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Thread: The Barghesi- Discussion and Rules Development

  1. #1

    The Barghesi- Discussion and Rules Development

    Hello everyone!
    I was flicking through my 40K rulebook's background section yesterday and I happened to notice several references to a race known as the Barghesi, a hyper-violent breed of xenomorph with the capacity to alter their genetic structure at will so as to better their chances of success in battle. I was intrigued to say the least, as several of the older codices make passing glances towards their existance in the Ghoul Stars (formerly the Wings of Sanguinius) and occasional conflicts betwixt the Imperium and their own brutal race. My mind began to, as it annoyingly does when I discover an interesting snippet of background, theorise ideas as to what sort of race they would be and how they would play on the battlefield, if at all. I started to wonder whether they would possess architecture and structures or whether their buildings would be oozing symbiotes crafted of flesh and capable of transforming to defend their pulsating walls. I started to ponder their battle tactics, whether they would attack with physical weapons and armour or simply shapeshift into forms more appropriate to their combative roles- or perhaps a fusion of the two? And I started to factor in their tendency for violence- how would their casual brutality and mindless aggression affect their society and more importantly their battlefield behaviour in game terms? Thus engaged, I began this thread, to encourage you all to contribute to both a stream of background shaping their existance and also a stream of rules material attempting to create a bare-bones codex allowing for their use in-game. I myself will commence the process with the following thoughts I have insofar lingered upon as to both their 'fluff' and playable aspects:

    Fluff
    - A society built on an ethos of 'survival of the fittest', where even the slightest show of weakness would be punishable by conflict and death. Their lives revolve around ritual duels to prove their strength spiritually, wars fought against other nearby races to bloody their warriors and forge their hearts for war and a constant struggle to survive in a demanding world of cruelty and malice.

    - Not unintelligent brutes like the Orks, but insidiously cunning despite their bloody-mindedness. They possess weapons designed to kill savagely and yet efficiently, and armour designed to allow for their shapeshifting to succeed regardless of what form they choose to adopt. The style of their equipment is a morbidly gothic yet clinically systematic, where everything possesses a destructive purpose but still allows for foreboding appearances.

    - Each warrior is capable of transforming his/her malleable genetic structure at will, flesh becoming living blades, tissues hardening into impenetrable armour plating and muscles expanding into vast expanses oozing strength and raw primeval power. This is performed through an exertion of their anger, which is psionically fuelled- a warp defect, perhaps, that has lent them astonishing adaptability but cursed them with perpetual hyper-violent mental states? The Ghoul Stars are certainly nightmarish places...

    Rules

    - Fleshcraft: Every unit type has a number of forms between one and three, one of which may be selected at the beginning of each turn. These forms allow for profile alterations, the gaining or losing of special rules and even the use of new equipment previously unavailable to the unit. Some statistics of the unit may increase, others may decrease- the forms of a unit have to be used tactically in order to get the very most out of them.

    - Primeval Rage: Every unit type is subject to the Preferred Enemy special rule against all foes. In addition, at the start of every turn, a D6 must be rolled for every Barghesi unit in play. On the roll of a 1, that unit immediately becomes subject to the rules for Rage until the start of its next turn.

    - Equipment and Vehicles: Equipment should be fairly normal, but be primarily austere alien technology using perhaps warp-energy in conjunction with biological inputs and ammunition. Focus should be on melee armaments, but ranged weapons designed for assault should also be included to reflect their guile and cunning. Heavy weapons should really be confined to specialists only. Vehicles could perhaps be a cross between biologically based and stark machines; allowing them to have Fleshcraft forms, however, may be stretching the boundaries a little.

    So, now what I want to see is plenty of you lot giving feedback, suggesting new ideas for rules and background, discussing the Barghesi as a race and generally having fun with what I hope will be an interesting creative process! Of course, this experiment will only work if a lot of you engage with and commit to the idea- try to get as many people as possible to contribute and help with the fleshing-out of an as-of-yet unexplored race from the Games Workshop codex background. I would like to see an actual Codex draft being the product of all of this, but I cannot do it on my own. That's where your ideas and input will help massively. I want this to be as much of a team project as it is just to satisfy my unnatural desires for well-crafted fluff and intricately designed yet flavoursome rules material. So get your brains in gear and let's create something good!
    Yours,
    HeOfTheRedPen

    (p.s. any input at all would be valued- even if it is just to say an idea is useless, please just go ahead and post!)

