N18 Van Saar starting roster experiment

Photonic would make them S2 not D2 and would also make them unstable, so best avoided on that unless you want to just reroll the ammo dice. Weapon Smith is the better choice of two in that regard.
Also you can't use fixer whilst recovering but you could just upgrade to gamma at creation and avoid the missed game.
 
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Photonic would make them S2 not D2 and would also make them unstable, so best avoided on that unless you want to just reroll the ammo dice. Weapon Smith is the better choice of two in that regard.
Also you can't use fixer whilst recovering but you could just upgrade to gamma at creation and avoid the missed game.
Right, I caught on to the recovery error.

And I meant S2 for Digis.

Thirdly, if Van Saar is able to use the common weapons list at creation you could do some decent stuff as well.
 
X2 power knives and torsonic 2 is pretty good... but I feel like Spider Rig + torsonic is still a little better, since it gives +1 to hit, entangle, parry, shock and versatile 3. This helps with the Archaeotek's poor WS and movement, as well as providing a little extra defense. You pay a bit more and lose power, -1 ap and backstab, but I think it's worth the trade.
 
X2 power knives and torsonic 2 is pretty good... but I feel like Spider Rig + torsonic is still a little better, since it gives +1 to hit, entangle, parry, shock and versatile 3. This helps with the Archaeotek's poor WS and movement, as well as providing a little extra defense. You pay a bit more and lose power, -1 ap and backstab, but I think it's worth the trade.
On the Spider Rig note,
You could play two "Tekno Monks" for 300 credits, one could grow into "Dual Power Knives Tek" the other could be min "Dual Fighting knives Tek". Then play a Neotek w/ Las Carbine, put him next to Prime with Mentor, and try and focus 1-2x on his movement increase, Spring Up skill, +1 WS, before he turns into a Spider Rig archeotek big picture.

That would put 6-7 inches, D3 on the charge, which the Spider Rig needs to get it's Paired ability. And the biggest weakness the Spider Rig faces vs. Power Knives is missing it's charge.
 
Just consider the cost and time it takes to earn the credits to get there for your melee Van Saar. Would spending the credits on one fighter that will ultimately get creamed by other gangs combat experts be worth the cost of two more viable heavy or special weapons such as meltaguns or plasma guns who can actually take out a rampaging stimmer or death maiden?
Having some close combat power for opportune counter charges is nice but investing heavily into it is a pitfall for any shooting based gang. Your opponent will quickly learn to mow them down with thier higher weapon skill combat monsters and you can then have a huge credit heavy fighter stuck in recovery most of the time.
 
I was most likely going to use Fixer in the mean time. It can help to provide credits to grow such a strong "big vision fighter" that the archeotek looks like. Because if I start with the "Unarmed Tekno Monk" the archeotek will go out of action on the second game to upgrade to Torsonic Gamma. When he's out of action, he can still farm the creds for the team.
Fixer does not work when in recovery and your melee fighters will spend a lot of time in recovery.
 
Just consider the cost and time it takes to earn the credits to get there for your melee Van Saar. Would spending the credits on one fighter that will ultimately get creamed by other gangs combat experts be worth the cost of two more viable heavy or special weapons such as meltaguns or plasma guns who can actually take out a rampaging stimmer or death maiden?
Having some close combat power for opportune counter charges is nice but investing heavily into it is a pitfall for any shooting based gang. Your opponent will quickly learn to mow them down with thier higher weapon skill combat monsters and you can then have a huge credit heavy fighter stuck in recovery most of the time.
Yeah, I understand. But I just rolled against Goliath Champions in a playtest and my power knife Archeoteks did very well. I get your point, my point was to try and do something different with my Van Saar list. I really like the Archeotek fluff and wish they would expand on them more with gear. They sound kind of like sci-fi Necromancers that may be sort of untrustworthy or power corrupted by ancient or xenos tech. And I wasn't going to eliminate all shooting, but wanted to step out of grav and plasma as im experimenting with lists. Plasma Gun champs aren't cheap either, but yes your playing to VS strong points.
 
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Just consider the cost and time it takes to earn the credits to get there for your melee Van Saar. Would spending the credits on one fighter that will ultimately get creamed by other gangs combat experts be worth the cost of two more viable heavy or special weapons such as meltaguns or plasma guns who can actually take out a rampaging stimmer or death maiden?
Having some close combat power for opportune counter charges is nice but investing heavily into it is a pitfall for any shooting based gang. Your opponent will quickly learn to mow them down with thier higher weapon skill combat monsters and you can then have a huge credit heavy fighter stuck in recovery most of the time.
Also, on the topic of Van Saar shooting, I found another decent approach IMO. I kind of like the idea of using the Prime and either Augmeks w/ las carbines/shooting skills or Archeoteks w/ sub carbines/tech skills or las carbines from the trading post at game 2. Then recruit a couple of Ammo Jacks and choose the "Gadgeteer" skill to give them another round of risky Rapid Fire. I know Augmeks don't get the Gadgeteer skill directly so Id choose Archeoteks most likely. This feels like an uncommon shooting/budget approach.
 
