemonculi to be more attractive apart from just two special weapons, and allowing them to unlock slaves seemed right, and perfectly fluffy.

A wych is a must!

Simple and easy solution to using skimmers. I think you should also count them as traks.


I was borderline on this, but I have added her/him in V2.0, which is above, though she is slightly underpowered.

Also a good idea, have added it, but they count as having 6" movement instead of 5".

What about Skyboards, those things Hellions fly around on?

Swords should allow you to block, but no str bonus. Choppas give a str. +1. Same with Poisoned blades, no str. bonus. Perhaps poisoned blades can always wound on a 4+ regardless of str., but then the cost would have to be increased. I would check the Necro rules for swords.


We'll have to wait on Helion Boards, maybe in the future, I want to see the new models to judge what their profile should be.

Agreed, they need to be more graceful, the rules have been implemented in V2.0.

Love the Agoniser! I'm not sure it reflects how it works in 40K, but I think it works well.

I would take the sustained fire dice off of the Splinter Rifle and reduce the cost. Shootas in 40 Rapid Fire, as do Splinter Rifles and the shootas do not have Sustained fire dice. Also if a Splinter Pistol has the wounding special rule, then all splinter weapons (i.e. Rifle and Cannon) should have the same rule. I would go without it.


Thank You. http://wh40k.lexican...oniser#Agoniser

I have decided to add the Splinter Rule to the Rifle as well, but not on the cannon (it's too unsubtle).

The range on the Heavy weapons seem a bit short, and the Dark Lance feels wimpy. I would amp it up, and then make it cost a lot! Like, if you got one, your Mob would be three guys on a Raider.

I would rename the High-Mechanic and High Hamonculi with a Trip to Commorragh. Once there you can either repair a vehicle or fix a guy, but not both.


Hmmm... I have added an Extra 6" onto the Dark Lance, along with +1 Strength. Added a cost increase as well. I think that the Heavy Weapons are balanced compared to their Ork Equivelents (sp?), but this will require playtesting...

Removed High-Mechanici, sounded cheesy...

Love the skills.

I also think there should be some special rule to represent the drain of being out of the webway. Perhaps a starvation rule similar to the one in Necromunda for Skavvies? You have to pay a certain number of teef per DE after every game. if you can not, they suffer drain (i.e. Flesh Wounded) until either you can pay the upkeep, or you sacrifice a slave.



Thanks.

I think a starvation rule may be a bit too hard too implement, as the DE player I've made this for has only a few games GoMo Experience, so I will leave this for now, maybe when we have a few more games?

Thanks for sharing! Overall, I think you stayed pretty close to the Ork mob templates without going crazy on special rules. That is good.


I really wanted to keep the rules simple and easy to pick up. Thanks.

Edit: When you feel you have reached a finish product, let me know. Perhaps I can... spice it up a bit with some pictures, backgrounds, etc. and get it in PDF form.


Thanks for the offer! I'll PM you when this project is almost done.

Thanks,
Scott.

#13
Da Bikers

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I've been trying to get around to reading this for a while now and, having finally read it, I think that you've done a really good job, I don't really know much about Dark panzee so I can't really comment on how well they compare to the normal rules for them. I was worried that they would be far too shooty and spoil the game, but from what I've seen you seem to have kept that under control nicely. You've done brilliantly creating these rules and the only thing that I don't like about it is that I don't have any Dark panzee myself to try out in GoMo. (I think I found one typo in it, under unnecessary evil on page 15 the sentence in refusal goes: '...the Warrior may never be visit the Haemonculi’s again.' - That's all I could find wrong with it, in a large project such as this there are bound to be typo's) :thumbs
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#14
ScottM96

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Da Bikers, Thanks for your feedback. I too was thinking that the shooting of the Dark Panzees would break the game, so I lessened the effect of their heavy weapons slightly to make them powerful, but not overly powerful. However, in the games I have played so far against them, the Dark Panzees have not done too well... I'm beginning to wonder if they are under-powered... Scott.

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Dim_Reapa

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Right, okay I'll try and add my thoughts for you. I'm in agreement with some of Easy E's suggestions, but there is a few I don't agree with, which I shall address in your C&C or later.

Firstly though I must echo sentiments to your overall presentation of these rules. I think you've approached this from the right angle completely, and have obviously taken great care to follow the Gorka model. This may in some cases be overly conservative, but it is the best starting point for tweaking.

I'm not by any means an expert on DE, but I have some experience of them, and used to play them during 3rd ed, but many, many moons have passed since then. I was still a teenager :lol

So, we start at the beginning.

I'd like some more fluff. I know the rules are a priority, but no matter how cheesy it is, I like to see the picture painted. It is quite modest of you to admit the unlikelihood of the Pansee finding Angelis, and of all the races that could possibly end up finding Angelis, it could well be the Dark Pansee, I'd put them (aside of the Tin'eads) as the most likely to, alongside normal Pansee.

