lord_blackfang
Mar 21 2011, 02:36 PM
Sorry, I don't have any solid content for you boyz yet, just gauging interest.
You see, my lifelong dream has been to run a gang as a detective agency with an Ork and a Panzee as private eye partners, a Daemonette receptionist, Kroot muscle, a Dark panzee coroner, a fish'ead informant, Grot errand boys, and a tin'ead... coat hanger.
Obviously, the fluff will have to be stretched a little, but I'm sure Matt Ward will write an panzee/Chaos alliance in the next Codex, so whatever. Or it can all be set in
Mirrorverse 40k.
The setting that I envisioned is in effect an Ork craftworld. A giant archeotech city/hive that the Orks fitted with void shields and teleported into space when the planet they were on was destroyed. It floats around the galaxy semi-randomly and is sustained by raids into Imperial space. Nu Ork is kind of a big player, so other races like to infiltrate it to further their own goals. This is somewhat easier in an Ork-run society than elsewhere in the galaxy, plus the city is way too big to police, anyway. Sometimes, infiltrators get stranded or just decide to stick around because here nobody will kill them for mispronouncing the Emperor's name or for growing that third eye. Eventually, a somewhat functioning mixed society evolves, with the newcomers largely adopting the orky way of life, but the orks in turn also becoming a bit more civilized. Nu Ork becomes a giant lawless slum fragmented into small interest groups, but compared to the rest of the 40k universe, it's a little bubble of calm.
To be continued
lord_blackfang
Mar 21 2011, 03:48 PM
While the fighting rules remain mostly the same, Da Uvver Book / Sourcebook would have to be replaced almost completely.
Here's what I want to do:
1) One single gang list with mixed races allowed. Some synergistic rules to encourage same-race gangs, but not enough to make mixed gangs unappealing. Some fluff-bases restrictions, like Orks won't ever follow a Grot leader.
2) All 40k races represented. Because human-on-human and ork-on-ork gets old after a while. And GW makes lots of great minis and as many as possible should be playable.
3) Streamlined gang construction. Because there will be so many different races all on the same gang list, it would be unrealistic to have different entries for Leaders, Heavies, Juves, Specials, Meks, etc... of each race. Instead, each race has a single entry with a single set of racial special rules, but 3 different profiles (recruit, veteran, heroic) each with a different hiring cost and starting experience.
In addition, there will be a list of 10 or so different "careers." Each ganger can pick one career, which determines which skill tables he can access and maybe grants another special rule or two. For example, you can hire a Heroic Grot Sniper, or a Recruit Human Medic, or a Veteran panzee Bruiser.
4) More stuff to do in the city! This isn't Mek Town, boyz. If your fragile Panzee ganger doesn't care much for seeing a Dok, he can visit the Hoemunculi or a rogue Apothecary or a Slaanesh brothel or whatever. I also want to add an exploration table ala Mordheim with cool discoveries and encounters in the city.
Killboss
Mar 21 2011, 07:08 PM
Interesting idea...
ScottM96
Mar 22 2011, 02:33 AM
This sounds fantastic!
I really like the idea of this sort of Parody world. It reminds me of a Team Fortress style game, in where the main characters are seemingly working together for no apprent reason.
Mind if I help out with this if you decide to go ahead?
Scott.
Dim_Reapa
Mar 22 2011, 04:04 AM
Sounds good, but I'm wondering if it might not be a better idea to set the game based on Necromunda.
If the emphasis is on gang members of various creeds and cultures with different jobs, Necro offers more opportunities for those to reach fruition.
As you will most likely be heavily altering it, nothing is stopping you from nicking the best bits of all the SG Skirmish games, but I suggest you start by looking a fair bit at necromunda. There are more scenarios, rules and opportunities to do what you want. Gorka is a bit more reliant on vehicles. And besides, if you still want vehicles Necro has the ash wastes, so with Necro you get the option of both. As this ruleset suggests to me the depth of an RPG, I'd say Necromunda is the best setting to modify, imo.
