In my opinion, it's a NPE--negative play experience--skill that frankly feels bad for everyone involved. Less so for the era of rules it was written for, but still not great. I think it was designed as a form of credit generation, but it might as well read on a 4+ kill a model. Because once you capture a model your opponents choices aren't great:
- pay the ransom--likely at least 75% of the model's value for it to be worth it for the take down player.
- play a rescue mission where they risk more models getting captured.
- do nothing and the take down player gains 50% of the model's value in credits.
If they managed to capture an unsanctioned psyker they get 100% value (on top of the d3x10 for taking it out of action in the first place) and no chance at rescue. i.e. that model is dead and they made a huge profit.
If you take this skill you turn into "that guy", which feels bad for both you and your opponent.
It needs to be complete redone and made into something else IMO.
Yeah, with you on this one. I find the capture rules entirely unfun.
In addition to being unfun, the capture rules aren't very practical. I mean, not everybody has time for a rescue mission in addition to regular games, every week.
BUT...vs Roaming Horrors? I don't really see how it harms the opponent any. I don't have to be "that guy" with roaming horrors. It's not significantly different than the savant Fixer skill - it's higher gain for higher risk in terms of credits, but it's just a skill that gives me credits.
If I'm running delaque, and delaque is considered a legal gang, then I don't see why I wouldn't be able to use the skills I have available to me, unless other gangs were similarly being denied access to their skills - Though if it's on offer, I'd love to trade Take Down for a roll on another gang's skill list. Delaque has 6 skills....so does everyone else, why wouldn't I be able to use my 6 if you can use your 6?
You could ban delaque....but I don't think they're even a contender for the strongest gang...
Do you then include the "slip away" check? Or do you ignore that, as part of the normal method?
My read is that take down replaces the need for a lasting injury roll to qualify for "being captive" in the post battle sequence, and limits the total captives to 1 (max), but doesn't otherwise alter the post game captives step.
So you'd roll for take down, get your 1 captive, and then see if they escape exactly as you would have done if they'd rolled a Captured result (55-56) on the Lasting Injury table.
If it was intended to ignore the escape rule, it would have mentioned that it was intended to ignore Skinblades, since in the 2018 rules, skinblades were the method used to escape capture (now they just add a modifier).
And take down is not without requirements.
1) I have to take the skill, which my opponent would be made aware of at the start of the game, as normal.
2) I have to take out of action the target with that character.
3) I have to win the battle.
4) I have to roll a 4+ to successfully use Take down
5) The fighter has to not escape (which is a 6+ they need to roll, since take down requires that I win and being on the losing side imposes a -2 penalty. Would be a 5+ with the skinblades almost every fighter can buy, and a 4+ with escape artist too).
And the same House of Shadow book has the non-sanctioned Psyker rule in it, so those are clearly intended to work together.
I don't regard "take down" as a house rule. It works as written and it seems as legit as using anything else in the house of shadows book.
And take down isn't particularly overpowered. And almost every fighter has access to skinblades...