N18 Gives Ogryns More Option !

Beebopalulla

Gang Hero
Jul 1, 2023
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The Book of Desolation show that an ogryn can use a polearm.

So it proves in my opinion that the list from wich they can equip is limited in a rather dumb way. Also to my knowledge only Sparky has an intelligence of six wich for me limit an ogryn gang or brutes. Their list should be expanded but not to the extend to included complexe items. For example heavy stubber yes, sling gun no. They should also adapted to theur side like a stubcanon is a stub gun for them i hardly see the using a laspistol they are more likely to crush it.

So if we take into account the size of the ogryns and their limited intelligence what for you will be an acceptable expanded list?
 
On the face of it, I think expanding to include Necromunda-ified options from compatible/easily converted makes the most sense.

But - in general - I've always found the "stupid" rules to be, well, stupid. It's a cultural/byproduct thing - clearly - not an innateness. They're human. They've human intelligence, they can do what humans can do, brutalised and maligned or otherwise.

Kits-wise, I expect things like:
- ripper guns (sawn-off heavy stubbers? 😅)
- bullgryn-y grenade launchers
- knives/butcher blades (Ogryn-y: +1 Damage?)
- ceramite shields
- harpoon launchers (Ogors in AoS have a few)
- stub cannons (actually, most Goliath & Corpse Grinder weaponry makes sense for an overlap, maybe at an increased price/restrictedness to e.g. champions)
- servo claw/hydraulic claw (from the Kataphron Servitors Ad Mech kit - they seem about the right size to bolt-on nicely).

I'd argue a wee skill/rule that let's them "add" sidearm to, I dunno, a basic weapon for a credit cost & int check, maybe with assistance from hangers on (e.g. Weaponsmith, Heretek, Ammo Jack, Brute Handler?), would be pretty swish too. A bit like how Bulging Biceps goes, but a bit more useful, and characterful, you know?

But given that trading post availability is already something most folk feel comfortable with, it's began to play on my mind as: are we better off thinking of what weapons are baseline available to pretty much everyone? And just assuming that - within reason - everyone can likely get their hands on stuff?

Hell, even given gangs a sort of... Credit Rating, based on their house support or something. Basically their starting availability is a generic "Rare" roll value or something, like Cawdor & Goliath only spend XP to buy generic Common availability, Ogryns sit on Common but Illegal 9,Orlocks get Rare8 , Escher Rare 8 & Illegal 8, Delaque Rare 8 & Illegal 10, Van Saar Rare 9 & Illegal 9 etc.

I wouldn't necessarily *balance*, but as a notional "who has easy access to easy things like pole arms" - as you initially note - it does make a degree of sense.

(Also, a clarified/rejigged set of credit values and tweaked rarities/legality, would be quite nice, wouldn't it? Generally, for the game? I know, it's house rules, but it'd be lovely if it was just... Taken As Read, or more conveniently baked into the core system.

Like the Trading Post pdf GW did. Would shake things up and make it all a bit easier for folk to get their teeth into.

[Though, in fairness, that's been done a touch in the new rulebook - think they could just be more proactive in it. Do it like the 40k meta tweaks, but call it, I dunno, "Market Fluctuations", or "The Really Blatant Hand of the Imperial House", proper economics like.])
 
Yeah, new Venator list is pretty great for everyone. Loads of cool modelling options.

Heck, I can run squats like they were in the Rogue Trader days with lasguns and flak armour instead of the new nonsense.
Noticed during theorycrafting that the new Venator rules makes for clearer* and more fun to play WYSIWYG versions of the Nautican Syphoning Delegation than the actual Book of Outcast rules for using those minis!

Playing a "counts as Subnautican" onto a Venator Ogryn profile (Champion or Ganger) with choice of Augmetic Fists using the Ogryn legacy equipment option or go straight Venator equipment option which gives the Champion access to a Frenzon Collar at start; give the Syphonite an Escher legacy Champion profile and make that needle rifle deadly; and interpret whatever-the-Master-Nautican's-servo-arm-is** as anything but a boring/unusable-to-the-fighter stilleto knife and needle pistol and have fun!

*The lack of clarity regarding whether the Special Rules listed for Delegations travel over for the Champions and Gangers in Book of Outcasts is probably the biggest deal breaker for me using that rule set. RAW (page 22) champions and gangers don't get access to the very rules that make those fighters so fun and flavoursome, but the rest of the Underhive Outcast fighters do?....And let's not get started up on replacing dead Delegation fighters, and whether A Band Apart was meant to be imported with the other special rules for Delegations as it would immediately resolve the issue (Delegation fighters are shielded from Lasting Injury 66 by that rule).

**Partial Servo harness is Rare 12 - inaccessible to a Venator Leader...unless it has Van Saar legacy...
 
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Never buy the partial servo harness it has drawback and cost 130. If you have to save credits for that just wait to add 30 credits for a full harness (160 credits and no penalty). It's the opposite situation to the light carapace/ heavy carapace where the "better"version cost more for a minimal advantage that comes with drawback.
 
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Never buy the partial servo harness it has drawback and cost 130. If you have to save credits for that just wait to add 30 credits for a full harness (160 credits and no penalty). It's the opposite situation to the light carapace/ heavy carapace where the "better"version cost more for a minimal advantage that comes with drawback.
I know, but I'm aiming for a WYSIWYG interpretation of the model, and the limitations fit the look of the model (they don't look particularly agile).

Rarity 12 closes off access to Full Servo Harness at creation - it'd be great if a 30 credit "upgrade kit" for the partial servo harness was available *scribbles Arbitrator House Rule notes furiously*.

None of the legacy options have a listing for it and it's just one rarity level above the one Leaders can get to unless using a liberal interpretation of the Tech Merchant's Techno Baubles skill (and is a 50 credit workaround that consumes a Hanger-On slot).
Mildly hilarious that the Ogryn Overboss list has Partial Servo Harness at 100 credits though - that's really what it's worth in real terms when the negatives re: vulnerability to flash and reduced capability in Ash Wastes and Sector Mechanicus scenarios are taken into account.
130 credits would be worth it if the Servo Suspensors eliminated cumulative movement penalties from Heavy Carapace - but then we'd be getting into "shouldn't high strength = treat as if the fighter has suspensors" territory.
 
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These guys already sound scary are they tougher than Goliaths? I just got beat bad by a gang of them with grenade launchers, I play Eschers and haven't won a game yet haha, looks like I still won't with these guys coming out.
 
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Goliaths have default strength and toughness of 4 (5 with genesmithing), Ogryns start at Toughness 5 and usually have an extra wound - but their equipment options until now were limited...now Venator-variant Ogryns can choose between the Slave Ogryn leader's gear options (which are great) or access to the Trading Post (which is also great)...
 
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