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Made in gb
Sadistic Inquisitorial Excruciator





Preston/England/United Kingdom

I actually made the attached scavvy rules a while back when I was working on my scavvies last time round. So probably did this around Autumn 2010. Since then I updated it a little to fit with the NCE.

Now I must stress that most of this was just pinched from elsewhere on the net and put into one document for my pleasure and ease of use. My main sources were Outlanders, Fanatic Scavvy pdf, Anthony Case and Eastern Fringes....so if I have plagiarised you please forgive my lack of credits. My aim was to bring the scavvies back in line with Outlanders but make them farer. I've added bits and pieces as I see fit and none of it has been play tested, yet (i'll have to finish painting my chaps for that). Oh and it is probably riddled with typos and bits that make no sense. But it does look good imo ;-)

Some notes:

I liked the followers rule as it removes the possibility of a plague horde. But I removed ghouls from the followers as scavvies eat human flesh anyway and I never liked the ghoul idea.

Territories: I felt that if the Scavvies had done well enough to capture a territory they should get something out of it...even if it is an old ruin!

Income and Foraging: Unlike GW i'm not scared of using odd sided dice. Other outlaws can forage twice as much stuff as they eat. So why can't scavvies?

Feeding: I didn't change how much it costs to feed scavvies in line with other outlanders because it then becomes viable to put one in the pot after each game.

Cannibals: A normal ganger feeds 10 scavvies seemed fair. AC rule

Disloyal: Horrible horrible rule in the current version. This AC rule seemed appropriate.

Scavvy Weapons: This was from outlanders and is fitting. For some reason fanatic removed this rule yet did not alter the weapons cost back in line with other gangs???

Scaly and Scavvy costs increased. This one was me. Scalies are monsters and I think a slight increase makes them farer. Scavvies they were just a bit cheap compared to a juve (+1ws and free maul didn't make them 35 because they have less increases/experience than a ganger etc)

Scaly Weapon options: In truth I did this as I was looking at the Outlanders rulebook cover when I built my first scaly and the Scaly on the front has a stub gun. I wanted my scallies to be WYSIWYG so I have given them access to pistol and basic weapons.

Mutations: well everyone like variety - most of these are from AC. Though I may have tweaked them. If you are rolling a random mutation roll a D20.

Weapons/Equipment: If a scavvy can use an autogun there is no reason he cannot use a shotgun. I also didn't like that scavvies cannot use ammo etc. so they can now get stuff from the extras section. Hook rope is from the community edition of Necro.

New equipment/edited equipment. Human meat - gives you a few more plague zombies but as its a one use item makes it fare I think AC rule. Pocket of nails made it better and work more like a reload no longer one use. Tox bombs as AC's rules.

Scatter Cannon: changed to blast rather than 2" blast. reduced cost due to this.
Discus: As AC's rules

Experience: In outlanders scavvies start at 0. Fanatic starts them too high imo. So used the normal chart from necro and put them somewhere in between.

Skills Table: Now rolling for mutation is optional because I don’t want to cut up my models. In the background Scalies are a stable mutation (like ogryns and ratlings) so it would be wrong for them to mutate further.

Injuries and Mutation: to clear some things up. If is not on the list then i didn't think of anything appropriate. I'm thinking if a mutant loses his mutation due to injury then he reverts to a scavy for recruitment purposes? Some of this was from a thread somewhere on EF.

While made for my own use I would like feedback so please let me know what you think or if you see any glaring errors.
--------------------------------------------------------
Now if that wasn’t enough I would also like comments on some alterations my friend Fulgrim suggested after reading through. From Fulgrim’s suggestions I have turn turned them into rules because I like the ideas but was wondering what others think of how they work:

HUMAN MEAT 10 credits
Human meat can be used by any member of the gang to deploy D2+1 Plague Zombies. One use only and you can only use one meat per game. The decision to use the meat must be made immediately after the scenario has been chosen but Plague Zombies do not count as fighters in scenarios that limit the number of fighters.

to

HUMAN MEAT 10 credits
Human meat is often used by scavvies to attract zombies to a fight. One use only and you can only use one meat per game, if a model is equipped with meat and does not use it in the subsequent game, he plays in, the meat will spoil and becomes useless. Human Meat follows the grenade rules. Place a Human Meat marker where it lands. At the beginning of your following turn roll a D6. On a 4+ D2+1 Zombies deploy in base contact with the Human Meat marker and may be used as normal from that point onwards. If the roll was failed then roll again at the beginning of your subsequent turns but each turn after the first roll you need a 5+ and then 6. If the roll is successful and zombies are deployed remove the Human Meat Marker.