  2. #2
    Get a tustom citle 'ere! blackcherry's Avatar
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    Re: The Barghesi- Discussion and Rules Development

    Its a very interesting idea, though I think the idea may lend itself better to a unique unit of some sort. Unless you can think of how the society functions a little better, theres nothing to really differentiate the different members of the species. A 'might makes right' society rarely lends itself to a cohesive civilization

    Though as a mercenary unit, that gets to expand the species further into the rest of the galaxy, I can see it working better.

    I hope that helps and isn't too critical .

  3. #3

    Re: The Barghesi- Discussion and Rules Development

    Every concept is a good one, and a mercenary aspect would certainly lend itself to their warlike personality. Plus, a unique unit like you suggest would be a lot easier to theorise and develop. However, I would like to think up how they would function cohesively as a race- perhaps a spiritual hierarchy based on battlefield prowess? Or some sort of caste structure enforced by a tyrannical upper class? It would be easy to see those who had better mastered their xenomorphic powers acting as some sort of 'master race' and imposing a ruthless dominion over the lesser members of their species. Perhaps that could be a fuel for their savagery, a burning desire to clinically purify the remainder of the galaxy in their image?

    I could see their society functioning not on rudimentary survival of the fittest ideologies, but on those surrounding their belief of racial purity as expressed above. There could be lesser breeds of Barghesi embodying the working classes, viciously supplicated by those of a stronger strain. Perhaps their unstable biological structure- that which allows them to alter their forms at will- causes differences in genetic superiority and prowess, forcing the weak to supplicate and follow and the strong to possess puritanical urges to seek to expand the dominance of their master race. That would explain their brutality in battle- their overbearing hatred of all other races causes them to kill without mercy in their quest to seize the galaxy from the hands of the impure.

    In terms of thinking about them as a mercenary unit, I would see a squad of warriors with general equipment- obviously an elites choice- that could tailor themselves to suit a particular role during each turn of battle. They could have the ability to sprout Assault weapons (with profiles along the lines of S4-6 AP4-5 Assault 2-3, perhaps?) or specialised Power Weapons for use in the thick of things. I would imagine their profiles to be relatively general until they selected a certain specialisation to use, which would boost their stats accordingly.

    Let me know what you think about both of those ideas and which one would be best to develop!
    Yours,
    HeOfTheRedPen

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    Get a tustom citle 'ere! blackcherry's Avatar
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    Re: The Barghesi- Discussion and Rules Development

    Well I never want to shoot an idea down completely if it has some merit to it, so perhaps keep working on the societal ties as you go along. The tier system with some being better than others has merit, but you would need to make it quite distinctive to avoid any orkoid comparisons.

    Actually, thats given me a few ideas as to why to have different units (again, just mercenary or creature corner type things rather than a full blown army at the moment). Now you have the option of making the worker class be cowed into submission by those who are better/stronger than them, or perhaps take it in a different direction from most things I see in 40k and in fact make the Barghesi a conglomerate of species that evolved along similar lines in a small area or a system/world than one defined species and came to dominate a region of space over time, the more aggressive and intelligent species using the more passive species as beasts of burden/their main technological growth .

    It would give you an excuse for different units and allow for some weird contributions to the 40K universe like hyper tough monstrous creatures that can change to be faster/have more defense against shooting etc, whilst making the species in charge your elite units. Go down the route that kroot could have taken, but that GW chickened out of a bit.

    Mercinary units wise, it allows you to have a few different ones to flavour an army. Do you want to go shooting with them? I realise that 40k is sci fi in theme and so sort of needs guns in it, but I view the hyper adaptable Barghesi to be more very fast MeQ killers, that can gift themselves with abilities or stat boosts each turn to make themselves more flexable, sort of like possesed on crack.


    Perhaps a stat line of 4 3 5 4 1 5 2 9 4+
    with fleet and rending as standard and the ability to increase their saves, make themselves have a shooting attack (if you want, but make it short range so it can be more barbed quills or something similar), more close combat attacks, make their rending better etc.

