N18 Venators gang for a campaign.

Mar 28, 2022
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9
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Hi All,

Theme is vampire noble couple (kritza the rat prince mini, minimal alterations & the rogue trader from the RT kill team) hunting in the underhive for sport with their bodyguards (2 of the RT KT armsmen)



1 champion is a tech adept (delaque & mechanicum kit bash.)

And then they have a pair of underhive rs as guides. A squat bounty hunter (AoS arkanaut and prospector kit bash - and a plastic hive scum)

I have about half of the stuff together to assemble the gang. But before I spend anymore money I wanted to get some feedback on the list to make sure it is viable. I've identified the cool models but am still at a stage where things can be chopped and changed.

I've not played before but wanted to have my cool models be able do cool things on the table ;)

The Band of Roses

Vitali (vamp)
Hunt Leader 1

Wargear: Power Sword, Bolt Pistol, Bionic Leg (Mundane), Aortic Supercharger (Mundane), Armourweave, (stat augments to represent them being a vampire)

Skills: Overseer (or maybe evade?)

Mina Wren (vamp consort)
Hunt Champion 1

Wargear: Stiletto Sword, Needle Pistol, Armourweave,

Skills: Evade

Arca
Hunt Champion 4 (mechanicum adept)

Wargear: Stub Gun, Mesh Armor, Arc Rifle,
Skills: Fast Shot

Smiley
Hunter 2 Specialist (Squat bounty hunter)

Wargear: Stub Gun, Boltgun, Flak Armor,

Cooper
Hunter 4 (house guard)
Wargear: Lasgun, Flak Armor,

Reid (house guard)
Hunter 4
Wargear: Lasgun, Flak Armor,

Cicero Rockefeller (hive scum guide)
Hunter 1
Wargear: Reclaimed Autogun,
 
Short story, your list isn't very functional.

A few pointers:

1) Bionics are for repairing permanent injuries; they don't do anything for fighters without permanent injuries.

2) If you give Overseer to someone, they should be very minimally equipped: they're not going to be using their weapons, they're going to be ordering more heavily armed gang members to use their weapons instead.

3) You should almost never buy Flak Armor. Mesh Armor is considerably better for only slightly more credits. And Armorweave, for those who have access to it, is even better.

4) Spring Up and Nerves of Steel are probably better skill choices for your vampire leader types, as these skills can prevent them from being pinned.

5) If you're going with Toxin weapons, get a Chem Synth, too. It will help you inflict wounds.

Hope this helps.
 
I did a rewrite of your gang. I put Stimm Slug Stashes on both Vitali and Wren to (temporarily!) give them a bit of vampire-style speed and toughness. If you get some spare credits and you're sticking to theme you could consider adding Bioboosters for more resilience and the chem Spur for blazing speed. If you're feeling entirely reckless, you could also try 'Slaught and/or Frenzon, though I wouldn't advise it. Lastly, if you need to fly, a Grapnel Launcher and a Grav Chute could simulate this nicely, but expensively.

 
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I did a rewrite of your gang. I put Stimm Slug Stashes on both Vitali and Wren to (temporarily!) give them a bit of vampire-style speed and toughness. If you get some spare credits and you're sticking to theme you could consider adding Bioboosters for more resilience and the chem Spur for blazing speed. If you're feeling entirely reckless, you could also try 'Slaught and/or Frenzon, though I wouldn't advise it. Lastly, if you need to fly, a Grapnel Launcher and a Grav Chute could simulate this nicely, but expensively.

Thanks for both of your replies, they are both really appreciated. I will go back to the drawing board and have a think
 
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