If you check my Welcome to Da Hive pinned thread in the Necromunda section, there are links to great deal of Necro's rules and scenarios. Let me know if you need any in particular. I have a rather large collection.
lord_blackfang
Mar 22 2011, 06:50 AM
@Dim Reapa; I't been so long since I've played Necromunda... what are the battle rules differences, anyway? All I remember is that the injury table is less forgiving and that infantry can take heavy weapons. And Necro has climbing around bulkheads instead of driving vehicles, obviously.
Nu Ork will be a middle ground regarding amount of terrain, so it'll have to be middle ground regarding viability of ranged attacks, too.
As far as the sourcebook goes, I'll combine everything you can do in GM, Necro, and Mordheim. Except for territories, that's just clunky.
@ScottM96; certainly, I would appreciate any input once this gets off the ground.
Dim_Reapa
Mar 22 2011, 06:56 AM
QUOTE (lord_blackfang @ Mar 22 2011, 11:50 AM)

@Dim Reapa; I't been so long since I've played Necromunda... what are the battle rules differences, anyway? All I remember is that the injury table is less forgiving and that infantry can take heavy weapons. And Necro has climbing around bulkheads instead of driving vehicles, obviously.
The rules are very similar to GoMo, really. Terrain is, as you said, overemphasised, but there's just more material to work with, really. You've got hired guns, various flavours, more scenario types etc. I would advise some background reading to familiarise yourself.
There is a big Ash Wastes rulebook which basically works in a somewhat similar way to GoMo.
As to injuries, they're more or less similar, just Orks have an easier time fixing them.
Get in touch if you need any pointers for the Necro material. I should be able to help you out there. As to GoMo, there's plenty of experts in this section to help you out. I know a lot more about Necro and less about GoMo. If I get a moment I'll have a quick look around and see what I can suggest. The more info you provide on your ideas the better I can help you.
lord_blackfang
Mar 27 2011, 10:23 AM
So here's the first draft of the ganger profiles. All costs are very tentative, obviously. I'm also not sure about the maximum characteristics.
I went with Necromunda skills as a base. The bonus/banned skill types modify a ganger's access to skill tables based on racial aptitudes, while the defaults are determined by his career.
[attachment deleted, see later posts for up to date versions]
Suggestions welcome. I would especially like to know if any stats are particularly more valuable than others (Movement and Attacks seem obvious) so I can price the profiles appropriately.
Next up will be careers.
Da Bikers
Mar 28 2011, 12:42 PM
This looks quite interesting. At first I was sceptical of this but looking at the PDF I'm really beginning to think that this could turn out really good.
lord_blackfang
Mar 29 2011, 05:45 AM
Hey, thanks. If you still have any specific potential issues in mind, by all means let me know so I can avoid them in advance
So here is the first batch of careers. Just attach one to each ganger you hire and you have a pretty cool dude right off the bat. It fixes a big issue I have with Necro/Gorkamorka in that everybody is practically the same until you start getting advances.
[attachment deleted, see later posts for up to date versions]
Obviously not all careers are equal. One worry is that people will try to just take all Gunners. There might have to be a limit on them or prices of heavy weapons could be adjusted to make gunner spam unappealing.
Brogz
Mar 29 2011, 06:35 AM
Perhaps make a limit that can be streched by mechanics.
lord_blackfang
Mar 30 2011, 06:03 AM
[attachment deleted, see later posts for up to date versions]
First half of the Mordheim-like exploration table. All teef values highly experimental.
(zog me, I just noticed that the Dumps location is incomplete)
Unlike Mordheim, there are no specials for rolling two of a kind. Three reasons:
-4 tables can have a symmetrical layout, 5 can't
-it's hard coming up with this stuff
-there will be more models exploring than in Mordheim (anyone can do it, as opposed to just Heroes)
Brogz
Mar 30 2011, 08:03 AM
Off topic but...
Start spredin da nooz,
Oi'm leevin tode.
Oi wont too bee a part ov it,
Nu Ork, Nu Ork.
Dese Vagabonnd shooz,
Ar longin too stray.
An' step into the 'eart ov it,
Nu Ork, Nu Ork.