Disloyal: Scavvies are a disloyal bunch. If a Scavvy sparks a leadership dispute then the roll is always assumed to be a 1-2 result. If the ousted leader rolls a 2-4 result on the Ousted table then you can choose to put him into the pot before he makes his escape. Scalies cannot become the leader of a Scavvy Gang.

to

Disloyal: Scavvies are a disloyal bunch always vying for superiority and control. When a scavvy reaches the same Leadership as the boss a leadership dispute is triggered but the loser is not ousted from the gang. However if a scavvy’s Leadership becomes higher than the leaders a normal leadership challenge occurs. The challenge roll is always assumed to be a 1-2 result. If the ousted leader rolls a 2-4 result on the Ousted table then you can choose to put him into the pot before he makes his escape. Scalies cannot become the leader of a Scavvy Gang.
 Filename PDH Scavvy Gang.doc [Disk] Download
 Description PDH - Scavvy Gang
 File size 732 Kbytes

This message was edited 1 time. Last update was at 2012/07/17 11:13:30


 
   
Made in gb
Enemy of the Dúnedain






Chatteris, UK

I'm terribly sorry for such a short answer my friend,

but after reading the download it all looks fine to me. But to get some (proper) feedback you would have to playtest this over a few games to see if anything needs tweeking or is rediculessly overpowered. I don't play scavvie's but redemptionists. I would put a call out for all scavvie players to have a ganders and to use this ruleset so you can get the information needed.

(sods law dictates that you wont need to change anything lol. its all very well written )

Mainly found in the LOTR section..... 
   
Made in gb
Sadistic Inquisitorial Excruciator





Preston/England/United Kingdom

Rarmah - Thank you for the reply. I know some of it needs play testing etc this was mainly to see if there was anything glaring out on the first read..anything so obviously wrong or broken I should have noticed.

I'm looking forward to giving them a go at some point and I hope I don't have to change anything other than the two possible Human Meat and Disloyal options written and compared above,

Thanks again for replying
   
Made in us
Crazy Marauder Horseman





Alexandria Virginia

PDH first I would like to say Your amazing scavvies got me to start a scavvy gang in the first place and also I would like to say these rules are fantastic human meat is my favorite! Going into my games for sure! Though abouty terrritores I have a house rule that says if you have at lest 4 non mutated scavvies you can control different territores for ex.(gambling den, bar, etc..) All in all great rules though!

" Change is INEVITABLE. All you can do is make sure it happens in your favor " - Tzeentch
WHEN LIFE GIVES YOU LEAMONS YOU PAINT THAT [censored] GOLD
BREAK THE BODY, BURN THE SOUL 
   
Made in gb
Sadistic Inquisitorial Excruciator





Preston/England/United Kingdom

tundrafrog1124 - Thanks . Glad you like the models. I am old school and think outlaws and scavvies should only get one territory. They should only get a few creds and be struggling to survive.

I REALLY WANT TO STRESS THAT:

Now I must stress that most of this was just pinched from elsewhere on the net and put into one document for my pleasure and ease of use. My main sources were Outlanders, Fanatic Scavvy pdf, Anthony Case and Eastern Fringes....so if I have plagiarised you please forgive my lack of credits.
I just wanted to see if there was anything totally wrong with them.

-------------------------------------------

Just in case this bit went missing in the huge wall of text.

Now if that wasn’t enough I would also like comments on some alterations my friend Fulgrim suggested after reading through. From Fulgrim’s suggestions I have turn turned them into rules because I like the ideas but was wondering what others think of how they work:

HUMAN MEAT 10 credits
Human meat can be used by any member of the gang to deploy D2+1 Plague Zombies. One use only and you can only use one meat per game. The decision to use the meat must be made immediately after the scenario has been chosen but Plague Zombies do not count as fighters in scenarios that limit the number of fighters.

to

HUMAN MEAT 10 credits
Human meat is often used by scavvies to attract zombies to a fight. One use only and you can only use one meat per game, if a model is equipped with meat and does not use it in the subsequent game, he plays in, the meat will spoil and becomes useless. Human Meat follows the grenade rules. Place a Human Meat marker where it lands. At the beginning of your following turn roll a D6. On a 4+ D2+1 Zombies deploy in base contact with the Human Meat marker and may be used as normal from that point onwards. If the roll was failed then roll again at the beginning of your subsequent turns but each turn after the first roll you need a 5+ and then 6. If the roll is successful and zombies are deployed remove the Human Meat Marker.

