Beastman
Could give them always having Secondary access to Ferocity skills and never having primary or secondary access to Savant.
Actually the more I think about it, the more I like giving Secondary access in exchange for never having it or primary in another category:
Squat: Always secondary Savant, never secondary or primary Agility
Ratling: Always secondary Agility, never secondary or primary Brawn
Ogryn: Always secondary Brawn, never secondary or primary Savant
Beastman: Always secondary Ferocity, never secondary or primary Savant
Craftworlder
Commorite
The Eldar seem to be the closest to having their novice level guys being full on gangers. They'll definitely have the opportunity to be a small elite force. I didn't drop their cool to 8+ because of how they live in fear of their Ancient Doom. You get taken out and your friends don't get your spirit stones and who know what could happen?
For the Ork, the toughness and the weapon skill really drives up the base cost. Which is fine. They should be a real danger to the average human if they get close.
p16/3.33 gives -3 points as the cost for a grot with no upgrades. So 10 points for primary access to Cunning and then 6 for Evade (Cunning) as it seems like a perfect substitute for small target in V3, gives a 13 point grot.
Tau seemed straightforward. I imagine that'll change later with all their special gear.
In 40k8 Kroot have an ability that is something short of full on infiltration called Stealthy Hunters. So I gave them secondary access to Cunning for a cost increase of 5 to represent that potential. I also didn't include a Feed special rule at this time. N17 has a coup de grace action so maybe there's something using that which could be figured out.
The 9" movement comes from looking at the other game set in the same universe from the current GW design studio. N17 has some commonalities with 40k8. Like how if you take a regular human in 40k8 and it advances (like a double move in N17) it goes an extra d6 inches. 6 + 3.5 (the average result) rounds up to 10. Which halves to 5" which is the default human ganger movement in N17. 14" + 4" (the rounded 3.5 result of a d6 advance) divided by two is 9".
So that's just my starting point. I'm certainly not going back to every other species stat block and adjusting them to the same (40k8 + 4)/2 formula. Nor proposing some sort of conversion rule-- I'm against converting from system to system compared to figuring out how to represent in N17. I want to be informed but not constrained by other instances of Warhammer 40,000 universe rules.
When I read through the N17 skills a combination of Mightly Leap, Clamber and Catfall combined with a huge 9" movement seemed like a great way to represent wings. They can climb as if there's always a ladder, "leap" horizontally 9"+ and combined with a good initiative are very unlikely to have too many crash landings.
But this doesn't really go far enough. So I went back to the N17GW1 book and looked at the Sector Mechanicus rules. Basically I see Fly as allowing the removal of the restrictions, limits and penalties for jumping gaps, climbing up to overhangs, dropping down and so on. And you'd have the benefits of Clamber, Mighty Leap and Catfall.
I could see simplifying this even further, but I think there might be something to still having to do initiative checks for some of the more extreme movements given how powerful such a movement rate would be. If I were to come up with a rules paragraph that combines all this stuff it would be:
Fly (cost 40) <-- could be 45 or 50
When jumping gaps, climbing, dropping down or falling a fighter with fly never suffers any penalty to initiative checks. When they climb the vertical distance moved is not halved. They may jump gaps of any size and can jump gaps to higher platforms with greater than a 2" height difference as long as their total distance moved that activation (horizontal and vertical combined) is less than or equal to their available movement for their activation. Similarly when climbing they can traverse an overhang of any distance overhead that they can reach during their movement. When a fighter with Fly drops down or falls, halve the distance when determining effects. A fighter with Fly not Seriously Injured or Taken Out of action by a fall may make an Initiative check, and if passed, the fighter is not Pinned and is instead Standing. A fighter with Fly can never gain the Clamber, Catfall or Mighty Leap skills. Any model that already has them gains no further benefit from those skills as long as they have the Fly ability. See N17 Gang War pages 8-10 for more information on jumping, climbing, dropping down and falling.
Maybe better presented in point form for ease of reading:
To be perfectly honest, I have no idea what M 9" will actually do to a game of N17. That might need to get dialed back or it might be totally fine. It sounds really extreme, but it is flight, which is a popular thing people both dream about and list as the super power they could have if they got to have one. Regardless I think this version of flight combined with a high movement would definitely let the fans of Vespids feel like their fighter is performing right on the table top. Same goes for someone wearing a rocket pack or floating on top of a drone like an Ethereal does every now and again.
Maybe though, everything for flying should not require any actual check at all. No chance of failing a jump or anything like that?
-- | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | Cost |
Beastman | 5” | 5+ | 5+ | 4 | 3 | 1 | 5+ | 1 | 9+ | 9+ | 8+ | 10+ | 20 |
Could give them always having Secondary access to Ferocity skills and never having primary or secondary access to Savant.
Actually the more I think about it, the more I like giving Secondary access in exchange for never having it or primary in another category:
Squat: Always secondary Savant, never secondary or primary Agility
Ratling: Always secondary Agility, never secondary or primary Brawn
Ogryn: Always secondary Brawn, never secondary or primary Savant
Beastman: Always secondary Ferocity, never secondary or primary Savant
Craftworlder
-- | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | Cost |
Craftworlder | 6” | 5+ | 4+ | 3 | 3 | 1 | 3+ | 1 | 8+ | 9+ | 8+ | 8+ | 40 |
Commorite
-- | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | Cost |
Commorite | 6” | 4+ | 5+ | 3 | 3 | 1 | 3+ | 1 | 8+ | 9+ | 8+ | 8+ | 40 |
The Eldar seem to be the closest to having their novice level guys being full on gangers. They'll definitely have the opportunity to be a small elite force. I didn't drop their cool to 8+ because of how they live in fear of their Ancient Doom. You get taken out and your friends don't get your spirit stones and who know what could happen?
-- | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | Cost |
Ork | 4” | 4+ | 6+ | 3 | 4 | 1 | 5+ | 2 | 10+ | 9+ | 10+ | 9+ | 35 |
For the Ork, the toughness and the weapon skill really drives up the base cost. Which is fine. They should be a real danger to the average human if they get close.
-- | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | Cost | Special |
Grot | 4” | 5+ | 5+ | 2 | 2 | 1 | 4+ | 1 | 10+ | 9+ | 10+ | 9+ | 13 | Evade (Cunning), Always has Primary access to Cunning |
p16/3.33 gives -3 points as the cost for a grot with no upgrades. So 10 points for primary access to Cunning and then 6 for Evade (Cunning) as it seems like a perfect substitute for small target in V3, gives a 13 point grot.
-- | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | Cost |
Tau | 5” | 6+ | 5+ | 3 | 3 | 1 | 4+ | 1 | 9+ | 9+ | 9+ | 9+ | 17 |
Tau seemed straightforward. I imagine that'll change later with all their special gear.
-- | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | Cost | Special |
Kroot | 6” | 5+ | 5+ | 3 | 3 | 1 | 3+ | 1 | 9+ | 9+ | 9+ | 10+ | 29 | Always has Secondary access to Cunning |
In 40k8 Kroot have an ability that is something short of full on infiltration called Stealthy Hunters. So I gave them secondary access to Cunning for a cost increase of 5 to represent that potential. I also didn't include a Feed special rule at this time. N17 has a coup de grace action so maybe there's something using that which could be figured out.
-- | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | Cost | Special |
Vespid | 9” | 5+ | 5+ | 3 | 3 | 1 | 4+ | 1 | 9+ | 9+ | 9+ | 9+ | 75 | Fly |
The 9" movement comes from looking at the other game set in the same universe from the current GW design studio. N17 has some commonalities with 40k8. Like how if you take a regular human in 40k8 and it advances (like a double move in N17) it goes an extra d6 inches. 6 + 3.5 (the average result) rounds up to 10. Which halves to 5" which is the default human ganger movement in N17. 14" + 4" (the rounded 3.5 result of a d6 advance) divided by two is 9".
So that's just my starting point. I'm certainly not going back to every other species stat block and adjusting them to the same (40k8 + 4)/2 formula. Nor proposing some sort of conversion rule-- I'm against converting from system to system compared to figuring out how to represent in N17. I want to be informed but not constrained by other instances of Warhammer 40,000 universe rules.
When I read through the N17 skills a combination of Mightly Leap, Clamber and Catfall combined with a huge 9" movement seemed like a great way to represent wings. They can climb as if there's always a ladder, "leap" horizontally 9"+ and combined with a good initiative are very unlikely to have too many crash landings.
But this doesn't really go far enough. So I went back to the N17GW1 book and looked at the Sector Mechanicus rules. Basically I see Fly as allowing the removal of the restrictions, limits and penalties for jumping gaps, climbing up to overhangs, dropping down and so on. And you'd have the benefits of Clamber, Mighty Leap and Catfall.
I could see simplifying this even further, but I think there might be something to still having to do initiative checks for some of the more extreme movements given how powerful such a movement rate would be. If I were to come up with a rules paragraph that combines all this stuff it would be:
Fly (cost 40) <-- could be 45 or 50
When jumping gaps, climbing, dropping down or falling a fighter with fly never suffers any penalty to initiative checks. When they climb the vertical distance moved is not halved. They may jump gaps of any size and can jump gaps to higher platforms with greater than a 2" height difference as long as their total distance moved that activation (horizontal and vertical combined) is less than or equal to their available movement for their activation. Similarly when climbing they can traverse an overhang of any distance overhead that they can reach during their movement. When a fighter with Fly drops down or falls, halve the distance when determining effects. A fighter with Fly not Seriously Injured or Taken Out of action by a fall may make an Initiative check, and if passed, the fighter is not Pinned and is instead Standing. A fighter with Fly can never gain the Clamber, Catfall or Mighty Leap skills. Any model that already has them gains no further benefit from those skills as long as they have the Fly ability. See N17 Gang War pages 8-10 for more information on jumping, climbing, dropping down and falling.
Maybe better presented in point form for ease of reading:
Fly (see N17 Gang War pages 8-10 for mroe information about jumping gaps, climbing, dropping down and falling)
- When jumping gaps, climbing, dropping down or falling a fighter with fly never suffers any penalty to initiative checks.
- When they climb the vertical distance moved is not halved.
- They may jump gaps of any size and can jump gaps to higher platforms with greater than a 2" height difference as long as their total distance moved that activation (horizontal and vertical combined) is less than or equal to their available movement for their activation.
- When climbing they can traverse an overhang of any distance overhead that they can reach during their movement.
- When a fighter with Fly drops down or falls, halve the distance when determining effects. A fighter with Fly not Seriously Injured or Taken Out of action by a fall may make an Initiative check, and if passed, the fighter is not Pinned and is instead Standing.
- A fighter with Fly can never gain the Clamber, Catfall or Mighty Leap skills. Any model that already has them gains no further benefit from those skills as long as they have the Fly ability.
To be perfectly honest, I have no idea what M 9" will actually do to a game of N17. That might need to get dialed back or it might be totally fine. It sounds really extreme, but it is flight, which is a popular thing people both dream about and list as the super power they could have if they got to have one. Regardless I think this version of flight combined with a high movement would definitely let the fans of Vespids feel like their fighter is performing right on the table top. Same goes for someone wearing a rocket pack or floating on top of a drone like an Ethereal does every now and again.
Maybe though, everything for flying should not require any actual check at all. No chance of failing a jump or anything like that?
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