Oi wan't ta wayk up,
in a sity, dat neva sleepz.
Too vind Oi'm king ov da hill,
top of da heap.
Mi weedy town blooz
Ar meltin away,
Oi'm gonna mayk a brand noo start ov it,
In old Nu Ork.
If Oi kin mayk it dere,
Oi'd mayk it anywher,
It's up ta yoo,
Nu Ork, Nu Ork!!!
lord_blackfang
Apr 3 2011, 05:33 PM
Ha ha, that's wonderful, Brogz.
So here's the Mekboy section from Gorkamorka streamlined a bit.
[attachment deleted, see later posts for up to date versions]
Ryan
Apr 4 2011, 07:10 AM
have to say i prefer the old way, it isn't changed much tho to be honest, the part about "If you roll a result that is the exact opposite of the kustom job you are currently applying, ignore the result – you got lucky this time and there is no tradeoff in performace" <<<it really needs an example, i gather you mean when you go to get more Armour put onto a vehicle and the mek strips Armour you should ignore the result, but new players might not guess that
also that in theory leaves guns and vehicles to become super weapons/tanks, you could get a heavy shooter to str 10 with no negative side effects...ok unlikely but still, i would have put "roll again on the table"
lord_blackfang
Apr 4 2011, 02:21 PM
Hey, thanks for the comment. English isn't my first language so there are bound to be some problems with the wording. Even native speakers can rarely get the point across clearly, just look at the length of FAQs

In this case, I think I did actually note exactly what ignores what right next to the tables.
Re-rolling instead of ignoring is certainly an option if it turns out that people are generating crazy good guns/vehicles, but I don't see it happening much.
Anyway here's the next file, it has the new serious injury chart (I despise D66 rolls so I changed it to 2D6, but it's backwards-compatible for anyone who wants to use the original one) and finished exploration table. I am especially proud of the "Captured By Ruffians" section, it offers the first little glimpse into the new setting with some NPC factions
[attachment deleted, see later posts for up to date versions]
Ryan
Apr 5 2011, 05:05 PM
only had a quick look, got nothing negative tho, its all pretty good

boys would die a bit less but that might not be a bad idea, i liked the 3-6 of a kind stuff, idea taken from Mordheim if i remember rightly?
lord_blackfang
Apr 8 2011, 09:09 AM
Hey, thanks. The exploration table is from Mordheim, yes. I think it provides a happy middle ground between the bland scrap mining in Gorkamorka and the bookkeeping-intensive Territories in Necro.
PS: My replies are slow because I try not to post unless I have a new document to attach. Like so:
[attachment deleted, see later posts for up to date versions]
lord_blackfang
Apr 10 2011, 07:59 AM
A small treat for the two people who still read this thread, three new Ork guns!
[attachment deleted, see later posts for up to date versions]
Jorvanni
Apr 11 2011, 09:35 AM
Interesting work so far. Good to see the interest on the game is always there to explore and expand.
I was planning to make more house rule vehicles to play with family and friends. I kitbashed some ATVs and my friends never agreed if it could be considered a trakk or buggy. I have seen trakks bigger than the forgeworld model. That might get your rules a bit complicated but should give definition to the kitbashing.
Your ideas are a great foundation to the fun factor of GoMo. Using ideas from other games will give a different depth to the game.
Keep up the good work.
Da Bikers
Apr 11 2011, 11:35 AM
I haven't had much time to read these lately and have just caught up on this thread. I have to say this is looking like it is turning out really well. Generally this stuff looks brilliant (and I agree the "Captured By Ruffians" table is brilliant). It looks like this project will need a lot of work on it so if there's anything I could do to help with the project just tell me and I'll see what I can do as I'd love to be involved. One of few issues is the serious injury table seems a bit harsh, whereas with GoMo mobsters who role on the serious injury table usually get off without too much trouble. (That’s my experience of it anyway.) That’s only my first reaction to seeing it so I might be wrong.
It's coming along really nicely - keep it up!
lord_blackfang
Apr 11 2011, 01:00 PM
Thanks a lot, guys. I'm glad that interest is picking up ever so slightly.
