N18 New Rules Incoming

MusingWarboss

Hive Lord
Oct 31, 2013
5,431
12,571
203
It’s been a long time coming (and should probably have been started in 2018) but it’s the New Rules Incoming Thread!!

We start with the second Apocrypha Release: Goliaths.


New Gene-Smithing options!!

I’d love to try talk about the contents further but it’s taking about 16 years to download (that ol’ “we haven’t optimised our PDFs again” issue??).

EDIT: it downloaded eventually!

The GS options are, ok.

One gives resistance to blaze trait. VB only +10creds
One Gives * weapons only taking up a single slot. NB only +20creds
The final is UB only and for a -amount of creds you can make it more expensive to get your guy patched up due to his unique organs.

8 pages, (2 as f/b covers, 3 fluff, 3 useful).
 
Last edited:
Or as Judas Priest says: You don't have to be old to be wise 🤘

The new Apocrypha - Twins of Two Tunnels gives a new option (or suggestion rather) to have Gaen & Vunder Gorvos as the basis of an Outcast gang. This gives "all members of the gang" access to Gunk Bombs for 20 credits. As opposed to purchasing it as standard from the Trading Post which virtually all gangs and all fighters have access to, including Outcasts.

So what does this mean exactly?

  • Pay 5 credits more (20 vs 15).
  • Can purchase before first battle.
  • "All members of the gang": Would this imply anyone else not already covered by having access to Gunk Bombs at cheaper cost from the TP as default?
 
Last edited:
Either a typo or possibly factoring in the option of upgrading two dramatic persona in the form of the twins.
 
Isn’t an Apocrypha “disputed books”? So is this stuff that was all left out of the House of Muscle Boiz?
 
Or as Judas Priest says: You don't have to be old to be wise 🤘

The new Apocrypha - Twins of Two Tunnels gives a new option (or suggestion rather) to have Gaen & Vunder Gorvos as the basis of an Outcast gang. This gives "all members of the gang" access to Gunk Bombs for 20 credits. As opposed to purchasing it as standard from the Trading Post which virtually all gangs and all fighters have access to, including Outcasts.

So what does this mean exactly?
  • Pay 5 credits more (20 vs 15).
  • Can purchase before first battle.
  • "All members of the gang": Would this imply anyone else not already covered by having access to Gunk Bombs at cheaper cost from the TP as default?

Why would anyone need this? Is Gunk Bombs worth the extra cost for the first battle only?!?
There is no typo involved at all.
Gunk BOMBS are 40 credits normally (Source Book of Peril Page 43).
Potentially misread this here and mixed it up with Gunk BOLTS (which are 15 credits in the Badzones Trading Post)
So, a 50% discount on Gunk Bombs is not bad at all, in addition to being able to purchase before the first battle
 
Damn, you're right! Skimmed through the rules and got it all wrong this time, accidentally got the cost of gunk ammo! Sorry. So it does actually makes sense and gives a thematic discount to this gang.
 
I feel that the Gorvos Twins Outcast gang rules really should have been on the unused half a page of the Gunk War scenario in Cinderak Burning (p81), given that the boxout for the narrative version of the scenario has the defender taking "...an Outcast gang which must include Gaen 'The Gunk Queen' Gorvos as its Leader and Vunder Gorvos as a Champion".
 
There is no typo involved at all.
Gunk BOMBS are 40 credits normally (Source Book of Peril Page 43).
Potentially misread this here and mixed it up with Gunk BOLTS (which are 15 credits in the Badzones Trading Post)
So, a 50% discount on Gunk Bombs is not bad at all, in addition to being able to purchase before the first battle
Totally missed that and mixed it up with gunk bolts.
Do love me some gunk. One day I may actually set something on fire with blaze. Slowing down hungry hungry hippos, corpse grinders, is always good though.
 
  • Like
Reactions: TopsyKretts
Do the new Goliath Genesmithing rules look any good?
The vat born one looks good especially in a cawdor heavy meta or if you play a lot of gunk war missions.
The natborn one has its uses in fielding that forge world champion or similar tooled up monster. Maybe it's a plot to get people using the bulging biceps skill for duel wielding two renderizers?
The unborn one is a bad drawback in my book. Having a medical escort action costing 30 to 180 credits with a rough average of 90-100 credits is way too much good thematically though.
 
The unborn one is a bad drawback in my book. Having a medical escort action costing 30 to 180 credits with a rough average of 90-100 credits is way too much good thematically though.
All the minus Genesmithing stuff is good to shave off credits to spend elsewhere and if you play thematically they’re a good way of character building.

