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![[Post New]](/s/i/i.gif) 2020/11/23 04:40:20
Subject: Savlar chem dogs nitro chem inhalers.
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Longtime Dakkanaut
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I was just thinking of the old savlar chem dog unit and see they're till around, but without their own special rules. Sure you can stick some generic rules ontoa unit and call it savlar chem dogs but they were a classic unit, maybe a few special rules of their own would be good.
I'm thinking of rules for their nitro chem inhalers. I'm not sure if they would be a strategem, wargear bought for a unit or just a basic rule for the whole detachment/army.
As for effects, I was thinking that a squad could use a NCH at the start of their turn. The player must roll a d6. on a 1-3 no harm is done, on a 4-5 the unit takes 1 S4 d1 hit with no saves of any kind, and on a 6 it takes d3 such hits to represent the dangerous of overdosing on the harsh and volatile stimulants.
Surviving models get (Some of) the following effects until the start of their next turn to reflect the potent effect of the dangerous stimulants: (All of these may be too much, but maybe we could agree on a list.)
-The unit gains a 5+++ save.
-The unit gains insane bravery.
-Add 1d3" to charge rolls.
-If it fires in overwatch it hits on a 5+
-In close combat the unit fights first and gains +1 S and A.
If a unit uses their nitrochem inhalers more than once per battle, add 1 to the roll upon use to see if they take auto hits from the stimulants.
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"But the universe is a big place, and whatever happens, you will not be missed..." |
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![[Post New]](/s/i/i.gif) 2020/11/23 05:09:50
Subject: Savlar chem dogs nitro chem inhalers.
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Gargantuan Gargant
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I think you're overestimating what chem inhalers do for the average joe, it's not super-combat drugs that the Wych cults of Commoragh take that give them some type of distinct combat boost. Chem inhalers had rules back in 3rd edition that allowed you to take them as one of the special equipment options for your army and all they allowed a unit equipped with them to do was ignore morale/Ld mods and that they got pinned instead of falling back when they fail morale for taking loses. The closest equivalent to that would be either ignoring modifiers to morale checks or combat attrition, but the DKoK already have the latter in their doctrine. Some of the stuff you wrote as buffs also don't make sense from a fluff standpoint. Chem-inhalers enhances the aggressiveness of the combatant, in such a state I would assume he fires overwatch less accurately rather than suddenly firing as disciplined as the Mordian iron Guard. Similarly, the +1S and +1A is not accurate given that they don't suddenly become mini-Banes from inhaling the chemicals, it's a psychotropic-based drug rather than physical enhancers.
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This message was edited 1 time. Last update was at 2020/11/23 05:20:33
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![[Post New]](/s/i/i.gif) 2020/11/23 06:02:40
Subject: Savlar chem dogs nitro chem inhalers.
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Fixture of Dakka
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Grimskull makes some very good points. That said, a regiment that regularly distributes combat drugs to its rank and file to pump them up for a charge seems like a cool gimmick. Maybe something like...
Regimental Doctrine: Drug-Induced Discipline
Ignore half of the casualties a unit with this doctrine has suffered on a given turn when taking morale tests. Units with this doctrine may reroll failed charge rolls.
Stratagem: Chem Inhalers (1 CP)
Use this stratagem at the start of the charge phase. Select a <regiment> infantry unit. Roll a d6 for each model in the unit. The unit suffers a mortal wound for each d6 roll of 1. For the remainder of the turn, the unit adds 1 to its Attacks and Strength characteristics.
Relic: Advanced Dispenser Kit
At the start of each game round, a model equipped with this relic may select one of the following benefits until the start of the next game round.
1. 5+ FNP and +1 Toughness
2. +1 Strength and +1 to Damage to all melee attacks.
3. +2" Movement, +1 to to-hit rolls.
The model may opt to gain a second benefit. If they do so, roll a d6. On a 4+, the model suffers 1 mortal wound.
So you have a meh doctrine that still lets you hold ground a bit better. You have a stratagem that lets you turn a squad into slightly better catachans for a turn. You have a relic that lets you turn a character into a mediocre little hidden beatstick. Nothing all that scary, but it does let you turn blobs of infantry into slightly more lethal battering rams. You could charge your infantry forward rather than camping them on objectives or holding them back as screens.
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ATTENTION. Psychic tests are unfluffy. Your longing for AV is understandable but misguided. Your chapter doesn't need a separate codex. Doctrines should go away. Being a "troop" means nothing. This has been a cranky service announcement. You may now resume your regularly scheduled arguing.
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![[Post New]](/s/i/i.gif) 2020/11/23 06:51:23
Subject: Savlar chem dogs nitro chem inhalers.