Jorvanni, I think you might like the way I'm going with vehicles. Previews soon!
Da Bikers, thanks for your comments. I'm going to crunch some numbers and see how the new and old injury tables compare. If it's too harsh I could expand the full recovery result to rolls of 6,7, 8.
And thank you for your offer to help. I could use some, actually. And if anyone else wants to chip in, all the better. What I need is wargear for Orks, panzee, fish'ead and others in the vein of the non-weapon equipment in Necromunda. I will post what I have so far in that regard soon so you can see where I'm going with it. Also ideas for vehicle upgrades and for visiting other races' versions of Doks and Meks. I have Dark panzee doctors covered - the Haemonculi will be all too pleased to hack off your limbs and graft some disturbing organic replacements.
As for today's update, two big ones. Here we have the ganger profiles, careers and the humble beginnings of the armoury section. I consider the first two parts just about done apart from some fluff and space filler.
[attachment deleted, see later posts for up to date versions]
The post-battle sequence section now includes vehicle permanent damage, skill charts, shopping and Dok's Serjery. You might have to scroll past an empty page or two.
[attachment deleted, see later posts for up to date versions]
lord_blackfang
Apr 11 2011, 02:15 PM
So here are the worky bits:
The new serious injury table has a 1/6 chance of full recovery while the old one had 2/6.
However, on the new table there is also an almost 1/6 chance of getting a result of "full recovery, but you muss the next game" so the chances of a fighter making it with no lasting injury is almost the same except that on the new chart he might miss one game.
On the flipside, the new chart only has a 1/36 chance of DEAD while the old one had 5/36. This is good as it makes up for some new game rules that kill outright, like the Kroot ability to eat enemy models.
The new table has 2/36 chance of Captured compared to 3/36 before. This could be a bit more (to take advantage of the Ruffians table) so maybe it'll get moved to a "better" spot.
The chances of Leg, Arm and Chest injury have all tripled or quadrupled. This is acceptable as it encourages visits to the Dok or Haemonculus to gain fun new abilities. But they could be moved to a "worse" spot or be combined into one spot to make room for a less debilitating result (like bringing back "Hates the enemy" results which were removed)
The new table also has almost double the chance of getting an Old Battle Wound. This might also need to be rectified as wounds are cumulative and a ganger could very well be missing all his games soon.
Jorvanni
Apr 13 2011, 07:18 PM
Very interesting so far. I love the idea of using the different races even squats LOL. I am looking forward to the vehicle rules. Since GoMo started I made various designs to include cover flamers, Monster trucks (big tires) and others. The only problem I had duriong that time was the narrow rules on vehicles and people reading within the lines
Keep up the good work
lord_blackfang
Apr 15 2011, 04:30 AM
So here is all the Ork non-weapon wargear that I have so far. This is where you guys come in. I could really use more ideas. I'd like to add another 2 pages' worth of stuff to this section.
[attachment deleted, see later posts for up to date versions]
Brogz
Apr 22 2011, 11:51 AM
A rokkit pack.
And please don't quit or
lord_blackfang
Apr 23 2011, 01:57 PM
Oh, I'm not quitting. But I'd rather not turn this thread into a solo blog, if there's no input I won't bother posting.
I am mostly done updating the combat rules. There are changes all over the place as I basically copy/pasted Necromunda Community Edition, Gorkamorka vehicle rules and Ash Wastes vehicle rules, then reworded everything so it made more sense (
to me).
Most notable changes are probably:
-Initiative no longer plays any role in melee, in case of a tie both fighters are hit once simultaneously
-an Initiative test allows you to dodge partial flamer and blast hits
-hand flamer template is back
-redone scatter and sustained fire rules
-rules for moving or blowing up some terrain features
-some common weapon abilities made into USR
-psychology streamlined
Click to view attachment
Da Bikers
Apr 24 2011, 12:18 PM
Ok, finally fixed the laptop so can start ploughing through my 'to do' list. I've always liked rocket packs so I've decided to make these first. This is the first time I've done anything like this so I'm not sure how it’s turned out - constructive comments welcome. I hope these help and I will try to make some more rules asap but with exams looming I'm not sure when that will be - shouldn't be too long though.