Disloyal: Scavvies are a disloyal bunch. If a Scavvy sparks a leadership dispute then the roll is always assumed to be a 1-2 result. If the ousted leader rolls a 2-4 result on the Ousted table then you can choose to put him into the pot before he makes his escape. Scalies cannot become the leader of a Scavvy Gang.

to

Disloyal: Scavvies are a disloyal bunch always vying for superiority and control. When a scavvy reaches the same Leadership as the boss a leadership dispute is triggered but the loser is not ousted from the gang. However if a scavvy’s Leadership becomes higher than the leaders a normal leadership challenge occurs. The challenge roll is always assumed to be a 1-2 result. If the ousted leader rolls a 2-4 result on the Ousted table then you can choose to put him into the pot before he makes his escape. Scalies cannot become the leader of a Scavvy Gang.

This message was edited 1 time. Last update was at 2012/07/09 20:16:34


 
   
Made in gb
Enemy of the Dúnedain






Chatteris, UK

Yep, Both of those look great, and from the changes would add a smoother element to gameplay. Making the scavvies stand out more

Mainly found in the LOTR section..... 
   
Made in gb
Been Around the Block





London

Hi PDH,

I used a similar set of hybrid rules when I was using Scavvies in our NCE campaign last year.

I thought that the basic scavvies were overpriced too. To get round this I just got rid of the free club entirely and I changed the experience to 10+D6. In the original rulebook there is a ‘gap’ in the experience levels between 11-21, so a green scavvy fits very snugly in there.

I didn’t use the ‘followers’ rule, instead used the zombie bait rules from the ORB but reduced it to D3 zombies per 10 creds. I found it very hard to save up enough creds to actually use zombies though (see my first ever thread on here: http://www.dakkadakka.com/dakkaforum/posts/list/447048.page), so I’d quite happily pay a bit more for my boss to get some free ones every game, or I’d up the zombie count to D3+1. Am liking the idea of throwing meat around to create a ‘zombie bomb’ but it sounds like it might be a bit powerful when it does work. Maybe make it so that you can either use it before a game to deploy D3+1 or D2+1 or whatever OR throw it for D3/D2 zombies?

In regards Post Battle I had each scavvy requiring 3 creds of food and able to scavenge D6 per game like normal outlaws, and I’d still end up with no cash at the end of the day. Like you, I had eating a scavvy feeding SxT+W guys. This way scavvies were worth 30 creds (in theory) as food but 25 creds to buy, so it was good economics to eat one per game and buy a new one each time (not ideal). So your bumping the price up to 30 makes a lot of sense. Having said that, if they’re only needing 2 creds of food the scavvy in the pot is only worth 20 creds.

The main thing I’m not sure about giving scavvies access to frag grenades and man stopper shells. It seems a lot fairer for sure, but bearing in mind frag grenades are now 25 creds in the NCE they would be, what, 22 creds for scavvies? With the new -1 cover rule they’d be very dangerous in large numbers. Scallies would be able to throw them 15”! And the man stopper thing isn’t too bad I guess, but again it makes your shooting that bit more dangerous, something scavvies aren’t reknowned for.

Some other misc rules that I used were that Scallies take Ld tests with 3D6 and pick the lowest; and I remember seeing some rule somewhere saying that Scavvies cannot take Techno skills even after rolling a double 1 or 6 which I liked. Simple and characterful! I notice you also docked chains & flails down to 5 creds. Any reasoning behind this? I suppose if you’re giving away a free club you could offer a free chain as an alternative…

Reckon if I played Scavvies again I’d use a version of these rules though and I love the extra mutations in there. Especially the Wyrd minor power one!

EDIT: Remember seeing some rules somewhere (Anthony Case?) that let you give your Boss mutations too at 2x cost for scavvies. Thought that might be a good one to include as well!

This message was edited 1 time. Last update was at 2012/07/17 11:04:47


Sorry, I think I wrote too much. 
   
Made in gb
Nimble Skeleton Charioteer






Hi PDH,

Long time fan, first time poster. Again like one of the above posters, your modelling work has inspired me to start working on my own scavvy gang so I'm really happy to see your applying yourself to the rules set.

Everything looks fairly firm and I don't think any of your tweeks break anything. For my personal taste I like rules that create a sense of realism. Your "zombie bomb" whilst hilarious and a lot of fun, doesnt do it for me. Why would the zombies appear where the meat lands immediately? So i guess I prefer the use of it giving you more zombies at the beginning of the game because you have lured them there with a flesh trail.

An alternative is to be able to use it like a beacon your ganger throws it and then on a 4+ D2+1 zombies enter from a random/ closest table edge, drawn by the smell of the flesh.

Obviously this rule does not appeal to me purely on personal taste, we all love this game for different reasons and I think the fact you are trying to create something new for it is wickedcool.

I don't know where your based but I would be very interested to playtest if your up for playing with someone new.

Nathanie1

This message was edited 1 time. Last update was at 2012/07/27 09:22:16


 
   
 
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