N18 Outcasts - Reality Check needed :D

Rokksville

New Member
Jun 3, 2021
7
3
3
I have a plan. It is not be the best plan to keep friends, it's not a good plan, but it is a stupid plan that would match the lore I have in mind and I want to know if it’s „legal“ RAW.

I am currently considering to kitbash a melee focussed Mutant Outcast gang and came up with this idea:

- Intend to use Gorshiv Hammerfist elevated to an Outcast Leader as outlined in the Book of the Outcast
(I would only use his stats and rules, but would use a completely different model. Rules and Equip just perfectly matches the idea I have for this leader.)

- Giving him either Clanless or Criminal organisation Affiliation

- Giving him the MUTANT archetype – without giving him any mutations to start with, because otherwise I would lose his other skills and equip, am I right?

- Now I got a chunky Melee Mutant leader that I wand, and theoretically this should open the possibilites to give my Hive Scum a single mutation each

Would love to hear if this is how things work, as the Outcast rules are a bit complicated to fully understand, especially for a non-native speaker.

Thanks in advance :)
 
  • Like
Reactions: Aulenback
Chief complication I see is with the "or Criminal organisation Affiliation" but, fairly sure mutants can only have clanless, sadly.
Ah true, reread and you’re right. That’s fine, I was more concerned about how Hammerfist might work with the mutation part

Thank you
 
Elevating a fighter says to choose an Archetype, but also that you can either keep their own skills and equipment and special ruies, or gain those of an Outcasts Leader. It looks as though you have it right - taking a mutation would replace his skills and equipment and special rules. The Archetype then gains special rules for the Outcasts Leader of its type, but skills and equipment [such as mutations] have already been fixed.

The special rules being Gang Hierarchy, Group Activations, and

A Mutant has access to the following skills:
Brawn Primary, Ferocity Secondary, Leadership Primary
In addition, Mutants can also choose Outcast Mutations in place of skills (see Outcast Mutations on page 7).
Furthermore, if the Leader of an Underhive Outcasts gang has the Mutant Archetype, then Outcast Mutations
will also be available to Underhive Outcasts Hive Scum in their gang.
... Underhive Outcasts Leader that takes the Mutant Archetype can only have the Clanless Affiliation.
So as they gain Advances, they could buy mutations over time, as [Primary?] skills. And the Hive Scum of the gang can buy one Mutation each on hire. I think you have it sorted, aside from the Must Be Clanless.
 
  • Like
Reactions: Xisor_of_Karak_Izor
Elevating a fighter says to choose an Archetype, but also that you can either keep their own skills and equipment and special ruies, or gain those of an Outcasts Leader. It looks as though you have it right - taking a mutation would replace his skills and equipment and special rules. The Archetype then gains special rules for the Outcasts Leader of its type, but skills and equipment [such as mutations] have already been fixed.

The special rules being Gang Hierarchy, Group Activations, and


So as they gain Advances, they could buy mutations over time, as [Primary?] skills. And the Hive Scum of the gang can buy one Mutation each on hire. I think you have it sorted, aside from the Must Be Clanless.

Thank you! Yep, the Clanless thing was my mistake of not reading it properly. :D