Click to view attachment
lord_blackfang
Apr 24 2011, 01:11 PM
Hey, that's pretty good, thank you.
But I don't necessarily expect this amount of detail in people's contributions. I'll be perfectly happy with just general ideas, like "make rules for that long boat hook thing in the panzee Raider kit so that it allows you to pull models off passing vehicles." Anything that you think would fit thematically or would make a cool conversion or an ability you think would make play more fun... feel free to share.
I'm attaching what I have so far to avoid repetition and unnecessary work for you guys. My target is 12 pages total for each species. The humans especially still have several blank pages.
Click to view attachmentClick to view attachmentClick to view attachment
Jorvanni
Apr 26 2011, 07:52 AM
Every update of the thread is like Christmas to me LOL.
On the rocket pack rules can they be used to embark? Would it be a penalty? Maybe a table with outcomes.
Will get my old brain working to see what ideas I can drop but so far you are making a father and son very happy with your Nu Ork concept.
lord_blackfang
Apr 26 2011, 05:34 PM
Thank you, that is a super nice thing to say.
Just for that, here is a little preview of another section I'm working on.
Click to view attachmentAnd I'll drop a little bomb: I'm planning on having at least 96 psychic powers.
Da Bikers
Apr 28 2011, 03:59 PM
QUOTE (Jorvanni @ Apr 26 2011, 01:52 PM)

On the rocket pack rules can they be used to embark? Would it be a penalty? Maybe a table with outcomes.
Two ideas occur to me:Number one = they could take an initiative test with modifiers such as -1 if the vehicle is moving and -2 if under thrusters (it sounds harsh but attempting to land safely on a vehicle going break neck speeds while semi-out of control on a rocket pack would be next to impossible. if it fell to negative initiative it could work like this: -1 = roll D6 1 followed by D6 4+ and -2 roll D6 1 followed by D6 3+. this would represent how it was near imposable but there is a tiny chance it could happen. if the test is passed the model can board the vehicle and if it is failed both the model and vehicle take one S4 hit as if he hit a wall.Number two = that could be a skill they could learn from a rocket pack skill table I could try to draw up if anyone's interested as it sounds like something highly skilled to me.@lord_blackfang I know that you don't expect these to be this detailed but with me I can't help it - it's details or nothing! Also the 96 physic powers sounds awsm, I don't think there's another game like this (such as GoMo, necro etc.) with 96 anything... now to read the beasts document.
Jorvanni
Apr 29 2011, 08:09 AM
96? interesting. Thanks for the info on beasts. I always wanted to play GoMo with less restrictions ie: races, gear etc. You are making it happen. I used to think like the old Predator movies. Going to planets for the thrill of the hunt as we did at the beginning of the past century traveling to Africa and such.
As Da Bikers running to read the beasts document, I will run to my workshop and pull the MacFarlane beast and get ready to kitbash LOL.
lord_blackfang
May 1 2011, 11:04 AM
Hey, just wanted to report that I played the first playtest game yesterday and it was a blast.
We used 750-teef gangs with no vehicles for now.
I fielded:
Veteran Ork Bruiser (my leader) with Big Choppa, Slugga, Flakka Armour and Hair Squig
Regular Ork Enforcer with Choppa, Riot Shield and 'Eavy Armour
Regular Ork Gunner with Skorcha
Regular Ork Bodyguard with Blunderbuss and Flakka Armour
Regular Grot Sniper with Hand Kannon
Recruit Grot Scavenger with Laspistol
Recruit Dark Elfdar Soldier with Splinter Rifle
Regular Kroot Sniper with Elfdar Long Rifle
My opponent had an small, elite force of 4 Veteran Elfdar with good armour, an panzee Long Rifle, a Flamer, and some basic weapons
We played on a moderately congested cityfight table, the mission was to recover 5 loot counters.
