Specialist Arms Forum

Necromunda => [Necro] Rules Development Feedback => [Necro] Experimental Rules => Topic started by: The Arbitrator General on April 27, 2009, 11:13:02 PM

Title: EXPERIMENTAL - PIT SLAVES
Post by: The Arbitrator General on April 27, 2009, 11:13:02 PM
Ok, please go here: http://www.sg.tacticalwargames.net/forum/index.php?topic=83.0 and download the current Experimental Version of the Pit Slave Rules.  Once you have reviewed adn used them please comment here.

I await your comments...
Title: Re: EXPERIMENTAL - PIT SLAVES
Post by: Andy Hoare on April 28, 2009, 05:23:06 PM
Hey mate

I've been meaning to try these out for a while, so good timing! I've always felt that the Servitors were a little detailed for what they actually are though - organic bipods! I'd simply make them unable to take advances, but never suffer from serious injuries (apart from death) or count towards upkeep.

I'll provide actual feedback if and when I get to try them out.

Regards

Andy
Title: Re: EXPERIMENTAL - PIT SLAVES
Post by: The Shield on May 04, 2009, 12:47:03 AM
How about changing the Servitor's must have a heavy weapon strapped on? I could see much use esspecially from a starting gang to employ one as an additonal close assault unit (say with a flamer and covered in armour plates!)  At the moment thats roughly what my servy will be doing (strolling into the open with a stubber taking hits to aid my getting in close) Mayhaps though thats not as intended.

My main problem is i'm struggling to field a gang. I'm 6 strong at the moment. Though equipping my techno and servy worse I might be able to push 8.
Title: Re: EXPERIMENTAL - PIT SLAVES
Post by: Lothar Hex on July 29, 2009, 06:02:35 AM
I once again will say that I believe the servitors should be eliminated from this list.

Rulewise I understand you are trying to bring fire support to a gang with none, but if that's the type of play I wanted I would simply field goliaths.

Increasing the techno's BS to 4 and allowing a gang to have two of them (like other gangs are allowed 2 heavies) would be all the light fire support you should require. Las, bolt, and plasma guns would be your choice of weapons and provide your covering fire. The BS of 4 would make your single shots count more vs the volume of fire that a heavy weapon pumps out at BS 3.

Additonal fire support could be gained from the sniper or Ash waste shaman hired guns but the main focus for this gang should remain trying to tear you apart in hand to hand combat.

Fluffwise I still do not see any justification in bringing servitors into this gang.
Title: Re: EXPERIMENTAL - PIT SLAVES
Post by: Dread on January 15, 2010, 08:54:14 PM
I've played probably the first 5-6 scenarios with the pitslave v3 rules now and a good few with the v2 also. Here's my thoughts so far.

Positive feedback regarding v3:

Servitor got better and I think it's now very flavorful and overall pretty balanced (there are however a few issues mentioned later).

The techno got one more in BS, which is nice. He's still not a warrior per say but now he can do stuff aside from flaming and buffing the servitor on the field.


Issues:
The servitor rolls for XP on purchase. All XP gained this way can do is add to my gangrating. I suggest setting it's XP slightly higher instead as the roll seems pointless.

The Pit Slave Chief has the "many arms" rule, but no other pit slave can get a third arm in any way. Therefore, if your leader dies, there is no way you can use that model again, if it has a third arm with the gang remaining WYSIWYG.

The Servitors roll on the programming table may mean that you may pick a skill from the shooting skillset for it to have during the scenario. Problem is only crackshot does anything with heavy weapons, which the Servitor will nearly always have. Were the skills ment to apply to heavy weapons anyway?

A one armed pit slave with a knife is the cheapest fighter you can possibly acquire. He costs 60 credits. Pit slaves have to do very well in a scenario to earn 60 credits, especially if a few are out of action after it. This means although your gang starts out at a pretty usual 8-10 slaves, after a few games you might well be at 6-7 and without the 90+ credits it takes to buy a fully equipped pit slave.

General observations:

The servitor feels pretty dull due to it not gaining experience, although it is pretty effective under the new rules. A way to upgrade them other than experience might be a good idea.

As a fix for the many arms rule, maybe making the "many arms" rule a gainable skill for pit slaves on a 2 or 12 on advancement if the pit slave has 81 XP or above?
Title: Re: EXPERIMENTAL - PIT SLAVES
Post by: uven on March 11, 2010, 07:42:01 PM
i'm about to try these rules out but it seems the cost for the "arco-flail" is left out.
otherwise it looks good, perhaps they lack some cheep fodder (juves) but otherwise they look ok, different but ok:)

/uven
Title: Re: EXPERIMENTAL - PIT SLAVES
Post by: Darkhorse on April 21, 2010, 09:05:25 AM
Hello all,

I have some feedback for the current Pit Slave rules.

First off I would like to say thank you for keeping Necromunda and Pit Slaves alive.  They are one of my favourite gangs and I am glad to see that they are still being looked at and that someone cares for the little tin men. I have thought of a few bullet points for people to examine.

Formatting issues

0-1   Servitor in the unit entry


Rules alterations

Set Servitor XP, no need for the random d6.  It just adds to gang rating for no real effect.

Clarify what classifies as a damaged Pit Slave weapon.  My suggestions: An “Arm Wound” to the respective arm destroys the weapon but has no further impact on the Slave's stats.  A “Hand Injury” to the Pit Slave weapon has no effect and counted as “Full Recovery” (or the Pit Slave must spend 5/d6 credits repairing the superficial damage or else the weapon is not functional/-1 Str until the credits are spent on the repair or the weapon replaced.  A Pit Slave disarmed of his Pit Slave weapon via the skill suffers this same effect.)

Clarify if a Techno can “fix” a dead Servitor. 

Allow a way to gain second pit slave weapon (the chief’s third arm).  Make it a 2 or 12 option once the Slave gets 61 XP.  Maybe make it only available if the chief dies. Otherwise, make it an option to the Pit Slave that takes over the gang.

A cost for Arco-Flail and listing in the weapons list, my gut feeling is 20 credits.  I would also like to see it as an option for Technos to take (as looks to me to be on the official Techno model)


Things I would like to see

A Pit Slave can replace a Pit Slave weapon with a bionic arm.

A mention of what happens if a Pit Slave gang gets an Isotropic Fuel rod (by hook or by crook) and by virtue a Settlement since they cannot get juves.