I will get to Easy E's comment about the Webway in a bit, but it is safer and more efficient than Warp Travel, and it shares many of the Warps Aspects, including an effect on time. It is not hazard free, but it certainly has its plusses, one of which is that it would only take a Dark Pansee force to get lost in the webway, discover a new portal exit in the webway and happen on angelis by accident. There is also a Pansee craftworld (Alaitoc) suppsed to be in the same segmentum, but at the other side (although this would have a Webway connection). Nearby there is very little, so you are relying on a lot of chance, but it is not impossible. More on the webway later.

Plus, just because GW owns Dark Pansee doesn't mean you can't introduce who they are briefly, even if you specifically refer to the Pansee who turn up.

Onto the warriors. Sybarite, Warriors and Initiates are perfect. I can't think of any necessary changes there off-hand.

I disagree with Easy E on Mechanici, and I think you're right to stick to your convictions on that one. I think a better name could be reached eventually, but Haemonculi are closest to a mixture of Slavers and Doks, and although do have technical knowledge, theirs is limited to implements of inflicting pain and torture. The more complicated mechanisms of the Dark Pansee would be a Mek equivalent. They may answer to the Haemonculi, but these are sadists, obsessed with torture, I doubt they would care much for the weapons of war.

On Haemonculi, I like the idea of Doks, but I think you could take this a bit further, and give it a bit of a unique twist. Dark Pansee are masochistic, even on their own. I would consider adding to the rules some experimentation, on Slaves. My own thoughts are that wounded Slaves are automatically sent to the Haemonculus (any excuse) and rather than fix them, he'll fiddle with them.

In this way, you could end up with Grotesques, maybe even Mandrakes (not sure if Mandrakes are a product of Haemonculi or not). Slaves are my biggest issue, really. What little I know of Dark Elves and Dark Pansee is their feelings of superiority, hatred and masochism of slaves and those they view as inferior (everyone else, who they typically enslave). I could possibly consider some incentives, but I don't think they'd be well equipped, they'd be poorly treated and very weak. I could imagine chucking Slaves into a boarding action on an enemy trukk to prevent boarding actions and then blowing the trukk to smithereens whilst the melee was going on.

You could make them particularly useless in statline, ability, and tendency to make a run for freedom, and justify, if not a hefty price drop, having a random amount free; acquired some way. Slaves are an important commodity to DE, but I'm sure they will sacrifice them willingly, and although they may encourage a killer instinct, it will be combined with physical and mental torture.

As they are, I think they're a perfectly good representation, although I wouldn't allow Slaves to have guns, just basic hand to hand weapons. Grots are slaves, technically, but they thrive on the conditions and are enthusiastic to rewards. In ways they are treat more like servants than beasts of burden. Dark Pansee are a lot less nice, and whereas Grots take a lot to get violent reprisals from, victims of the DEs would take every opportunity to get free.

Nor would I think DE would let them get more opportunities to break out with weapon handouts. Then again, this is just a way of making the DE flavouring a bit more different. The current rules are more than adequate, but there's more you could do to mix it up a bit.

Dark panzee should be able to have slaves...period. No Haemonculi necessary. The slaves work for their masters faithfully in return for better living conditions and less pain. There is plenty of historical precedent for loyal slave troops.


There may be history of this, but I think this runs quite against the Dark Pansee fluff. This entirely depends on how the captor views their slaves, and Dark Pansee are deeply hateful of their slaves, which is why I'd not see them as breeding loyalty, they'd rather just enjoy their agony. I'm possibly with you on having them without a Haemonculi, but I think that horrible arch-enemy of fluff bears in, game balance. For game balance purposes I think you'd need a Haemonculus, and why wouldn't you have one?

Okay, onto weapons and vehicles.

As far as vehicles go, I have one disagreement. The skimmer nature I feel should be represented, and I think the best solution already presents itself in the Deffkopta rules in Digganob on page 89-90. These rules are your best bet, basically you can fly over some stuff, and may crash, but otherwise you'd take buggy, trakk or bike rules for movement. It is a bit more complicated, but it feels right imo. Skimmers in 40k are faster and more mobile but they do pay a higher price for it.

The weapons on glance look good. I'll need to look over the weapons in the DE Codex again before I can be more help. However I would like to offer some suggestions.

Firstly it'd be nice to see some Wych Pit Fighter weapons. This gives the Wyches a unique feature, and as you're going to use them as combat monsters, they should have some unique and cool weaponry to use. The net for instance can be virtually the same to the one used by Runtherds/Slavers in GoMo. The others may take more work, but I'm sure it's possible. It also means Wyches will stand out, and makes Wysiwyg easier.

Secondly, I'd grab some of the Codex update's vehicle upgrades for gubbinz. That'll channel in some of the vehicle modding which is part of the game. You may also want to modify the vehicle permanent damage chart, although this could be a little too complicated, and I don't think it would help much.

These are my immediate thoughts. The rules are more than adequate, these are suggestions for throwing in a bit more DE theme. It depends on how simple you want them. Personally, I highly value simple rules, but sometimes you want it as close as possible.