The Elfdar sniper took out my bodyguard ork right off the bat. My gang advanced towards the center in a group and was opposed by a lone, brave Elfdar with a flamer, who never worked up the nerve to actually approach close enough to use his weapon. He retreated back, pursued by my Nob. Meanwhile my enforcer picked up a loot token an hoofed it, while two Elfdar did the same. My skorcha boy was also felled by the panzee sniper and this caused the nearby sniper grot to bolt for cover. My Kroot circled around the right and took out a loot-carrying panzee with his long rifle. The Elfdar sniper covered the other two as they retreated with more loot, but the Nob hoofed it after them. After a poorly eyeballed charge the Nob stopped 1" short of the enemy sniper - oops! He took a bullet to the face but only suffered a flesh wound, and shrugged off the flames that washed over him through an open window. The flamer panzee ran out of fuel, so that was that! The Nob krumped the sniper good and hard, scoring a hit with his slugga and two with his big choppa despite having 1 less WS that the sniper AND nursing a flesh wound. The remaining two panzees reached the edge of the table and ran off with their loot counters, leaving the other 3 for me.
In the post-battle sequence one of the fallen panzees got an Old Battle Wound and the other suffered an Arm Wound. My fallen bodyguard boy escaped unscathed while the skorcha boy also suffered an Old Battle Wound. He immediately went to get it treated by a Dok but rolled a 1 on the Dok's Surprise! table, so his wound was treated but he got no bioniks and he has to roll on the Eksperiment table at the start of his next game. I also got enough teef from exploration to hire another ganger, a Recruit Human Grenadier with frag grenades. He also brought a hand flamer with him which he immediately swapped with the scavenger grot for his laspistol.
Both my recruits got enough XP for an advancement and rolled an 11 and a 12, so I got to pick any skill of my choice for both of them. I took Infiltration for the hand flamer-toting grot and Sprint for the Dark Panzee.
Hopefully we'll get another game in tonight.
lord_blackfang
May 2 2011, 04:04 AM
So I got in another 2 games yesterday!
We tried a new scenario: there's a control panel for a water pump in the middle of the table. The pump pumps one unit of water at the end of each turn. It starts the game in a neutral position. A ganger in contact with the pump can re-direct the flow into his gang's territory on a 5+. The first gang to have 3 units of water pumped into their territory wins!
We deployed in the corners, with the hand flamer grot infiltrating behind the panzees. He got confronted by the flamer panzee but shrugged off the flames and took out the space elf with his own hand flamer! He was then dispatched in short order by the others, but this gave me ample time to reach the objective and my enforcer took control of the pump on the first try. My Nob charged the panzee leader but got his ass handed to him. Like wise the Kroot charged the panzee sniper and got taken out as well. The fresh-faced 'umie grenadier then lobbed a shell into the building where two of the panzee were sniping from and took one out. The panzees bottled out.
My boss got brain damage from his wound and the kroot got shell shock. Most funny of all, the flamer grot got a chest wound that took his Toughness down to 1. The Nob went to see a Dok immediately and got his head fixed up with a nice set of steel horns!
The human recruit rolled up the Crack Shot skill (does that even work with grenades?) andthe Kroot got +1 Ld.
I didn't have the teef for any shopping this time round, but the Elfdar finally saved up for a fifth ganger.
Then we played another game with the same scenario. Again the flamer grot infiltrated but this time he got dakka'd before doing any damage. A goodround of panzee shooting had most of my mob on the floor, but somehow they all got back up with mere flesh wounds. The enforcer once again reached the pump first and got it under control on the first try. The Nob's charge went off a lot better this time and the krumped one panzee and floowed up into contact with another one. The Kroot took out an enemy with his last bullet and the panzees ran off once again!
All but two of my guys got an advance after this game.
The Nob got the skill for a 4" follow-up move, it will come in quite handy.
The enforcer got +1W and +1A, NICE!
The skorcha boy (who has yet to hurt anyone) got Crushing Blow, meh.
The bodyguard got +1 T, very handy.
The grot sniper also got +1 T and is now as hard as an Ork!