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Longtime Dakkanaut
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Ok, i thought all what i proposed was a bit much. I was thinking the 5+ overwatch reflected accelerated reflexes and perceptions.
Suppose I trim it down to:
Insane bravery.
+d3 charge.
Fights first in close combat.
Keep the risks.I wanted to go with a wound roll vs S4 as MWs are getting overused and to add to the gamble effect.
Seriously, I'm waiting for a rule that says if an Ogryn farts models near it take MWs...
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"But the universe is a big place, and whatever happens, you will not be missed..." |
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![[Post New]](/s/i/i.gif) 2020/11/23 07:37:14
Subject: Savlar chem dogs nitro chem inhalers.
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Fixture of Dakka
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Matt Swain wrote:Ok, i thought all what i proposed was a bit much. I was thinking the 5+ overwatch reflected accelerated reflexes and perceptions.
Suppose I trim it down to:
Insane bravery.
+d3 charge.
Fights first in close combat.
Probably reasonable depending on execution. Note that the Insane Bravery strat is now once per game and costs 2CP. So you should probably make sure this doesn't become a loophole for getting Insane Bravery every turn. If you make it only usable in your own turn, especially at the start of your own turn, that would help a lot. You'd still be able to guarantee a unit won't run, but you'll be gambling on how much damage they take well in advance, and you won't be able to do it reactively after your opponent pours fire into you on their own turn.
Keep the risks.I wanted to go with a wound roll vs S4 as MWs are getting overused and to add to the gamble effect.
Seriously, I'm waiting for a rule that says if an Ogryn farts models near it take MWs...
EDIT: Removed my failed attempt at basic math. There are plenty of ways to represent overdosing. Unless you make the consequences really severe (and thus reduce the usefulness of the inhalers), it's probably more of a flavorful flourish than anything.
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This message was edited 1 time. Last update was at 2020/11/23 07:40:02
ATTENTION. Psychic tests are unfluffy. Your longing for AV is understandable but misguided. Your chapter doesn't need a separate codex. Doctrines should go away. Being a "troop" means nothing. This has been a cranky service announcement. You may now resume your regularly scheduled arguing.
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![[Post New]](/s/i/i.gif) 2020/11/23 08:01:02
Subject: Savlar chem dogs nitro chem inhalers.
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Longtime Dakkanaut
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Ok maybe make the inhaler give them LD10 for a turn. Chemical courage.
Also i wanted to add some restrictions on them too, like a "scum" rule. No elite forces can be in the same army mix they are, no SMs, no SoBs, etc. Sych units would refuse to fight alongside this filth.
I was thinking a 'midnight requisition" rule that let them basically try to steal gear. Spend 1 cp and on a 1-4 they get to take something from the IG wargear list, like a weapon for example. a 5+ means the theft attempt was unsuccessful.
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This message was edited 1 time. Last update was at 2020/11/23 08:04:49
"But the universe is a big place, and whatever happens, you will not be missed..." |
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![[Post New]](/s/i/i.gif) 2020/11/24 05:04:16
Subject: Savlar chem dogs nitro chem inhalers.
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Fixture of Dakka
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Matt Swain wrote:Ok maybe make the inhaler give them LD10 for a turn. Chemical courage.
Makes sense. I probably wouldn't spend CP on just Ld10 though, so I'd either keep some of the other benefits or else make it a cheap (5 points per squad?) piece of wargear. Or make it half of a regimental bonus.
Also i wanted to add some restrictions on them too, like a "scum" rule. No elite forces can be in the same army mix they are, no SMs, no SoBs, etc. Sych units would refuse to fight alongside this filth.
I feel like that's probably best left up to the player. Some people might want to fluff their regiment as "scum." Others might see them as self-sacrificing pragmatists shortening their own lives to better serve the Emperor. Also, I feel like most sisters and marines would absolutely be okay with work alongside penitents/prisoners/hive scum. Maybe the more prideful subfactions would take issue with it, but Salamanders and Blood Angels probably don't much care what the backstory of their meatshield pals is.
I was thinking a 'midnight requisition" rule that let them basically try to steal gear. Spend 1 cp and on a 1-4 they get to take something from the IG wargear list, like a weapon for example. a 5+ means the theft attempt was unsuccessful.
You might be overdesigning. If you want your army's story to be that they're banned from the weapons locker, you can just choose to field them without special weapons. If you want their story to be that they managed to swipe and hide a few special guns anyway, just choose to field them with special weapons.
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ATTENTION. Psychic tests are unfluffy. Your longing for AV is understandable but misguided. Your chapter doesn't need a separate codex. Doctrines should go away. Being a "troop" means nothing. This has been a cranky service announcement. You may now resume your regularly scheduled arguing.
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