I also think there should be some special rule to represent the drain of being out of the webway. Perhaps a starvation rule similar to the one in Necromunda for Skavvies? You have to pay a certain number of teef per DE after every game. if you can not, they suffer drain (i.e. Flesh Wounded) until either you can pay the upkeep, or you sacrifice a slave.


That is somewhat possible, I like the idea of the rule, but I don't know of enough of Dark Pansee to know if draining would happen so soon. It seems implied that this is what they grab slaves for, to buy them time. The question is would this cripple DEs or not. With Outlaw/Outlanders in Necromunda, there's usually some special rules that counteract this, so I'd suggest testing out DEs to see how balanced they are before applying additional penalties. The starvation rules has a quite crushing affect on Outlander gangs, and although I can see this making sense in a same vein, Outlander gangs worry a lot about cash, which doesn't feel fluffy for DEs somehow.

Still, I like the idea.

#16
ScottM96

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Thanks Dim,

I think you've approached this from the right angle completely, and have obviously taken great care to follow the Gorka model. This may in some cases be overly conservative, but it is the best starting point for tweaking.


Yeah, I wanted them to be pretty easy to pick up for those new to GoMo, as that's who I've designed these rules for.

I'd like some more fluff. I know the rules are a priority, but no matter how cheesy it is, I like to see the picture painted. It is quite modest of you to admit the unlikelihood of the Pansee finding Angelis, and of all the races that could possibly end up finding Angelis, it could well be the Dark Pansee, I'd put them (aside of the Tin'eads) as the most likely to, alongside normal Pansee.


That will be happening in the future, this is by no means final... It will probably never be final, there are always tweaks to be made.

On Haemonculi, I like the idea of Doks, but I think you could take this a bit further, and give it a bit of a unique twist. Dark Pansee are masochistic, even on their own. I would consider adding to the rules some experimentation, on Slaves. My own thoughts are that wounded Slaves are automatically sent to the Haemonculus (any excuse) and rather than fix them, he'll fiddle with them.


These are interesting thoughts... I think that when I revisit this project, this may be included. I just wanted to get the basic rules done and dusted before going into lots of detail like this.

You could make them particularly useless in statline, ability, and tendency to make a run for freedom, and justify, if not a hefty price drop, having a random amount free; acquired some way. Slaves are an important commodity to DE, but I'm sure they will sacrifice them willingly, and although they may encourage a killer instinct, it will be combined with physical and mental torture.


I'm actually quite happy with slaves as they are at the moment. I imagine them as a combination of what Easy E has said. They are dead loyal to their masters and get rewarded, but are constantly living in fear of them, because they know that if they annoy them in the slightest, they're gone. I think slaves are in a decent place right now. Losing the access to the Guns is a possibility though, as I think that a slave with Blaster is a bit too much.

As far as vehicles go, I have one disagreement. The skimmer nature I feel should be represented, and I think the best solution already presents itself in the Deffkopta rules in Digganob on page 89-90. These rules are your best bet, basically you can fly over some stuff, and may crash, but otherwise you'd take buggy, trakk or bike rules for movement. It is a bit more complicated, but it feels right imo. Skimmers in 40k are faster and more mobile but they do pay a higher price for it.


Like I mentioned above, I am trying to make these rules appropriate to the KISS principle, I'm not ruling this out, and I think it's a good idea, I just want to wait a bit and playtest the current rules (and get a copy of Digganob...).

Firstly it'd be nice to see some Wych Pit Fighter weapons. This gives the Wyches a unique feature, and as you're going to use them as combat monsters, they should have some unique and cool weaponry to use. The net for instance can be virtually the same to the one used by Runtherds/Slavers in GoMo. The others may take more work, but I'm sure it's possible. It also means Wyches will stand out, and makes Wysiwyg easier.

Secondly, I'd grab some of the Codex update's vehicle upgrades for gubbinz. That'll channel in some of the vehicle modding which is part of the game. You may also want to modify the vehicle permanent damage chart, although this could be a little too complicated, and I don't think it would help much.


Hmmm... I'll need to write some rules for these yes, these were definitley an oversight.

As well... :bleep I forgot the Gubbinz! These need to be added!

That is somewhat possible, I like the idea of the rule, but I don't know of enough of Dark Pansee to know if draining would happen so soon. It seems implied that this is what they grab slaves for, to buy them time. The question is would this cripple DEs or not. With Outlaw/Outlanders in Necromunda, there's usually some special rules that counteract this, so I'd suggest testing out DEs to see how balanced they are before applying additional penalties. The starvation rules has a quite crushing affect on Outlander gangs, and although I can see this making sense in a same vein, Outlander gangs worry a lot about cash, which doesn't feel fluffy for DEs somehow.


Agreed, as stated alot above, I want to playtest these rules thoroughly to see how the DE fare in a campaign before making any further adjustments.

Thanks,
Scott.

#17
Flamekebab

Flamekebab

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The new Dark panzee models are coming out in the UK on the 6th of November, rather timely methinks!