Ratskin Renegades Rules

IronWithin

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Jul 16, 2018
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Sorry if I've posted this in the wrong location

In my campaign one of the players very much wanted to play Ratskin Renegades, and wasn't overly keen on the Venator rules. Based on that, I've written up some Ratskin Renegades rules. They're referred to as "Native Renegades" as it's based on a sister planet. There are some things that have changed, with the apparent slight upping of technology Natives have lost their muskets and have gained rifles. They've had a bit of play testing, tell me what you think.

http://dirtsidewar.blogspot.com/p/native-gangs.html
 
Oh I forgot to add, they (along with all the outlander gangs in the campaign I am running) get a special way to deal with Captives.

Native Renegades
Grisly Warning

The Native Renegades rather than Sell or Trade the Captured Fighter may instead make a Grisly Warning out of the victim. The Captured Fighter is gruesomely killed and their flayed corpse left on display in a public location as a warning to others. The Renegade Gang gain +1 Reputation and all Fighters count as having the Fearsome Trait for their next battle. The Gang who the Captured Fighter belongs to gain the Berserker Trait for the next battle against the Native Renegades.
 
Looks pretty solid upon first reading. Some very specific strengths, and the big weakness of doubled trading posts prices is huge.
I'd say that the native venom is undercosted, though.
Certainly more balanced thant the old ratskins though :LOL:
 
Yeah the Native Venom is a bit undercosted compared to basic rules, however I will be house ruling Toxins to inflict damage in addition to any other damage anyway, so a fighting knife becomes a Stiletto knife functionally with the House ruling, so in that manner it's a little overcosted (as knife+native venom equals 25 credits vs 20 credits for Stilleto knife). The big advantage ofc is that it boosts all weapons making have greater Utility (and bows + venom is supposed to be nasty unless they have armour)
 
It looks like the totem warriors and bad skins have one too many skill choices for champions.

Most champs get 5 skill options (2 primary, 3 secondary), but your totem warriors get 5 skills (3 primary, 2 secondary) and the badskons get 6 (3 primary, 3 secondary).

They should really be pulled back in line with the other gangs in terms of skill options.

Edit: same with the braves. Juves get 1 primary, 2 secondary but your braces get 2 primary, 2 secondary options.

Same with the shaman. They have 3 primary 2 secondary, but should have 2 primary 3 secondary.
 
The core skills of the gang are Cunning and Agility. The idea behind the Badskins and Totem Warriors are they are different directions the tribe can go in, sharpshooting ambushers or murderous fast killers (or a mix). They were intended to be at a disadvantage in tech so I had boosted them a little in skill. However point taken, I don't want them overpowered, particularly with the impact the could have. So I've swapped them around a bit.
 
Are you thinking of adding any variations on the injuries chart to reflect the Ratskins traditional resilience (sorry if i missed it already). Maybe roll twice pick your result.
 
I'd recommend "traditional" healing aka free doctor visits or reduced cost but roll just like a doctor visit and give them access to various healing remedies cheaper creds based removal of serious injuries maybe tie this into a hanger on and make the slopper better for ignoring recovery...
 
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I know that I'm pretty late to the party but I've been using my old Ratskins with the Chaos Cult rules. The in between game ritual is now just a ritual to a spirit animal, Khorne - Tiger, Nurgle - Bear, Slaanesh - Serpent, Tzeentch - Eagle. The Shaman is the stand in for the Cult Witch and especially with the new rules for the Scavenged Autoguns it fits in well.
 
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