Outcasts are like village rabble being led by a great shining knight to take on a great quest. Venators are like an actual party of adventurers who band together for a purpose or common goal.
I'm impatiently waiting for rules for a dark mechanicum gang. The helots almost make the grade. I think they would be more, helot adjacent with better weapons.
Think they would be a great addition! And helot would be a good start for sure. Maybe could try Venetor with wyrd powers added on or Outcast. using Technomany and flavouring to them. But could mix thatbin with helot rules dor some demon summoning. Like one of my friends is mixing nomads with mechanicum models to go more fremen techies and I am thinking of using nomads as a base but stealing vehicle rules from another gang as they want mechs and nomads don’t use them.
@@Fueledchaos so I was thinking of the "gang" being a beach head / forward scouting team for a zeppelin based "sky pirate " nomad nation that transported goods for the guilds between hives and otherwise persue their own clandestine goals , power brokering and archeotech hunting etc. Militant in Aestetic, usually covered up kinda brotherhood of steel kinda crimson skies, was gonna call them Thunderhead
You've got it wrong when you say that an Outcast leader's psychic choice filters down to the rest of the gang. Anybody with the wyrd archetype can take any wyrd power from any of the disciplines. A psyker can mix and match freely when they level up, although there is a small incentive to keeping all of one psyker's powers focused in the same discipline. That flexibility is not OP because 1) Outcast champions are very bad casters initially at Willpower 8+, and they have mediocre stats generally 2) Wyrd champions get no other primary skill access and 3) You can't load up on wyrd champions because your basic hive scum need to outnumber champions 3-to-1, making it very difficult to invest in characters besides your leader.
Excellent work. I agree with Venators and Outcasts, theyre just so crazy cool and you could do anything with them!
Just the best!
If you want to do an addendum, there is also the option to chaos corrupt or genestealer infect a gang! So many options! ;-)
Good news for ya, Venators can upgrade their leader to be a wyrd for 35 creds. Both sanctioned or unsanctioned.
No way! I missed that!
I've been waiting for the helots, thanks bro
Here to please! Hope I did them justice!
Outcasts are like village rabble being led by a great shining knight to take on a great quest. Venators are like an actual party of adventurers who band together for a purpose or common goal.
I like this distinction a lot!
Great series of videos. I'm looking forward to your big Venitor video too, now that yo mentioned it. :}
These were awesome.
Thank you! ❤️
I'm impatiently waiting for rules for a dark mechanicum gang. The helots almost make the grade. I think they would be more, helot adjacent with better weapons.
Think they would be a great addition! And helot would be a good start for sure. Maybe could try Venetor with wyrd powers added on or Outcast. using Technomany and flavouring to them. But could mix thatbin with helot rules dor some demon summoning. Like one of my friends is mixing nomads with mechanicum models to go more fremen techies and I am thinking of using nomads as a base but stealing vehicle rules from another gang as they want mechs and nomads don’t use them.
Great video series! A little thing I think would be handy for new players would be a mention of which books you need to play the different gangs.
Thats a great idea! Probs do an addendum of things like this.
After a ton of daydreaming I've come up with my own venator gang
Tell me more…
@@Fueledchaos so I was thinking of the "gang" being a beach head / forward scouting team for a zeppelin based "sky pirate " nomad nation that transported goods for the guilds between hives and otherwise persue their own clandestine goals , power brokering and archeotech hunting etc. Militant in Aestetic, usually covered up kinda brotherhood of steel kinda crimson skies, was gonna call them Thunderhead
Thanks for another overview 😀
Can a Navigator be an Outcast Wyrd Leader?
100% any model can be a wyrd leader. Love the concept!
Nothing on the hirelings multiple gangs can hire?
Thats a good addendum to add to this series.
You've got it wrong when you say that an Outcast leader's psychic choice filters down to the rest of the gang.
Anybody with the wyrd archetype can take any wyrd power from any of the disciplines. A psyker can mix and match freely when they level up, although there is a small incentive to keeping all of one psyker's powers focused in the same discipline.
That flexibility is not OP because
1) Outcast champions are very bad casters initially at Willpower 8+, and they have mediocre stats generally
2) Wyrd champions get no other primary skill access and
3) You can't load up on wyrd champions because your basic hive scum need to outnumber champions 3-to-1, making it very difficult to invest in characters besides your leader.
Whoops. I must have totally miss-read the rules on the ability to choose diff powers for each unit.