N18 Stimms & pets

Apr 10, 2019
25
10
13
Monterey, CA, USA
So can you stimms the pets prior to the battle beginning? I am pretty sure you can stimms the pets in game as a dose if you want.

Here's what I am thinking. Give the phelynx ice cold and maybe hyper and maybe puke if your playing with gas.

Cool check is now 5+. So now phelynx can kinda operate independently.
 
Last edited:
So far, no pet that I know of has been published thatc an carry any equipment/wargear that they don't come with already. As such, they cannot be given drugs or frenzon collars, all of which are equipment.

So you would need to have a fighter in base contact with the pet, to administer that stimm to a friendly model in base contact using an Administer Dose (Simple) action during their activation. Fighters can only begin a scenario under the effects of a stimm that they themselves are carrying as equipment, so while the fighter carrying the stimms could start dosed, the pet (which cannot carry the stimms) cannot.

Until or unless they publish a pet that comes with stimms in its equipment. Then that pet could begin the game affected.
 
So you can administer a dose to a phelynx with bad blood ice cold and maybe hyper.

Has anyone tried this? Ice cold is key to make the phelynx mostly Independent.

With a chem alchemist, combo bad blood, ice cold is likely 10 creds per dose. You could have multiple doses on your wyld runner to stimm the pets if needed.

I like the idea but seems a little costly.
 
So far, no pet that I know of has been published thatc an carry any equipment/wargear that they don't come with already. As such, they cannot be given drugs or frenzon collars, all of which are equipment.

So you would need to have a fighter in base contact with the pet, to administer that stimm to a friendly model in base contact using an Administer Dose (Simple) action during their activation. Fighters can only begin a scenario under the effects of a stimm that they themselves are carrying as equipment, so while the fighter carrying the stimms could start dosed, the pet (which cannot carry the stimms) cannot.

Until or unless they publish a pet that comes with stimms in its equipment. Then that pet could begin the game affected.
That's a good point. Pets are Wargear, not fighters, and Wargear can't have Wargear. That would shut out possible loopholes were it not for the other interesting fact you point out: Stimms can still be applied at the cost of an action from a friendly fighter. Because the pet will count as fighter (for the most part) during the battle.

What kind of shenanigans can be exploited with pets and chems?
 
  • Like
Reactions: Beebopalulla
So pretty sure you could also stimm brutes which could get interesting.

Ice cold stimm allows pets to take nerve checks, Out of leash range at + 2 making the pets more independent. So they can wander off away from their owner but still needs to take a nerve checks at the end of their activation.

I.e. phelynx is cool 7+ cool which goes to cool 5+ with ice cold stimm applied.

Making failure a 13% chance.

You could carry a bunch of stimms for different purposes and pop what you need into your pets. Send in a suicidal pet. It died you kept a pet in reserve. Stimm another pet to go suicidal again.

Facing a wyrd? Pop ice cold and brain lock. Have your pet do dispel stuff against wyrds.
 
Last edited:
More independent maybe but it s still to be in range.

Aulenback, I believe you let the giny out of the bottle. If you're logic is true than some hanger on can also be affected.

This is a brilliant and interesting idea!
 
  • Like
Reactions: TopsyKretts
You can purposely send out the pet out of the standard leash range of 3 inches with the ice cold stimm applied which will allow you to more easily pass a pet nerve/cool test at the end of its activation so to not become broken. So it can act again (outside of leash range) the following turn, assuming it passes it's nerve/cool test. It will always have to take the nerve/cool test at the end of its activation thou. If you can get the nerve/cool test pretty low you can somewhat reliably stay out of leash range.

That's what I mean by more independent.

It does cost 10 creds roughly per pet per battle to do this thou. So it can get costly.

Ok so here is a problem with this operating out of leash range idea.

"Exotic Beasts must always end their activation within 3" of their owner. If the Exotic Beast is more than 3" away at the end of its activation, it must pass a Nerve test or become Broken."

It's the word "must". Can you knowingly push the pet out of leash range indefinitely provided they pass their nerve/cool checks?
 
Last edited:
What kind of shenanigans can be exploited with pets and chems?
Frenzon is the obvious, but very expensive, thing that comes to mind for the "distraction" pet or Brute: Nerves of Steel, True Grit, Unstoppable and Berserk. Addiction is likely, and 20 credits Rare 9 every scenario for a pet or brute isn't a cheap investment over time, but on the right pet or brute, could be horrific. 'Slaught similarly. And Spur, too. Combat pets or Brutes, really. Which is a surprising number of them.

Ghast could be ... hilarious. But not really effective.