    Just 3 or 4 abilities max though, to stop them being too powerful.
    Last edited by blackcherry; 04-05-2012 at 23:07.
    Quote Originally Posted by outbreak View Post
    I always thought the dwarfs fit well as the rugged stoic Brokeback Mountain type homosexual race of Warhammer. It explains why they're not reproducing as much too. On the outside their all gruff and hard but on the inside their just cuddly bears looking to be loved.
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  5. #5

    Re: The Barghesi- Discussion and Rules Development

    The 'conglomerate of species' sounds like a good idea, actually. The pure-bred Barghesi, the first individuals present in the Ghoul Stars and those most attuned to the psychic energy present there, would be the alpha breed, enforcing slavery unto species they have assimilated (I could see them genetically and mechanically altering these lesser beings so as to augment what they view as their limited prowess). These weaker races would have less of an ability to shape their biological structure due to their limited resonance with the energy that fuels the Barghesi and be utterly supplicated through a system, perhaps, of mental indoctrination, psychic control and violent subjugation. The stronger ones, i.e. those who adhere to the maxim of racial purity that pervades their society, are elevated to positions of dominance, forming elite units and commanders for both battleforces and for the governmental structure of their race in turn. A hierarchy based partially on psychic prowess in conjunction with genetics could be implemented additionally.

    The weaker units I would see as having statlines based on the different roles they are moulded to fit in the Barghesi society. The labourers, being large, brutish creatures with more brawn than brain would perhaps have something along the lines of: 3 3 5 4 1 3 1 7 5+, with the ability to gain Feel No Pain or Rending. The weakest of the races, perhaps designed to be used as laboratory test subjects or just distraction fodder for the enemies' soldiery, would have a more basic profile: 3 3 3 3 1 3 1 7 5+ but have the ability to be upgraded biologically for extra Ws, Bs, I and A, as well as carry ranged weapons, to reflect their diminutive roles in society. They would also probably have a rule similar to Skavenslaves in Fantasy, i.e. not causing Panic in more important Barghesi when they die or flee. Other units could consist of rabid, devolved beasts being led into battle in chain gangs by their masters, or, as you say, enormous mutant Monstrous Creatures with the capacity to alter their statline and special rules. I was thinking perhaps a stygian tunnelling monster, akin to a goliath worm or suchlike, to accentuate the grotesque nature of Barghesi science.

    The stronger beings would of course have a stronger statline as you suggest, based on close combat efficacy. However, as all the actual pure-blood Barghesi would be Elites choices in a society structured like this, I would see them as having a profile as such: 5 3 4 4 1 5 2 9 4+, but with each specialised unit having different Fleshcraft powers. Perhaps the melee ones could choose to gain Rending, Fleet or Furious Charge (actually, the latter could be standardised for these rage-fuelled warriors, come to think of it), whilst the aggressive Assault-weapon toters could gain Acute Senses, additional shots from their weapons or even new weapons altogether. I do like the idea of limiting their abilities to 3 or 4 apiece, and think there should definitely be a cap on them to avoid overpowering units- that definitely makes sense in a rules balance approach.

    So, the units I have theorised so far are as follows:
    - Lesser labourer creatures: strong, slow, stupid, troops choices, powerful in close combat
    - Lesser laboratory-fodder creatures: average profile but with large adaptability, troops choices
    - Lesser chain-gang predatory beasts: fast, vicious, shepherded into battle by Barghesi pure-bloods, troops choices
    - Greater Barghesi Pure-Bloods: either combat or assault-weapon orientated, limited Fleshcraft abilities, strong in melee, elites choices
    - Greater Mutant War-Beasts: Stygian worms, mutants, biologically augmented monsters, heavy support choices

    I suppose vehicles should be factored in at some stage, but that's if anyone thinks it to be a good idea that this race should have a Codex and not just a selection of mercenary units available to hire. I couldn't see such a savage and dominative race being chartered as such, but I value everyone's opinion and think that they could be adapted to suit this role. Thanks for the input, guys, and keep it all coming.
    Yours,
    HeOfTheRedPen

  6. #6
    Chapter Master hazmiter's Avatar
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    Re: The Barghesi- Discussion and Rules Development

    Interesting idea, but of your going by using a flesh craft rule, then wargear factors out of the equasion, and if your going to have that, then lesser would roll once per turn, and greater would roll twice per turn, with culumitive bonuses for certain rolls.
    D6 abilities sounds about right, keep it random, and not allow choice of power per turn.
    Originally Posted by Grand Master Raziel
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    Get a tustom citle 'ere! blackcherry's Avatar
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    Re: The Barghesi- Discussion and Rules Development

