So, after listening to 4-5 Hive secundus reviews/unboxings and some more snippets of rules for the Tech hunters I get the feeling the 'gimmick' for this new cycle of expansions will focus on bringing out multiple sub-classes for specialists with some exclusive equipment for each gang. In the Hive Secundus Rulebook the Tech hunters are 75 Cr each and each sub-class is limited to '0-2', so unless the Book of Desolation adds some other limitations at 'gang creation', you could have up to 8 Tech hunters in a starting Van saar gang.
Van saar tech hunters have 4 sub-classes:
- Guntek: In-battle Refraction cloak and Post-battle 'craft 30 Cr gun' action.
- Teknomat: In-battle exclusive Close range weapons and Post-battle 'craft 30 Cr wargear' action.
- Bioteknist: In-battle Servo Medicae and Post-battle 'Rogue Doc' action.
- Augurtek: In-battle 'Anti-Infiltration 12'' aura' and Post-battle 'exchange Data crystals' action (this seems to work only in Hive Secundus campaigns; maybe they'll get an alternative post-battle action in the Book of Desolation, like something facilitating Tarding post actions or Bounties).
Assuming for normal campaigns, we are still limited to 1 Specialist at gang creation, which one of these would you pick?
I am most tempted by the Bioteknist, since that would free up my one Hanger-on slot for something other than my 'mandatory' 1st Rogue doc.
2nd to that, I like the Guntek for their Refraction cloak and crafting basic guns for new recruits later in the campaign (although, given Van Saar's House list, the Teknomat's crafting ability may be much more convenient/flexible to maybe craft Gun sights and other wargear around the 25-30 creds mark).
Now, if we were to transfer this 'Specialist sub-classes' idea to the other existing gangs, we can get a rough guess as to what the House gangs will likely get in the next year and a bit.
Each house will probably have 3-4 sub-classes of specialist, but they will be tailored to each house: for example every house may have at least one crafting specilaist, but the Goliath's one will likely be limited to crafting Melee weapons after-battle and his 'exclusive weapon' will be some overcosted unweildy Forge hammer, while the Orlock's crafting specialist, may focus on crafting Ammo types and grenades and possibly use a beefed up Harpoon gun.
Mainly I am expecting/hoping for a new plastic frame for each house, with 3-4 new bodies/poses and a bunch of new bits/weapons to represent the specialist classes for that House, sold 2 frames per box, like most Necromunda kits up to now, interspersed with whatever new gangs/kits come along in the expansions (we have yet to see models for these Abyssal Ferrymen mentioned in Book of Desolation and I am half expecting Muties to get full gang rules/kits in the not-too-distant-future).
Van saar tech hunters have 4 sub-classes:
- Guntek: In-battle Refraction cloak and Post-battle 'craft 30 Cr gun' action.
- Teknomat: In-battle exclusive Close range weapons and Post-battle 'craft 30 Cr wargear' action.
- Bioteknist: In-battle Servo Medicae and Post-battle 'Rogue Doc' action.
- Augurtek: In-battle 'Anti-Infiltration 12'' aura' and Post-battle 'exchange Data crystals' action (this seems to work only in Hive Secundus campaigns; maybe they'll get an alternative post-battle action in the Book of Desolation, like something facilitating Tarding post actions or Bounties).
Assuming for normal campaigns, we are still limited to 1 Specialist at gang creation, which one of these would you pick?
I am most tempted by the Bioteknist, since that would free up my one Hanger-on slot for something other than my 'mandatory' 1st Rogue doc.
2nd to that, I like the Guntek for their Refraction cloak and crafting basic guns for new recruits later in the campaign (although, given Van Saar's House list, the Teknomat's crafting ability may be much more convenient/flexible to maybe craft Gun sights and other wargear around the 25-30 creds mark).
Now, if we were to transfer this 'Specialist sub-classes' idea to the other existing gangs, we can get a rough guess as to what the House gangs will likely get in the next year and a bit.
Each house will probably have 3-4 sub-classes of specialist, but they will be tailored to each house: for example every house may have at least one crafting specilaist, but the Goliath's one will likely be limited to crafting Melee weapons after-battle and his 'exclusive weapon' will be some overcosted unweildy Forge hammer, while the Orlock's crafting specialist, may focus on crafting Ammo types and grenades and possibly use a beefed up Harpoon gun.
Mainly I am expecting/hoping for a new plastic frame for each house, with 3-4 new bodies/poses and a bunch of new bits/weapons to represent the specialist classes for that House, sold 2 frames per box, like most Necromunda kits up to now, interspersed with whatever new gangs/kits come along in the expansions (we have yet to see models for these Abyssal Ferrymen mentioned in Book of Desolation and I am half expecting Muties to get full gang rules/kits in the not-too-distant-future).
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