V3.0 Warband Creation Update

Nurgle Cult indeed needs a buff, having a 1/3rd chance of ammo rolls is a huge drawback that needs to be compensated. I experienced that the warband is already rather underpowered as it is. The -1 to hit sounds interesting.

Quick idea for Nurgle cults, poisoned weapons could be easily available?
 
Looks good! Though I'd hate to lose the versatility for the Eldar and Ork list. Maybe it's an idea to give the "elite" 2 upgrades in weaponskill and/or ballistic skill instead of one for both?

To me such a rule would certainly fit an elite role better, someone specialised in either shooting or close combat fighting, instead of being a generic "better at everything but still not really awesome at anything" which makes no sense for a lot of gangers too. (though with the suggestion it is still a valid option if you so desire), but I would like to have the choice in that instead of having to hire a "generic elite"

The Elites shouldn't be super soldiers, just better than a regular guy and more flexible. A combat Elite might gain +1WS and Combat Master for example, whereas a shooty elite may gain +1BS and Fast Shot.

Eldar-wise you could easily make a Striking Scorpion (+1WS and Infiltrate), Howling Banshee (+1WS and Leap), Dire Avenger (+1WS and +1BS), Ranger (+1BS and Infiltrate) and all the others (sans Reaper which would be a heavy)

Lists should be more versatile than ever before.

Nurgle Cult indeed needs a buff, having a 1/3rd chance of ammo rolls is a huge drawback that needs to be compensated. I experienced that the warband is already rather underpowered as it is. The -1 to hit sounds interesting.

Maybe moving it to simply -1 to ammo rolls would help? Or add blade poison as an extra equipment? EDIT: Only just seen your post @4armless . Great minds and all that.
 
Still a large drawback I think. When the the compensation is "you're able to buy other stuff", you still have to put resources to it, so you're still left with the imbalance. You only gain diversity. (A 1000tg warband with poisoned weapons is still equal to a 1000tg warband without poisoned weapons., but if the poisoned warband also gets twice as many ammo rolls, something is not quite equal.)

Making CC weapons poisoned by default sounds like a good suggestion though.
 
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I like it, although Blade Venom on everyone is scary, for both sides. d3 wounds and High Impact on all weapons is insane.

Maybe a watered down version for poisoned weapons would be better, or make it optional (as in they always have access to as much blade venom as they like or each fighter starts with one dose of Blade Venom when purchased)?

edit: What about:

Nurgle warbands add Blade Venom to their equipment list and are immune to all forms of poison and the effects of any drugs (beneficial or otherwise).

This would mean they are not affected by their own fumbles with blade venom or their own tox bombs).
 
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Either one free blade venom when purchased or at the start of each game D3 random models receive a blade venom for free (random models to represent the fickleness of the gods and Ballance or that your combat monsters won't have blade venom constantly) that's between 11 and 48tg of free stuff every game
 
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Doesn't blade venom just give toxic for some melee weapons (always wound on a 4+ or better)? At least that is what my inquisimunda book says, is there another version as well?
 
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The OCE version reads:

Doses of blade venom are kept in the gang's stash and distributed before the start of a game to fighters who will use them. A dose of blade venom will envenom one weapon for one game, after which the venom loses its potency. Blade venom can only be usefully applied to knives, Chains or Flails, Clubs, Mauls or Bludgeons, Massive Weapons and Swords. Any hits inflicted by a weapon coated in blade venom causes D3 wounds instead of 1 and counts as high impact. However, the model suffers a S1 hit for every fumble it rolls which also count as high impact.

Although the "Toxic" rule fits better and could be given to everyone.
 
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Is all this discussion better spent once we're hashing out actual gangs though *nudge nudge*, we're really after the bones of the set up and any issues on that before we step into individual warbands I think, not that I want to derail such productive discussions....
 
One thing Iv been thinking of not 100% this is exactly the right place it it definetly fits into some of the discussion. Could a good stark contrast to puritan and radical be that puritan follow normal gang teritory rules and radical are like outlaws in necromunda?
 
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I had the exact same thoughts while writing this. Also means a warband that is neither Puritan nor Radical has the possibility of becoming a Radical if they're naughty (e.g. that inquisitor goes on one too many caravan raids).

Puritans would be like watchmen. Arseholes.
 
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Yeah!! I love the idea TBH would also Ballance the fact that the radical warbands tend to have a lot of special rules.

Also let's us have people as you say fall from grace, guard kill team that goes radical after killing one to many civilians/inquisitors or naughty inquisitors having demon weapons s and the like.
 
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I had the exact same thoughts while writing this. Also means a warband that is neither Puritan nor Radical has the possibility of becoming a Radical if they're naughty (e.g. that inquisitor goes on one too many caravan raids).

Puritans would be like watchmen. Arseholes.

I think the process to move from puritanism to radicalism cannot be represented in a couples of matches: i cannot imagine a guy passing from "follow the dictates of the emprah" to "well, let's summon a couple of dæmons into an innocent and let'see what's going to happen" in matter of days.
 
If you've ever read the eisenhorn books he changes from being a puritan to a radical in a single desision! It takes him less than a few moments to go from puritan to radical and only a little while for that to get back to the other inquisitors.

Also this is one of those fluff ways of showing a mechanic in a game that dose not exactly port over but is close as dammit
 
Yes but if a down-on-his-luck Puritan decides to raid a few caravans (In the name of The Holy Emperor) to pay his men, then he is not really Puritan so should lose any benefits of being such.

EDIT: And as @Gregor Firedrake says, read the Eisenhorn Trilogy.
 
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hmm... well hot dang, now you've done it! That's a general enough thing that I think it's worth hashing out now as a fair idea to build into the warband creation system.

I like the idea of that as a driver to some of the changes. Guys?
 
Radical inquisitors don't all turn there back in the emperor they do things there ordos and other ordos don't like, there still inquisitors and unless declared traitor or rogue continue to work in the imperium just with a lot less support than before
 
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Also works with things like cults... that nice cult to the emp is lovely... oh look they've burnt down one too many 'sinners' who were actually just average joe (sorry joe), they are too far gone.... It can kinda work for all.

And things like orks or whatever... might never be puritan bent, always count as radicals... always outlaw.
 
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If you move from puritan to radical you would loose the bonuses associated with being a puritan and gain the bonuses of being a radical.
 
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@spafe you could even have a cool scenario where for instance until a genestealer cult has brought any mutations it counts as a puritan warband but one to many attacks on imperial forces or one to many mutations and suddenly it's found out and the genestealer hybrids come out to play nicely showing the fact that they can of they want build up in the shadow
 
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