The flamer grot got +1 W, so he now had Toughness 1 but 2 wounds. Hilarious.
And finally, my Dark Panzee got a skill of my choice and I took Rapid Fire for his Splinter Rifle.
I took the flamer grot to a Dok's and got his chest wound fixed, and the dok threw in a squig juice implant, so the grot can now hulk out
I now have 121 teef to spend on common items from the Ork and panzee armoury before the next game. I did manage to fail all rarity rolls so far in all 3 games.
Da Bikers
May 2 2011, 12:17 PM
Wow, I can't believe it! When this post started I thought it was just going to be another 'wouldn't it be nice...' post but this one is actually happening! This sounds brilliant and I've got to try to get around to having a go at some point, although I just brought my opponent a Deffcopta for his birthday and he's quite excited about using it so I'll have to do that first. How well did everything work? - was anything too powerful or too weak?

(sorry, got excited in range of emoticons...)
lord_blackfang
May 2 2011, 12:48 PM
Thanks!
The only snag we noticed was that my 8-strong gang had a huge advantage over his 4 panzees even with his guys being far superior fighters. He had trouble getting to multiple objectives and he was barely able to do anything in the post-battle phase, typically only having 2 guys left standing. So I would say the price difference between the various levels of competence might be a bit too large.
On the other hand, I think a few veterans are completely worth their cost in a mixed gang for the power they bring to the table, so maybe it's simply a list-building issue and all-veteran gangs are just a bad idea in general.
We did not have any issues with the actual mechanics or stats, but of course it's hard to judge based on only 3 games. I'm sure the cost of some weapons and wargear is massively off as I'm too inexperienced with the game to even eyeball their real worth. This problem will obviously lessen with time.
And here's the warbeast document again with a LOT of new stuff. Mostly doen now apart from a few big beasts near the middle.
Click to view attachment
Da Bikers
May 3 2011, 02:08 PM
Wow, they look great; I'm defiantly going to have some of them in my mob!
lord_blackfang
May 3 2011, 05:41 PM
Glad to hear it!
I'm supposed to have the next test game on Thursday night. My opponent has a recruit that he hasn't picked a career for yet. I'll try to convince him to go for a Psyker so we can test this brand new section! Here's the psyker rules and the first
60 psychic powers! More to come in the Chaos section later.
Click to view attachment
lord_blackfang
May 5 2011, 05:34 PM
Hey hey.
Played my fourth game today. 5 loot counters again.
I convinced my opponent to make one of his guys a Psyker. He chose Telepathy and rolled up the major power that makes allies immune to pinning and a minor power for +2" move.
My opponent is finding his footing fast. I set up a nice ambush with the hand flamer grot again but thanks to the speed buff the psyker was able to charge him and take him out. There was a big building in the middle this time with two loot counters in it so everybody converged there. The panzee flamer was able to cover 3 of my guys at once, funnily enough none of them got wounded but all of them caught fire! They all put out the flames apart from the consistently unlucky bodyguard ork who went out of action yet again - like every game so far!
My own skorcha was similarly successful, setting the panzee leader on fire but leaving the flamer elf unscathed. My warboss was able to charge the flamer guy and took him out while losing 1 wound, but he couldn't follow up into the enemy leader because he was on fire! The sneaky elf put out the flames and charged my boss, taking him out. With 3 down I took a bottle test and ran for it. I had one loot counter which the Kroot promptly dropped as he hoofed it. But my gang did not leave completely empty-handed as they captured the flamer elf and ransomed him for 50 teef!
For the first time my opponent had some manpower in the post-battle phase with only one guy out of action. He rolled 3 exploration dice and got triples (darn his luck) and found some amusing graffiti that will give his gang +1 Ld for the next game.
I sent all my survivors exploring and didn't get any multiples even on 6 dice!
My boss is now nursing an injured right arm but I figure he can just use that one to hold the pistol, so no loss.
The human recruit got +1 A, not great for a dedicated grenade lobber. The Kroot got +1 BS which is awesome.