With that one I you may have to think just how to implement him so that drawback to save a few creds is workable.
 
The Unborn one is great for making your throwaway Juves/Prospects even cheaper, you'll probably never take them to the doc anyway as the cost of the doc often is more than buying a fresh body.
 
  • Like
Reactions: MusingWarboss
The Unborn one is great for making your throwaway Juves/Prospects even cheaper, you'll probably never take them to the doc anyway as the cost of the doc often is more than buying a fresh body.
Don't you have to pay credits to make them unborn in the first place?
 
Don't you have to pay credits to make them unborn in the first place?
You do. It’s +10 for an unborn.
The Unique Organ Transplant is -10. So they cancel each other out and a Juve would remain at 35creds.

They would benefit from the extra Primary skill set though and as they’re Juves it’s unlikely you’d be doing a medical escort on them anyway. 🤷🏻‍♂️
 
Pretty crap.

The inability to use the chem-apprentice for a discount likely relegates these to 'Oh those look fun, if I ever swim in creds I might buy one rather than another melta cannon'.

The 'extra' effects are fine, nothing outstanding, but the fixed cost and that they come with some baked-in additional effects (Which are pretty average) means they're frankly crap.
 
Useful or bloat? A worthy addition to the House of Blades or another flop?

Discuss!!
Don't know how good these are on the battlefield, but definitely bloaty. Already got so many chems, what would be useful is to have the original content balanced. In general, adding more doesn't solve the problem of the existing unbalance. If some of the new ones are weak, they will effectively be "dead" (or taken by narrative, experimental players or confused noobs). If some of them are strong, they will make some existing options weak. Same as gene-smithing options. One thing I found interesting here is that the new ones already contains the effect of existing ones, allowing for even bigger combos of up to 3 chems? Ie. if you take Predator's Kiss (which includes Blood Rush and Hyper), you could add 2 other chems on top of that for a total effect of 5 chems!
Predator's Kiss (Stimm)
A fighter under the effect of this Stimm adds 1 to their Strength characteristic for the purposes of close
combat attacks, though all of their weapons gain the Reckless trait.
Assume only Melee weapons gian Reckless?
 
Last edited:
Amazed at how micro-details have to mutate between publications! Noticed this one:

Apocryphas 1-3Apocrypha 4
ATTACKER AND DEFENDER
In this scenario, one gang is the attacker and the other is the defender. In a campaign, the player who chose this scenario is the attacker. In a skirmish, players roll off and the winner decides whether they will attack or defend.
ATTACKER AND DEFENDER
In this scenario, one gang is the attacker and the other is the defender. If this scenario is being played as part of a campaign, then the gang that issued the challenge is the attacker; otherwise, roll off with the winner deciding whether they will attack or defend.
I get the feeling this the random "flavor of the week", that it isn't intentional and it doesn't matter if it is one or the other. In which case, why make it different?

The scenario doesn't have much going for it! Easily summarized as follows:
  • Visibility (9").
That's it! One gang makes a desperate defence of their turf. In a desperately bland scenario, taking the most common components:
  • Attacker & Defender: Yes - standard.
  • Battlefield: Standard (Sector Mechanicus)
  • Crews: Standard (D3+4).
  • Deployment: Standard.
  • Tactics: Standard (custom 2, then underdog gets +1 per 100 diff gang rating).
  • Ending the battle: Standard (max 1 gang remaining).
  • Winner: Standard (last remaining gang).
  • Rewards: Standard (some D6x10 credits, xp for taking part, rep for win and minus rep for bottling).
  • Home Turf: Yes - standard.
  • Reinforcemeds: Standard (D3).
Enough to fill 2 pages.

Even the fluffy scenario variant have the usual random suggestions:
  • Attacker should be one specific gang.
  • Defender should be another specific gang.
  • Many fighters should be of a specific type.
  • One gang should be led by a specific special character (with one of the new chems) accompanied by a specific hangers-on and all other fighters can choose between the other 2 new chems.
The balance seems bad too, one gang getting reinforcements vs the other gang having home turf advantage.

Sorry for the sumpiness here. Don't mean to say people can't have fun playing this. The good side is if you are having fun playing this, then I can help make hundreds of more scenarios that are equally fun. GW is also apparently able to do so.
 
Last edited:
  • Like
Reactions: MusingWarboss