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 Adeptus Mechanicus Explorator Force

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02laney



Posts: 381
Join date: 2010-02-13
Age: 33
Location: Colchester, Essex, England

PostSubject: Adeptus Mechanicus Explorator Force   Tue Feb 23, 2010 4:02 pm

Hi All,

Has anyone thought about an Adeptus Mech force? I have a load of servitors and tech priest models lying around and they've got to be used somehow!

I think it could be a unique and interesting squad, if built similar to the imperial renegades squad (with tech upgrades replacing the mutations and use of a variety of servitors/robots that don't gain experience. It's only a rough outline - but something like this...

Obviously it shouldn't just be a 'count as' but the basis of the renegades seems sound for a start...

Officers
Magos Explorator (poss. different types e.g. biologus) = Commander type
Tech Priest = Apostate Preacher type
Enginseer = Enforcer
Skitarii (Tech Guard Stormtroopers) = Renegade Sergeants

Recruits
Menials/Thralls = Workers
Combat Robot/Assault Servitor = Renegade Ogryn
Special Weapon Servitor = Weapon Specialist
Tech Guard = Militia

Familiar/Servo Skulls as officer upgrades

Possible room for some very nice technical hired guns in this - Electro Priest, Tech Servitor etc.

Any thoughts
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Mordheimer



Posts: 3076
Join date: 2009-07-12
Age: 36
Location: Cape Coral, FL

PostSubject: Re: Adeptus Mechanicus Explorator Force   Tue Feb 23, 2010 5:10 pm

Like I stated many times...

1) FLUFF: Get the idea of what is the Squad, and what is their purpose. In your case, it is not hard at all. If your Experimental Squad could be substituted by another one (like the original Rogue Trader could had been an Imperial Renegade Squad without mutants), then thre is no point on the Squad. Wink

2) Concept Before Form: Go broke with the why's and where's and when's. No need to concern yourself with 'rules'. Your mind is your limit. You want an Emperor Titan? Have it. Hell, put a Warhound Titan as his pet. Twisted Evil

3) Form Before Function: Once you get your concept rights, the forms (Squad shape and units) will start forming almost by magic. This is not Mordheim or Necromunda... if you design (like you are doing) like that, you end up with the 'wrong' product. Focus like a laser-beam!

4) Function Will Come: Stats will come by themselves, once you know WHAT you want. For example, you want a 'disposable' unit like the IR Worker, if you start from stats (like you would do in Mordheim) it will take you MONTHS (and I'm not joking, for once) to balance them, because you have to cross reference against EVERYTHING. If you let things fall into place, you may have some stats that the Unit Cost Calculator will tell you if the stats are too much. Don't worry... by that stage, we will be able to help.

ABOVE ALL... if you want to start designing Squads for yourself... cool! Nobody is stopping you. If you want to design new Squads for Death Squads, you need to become a Contributor. That means, learn the game, post questions and battle reports. You MUST understand the game design mechanics first. Once you become a Contributor, you will have access to other discussions and resources.

Smile

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02laney



Posts: 381
Join date: 2010-02-13
Age: 33
Location: Colchester, Essex, England

PostSubject: Re: Adeptus Mechanicus Explorator Force   Tue Feb 23, 2010 6:17 pm

Cool - thanks for the advice

I start searching for plenty of fluff and put that together - see what I can find and build some fluff (I have to admit I was thinking in the mordheim way to begin with - but your approach is much more creative).

Not quite ready to be a contributor yet! Smile - but let me play a few games with the squads I'm building study - post some reports and we'll see how we go.

Cheers
Laney
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