    Quote Originally Posted by hazmiter View Post
    Interesting idea, but of your going by using a flesh craft rule, then wargear factors out of the equasion.
    Hence why I thought it may be better to make them as a mercenary unit. It makes it a little less awkward that they have less options for customisation than other codexs (when it comes to additional wargear at least). Unless you can come up with how they would have wargear HeofRedPen. Perhaps they are like the yuuzhan vong from starwars? But then that leads toward potential crossover with the nids, to lesser or greater degrees of success.
    Quote Originally Posted by outbreak View Post
    I always thought the dwarfs fit well as the rugged stoic Brokeback Mountain type homosexual race of Warhammer. It explains why they're not reproducing as much too. On the outside their all gruff and hard but on the inside their just cuddly bears looking to be loved.
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  8. #8

    Re: The Barghesi- Discussion and Rules Development

    The similarities with Tyranid wargear would be dangerous, I must admit, but I was considering more of an Alien-cum-Star-Wars approach to semi-biological but predominantly technological equipment. One could imagine it being fleshy and organic in outward appearance, but with a functionality that ties it to twisted xenos machinery. Some examples of ideas I considered when pondering this are as follows:

    Weaponry
    - Stinger: Basic weapon, fires darts filled with a corrosive acid at a fair clip, number of shots fired dependant on number of Attacks wielder possesses (harkening back to 4th Generation Tyranids a little)
    - Emaciation Torch: Flame-template based, fires a degenerative genetically-engineered dessicant that saps the moisture from its victims
    - Lacerator: Larger version of the Stinger, similar output and special rules, used by more elite models
    - Warp-Flayer: Alternate high-tech assault weapon, unleashes pulses of concentrated warp energy that cause widespread mutations within its victims

    I was thinking along the lines for warp-energy based special weapons and biological armaments for those lesser races who are experimented upon- they would be most likely augmented to carry such equipment, having had it built into their flesh as a perverted take on an improvement.
    I haven't got round to theorising any potential Armour or Wargear items of a more unique bent yet, but I'm steadily coming round to the opinions expressed by the contributors above: that the Barghesi should be more of a mercenary unit than an individual race. It does seem challenging to develop items for the race to use feasibly without verging on Tyranid territory. However, I would like to see what else you guys could come up with in the way of feedback and also your own ideas. I think the Wargear- if chosen to be developed- needs outsider contribution to be successful. Otherwise, thanks for the comments. A random table of Fleshcraft abilities could be a useful balancing tool indeed, and I think I am leaning towards it a fair bit now that I have had time to give it consideration. Let me know what you all think in terms of whether a Codex or Unique Unit should be made, and we will see whether my next post may include some draft rules for whatever you think is most appropriate. Thank you!

    On a side note, I would just like to personally thank Blackcherry for his consistent opinions and contributions in this thread- my friend, you have made this work all the more swimmingly, and I have been very glad of your input. Just thought that needed to be said, for courtesy's sake.

    Yours,
    HeOfTheRedPen

  9. #9
    Chapter Master hazmiter's Avatar
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    Re: The Barghesi- Discussion and Rules Development

    Well shape shift wise, buffs to stats is a good way ok keeping them in line with mutation through strongest over weakest.
    I'll brainstorm some stuff up.
    Armour wise, scales..... 6+ save, elites get 5+.
    Close combat.... Rending as standard for cc specials.
    Shooting.... Maybe a neural shredder style weapon...
    Or even a str 3 x2 base attacks shot ap -.
    Depends on if you want surplus of xyz unit types, or balanced.
    These guys sound like they have surpluses in fodder and assault.
    Was also thinking of fnp on 5+ for elites.
    Originally Posted by Grand Master Raziel
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    DAKKADAKKADAKKA(reroll)DAKKA
    What's that, Brother Ultramarine? I can't hear you over the sound of how awesome I am!

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    Librarian Eidre's Avatar
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    Re: The Barghesi- Discussion and Rules Development

    Another direction that occurs to me...
    How do you have a functional culture where constant hyper-violence is the norm?

