Oh, habe gerade mal zufällig auf /tg/ schauen wollen, was das Volk so dazu schreibt, und stolperte dort über folgendes:
Könnte interessant sein für alle, die mit DarkMech liebäugeln.
Sup /hhg/ friendos. I have some rather amusing news to share about Forge World, playtesting, the development of books 7 and 8, and some early content from the 9th book. Straps yourselves in because this is going to be great, and fairly long.
- Starting around the kickoff for book 7, Forge World increased their playtesting efforts to include a few select non-FW/GW employees.
- In spite of that things turned pretty sour. The community backlash was felt pretty hard and FW decided to increase the number of external playtesters onwards to avoid a repeat.
- Some of the book 7 playtesters felt a little insulted because apparently Alan was extremely hermetic and many of their concerns were straight up ignored.
- In particular some of the shockingly obvious issues like the Custodes Tribune and Magnus S: D novas were voiced early on and Alan, who had final say on rules, supposedly never indicated interest in changing those.
- In the past this information would get drip fed to Lady Atia & Co, but there's been a lot of disinterest towards the Horus Heresy lately and they insist on sanitising out all the interesting details. So fuck them, let's go.
Let's jump to book 8.
- Tony Cottrell did not want a repeat of book 7's bad press. For a while no one wanted to (or could?) take the lead writing and design position.
- This culminated in the scope of the book changing three times. Despite Tony trying to prevent a mess from happening, a mess happened.
- In turn this resulted in a lot of developed content being pushed back; a lot of playtesting time wasted on rules no longer intended for the release; editing that had to be redone multiple times.
- Speaking of editing, Forge World has a bad habit of first writing a unit's entire fluff and sketching out models before even testing any rules. The amount of wasted time per iteration of an idea (and between iterations) is colossal.
- The changing content of the book made Forge World very silent about details; but the greatly expanded number of playtesters made them feel somewhat detached and some of them blabbed about details. See: Lady Atia's rumors.
- Cue an extremely pissed Tony. In "retaliation" he ordered the Custodes list redone without any kind of external playtester input. Cue: bizarre decisions in the new list.
This brings us to book 9.
- The playtesters are getting real pissed that they keep getting thrown under the bus. They think it's Forge World that keeps messing up but they take the flak.
- So... playtesters are babbling.
- The information below is now a few months old. At the Horus Weekender Forge World announced that testing and editing book 9 was almost done.
- This wouldn't be surprising since much of the work was done during the book 8 development (see above). The very final rules tend to be only tested internally, but for the most part they don't change drastically.
- You can expect the below to range from accurate to close-enough... in concept at least.
Dark Angels
- Current rules have only been slightly changed; same as BA and WS. Don't expect anything different (see the special units below though for some tweaks).
- Special shtick is access to 2 additional rites of war on top of the current ones: Dreadwing and Firewing. Justification for the extra rites compared to other legions is that each *wing is considerably more restrictive/specialized than typical legion rites. Other *wings are represented by existing rites.
- Three new units: Selenius automata, outriders and cataphractii.
Selenius Pattern Automata. At the time of playtesting the only unit that was considered 'done' rules and model-wise.
- Based on Domitar, but "even more divergent than the TS Castellax-Achea is to the Castellax".
- Made by lunar gene-cult, lacks the Cybernetica Cortex benefits/penalties. Augmented bio-components imitate some of the cortex functions. Weaker T and S than regular Domitar.
- Two weapons: Primary is a single large gun instead of the usual graviton hammers. Secondary is the Domitar missile rack but only has a weaker version of the Arcus' Neutron-flux warheads.
- Primary weapon is intended to break down defenses (unsurprisingly very effective against mechanicum-made tech, what a coincidence?!).
- The first temporarily disables flare shields, the second is a modified grey goo used against armoured ceramit , the last one is used against invulerable saves and has an increased effect against atomantic shielding techonology (contemptors).
Outriders and Cataphractii
- Both units were still being heavily edited at the time. As of 2.5~ months ago sculpting had not begun on these. RIP.
- Concept is that both units are heavily influenced by the player's selected rite. A way of making the DA unique units usable in multiple rites, rather than making units that only work with 1 rite.
- Each rite grants these units modified special rules and gear options. Ironwing and Ravenwing have been tweaked to include rules/gear for them.
- Outriders are especially made for Ravenwing and Dreadwing, Cataphractii are tailored for Dreadwing and Firewing.
Dark Mechanicum
- Combination of existing Mechanicum range with heretical modifications + range of new models (some of which are already sculpted but won't be featured in the book most likely).
- Must pick one "dark pursuit" (equivalent to taghmata arcanas) that the entire detachment conforms to and optionally one of the two unique FoCs.
Four pursuits available: warp, xenos, abhorrent intelligence, or corruption (anti-imperial tech).
Warp is focused on forging and fielding daemon engines and daemonic equipment for both IC and Characters.
- Possession (of a being) is seen as a weakness; all about controlling the warp vs being controlled by it e.g. daemon possessed troops, Gal Vorbak are disgusting).
- Daemon engine FoC stuff is easier to work with. Similar to Archimandrite in that this is the big expensive pursuit; you are forced to use the unique FoC with this (which rules out Zone Mortalis).
Xenos is about gene-crafting and use of alien tech.
- Big focus on modifying infantry and on equipping alternate munitions on vehicles and monstrous creatures.
Abhorrent intelligence is supposed to be the Cybernetica equivalent, high risk/high reward.
- Expanded version of the dark mechanicum cybertheurgy.
- Riskiest power whips the automata into a murderous rage making them charge the nearest units (friend or foe) until the end of the game with improved profile. In close combat models in a unit will sometimes try to kill each other.
- Can attempt to regain control of automata that go rogue from cybertheurgy.
- Corruption is focused on gadgets and tricks, e.g. sabotage, scrap code infections, assassination and so on.
- Lots of traps, reserve manipulation, and counterplays. One in particular can mess with machine spirits to force vehicles to repeat their previous turn's actions/targets/movement.
- Similar feel to Malagra in that this is the best specialization to build a close combat monster HQ.
Two unique FoCs to represent different stages of Dark Mechanicum ("schism with limited resources" and "full might of the forge world").
- Schism is intended for lower point games.
- The second is more flexible but has more mandatory elements.
Three daemon engine units: one in Elite, one in FA and one in HS.
- At this point in the Heresy daemon engines were entirely new; no standarized patterns. Every heretic magos would build something unique.
- Rules reflect that; similar to Daemons in that you have a lot of options available. You can recreate some of the FW daemon engines with these options.
- Daemonic quirk: at start of battle roll d6 for each unit to determine what kind of daemon fuels the machine.
- 1-4 are the usual gods, 5 is "not Malal", 6 is undivided.
- Benefits are intended to be very minor, similar to TS cult arcana (excluding the raptora one, which they feel was a mistake that they can't change now without breaking TS armies).
- Daemons are batteries/cortex replacements, their allegiance is of no real concern.
- By default can only take 1 engine per slot and each slot requires another unit.
- E.g. can't buy 1 engine in HS until you already have 1 other HS unit. Unless your have the warp specialization.
Könnte interessant sein für alle, die mit DarkMech liebäugeln.