Post by Jeremy Olsen on Jul 12, 2011 15:17:26 GMT -5
I received an email from a new player with questions, as follows:
1) First off is the "Not the Brightest Bulb" rule where Orks can only equip their racial weapons alongside any basic handweapons and grenades. If my entire cult is comprised of orks and grots I will be essentially limited to just throwing knives and grenades for my only ranged weaponry till I can visit the Bazaar later on and buy some proper rokkit launchas or sluggas. Is that your intent? Seems kind of harsh to me, but works for my theme where they are essentially savages much like the Snakebite Klan of orks. Maybe allow a cult warband to buy these racial weapons at bazaar prices when creating them? Also, spearguns and crude weapons of the sort seem like brutal junk weapons orks would still relish using and also simple enough for them to fabricate, should I still forsake these due to said weapon limitations?
Also, if I take both grots AND orks in my warband is it your intent that I should take -2 investigative skill or just -1? If the later, perhaps you should word it "orkoid" instead of grot or ork in their respective instances of the rule. Still makes sense either way and is pretty damn funny to have the double whammy to my investigative score!
2) "Suffer Not The Alien..." seems to clash with the fluff of the cult since they are all under the influence of the genestealer's kiss or synapse of some sort. Doesn't entirely make sense for them to undermine the cult monetarily when they are all essentially mindwashed and unified in purpose. Perhaps Cults and Xenos Strike Teams should be exempt from this like Pirates and Underworld Elements are?
3) The "Part Fungus" rule for orkoids where all mutations cost triple in regards to cult Neophyte choices which HAVE to take at least one at -5 cost. Seems pretty cost prohibitive to me, though I'm sure its for good reasons since orks have pretty tough statlines as is without chiton or extra arm. Should I equate the -5 mutation cost before or after tripling it for orkoids? Also, Neophytes I presume are essentially different generations of genestealer hybrids. Should they still count as "mutants" with "mutations" perse? Genestealers own profile states that they, at least, are not really mutants, even though they possess the chitinous skin "mutation". Just wondering what your rationale on the matter is because it makes sense to me either way you could cut the issue. Maybe it's just my inner munchkin desperately trying to avoid paying that triple mutation cost, hehe!
4) Your rules for mycetic spores are quite different from the 5th edition Tyranid codex's. Always thought spores where organic drop pods essentially, they land on the ground from the atmosphere and disgorge broods of creatures. Your iteration floats and definately doesn't transport anything. Since a cult's psychic signal summons a hivefleet to a planet eventually, shouldn't these spores (landing on the battlefield disgorging rippers or something?) be a chance occurance instead of genestealers and make the 'stealers "hired guns" or something?
1) First off is the "Not the Brightest Bulb" rule where Orks can only equip their racial weapons alongside any basic handweapons and grenades. If my entire cult is comprised of orks and grots I will be essentially limited to just throwing knives and grenades for my only ranged weaponry till I can visit the Bazaar later on and buy some proper rokkit launchas or sluggas. Is that your intent? Seems kind of harsh to me, but works for my theme where they are essentially savages much like the Snakebite Klan of orks. Maybe allow a cult warband to buy these racial weapons at bazaar prices when creating them? Also, spearguns and crude weapons of the sort seem like brutal junk weapons orks would still relish using and also simple enough for them to fabricate, should I still forsake these due to said weapon limitations?
Also, if I take both grots AND orks in my warband is it your intent that I should take -2 investigative skill or just -1? If the later, perhaps you should word it "orkoid" instead of grot or ork in their respective instances of the rule. Still makes sense either way and is pretty damn funny to have the double whammy to my investigative score!
2) "Suffer Not The Alien..." seems to clash with the fluff of the cult since they are all under the influence of the genestealer's kiss or synapse of some sort. Doesn't entirely make sense for them to undermine the cult monetarily when they are all essentially mindwashed and unified in purpose. Perhaps Cults and Xenos Strike Teams should be exempt from this like Pirates and Underworld Elements are?
3) The "Part Fungus" rule for orkoids where all mutations cost triple in regards to cult Neophyte choices which HAVE to take at least one at -5 cost. Seems pretty cost prohibitive to me, though I'm sure its for good reasons since orks have pretty tough statlines as is without chiton or extra arm. Should I equate the -5 mutation cost before or after tripling it for orkoids? Also, Neophytes I presume are essentially different generations of genestealer hybrids. Should they still count as "mutants" with "mutations" perse? Genestealers own profile states that they, at least, are not really mutants, even though they possess the chitinous skin "mutation". Just wondering what your rationale on the matter is because it makes sense to me either way you could cut the issue. Maybe it's just my inner munchkin desperately trying to avoid paying that triple mutation cost, hehe!
4) Your rules for mycetic spores are quite different from the 5th edition Tyranid codex's. Always thought spores where organic drop pods essentially, they land on the ground from the atmosphere and disgorge broods of creatures. Your iteration floats and definately doesn't transport anything. Since a cult's psychic signal summons a hivefleet to a planet eventually, shouldn't these spores (landing on the battlefield disgorging rippers or something?) be a chance occurance instead of genestealers and make the 'stealers "hired guns" or something?