Astartes as Warband Members

Well the proposed marine rules already include a way to stop a squat giving his stuff to a marine or the other way round by saying when you buy a piece of kit for a marine is "astartes" kit and can only be used by astartes. The kit thing for other examples is always going to be hard unless we set sizes that have no game effects for example
Squats and grots = small
Human and eldar = medium
Ogryns and sslyth = large
And when a piece of armour or a weapon is brought you say what size it is and then it can only be transferred between models of the same size, just off the top of my head spit balling

I'm unconvinced that Sslyth power armour would fit an Ogryn, however, the easiest option I've come up with is to give some items this:

Tailored: This item is custom fitted for it's owner and cannot be used or worn by others. A character with Armourer, Weaponsmith or Inventor may attempt to modify it for another user by taking an initiative test instead of working a territory. the test is automatically passed if the warband controls a Workshop/Weaponsmith.

Then we can just use species/usable by and maybe origin to rule out characters from using stuff.
 
I can think of some xenos "power armour"
Although not true power armour any very heavy armour now get's power armour since most armours are now just imperial standard
Scorpion aspect armour (power armour)
Tau suit (flight mutation and power armour)
Ork meganob (power armour)

That being said, I like the idea of some imperial only weapons, and some xenos only weapons. But I think we also need a large "standard weapons" base so we can have a ork with a six shoota (autopistol) or an custom mega shoota (storm bolter) or a twin linked shuriken catapult (also storm bolter) even if not all the xenos would use them and some might be mostly made up I think having mainly normal imperial stats for my weapons is fine even if the miniatures themselves have scratch build guns often based around eldar weaponry (I have eldar guns from my time playing eldar). Otherwise you will just end up with 4 generic tau warriors with shuriken catapults, because that is now the only normal eldar gun....
 
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I can think of some xenos "power armour"
Although not true power armour any very heavy armour now get's power armour since most armours are now just imperial standard
Scorpion aspect armour (power armour)
Tau suit (flight mutation and power armour)
Ork meganob (power armour)

That being said, I like the idea of some imperial only weapons, and some xenos only weapons. But I think we also need a large "standard weapons" base so we can have a ork with a six shoota (autopistol) or an custom mega shoota (storm bolter) or a twin linked shuriken catapult (also storm bolter) even if not all the xenos would use them and some might be mostly made up I think having mainly normal imperial stats for my weapons is fine even if the miniatures themselves have scratch build guns often based around eldar weaponry (I have eldar guns from my time playing eldar). Otherwise you will just end up with 4 generic tau warriors with shuriken catapults, because that is now the only normal eldar gun....

I'm with you on the armour, power armour does not need to be human/imperial only.

I don't really follow what you're saying in the second paragraph, and I think it belongs in the weapons thread. Could you elaborate there?
 
mmm... I'd like to not add astartes in gangs.
I'll explain a bit better: astartes gangers are an available choice for a bunch of gangs, not all and, obviously, ALL gangs will want an astartes-like member.
so an excalation will be inavoidable.
I'll prefer to keep them as mentors.
 
Some gangs already have astartes esq members as Iv touched on in this post in great detail, astartes would give those that don't one :)
 
Hi @oGRE3 , been a while dude! Yeah I was of the same opinion too (esp from where the design was when you were last on here I think), but the way the designs have progressed... Ogyrns, Slytth;s and maybe others (purestrain/patriarch stealer thing!) are reaching that sorta level and going to all fall into a 0-1 category of power level in some way (not involved in warband design atm). Which means that from a balance side, I would guess the intent would be every gang has access to at least guy with that level of kick-butt-ness and can have a max of 1 per warband.

It takes a bit of a jump, but have a read over some of the threads where this has been discussed (@Gregor Firedrake and @Tiny have both made some very good points/arguments/ideas on this subject, as have others (sorry if I didn't mention you!)).
 