Best of all, I rolled double 6 on the injury table for the flamer grot and he got 2 experience points fighting his way home! This got him a WS/BS advancement. Since he's toting a flamer anyway I chose WS to help him survive in melee.
No shopping for me this turn as everybody was busy exploring the city, but my hoard is at 120 teef again so after the next game I intend to splurge for a really big gun!
It's quite likely I'll get to play again tomorrow.
Brogz
May 6 2011, 01:38 AM
Actually, what were the lists you & you're opponent using?
lord_blackfang
May 6 2011, 03:10 AM
Here's my gang as it currently stands:
Krunk, Veteran Ork Buiser (leader)
+1 S, Cosmopolite, Impetious, Steel Horns, Wounded right arm
Slugga, Big Choppa, Flakka Armour, Hair Squig
Skargrog, Regular Ork Enforcer
+1 W, +1 A
Choppa, Riot Shield, 'Eavy Armour, Six Shoota
Mad Zogger, Regular Ork Gunner
Crushing Blow
Skorcha, Flakka Armour
Big Billy, Regular Ork Bodyguard
+1 T
Blunderbuss, Spear, Flakka Armour
Silent Zog, Regular Grot Sniper
+1 T
Shoota with Aimin' Gubbinz
Grabnutz, Recruit Grot Scavenger
+1 WS, +1 W, Infiltration, Squig Juice Implant
Choppa, Hand Flamer
Fo'Shizzle, Recruit Dark Panzee Soldier
Sprint, Gunfighter
2x Shuriken Pistol
Mr. K, Regular Kroot Sniper
+1 BS, +1 Ld, Shell Shock
panzee Chainsword, panzee Long Rifle
Billy Joe Bob, Recruit Human Grenadier
+1 A, Crack Shot
Laspistol, Frag Grenades
My opponent has 3 veteran craftworlders including a flamer-toting soldier, a regular craftowrlder psyker and a veteran dark panzee doctor.
Brogz
May 6 2011, 04:18 AM
Only 3 gangers?
Is he mad or sumfink?
lord_blackfang
May 6 2011, 05:25 AM
I could have worded that better. It's 3 veterans plus one regular plus one dark panzee. The veterans are, IIRC a soldier with a flamer, a sniper with a long rifle and... uh... I don't know what his leader's career is but he has aspect armour and an panzee chainsword. He's nasty in melee.
Brogz
May 6 2011, 08:21 AM
Also, did you're flamer grot get another wound? If he did that is awesomely awesome.
By the way, can you fire both you're dark panzee's splinter pistols at once?
cookie
May 6 2011, 08:37 AM
just a few quick questions:
do squats use human weapons, or will they have their own armory?
can you buy vehicles when you buy your gang, if so, how much would it cost, and the stats for them would be?
will have a go at throwing together a few lists and then giving some people some games with them
Brogz
May 6 2011, 09:40 PM
In my lists Squats use the Human Armory, but I'm not really sure.
Also, I can't Upload my lists, they're in Excel and it says i don't have permission.
lord_blackfang
May 7 2011, 04:04 AM
Whoa, you guys are already making lists? I better put up the latest version then!
Click to view attachmentClick to view attachmentClick to view attachmentClick to view attachmentClick to view attachmentClick to view attachmentMan, I really need to find a better solution for file hosting.
Unfortunately I did not get to play yesterday. Why? Because I forgot to take the rules with me
@cookie, vehicles aren't ready yet. If you wanna get playing right now I suggest you start with 750 teef gangs and then when I post vehicles you can spend another 250 on them. Squats will eventually have some equipment of their own but for now treat them as humans for armoury purposes.
@Brogz, try to convert them to pdf. If you have Office 2007 or newer you can do it under the "Save As" menu, otherwise you can install something like
CutePDF.
Brogz
May 7 2011, 04:45 AM
How do you use ghostscript?
lord_blackfang
May 7 2011, 04:55 AM
I... have no idea what that is.
I uploaded the files to the server space I get with my internet access provider. Can someone please try to download them and see if it works?
http://freeweb.t-2.net/blackfang/
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