    1) It is normal for bargheesi to kill each other in large numbers on a daily basis. To compensate, the remaining bargheesi (the survivors, those with the superior genetics) breed and mature extremely quickly to make for a matching population replacement rate. This could lead to more normal statlines and a cocktail of special rules; the combination of unvented violence and rapid breeding could be interesting (perhaps "units gain 1d6 models at the beginning of the Bargheesi Movement Phase as larva mature; units not in close combat also lose 1d6 models (roll separately) as the bargheesi tear the weaker ones apart"; this would lead to a rough balance out of CC, and gradual growth in CC).

    2) Massive violence does not result in death, implying that bargheesi have the ability to regenerate from critical damage (feel no pain is probably not enough; probably something like giving them an invulnerable save and/or multiple wounds, maybe multiple wounds + recovering all lost wounds at the beginning of their movement phase).

    No idea on costing or game balance for either of these ideas, but both would fit a "hyper-violent" civilization.

    I would also suggest reading "Star Wolf" by David Gerrold; the "Morethan" species fits this dynamic very well; they are the result of a hundred generations of deviation from humanity with deliberate chemical, genetic, and bionic augmentation, along with a completely darwinian zero-waste spartan civilization with highly structured caste system and frequent ritualized violence incorporated into the fabric of their culture (i.e. being eaten by one's opponent is a sign of respect).
    Last edited by Eidre; 12-05-2012 at 14:18.

  11. #11

    Re: The Barghesi- Discussion and Rules Development

    I like the first of Eidre's ideas as a concept to compensate for hyper-violence, as it seems more realistic to boot in terms of game balance- granting the whole race 4+ Invulnerable Saves or pumped-up Feel No Pain would risk losing any real equilibrium in army power level. I like the idea of them slaughtering each other out of close combat, perhaps a special rule to be coupled with universal Furious Charge (which I think is fast becoming a must for this race) and perhaps even the gaining of Rage if they lose a certain number of models to this rule. The race should therefore have a lot of cheap, expendable units with a surplus of close combat specialists to back them up- there should be less of a focus on shooting squads and tanks, but these should still be included in a small degree to reflect their nightmarish technological genius alongside their cruelty.

    What follows are some army special rules up for consideration:
    - Furious Charge: applies to every unit in the entire army
    - Hyper-Violent: A unit not engaged in close combat with this special rule loses D6+1 worth of models as the members of the unit vent their pent-up fury on one another- no saves of any kind are allowed against casualties caused by this special rule. A unit engaged in close combat with this special rule gains the Rending special rule for any close combat attacks they make for the duration of the combat; they also gain the Preferred Enemy special rule.
    - Fleshcraft: A unit with this special rule may select one of the following metamorphoses at the beginning of a turn: 1, Enhanced Musculature (increases S by 1 and grants Fleet), 2, Advanced Sensorium (increases Ws by 1 and grants Acute Senses), 3, Hardened Exoskeleton (increases T by 1 and grants Feel No Pain), and 4, Savagery Pheromones (increases A by 1 and grants Fearless).

    Some examples of units are as follows, again up for consideration
    - Thralls: Large, bulky genetic mutants designed to act as labourers and unskilled peons= 3 0 4 4 1 3 2 7 5+, melee troops, option for a unit 'sergeant' with +1 A
    - Mutagens: Smaller laboratory rats with weapons built into their flesh and spliced, horrifying genes= 3 3 3 3 1 3 1 8 5+, melee/ranged troops, mainstay ranged unit, options for heavy weapons etc.
    - Guldarr Spawn: Creatures drawn from the moons of Guldarr who have been uncontrollably shaped by warp energy= 3 0 4 3 1 4 2 6 6+, fast beast pack, led by a Barghesi Dominant
    - Dominants: Elite Barghesi pure-bloods with a penchant for cruelty and excellent battle skills= 4 4 4 4 1 4 2 9 4+, powerful close combat specialists, options for special melee weapons and 'sergeant'
    - Reapers: Elite Barghesi pure-bloods with surgically implanted wings and short-ranged assault weapons= 4 4 4 4 1 5 2 9 4+, jump infantry assault weapon/melee specialists, options similar to Dominants
    - Abominations: Vast experimental battle creatures of horrific size and aggression= 4 0 6 5 4 2 4 7 5+, monstrous creature, melee specialist, heavy support slot

    Let me know what you think.
    Yours,
    HeOfTheRedPen

  12. #12
    Librarian Eidre's Avatar
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    Re: The Barghesi- Discussion and Rules Development

    Other resource thoughts for genetically mutable hyper-violent species:
    - "Pitch Black": lots of variation, clear penchant for violence within the species. Would you consider swarming flying mini-bargheesi?
    - "Pandorum": human-variant genetic mutation, with some cultural and technological ideas as well.