Stinger Mould is ... expensive for use on pets. Could be worthwhile to use on Brutes, though?

EDIT: Looks like Frenzon is off the menu. It is a chem, but not a stimm, so cannot be applied to anyone but its owner.
 
Last edited:
"Exotic Beasts must always end their activation within 3" of their owner. If the Exotic Beast is more than 3" away at the end of its activation, it must pass a Nerve test or become Broken."

It's the word "must". Can you knowingly push the pet out of leash range indefinitely provided they pass their nerve/cool checks?

Yes, because it the first sentence does not specifically restrict movement within a 3" radius, it forshadows an effect that occurs if the "must" condition is not met - which could easily happen if, say, they charge a Goliath with a spudjacker who counterattacks and Knockbacks them over a railing!

The Group Activation [page 101, Core Rulebook] and Exotic Beast [page 87, ibid] rules do not specify that the Owner must move first. Funny that the Exotic Beast rules appear before the activation rules - part of the problem of writing these books with so much granular detail.

IMO a better phrasing would have been "Exotic Beasts that do not end their activation within 3" of their owner must pass a Nerve test or become Broken".
One sentence, doesn't need further clarification, makes it clear that there's a bubble within which the EB must function lest they get scared and that they aren't meant to be free-roaming extra bodies on the board.

The benefit of moving EBs first: they can charge an enemy fighter and then grant an assist to other fighters subsequently attacking the same enemy fighter if they survive the charged fighter counterattack. EBs such as the Grapplehawk, which has an attack with the Grapple trait (granting the benefit of having rolled a 6 on both Disarm and Entangle when it hits, meaning counterattacks from the charged fighter are unarmed at -2 to hit for the remainder of the round) are obviously intended to be sent in first to then grant assists (alongside the melee weapon shutdown effects mentioned) to a charging owner.

This downside of EBs moving first: they might break at the end of their activation and suddenly the owner has to re-consider their charge. Though the Grapplehawk's disarm and entangle effects from Grapple last until the end of the round RAW, despite the possibility that the 'hawk immediately returns ruffled (and no longer gripping whatever close combat weapon the opponent had...).

The break rule is a bit silly in practice - what is the difference between a lagging-but-within-3" Exotic Beast potentially starting their activation 8" away from their first-moving-master that just 5" charged a a bigger scary opponent vs the Exotic Beast that ends an activation 4" away from their master after being knocked back by a Goliath Spudjacker counterattack? The ability to react rationally.

Weird example - the [House of Faith, page 49] Cawdor Pious EB Sheen Bird's Bate special rule makes it do a charge action towards the nearest enemy fighter when its owner is activated (but before the owner moves) - after that charge action it can then be activated normally (before or after the owner). So it could move 7-9" away from its owner before the owner moves - beginning its actual activation well outside of the Break bubble it must return to. It's the type of trait I'd expect to see on a Wyld Runner's barely-trained Phylnxes (though they have the Reckless trait on their attacks, so the theme is already present there).
 
You could just shoot them with a Chem dart loaded with stimms from a needle rifle or pistol.
"No boss I'm not shooting one of your gangers. It's a piece of wargear...".
 
  • Like
Reactions: Beebopalulla
Cannot, as far as I can see (RAW), shoot your own fighters unless one of them (shooter or maybe shootee?) is Insane.... but yes, to come back around, pets and brutes DO seem to be a good reason for Escher to buy and apply various stimms. The Escher access to the Administer Dose (simple) action, and not just the Use Chem (simple) action, lets them apply it to another fighter, whereas it looks like every other gang with only access to Use Chem (simple) can only take the drug themselves.

Also, it looks as though RAW, Frenzon is a chem but not a stimm? That is, it isn't listed among the available Stimms in the House of Blades (though probably should be?), so doesn't get used by Administer Dose (simple), and only gets used through Use Chem (simple). Alas.
 
Last edited:
  • Like
Reactions: Beebopalulla
Yes, difficult setup for the insanity route! Need a fighter to go insane, only have pet as target and then tempting enough to motivate the enemy to target the pet (and not close enough for a charge for example). Good catch on Administe Dose. Looks like it is a special rule for Chem-Alchemy elixir stimms only? Ie. escher chems. Frenzon is universal, and not sure if universal chems/stimms are applicable?
 
  • Like
Reactions: Beebopalulla
It's the type of trait I'd expect to see on a Wyld Runner's barely-trained Phylnxes (though they have the Reckless trait on their attacks, so the theme is already present there).
barely-trained Phylnxes

YwWbLn-LSsE.jpg


Also GW: "lmao, let's give them reckless".
 
  • Like
Reactions: Aulenback