N18 Using Genestealer Gang rules to play Pit Slaves in N23?

Yes, Hard Stop became quite common as a counter to the more extreme melee models in past campaigns. Handy card.
 
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Five scenarios in, and the "pit slaves" (melee and grenades GSC) are holding their own, with a roughly 50/50 win/loss (and two draws out of the mix). Grenades thrown by hand have been ... impressive, much like back in N'95. As good as pistols, or better. The cost of the starting weapons makes gangers expensive, so combined with the Ninety-Fivers Campaign using the income chart, after five games they have only crept up to ten members all told, and only one is a champion. Admittedly, two are "gladiators" (Aberrants). Their gang rating has floated either just above or just below their most common opposing gang rating (Delaque). Web guns are their nemesis, but then their scattering of incendiary charges are similarly notorious.

Notably, they FEEL in play a lot like the N'95 pit slave gang. A lot of early maneuvering to stay out of sight, a scattering of grenades, and a rush for the objective or combat, as appropriate.

 
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Update: Two more skirmishes this afternoon against Delaque, this time in Zone Mortalis settings. the first was a Tunnel Skirmish , and it was a quick failed bottle check after one casualty for our pit slaves. A very decisive loss.

The second game was a Border Dispute, and this became horrifically bloody, with several rounds of bottle checks on both sides, and eventually sets of "not running away" tests for gangers after the Delaque failed their bottle checks first. Both the Delaque Nacht-Ghul and the Pit Slave Chief (Alpha) were veritable blenders, chewing through fighters like nobody's business. Both sides lost a fighter to Critical Injuries and a price too high to pay (which did mean that the Corpse Farm territory was actually worthwhile this post-battle). Replacing losses ate up credits pretty quickly, though may I say that Scabber has been well worth his hire fee, just for his one Skill, and the price reduction on purchased weapons, even if they are Common weapons.

Blaster (the leader) had enough experience to blow it on something interesting, so a roll on the Agility Skill table it was, since pretty well all of them are worthwhile (a rarity for any skill table). Fifteen experience later, he is the proud owner of Spring Up, and his rating soars by fifty credits!?!! Oof.


Incendiary grenades remain impressive. Web guns remain frightening. The GSC champion (my Techno) remains ... unimpressive when charged by a nacht-ghul, but then who IS impressive when charged by a nacht ghul? Also, props to the VERY dramatic random pull by the Delaque of a tactics card "Friend or Foe?" that prevented anyone attacking the nacht-ghul one round in a VERY busy corridor, before it had the chance to chew a Gladiator (Aberrant) to pieces.

Edit: So this retains the 50/50 win/loss ratio to date. But the experience gains this session really pushed the gang rating upward. I doubt any advantage will last long. Two fighters in Recovery, another one dead, a nine-fighter gang has a hard time with having a gang rating lead over a more numerous gang....