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Hi @oGRE3 , been a while dude! Yeah I was of the same opinion too (esp from where the design was when you were last on here I think), but the way the designs have progressed... Ogyrns, Slytth;s and maybe others (purestrain/patriarch stealer thing!) are reaching that sorta level and going to all fall into a 0-1 category of power level in some way (not involved in warband design atm). Which means that from a balance side, I would guess the intent would be every gang has access to at least guy with that level of kick-butt-ness and can have a max of 1 per warband.

mmm... you're about to persuade me but I was concerned more about more important things like weapon/armor customization.
I really dunno: I think there's big stuff a gang should be able to deploy easily and other ones I think should remain rarer.
for example: I see in a ][munda campaign there's a lot of inquisition posse and just a bunch of other gangs, so there will be a lot of space marines [who should be rarer] and just a couple of the rarest big things of other gangs.
in my campaign, I prefer to create some special "big guy" characters and to let other people to recruit them as mentors or such a thing.
 
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That's a fair opinion. I think there would also be options for ogyrns, big mutants etc. It may well come down to what gangs your group plays a lot.

I think it's a wait and see for a week or so, see what the draft looks like, how it would play/form a warband, and how warbands would then gravitate in an entire campaign, then adjust to suit. If you guys feel afterwards (assuming the overall majority want marines in) to remove them/limit the super hero slot to ogyrn only until inq makes it to (say) 300 xp for instance, that wouldn't stop the system, just how it works in you meta
 
Ohhhh please don't mistake the intent we will be working on the more important base aspects of the game first, but as you can already create a convincing marine using Xenos then it's only fair for the imperial forces to be able to recruit There version. And a lot of people love space marines :) and one thing to remember is that there are far far more space marines in the galaxy than even interigator inquisitors so the rareness of the gang leader out weighs the rareness of the marine
 
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But in my mind even with the inquisitor warband you are more a group hired by an inquisitor. The leader woudl be a possible protege/ trusted minion of the inquisiton, the inquisitor wants to see/ knows he can perform on his own (possibly to determine if he might some day become an actual inquisitor itself) or just because he cannot do everything himself.
 
If that's how you see your warband that's cool :) were as mine is an inquisitorial interrogater (an actual inquisitor rank) as the warband list names him, I want to represent the rise of an interogator up the ranks of the inquisition. Both versions of an inquisition warband are valid though so that should not limit them to what resources they can call on :)
 
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If that's how you see your warband that's cool :) were as mine is an inquisitorial interrogater (an actual inquisitor rank) as the warband list names him, I want to represent the rise of an interogator up the ranks of the inquisition. Both versions of an inquisition warband are valid though so that should not limit them to what resources they can call on :)

Agreed. That plays a big part in my re-writing of the warband selection process; to make your warband your own. You decide who the leader is and who he hires, not the list (for the most part).
 
That's a fair opinion. I think there would also be options for ogyrns, big mutants etc. It may well come down to what gangs your group plays a lot.

I think it's a wait and see for a week or so, see what the draft looks like, how it would play/form a warband, and how warbands would then gravitate in an entire campaign, then adjust to suit. If you guys feel afterwards (assuming the overall majority want marines in) to remove them/limit the super hero slot to ogyrn only until inq makes it to (say) 300 xp for instance, that wouldn't stop the system, just how it works in you meta

I hope at least the "uber option" will be an alternative to another one: maybe an astartes could replace an heavy, for example.
 
If everyone gets the same options why dose it need to replace anything?

I didn't explain well...
I intended to make the "uber option" an alternative to other options: if you can choose between "0-2 heavy between guy with heavy weapon, space marine, assassin or cleric" [for example], you have to decide what to take; if the "uber option" is an extra, you can simply take them all and all gangs shall be similar.
 
We're waiting for the big reveal at the end of the week but as my head currently has it it may look a little somenykng like this
1 leader
0-2 heavies
0-2 elites (gangers with better stats)
0-1 big thing
3+ gangers
0+ juves

For instance lol don't quote me on it and I may be well of the mark but that's what my heads made up from how Iv followed previous conversations.
 
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Suppose a conversation for soon is what counts as a big thing?

Ogryn/sslyth and big mutie seam good contenders, but how will we figure out what else goes in there?
 
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