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Made in za
Regular Dakkanaut




VERITAS NUMQUAM PERIT

After playing a couple of games with the Scavvies my friends and I have agreed that they need some reworking.

I am busy with the new ruleset for them and wanted some feedback and help when it comes to wryd / psyker rules.

As part of the expanded mutations list (all from other players / sources on the interweb) I have added one of my own:

Wyrd Thyrd Eye (cost 40pts)
Possibly the rarest and strangest of all mutations. A scavvy with Wyrd Thyrd Eye rolls 1D6 to see which of these psyker powers he uses.

1 - Shadow Self: The pysker projects a shadow of himself. Anyone shooting at him receives -2 to-hit penalty during that round.
2 - Plague Siren: The pysker calls D3 Plague Zombies to his aid, they are placed within 2" of the psykers base.
3 - Healing Aura: The psyker may revive any fallen comrades within 6".
4 - Dum Dum: The psyker causes his target to suffer from 'Stupidity' during that round.
5 - Psyk Storm: A S5 psychic shooting attack using the large blast marker. Range 18".
6 - Warp Mutant: The psyker turns into an even more horrible creature gaining +1 to Strength, Toughness, Wounds and Attacks for the duration of the game. He causes terror and also suffers from the effects of Frenzy.

I must now work that into the game mechanics. I'm thinking that 1,2 and 6 are done "before" the movement phase - ie. at the beginning of the round. While 3,4 and 5 are done instead of shooting.

I would like feedback on:

1. The powers themselves - pretty random, and maybe overpowered - but since Scavvies don't get access to special or heavy weapons this might balance it out a little.
2. Using the powers - ie. the mechanics for casting - I was thinking along the lines of a leadership test - if its successful then the power works as stated, if not they must roll a save vs. a "perils of the warp" type of scenario.

Help is much appreciated. Once I have completed the rules I will make the whole thing available as a pdf open for comments and crit and reworking / balancing.
   
Made in gb
Sadistic Inquisitorial Excruciator





Preston/England/United Kingdom

ironKing – The scavvy rules need a massive rework, good luck with the project. I’ve had a go recently and got most of my ideas from combining Outlanders, Current Rules, Anthony Cases stuff and bits from eastern fringes especially this thread http://easternfringe.com/forum/viewtopic.php?t=1263

I came up with this:

Wyrd 15 credits
The mutant has a Minor Wyrd Power, rolled for randomly from the Minor Wyrd Power table. Reroll a result of 11-16 None. The mutant follows the normal rules for using his power

But to answer your questions:

1. I’d tone a few of them down. Also remember while Scavvies do not have access to heavies they do have Scalies which are massively hard (as they should be)
1. and 4. look ok.
2. Could be abused by casting it every turn.
3. Possibly make the injured model take a toughness test if cast on a downed fighter he heals to a flesh wound. Cast on a flesh wound removes the BS and WS penalty.
5. A strength 5 large blast is really quiet powerful. Wounds most models on a roll of two. A mutant scavvy would cost about 65creds whereas A heavy with a missile launcher with Frag missiles would cost a lot more 260 creds. Admittedly the mutants BS of 2 would make it hard to hit and you cannot choose this power.
6. If I were a ganger and got away from a warp beast I’d go straight round to the local enforcers and get the authorities involved and Scavvies really don't need this.

2. Use the normal Wyrd Rules from Outlanders or The Wyrd and The Wonderful. Saves you having to make up more rules.

Hope that helps

Peter
   
 
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