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Made in nl
Did Fulgrim Just Behead Ferrus?





The Netherlands

Once again related to =I=munda (more people should join DakkaDakka and join in the madness by the way) and well...Servitors seem to be one of those disturbing elements in the 40k universe which kind of got forgotten in Necromunda. So how could they be included in here?

Servitor:

Cost: ?

M: 4
WS: 2/4 (see special rules)
BS: 2/4 (see special rules)
S: 3
T: 4
W: 1
I: 3
A: 1
Ld: 7

Special Rules:

Blank mind: A Servitor's mind is basically lobotomised, meaning that it cannot experience any kind of emotions. It is simply there and does what it's ordered to do. For this reason Servitors are fully immune to psychological effects such as fear or terror.

Another side effect of this is that a Servitor is unable to gain experience.

Specialisation: A Servitor is either a Combat Servitor or a Gun Servitor. A Combat Servitor has Ws 4 and Bs 2 for this very reason. In addition the Combat Servitor can only be armed with hand-to-hand weapons. Despite the fact that the Combat Servitor is a close combat unit that does not carry heavy weapons it does count as a Heavy choice for the gang.

The Gun Servitor can only pick weapons from the Heavy Weapons list. Due to it's speciality it has a Ws of 2 and a Bs of 4. Like the Combat Servitor the Gun Servitor counts as a Heavy choice for the gang.


So what do you think? Any ideas on the costs? I was thinking 60 like a single heavy because, despite it having superior stats it is unable to gain experience and is very specialised.

Bits Blitz Designs - 3D printing a dark futuristic universe 
   
Made in us
[DCM]
Illustrator






North Carolina

I haven't played a single game of necromunda/=][=munda yet. But I know in mordheim T4 starting out is hella tough. As is BS4/WS4. This guy would definitely cost some buco bucks.

Checking in the old marine dex they're T3, with the same BS/WS set up as you have here.

I'd probably bring them down to T3 at the very least.

As for cost I have no idea. I'll leave that up to the more experienced players ^_-.

-Aaron
Call For Fire

DA:80+S+GM(DPC)B++++I+Pw40k99+D++A++/mWD247R++T(M)DM+++++ 
   
Made in nl
Did Fulgrim Just Behead Ferrus?





The Netherlands

The current =][= and Space Marines codexes claim they have a Ws or Bs of 4. The 2nd edition Space Marines codex assumed they had T4.

As for the BS4/WS4, you can't have them both, it's either WS4/BS2 or BS4/WS2. Also the fact that the Servitor won't be able to upgrade it's stats due to the fact that it can't gain experience might justify this...

Bits Blitz Designs - 3D printing a dark futuristic universe 
   
Made in us
[DCM]
Illustrator






North Carolina

I understood the WS/BS thing ^_^.

It was really just the toughness that wasn't really in line. In both the 4th and 5th ed Marine books they are T3.

Most non-experience gaining models are really only great early in the campaign anyways, so having even one stat at 4 will most likely give an edge to that model.

What are you thinking for limit? I'm not familiar with how choice limits are done with Necromunda. Maybe I should do a little bit of reading ^_^;

-Aaron
Call For Fire

DA:80+S+GM(DPC)B++++I+Pw40k99+D++A++/mWD247R++T(M)DM+++++ 
   
Made in nl
Did Fulgrim Just Behead Ferrus?





The Netherlands

Hmm, perhaps keep the T3 then? Choice limits are related to Experience if I'm not mistaken. I like the idea that you could have a unit that is handy in the short-term aspects of a campaign but later on might even become a burden. That is basically the idea behind the Servitor. Yes they are tough as nails and can pick quite a nasty fight, however they cannot become stronger and will eventually be outclassed by more experienced members of an unit.

I guess players would eventually try to have their servitors killed by the enemy so that they can be replaced by something more useful?

Bits Blitz Designs - 3D printing a dark futuristic universe 
   
Made in dk
Battle-tested Knight Castellan Pilot





Copenhagen

Not necessarily. It could be made more interesting, if you let it work territory líke a ganger (come on, it´s a servitor, right?), but it is classed as a heavy.

And yeah it doesn´t gain xp, but then again, it starts out pretty good for what it needs to do.

I´d say 60 points would be fair, seeing as it´s monotasked, so it´s either CC or shooting, never both.

(And I kinda liked the T4, would have said T4 and 70pts if given a choice.)

Back on the path of the Imperial Citizen

Still rolling ones...

Krieg: More wins than Losses. 
   
Made in nl
Did Fulgrim Just Behead Ferrus?





The Netherlands

Apparently there are already rules for Servitors for Pit Slave gangs. Guess this was for nothing or perhaps we could create different rules for Servitors used by the Inquisition and Adeptus Mechanicus?

