Thanks for the extensive feedback folks.
Some responses (not to everything as that will take forever).
- I think the weapon lists might vary a bit more, but this is largely dependent on the final weapon lists (just 4 basic weapons for something like the mechanicus, sounds few to me?).
Overall I really like how you went about it.
They are only placeholders until the weapons list is sorted out. Once that is done, I will look at adding the others.
- The one thing I feel is less good is the skills, I like that you reduced the number of skills back to a necromunda level, but I dissagree with the skills you have choosen. I am not a large fan that you gave the two warbands (which in my eyes are least stealthy) now have the option for stealth for everyone.
Again, just chucked in for the time being to illustrate the point. Easily changed after some discussion.
- Rules for nonradical warbands are now also under the header of radical warbands, and they seem uneven, maybe allow bolter weapons a 5+ ammo roll for puritan mech?
And the skills of the mechanicus feels wrong, why do they all have stealth? They are often quite bulky etc, I would say swap strength and stealth?
Again, rules for each warband aren't set in stone. This is all up for some discussion. I agree an additional disadvantage for Radical Mechanicus is needed. Don't really need better ammo rolls IMO as elites/ leader can just take weaponsmith as one of their skill ups.
- Right now we do not have rules for servitors, should that be in the species threat or in constructs?
For the purposes of this list I have included some constructs as species. I used the rules for constructs from the current version to work them out. Would not do that for all constructs (drones, servo skulls etc) as they should be equipment items. If people would like to discuss that, please do so (maybe in the "races" thread?).
- The one thing I feel is certainly unbalanced is the nurgle cult, they seem quite bad, gaining acces to only 1 new piece of equipment. And suffer a HUGE drawback ammo rolls on a 1 and a 6. So I think they either need something to boost them, or not have this drawback, but must say the drawback is fluffy. Maybe something with fear?
Nurgle are my guys so did not want to show them too much favouritism. Initially gave them some other benefit (Flies causing -1I for non nurgle models within 6") but thought it was too good. Any ideas?
And again skills, would it not make more sense to give all the their own skillset?
- I do not see the ecclesiarchy as stealthy, the ecclesiarchy which had nearly every skill besides stealth and tech, now everyone in it has stealth, but miss the other skills.
- A Slaanesh warband with hardly any agility skills.
- Khorne where their initiates have no combat skills, and even warriors lack strength skills?
I understand the idea, you went back to the original necromunda where each house had a set number of skills for each rank. But I think right now it feels a little bit of to me, then again this happens partly because of mixing multiple warbands together.
A good point and easy thought to add into the special rules for each cult. e.g. Khorne Cults lose normal access to Stealth skills and gain Combat and Muscle access for all ranks.
Now this post might sound a bit negative, but most of those things are minor things and overal I really like the structure. I think some small changes here and there, nothing really drastic, except maybe the skills.
Not at all. Some nitpicky details which weren't really ready for comment as yet but good points for the most part.
- Can the additional advances be a bullet point list to make it clear that whether you can choose a skill and an attribute boost, and also clarify whether you can choose the same advance twice.
- Currently, Only leaders have access to Special weapons, is this correct? Heavies and possibly Elites could have access, though perhaps individual warband types might specify if their Elites get access.
- Why do Heavies get +1 I?
- Should initiates get access to Basic weapons? Juves don't.
- We might want to shrink the common items list, but let's leave that for after the wargear list is further along. I certainly think having one is a great idea.
- Can Heavy Servitors climb steps or other things that are not ladders?
- We've created some problems by having stuff like Gholam and Servitor count as species, this will need dealing with in the species section somehow.
- How about lower Investigation rating as a downside for Radical Mechanicus? Or simply a raised cost for one or more roles?
- Should mechanicus have access to all the bionics at Warband creation?
1 - Yes
2 - Elites don't but can take specialist skill. Heavy is copy/paste typo. Good catch.
3 - Typo
4 - Yes. Guard conscripts should have lasguns, plus many other reasons. Juves are untrusted gang fighters and have to "earn" their good guns.
5 - Once weapon list is done we'll look at it. Currently just to show a point.
6 - Yeah, why not? Yes, there's arguments for and against but I've seen things on tracks/wheels go up stairs on films. Also some will have legs. If they can't be climbed (e.g. fragile stairs) that should be GM's discretion.
7 - Correct.
8 - Once IR/SR are sorted out that may be a thing. Lets leave that discussion for another thread though.
9 - They should indeed. Another omission. We'll sort weapon lists at a later date though.
The free claw for Genestealers on an extra arm might be a bit too much btw. Also, why the Chitenous Skin = Spikes thingy? Chitenous skin for Genestealers should be a 5+ save, not "If injured in HtH combat, any enemy models in base contact immediately suffer a Strength 3 hit. Dodge and armor saves may be taken as normal."
Free claw is a double edged sword. Yes, its 5TG for free but also means you can't hold anything else in that hand and have no option to take one if you want the Extra Arm. It is simply a benefit for the Warband like any other. Just because it normally has a value attached doesn't make it OTT. Scavvies all get free clubs and nobody baulks at that.
Spikes read: Spikes (15cr): The mutant has a 5+ armour save but may not wear flak, mesh or carapace armour.
At least in current version of OCE they do.