Also, on the topic of Van Saar shooting, I found another decent approach IMO. I kind of like the idea of using the Prime and either Augmeks w/ las carbines/shooting skills or Archeoteks w/ sub carbines/tech skills or las carbines from the trading post at game 2. Then recruit a couple of Ammo Jacks and choose the "Gadgeteer" skill to give them another round of risky Rapid Fire. I know Augmeks don't get the Gadgeteer skill directly so Id choose Archeoteks most likely. This feels like an uncommon shooting/budget approach.
That would work well initially unless you are against dermal hardened Goliath or ogryn gangs.
Thankfully Tools of the Trade gives you the option to go big gun later. S 4/3 standard guns do last a while but now and then you need to be really sure that stimmer has been put down.
The las carbines may be unavailable via trading post depending on how your group read it as there is some ambiguity in current GW wording.
Hot shots will give you a little more punch especially when targeting ordinary gangers and use of the weapon Smith skill I think still give it plentiful.

Beware smoke grenades. Luddites wielding them are all EVIL 👹💨👺
 
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A fairly non used but still flavourful weapon would be a rad-beamer, can still flesh wound stuff to death even if it rarely wounds ;)
Ill read on that.

Basically, I see 4 approaches:

1/ 3plasma for Prime/Augmeks, get weapon specialist tek, 1 neotek, rest subteks lasguns.

2/ Prime/Archeoteks w/ Subcarbines. 1 neotek, all subteks lasguns.

3/Prime/Archeoteks, 1 neotek, all subteks lasguns, arm 3 krak grenades

4/ Prime/carbine/ Archeoteks w/power knives, 1 neotek, all subteks lasguns.

5/ prime, 2 champions, all subteks w/lasgun horde.
 
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That would work well initially unless you are against dermal hardened Goliath or ogryn gangs.
Thankfully Tools of the Trade gives you the option to go big gun later. S 4/3 standard guns do last a while but now and then you need to be really sure that stimmer has been put down.
The las carbines may be unavailable via trading post depending on how your group read it as there is some ambiguity in current GW wording.
Hot shots will give you a little more punch especially when targeting ordinary gangers and use of the weapon Smith skill I think still give it plentiful.

Beware smoke grenades. Luddites wielding them are all EVIL 👹💨👺
I thought the house list was always available? It seems like centeralized Van Saar weapon storage should be?
 
Just read through this thread. I admire your persistence!

Unfortunately, Archeoteks just aren't very good compared to other House Special Champs IMO. Model is fantastic though, has to be said.
 
Just read through this thread. I admire your persistence!

Unfortunately, Archeoteks just aren't very good compared to other House Special Champs IMO. Model is fantastic though, has to be said.
My practice rolls show they are decent/better than Forge Bosses. And can more than threaten the Tyrant. But I get this feeling of how Enforcers in oldmunda had really great gear but lacked a solid skill set to use it. If the Combat tree was more accesible Archeoteks could become really well rounded.

And yeah the Van Saar design for the Archeotek is sweet, plenty of conversion potential with the fluff too.
 
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If you really want a combat capable archeotek, give him a spider rig and hystrar shield and the rad phaged skill.
If you are allowed by Arbi to buy said shield.
 
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Yet another of those house signature weapons that house specialists can't use at creation and as there's no clarification for the rules lawyers who can't house rule that once campaign in process any weapons in house book can be bought for anyone...
Hence the if the Arbi let's you ;)
 
*If* I were kitting VS for CC, I'd probably lean towards a Shield and either a pistol or a Shock Staff. While the Shield doesn't do a lot of damage, it does give a nice amount of additional protection and the Knockback rule can help prevent reaction attacks. The Staff and pistol are useful because they both allow you to make additional attacks in CC, but can also hit an opponent who has been knocked back in subsequent actions.
I just checked these weapons out more. (Shield, baton, stave) The Torsonic gamma would benefit the shields strength and the shock stave if you put this on an archeotek. It looks like the shield availablity is in question, especially at start. All the shock weapons look great, especially if you aren't running Torsonic Gamma. My understanding is that you charge, kockback the enemy with the shield, use versatile range for your stave, and then the enemy survives(say it's a forge boss) he can't hit you back with his melee weapons, right?

You could try one with your
Prime:
Shield
Shock Stave (use shock for 6's)
Mesh
Lasgun
(Torsonic gamma later?)
=230 credits

The other idea

Archeotek:
2H hammer (hammer game 2, maybe 10 credits with Savvy Trader)
Shock stave (Game 2, if allowed)
Mesh
Lasgun
Torsonic Omega (75 credits)
=250 credits
This looks fun, lol.

In addition, I could combine Savvy Trader, (maybe 2-3x?) with a Tech Merchant to try and continually obtain cheap bionics from the trading post. With the Tech Merchant +2, leader visit +2, champion visit +1, Savvy Trader +1 combined that would make a Bionic Leg and the WS bionic be "common". That would have me buying 5 credit Bionic legs for the Archeotek quickly for game 2, and this allows him to save his XP for bigger purchases like attack, toughness, and WS.
 
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