Bits Blitz Designs - 3D printing a dark futuristic universe 
   
Made in us
Thrall Wizard of Tzeentch





I Like your rules for servitors, but shouldent they come with some bog-standard bionics (chem inhalers and such)? I'm also on the T4 side, but perhaps there are better ways to show their resiliancy (built in 4+ save?).

what do you think of having them subject to stupidity if their controler dies?
   
Made in ca
Regular Dakkanaut




The Ash Wastes rules have Servitors in them:

M/WS/BS/S/T/W/I/A/Ld
4/3/3/3/4/1/3/1/6

Immune to psych, 5+ Armour, Cannot gain exp, either defensive (various pit slave CCWs for various points) or offensive (crews a fixed weapon).

Cost, 90 creds, 60+d6 experience, but cannot gain more.

A tad overpriced for what you get IMHO.
   
Made in gb
Been Around the Block





I like Malika's rules suggestions - while the T4 may be a little high as already mentioned the rest looks pretty good.

The idea of them not gaining experience and skills makes sense, but what if you could upgrade your servitor over time? I haven't looked over the equipment lists for Necro for an age, but I'm sure there must be some suitable bits and bobs that you can usually equip a ganger with that could also be translated as upgrades for a servitor e.g. a scope could represent a targetting wetware upgrade...

That way the servitor could still be an active part of the gang as it progresses (though perhaps a slightly higher intitial cost might be appropriate in this case).

As for Stupidity in the case of their operator dying, I'd be inclined to say that you could designate an "Operator" who has to stay within x" of the servitors. If the operator is killed, the servitors will continue with its most recent action if possible (e.g. attack the Goliath heavy if the servitor was already doing so), but as soon as that stops being an option (e.g. its target is killed) the servitor ceases to function completely until a new operator moves to within x" to give it new orders. I've probably made that sound more complex than I intended it to be...

The main reason for me thinking along these lines is the fact that I'm playing around with some =I=munda ad mech at the moment, and weapons servitors wouldn't be at all out of place in an Ad Mech themed "gang".

This message was edited 2 times. Last update was at 2008/12/23 16:34:55


 
   
Made in us
Thrall Wizard of Tzeentch





I think that equipment upgrades should be allowed, but maybe just for certain gangs (like admech) who have redy access to the equipment one needs to re-program a servitor.
   
Made in gb
Guardsman with Flashlight




London, UK

I think the ash waste rules should be used as a base.

Then modified as follows:

- Dependent on what role the servitor plays (CCW or Ranged) they should have skills or items added to them:
- Ranged - Add a mono-sight (so servitor effectively has +1 BS, but has disadvantages as well - reflecting their lack of instinct)
- CCW - Add Parry skill and/or Iron Jaw

As far as toughness goes, perhaps a 5+ save, with T3?

Also, as the servitor will have many bionic implants, and won't be bothered by injuries provided it can still function in the short term, you could give it a chance to re-roll on the injury chart - that is arguably a toughness/armour save based benefit (as opposed to an offensive benefit)

I think T4 would be too much of a bonus IMO.
   
Made in gb
Arch Magos w/ 4 Meg of RAM





Ah, I totally didn't see this! Looks like I jumped the gun or something similar (gun-servitor). -I posted my Servitor rules in the main =I= thread ._." -

I think I prefer the Ash Wastes stat lines, (-1 to BS, I and Ld) over the Codex Imperialis line but I'll probably have to play around with both to see which works best.

Bye bye Dakkadakka, happy hobbying! I really enjoyed my time on here. Opinions were always my own :-) 
   
Made in au
Owns Whole Set of Skullz Techpriests






Versteckt in den Schatten deines Geistes.

T4 is fine.

I'd give 'em some sort of armour save.

For weapons, I'd take a look at the Pit Fighter weapons to start. Maybe not all of them, but there are some things in there.

How will ammo be handled on a Gun Servitor?

Industrial Insanity - My Terrain Blog
"GW really needs to understand 'Less is more' when it comes to AoS." - Wha-Mu-077

 
   
Made in us
Flashy Flashgitz





Southern California

http://www.easternfringe.com/forum/ef/mccragge/Gang%20-%20Pit%20Slaves%20V3-POSTED.pdf

I helped write these. In fact, I think the Servitor was my idea. Anyway, the Pit Slave Gang needed some heavy weapons support to make it viable. It had no mid-range or long-range firepower, and Servitors were a natural addition. However, with long-range weapons, Pit Slaves are a much better gang; they are very good in close combat. So, the cost of the Servitors is high, and they have restrictions to reflect their value to the Pit Slave gang. A House gang’s Heavies are a better deal all around.


   
Made in gb
Longtime Dakkanaut






HATE Club, East London

WS1/BS4 or WS4/BS1 I would suggest. Gaining 1 is far better than losing 1 is bad

Though guards may sleep and ships may lay at anchor, our foes know full well that big guns never tire.

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