Veteran Gangs
"The grouchy old men of the underhive"
http://kenzie213.blogspot.com/2011/1...ecromunda.html
Veteran Gangs
"The grouchy old men of the underhive"
http://kenzie213.blogspot.com/2011/1...ecromunda.html
If anyone has any ideas on how to improve or any additional ideas please let me know
all feedback is welcome
I agree with Askil on this one, those sound more annoying than anything else. If you're going to keep "Catatonia" though I think you need to clarify what you mean by the model cannot fight in combat. What happens if the fighter is successfully charged and engaged in HtH combat? Do they automatically lose and are taken straight Out Of Action?Why not just re-roll dead too? I'd be easier than this invented pair of rather irritating turn-by-turn injuries?
Something else which I think could be clarified, can you recruit a regular leader rather than a Veteran one? It isn't made 100% clear as you only state: "Leader: Your Veteran gang must have only one leader." If it is your intention the following makes it much less ambiguous: "Leader: Your Veteran gang must have one Veteran leader."
Aside from that, it looks a reasonably good stab at shortcutting the development process a bit.
One thought that does occur to me, as they're a Veteran Gang, surely they'll have had the chance to come across some of the more exotic equipment? Maybe allow them a fixed or variable number of rolls on the rare trade chart? I'd say maybe 4 or D3+2 rolls. I'd consider allowing them access to all Common items from the outset too.
Hey Guys thanks for the feedback and i have amended some of the items
Wanderlust : At the start of the turn roll a d6 On a roll of 1, the model moves its movement in a random direction indicated by the scatter dice, this model can still fight normally if it is successfully charged in close combat
Underhive catatonia: At the start of the turn roll a d6, On a roll of 1 the model does nothing. it remains stationary and cannot fight in combat or become pinned. Attackers hit automaticly in close combat but still have to roll to wound, with armour saves allowed.
i do agree with Simonr1978, and it the equipment is something i have been pondering fo a while.
- half price weapons for initial buy (but still count as full price for gang rating)
- d3 + Number of members in the Veteran gang rolls on the rare trade chart. (i see this as the old veterans using their contacts, so more contacts the better)
Does wonderlust prevent the model from preforming other actions that turn and does 'this model can still fight normally if it is successfully charged in close combat' mean that the model fights normally if it randomly charged or only that the model fights normally if charged. What happens to models already in cc?
Good point!
If the model is already engaged in close combat the dice for wanderlust and underhive catatonia dont need to be rolled.
Wanderlust : At the start of the turn roll a d6 On a roll of 1, the model moves its full movement in a random direction indicated by the scatter dice, this model can still fight normally if it is successfully charged in close combat or if it randomly moves into base to base contact with an enemy model.'It can still preform any other actions.
It seem to me you've listened to and then totally misunderstood the initial criticism offered.
Catatonia and wanderlust sound massively irritating as they are basically a low-risk head wound, but are determined on a turn by turn basis requiring frequent rolling.
If you simply re-rolled results of Dead you would still have a range of injuries without having to invent some fiddly new ones.
The main reasson that i kept them and why they can happen frequently in the games is that i deem it as one step up from the dead result. It is something that only verteran gangs can have. As far as new rules, they really aren't that complex to stall the game.
The playtests i have had the players enjoyed there gangers doing unexpected things (good and bad). In most of the veteran gangs you are looking at maybe just the one ganger affected with one of the two results.