  13. #13
    Chapter Master hazmiter's Avatar
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    Re: The Barghesi- Discussion and Rules Development

    Hmmm pitchblack, freaky big flyer things that can smash armour, and mini ones that shred humans
    Rending a must....
    Originally Posted by Grand Master Raziel
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  14. #14

    Re: The Barghesi- Discussion and Rules Development

    I like the idea of a larger flying monstrous creature to accompany the smaller Reapers I mentioned in my last post. I don't really feel a flying swarm would be too suitable, as inevitable comparisons with the Tyranids would be drawn. Perhaps the Abomination could be a massive winged brute rather than a ground-based one? It would certainly make for quite a unique take on the normal Monstrous Creature approach we see in many Codexes nowadays. As for the Pandorum human mutant idea, I see that as perhaps being something to avoid; I would like to portray the Barghesi as the species prevalent in the Ghoul Stars rather than incorporating exterior races, although I can see some potential direction for it in terms of slave gangs etc. If you could develop the idea and sell it to me as a concept, then I might be able to implement it. As of now, I'm starting to draft a Codex based on the ideas and rules above expressed, but I'll need a little more 'fleshing out' of what you would like to see if it would be something you would like to see completed and posted. Please, let me know what you think about certain units, rules, background fluff, wargear- anything that a Codex requires. I apologise for the lack of detail in my recent responses as I have been working very hard this week due to certain stresses at work- however, it's great to see new ideas coming through. Keep it up, guys!
    Yours,
    HeOfTheRedPen

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    Chapter Master hazmiter's Avatar
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    Re: The Barghesi- Discussion and Rules Development

    The flying brute, might wanna work off the daemon prince stats, 120 points base with wings, extra points for str boost etc.
    Originally Posted by Grand Master Raziel
    Thou art a jerk, Brother Dark Angel.
    DAKKADAKKADAKKA(reroll)DAKKA
    What's that, Brother Ultramarine? I can't hear you over the sound of how awesome I am!

    Since when did megatron use doors?!

  16. #16

    Re: The Barghesi- Discussion and Rules Development

    Hello, guys! I have completed a draft PDF of the army special rules for the Barghesi and the HQ section over the past few days, inclusive of necessary fluff, and thought maybe you would like to look it over. As I say, this is firmly a draft, so everything is up for negotiation and alteration should you feel the need arises. Enjoy, and I'll be along with the Elites section within the next half-week or so, give or take a few days. Yours,
    HeOfTheRedPen
    Attached Thumbnails Attached Thumbnails The Barghesi- Army Rules and HQ.pdf  

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    Chapter Master Haravikk's Avatar
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    Re: The Barghesi- Discussion and Rules Development

    That's a very interesting starting point, the bio-forms and character mechanics give them both a high incentive for inclusion in a list which is particular good; I don't like lists where character choices are very muddy!

    If their society is combat oriented, then perhaps they could keep track of the number of trophies they have accumulated, if they reach a certain number, then they gain one of the bio forms as a permanent ability? This way any of the mainstay combat units has the potential to become very dangerous, possibly allowing them to start out a little weaker so you aren't pushing an army of low-number elites? It's a bit of a similar idea to Dark Eldar Pain Tokens, but I think it kind of makes sense, but instead of gaining rules for each one, past a certain threshold (2 or 3?) they're getting a permanent boost. I certainly wouldn't want to face a Troop choice that has butchered its way to +1 Toughness and +1 Attack, especially when it might also roll (or select) the Strength boost to boot.

  18. #18

    Re: The Barghesi- Discussion and Rules Development

    That sounds like a good idea, perhaps not one I would reserve for the entire army (it would be easy to see a Dominant easily becoming impossibly powerful with a few kills, and that's to say nothing of the Pure-Bloods I'm developing for the Elites section!), but it could apply nicely to the Thralls or Mutagenics of the Troops section. Perhaps one of them could have such an ability thanks to biological implants or suchlike? I'm leaning towards the Mutagenics for this, as they are, in my mind, already horrifically twisted by the Genesects and therefore possessed of more easily mouldable bodies. It would be a nice touch if mental stimulus and physical deeds transformed them further as a result of some austere biological defect caused by the years of abuse they have suffered- you have certainly provided me something to think over! Thank you, and I'll be sure to give it due consideration.
    Yours,
    HeOfTheRedPen

  19. #19
    Librarian Eidre's Avatar
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    Re: The Barghesi- Discussion and Rules Development

    Another naked conceptual theft from the "Star Wolf" series,the Morethan "Imp".

