House Nixx

Blood Donor

Enforcer
Tribe Council
Aug 23, 2011
3,493
4,604
248
34
Peterborough, Ontario, Canada
The list looks good, I like that if Hybrids are 0-4 that they are the only characters with access to Techno skills, and also the blurb on a max limit of 2 Heavy Weapons per gang. Pricing them would require some thought towards balance, as beyond the first two you are buying a Ganger that already has the Specialist skill? (assuming they would all have the weapon access traits of a normal Heavy).

Everyone complains about HWLs, but they work alongside WYSIWYG quite well. I like where this is going.
 
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Tulkas

Mr. Shadowlord
Mordheim Professor
Mar 23, 2012
2,181
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Netherlands, Groningen
Apart from the fairly different skills available to Hybrids, I feel they also should have different stats from the regular Gangers. Perhaps even Bs2. With the option of heavy melee weapons, that might not be a bad thing. (You don't HAVE to take the Mining laser). They will also have the options of Mutations at which point that Stealth Skill list becomes a whole new option. But this is all just speculation for now, I want to build it upon the new Codex and models (which I hope to receive tomorrow) therefore I don't want to get too far ahead of myself just yet.
 

Tulkas

Mr. Shadowlord
Mordheim Professor
Mar 23, 2012
2,181
1,176
143
36
Netherlands, Groningen
How is this for Rending Claws?

Rending Claws
Range: Close Combat
Strength: As user +1
Damage: 1
Save Mod: -3
Special Rule: Cannot carry a melee weapon or a pistol in this hand. Shooting weapons that require two hands to use can be used as normal.
 

Unslain

Ganger
Nov 29, 2014
204
398
73
Peterborough, Cambridgeshire, UK
I'd suggest splitting 'heavies' and hybrids into separate gang member types.

From a fluff stand-point, it would be easiest to get tech- and weapon-training for 4th Gens (perhaps as part of the PDF or garrison units within a main House).
Modelling-wise I can't see that any of the three-armed miniatures have heavy or special weapon options - although that rock cutter could make a lovely redemptionist eviscerator.
And in terms of rules, do you really want your Armourer charging in to use his ferocity skills?

So I'd have heavies as their standard 0-2 entry and then hybrids at 0-3 or 0-3, possibly with the clawed 3rd limb mutation built in and priced accordingly. Also keeps the gang similar to standard House gangs, just with an additional entry and some extra choices on the gang leader.
 

Tulkas

Mr. Shadowlord
Mordheim Professor
Mar 23, 2012
2,181
1,176
143
36
Netherlands, Groningen
Hmmm I do like that idea. Hybrids can replace the Juves in the roster. I was looking to fill that slot with something else anyways. The Leader option stays however, I really want that.

Also, on the three-armed heavy weapons, the models from the Overkill box have that. Noticably the Mining Laser. Doesn't have to be done but I think it's cool to have the option. I'll work on it and write up some options.
 

Unslain

Ganger
Nov 29, 2014
204
398
73
Peterborough, Cambridgeshire, UK
Switching out the Juve entry makes sense with the apparent model range. But it does remove the option to get cheap gang members that can advance to work territories and will make for numerically small gangs. Even starting hybrids out with juve stats, claws and extra arms are going to just about double their cost in creds, judging by the scavvy equivalents.

Are you dead set against having a fifth fighter type? Combat/Ferocity/Stealth offers a very tasty combination of skills but will be infuriating if your hybrid never gets a WS advance. I suggest adding them to the standard gang options, giving them ganger stats and balance that skillset with their being unable to work territory. It's similar to what the ORB Redemptionist rules did; they had the usual leader, heavy, ganger and juve choices (albeit with different names) plus the Zealot - 60creds iirc for a ganger with frenzy and limited to pistols, close combat and grenades.

As for three armed heavies, myself I'd just call it artistic licence (like the original pistol-and-close-combat ganger models with basic weapons slung on their backs). Alternatively, you could just allow heavies the extra arm mutation as an option. Being descended from literal combat monsters, it feels fitting that the heavies of House Nixx would be a scarier prospect in melee than any other.
 
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