View Full Version : DIY gang rules (unknown warriors)

18-09-2007, 03:51
Are they fair?

I imagine that all the work has already been done, and that game balance is fair enough as is, but does tha ability to mix and match skills give an unfair advantage to these warriors froom the cold?

I have been considering making a gang with Strength and Agility, (plus either Stealth or ferocity) cos that's how my models kind of look...

But irrespective of this, is there an optimum? Have the Unknown warriors in your experience been a little too harsh?

18-09-2007, 15:20
I have allowed there use in the campaign I am running as I didn't think that they were that over powered.
I do think that they are open to abuse especially when you couple the skills with the creation of your own weapon lists as well but then a lot of people don't use the house weapon list.
I don't think its too much of an issue for use though as I have things in place if any one gets too big for there boots.

19-09-2007, 02:04
I use an Unknown Warriors gang. It doesn't unbalance anything as long as the Arbitrator checks over everything and OKs it. Make sure the gangs have some background and that the skill tables fit. Make sure they have a damn good reason for taking Stealth, Shooting and Techno on Gangers. That seems to be the best combination.

My Gangers get Agility, Stealth and Techno. The lack of Combat or Shooting skills is a real hurdle to get over. The lack of shooting also lessens the effect of Techno a little.

I can also recommend using the Experimental Skill Tables from Specialist Games. They are great. Just alter Chemist to give D3 doses.

19-09-2007, 10:36
When I first wrote the rules, the intention was that the extra flexibility in skill selection is balanced out by the more restrictive house weapon lists. Since the latest rules review expanded the generic House Weapons lists even further, the restriction on weapons became even more profound.

Although there is very definately an advantage in choosing your own skills, the hope is that the skill tables are all roughly balanced with each other anyway. Of course, perfect balance is difficult to achieve, but as long as players run with the spirit of the rules and use them as intended, it shouldn't matter that much anyway.

Oh, and it's good to see other gamers enjoying making use of the article!

Guyver OmegaX
19-09-2007, 11:30
I'm structuring a Necro campaign for my local wargames club at the moment, and the Unknown Warriors rules are ones I looked at including.

After a fair bit of examination and testing of them, I'm very happy to include them in the campaign; the only way I see them being mis-used are by unsporting players, who can exploit the existing rules/skills/etc anyway.

I was actually very impressed by the balance of most gangs that got created during the testing of these rules; they can encourage some different styles of gang/game (including how I want my gang to play!), and we didn't get any situations where a gang had an obvious advantage over any other.