    In a multi-species culture where the strongest and most genetically powerful rule through violence, an adaptation for a side-shoot should be a smaller, weaker sub-species that avoids getting slaughtered by being fast, small, and virtually impossible to find. Where even the most physically capable Bargheesi Dominant can still be cut down by a well-aimed shot, the "Imp" sneaks around the battlefield, nearly invisible with a combination of small size, wiry frame, incredible speed and agility, surface camouflage, and life-signs that are naturally suppressed to the point of undetectability.

    The "Imps", although desperate to avoid notice by the larger more physical sub-species, are still driven by the urge to demonstrate their genetic superiority and improve themselves; they do so not with overt acts of violence but by venting their unstoppable desire for breaking, disassembling, shorting, overloading, and otherwise wreaking havoc with technology (or, when denied a technological opponent, acts of vandalism, sapping, and assassination).

    Socially, "Imps" are inherently loners (their psychology is entirely bent around being unseen), so they assert dominance and communicate through marks or signs of their craft left behind when their "work" is done.

    In game terms, individual "Imps" (or perhaps 1-3 individuals per FOC pick) could be Elites or possibly Fast Attack; they would be loaded up with all of the 'assassin' type USRs (Stealth, Hit and Run, Move Through Cover, Night Fighting, Infiltrate, Dodge Invulnerable Save, etc) and their Fleshcraft would manifest as the ability to genetically develop more subtle weapons (e.g bio-electrics that mimic effects of Haywire Grenades, poison needle-stingers, invisible soporific vapors).

    "Imps" assaulting infantry would have rules that prevent them from being slaughtered (perhaps enemies get no counter assault movement, or the Imps have a very good "dodge" invulnerable in close combat) and do little actual damage, but inflict effects like Pinning, Difficult/Dangerous Terrain in the following turn, or even weapon malfunctions (can't shoot, or perhaps even forced to shoot at their own unit).

    "Imps" would be most effective against vehicles, perhaps with even a special rule to allow them to deploy in base contact (snuck inside before the battle), have a Haywire-like close combat attack, etc.

    Anyhow, an alternate idea aside from just straight up mano-a-mano violence for this species.

  20. #20

    Re: The Barghesi- Discussion and Rules Development

    I like the idea of the unit mentioned above- I could most likely see it as a Fast Attack choice rather than an Elites one, and like the idea of the Genesects manipulating their flesh to be chameleonic, perhaps, or otherwise to secrete shrouding vapours that shield it from view and act as a defense mechanism should the foe come too close. The 'tinkering' aspect of their character is also very nicely woven with the background I have already set in place- it could even be expanded to incorporate genetic augmentation of a more haphazard nature for those more daring creatures of this sub-species. In terms of Universal Special Rules, Stealth and Move Through Cover would definitely have to apply, and perhaps Infiltrate at a push. I'm not too sure about Hit and Run, however, considering how their work is done secretely rather than in the brutal melee their larger cousins prefer, and I'm also unsure of how they would have Fleshcraft and Hyper-Violent applied to them as they exist currently- Hyper-Violence would currently be a very negative effect on a small scouting unit such as the one you suggest above. Perhaps a lone hunter would be a better idea? Anyway, if you would like your idea put into the Codex I am (slowly) putting together, could you please clarify the following points for me?

    - How does Hyper-Violent and Fleshcraft as they stand apply to 'Imps'?
    - Is there a possible alternate name that they can adopt to fit with the darker theme of the Barghesi?
    - Would they be shooting or close combat orientated?
    - How would they benefit the army? Would their role be assassination or mere aggrievance of the foe?

    Anyway, I really like the idea- I just think there are a few points needing a remedial thought here and there, and then they could be used feasibly as a unit in the codex. Thanks for the collaboration and the inventiveness (despite the fact it was a little ripped-off!) of the idea. Keep it coming!
    Yours,
    HeOfTheRedPen

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