Sonstiges Diskussion - Gerüchte zu Forgeworld

Oh, habe gerade mal zufällig auf /tg/ schauen wollen, was das Volk so dazu schreibt, und stolperte dort über folgendes:

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.
 
Ist eigentlich schon bekannt ob oder wann es Regeln für die ForgeWorld Modelle für das kommende Apocalypse gibt? Gerne mit Quelle.

Hy,
Hab heute mit meinem Shopleiter des Vertrauens geredet.
Der hat gemeint das alle Modelle die es jetzt zum Kaufen gibt und die Regeln für 40k haben auch Regeln für Apoc bekommen. Gleichzeitig mit den 40k Regeln.
 
... Modelle die es jetzt zum Kaufen gibt und die Regeln für 40k haben auch Regeln für Apoc bekommen...

Das ist dann ja schon mal eine gewisse Einschränkung. Mir ging es im speziellen um Dinge wie die Ork Battlefortress, den Kill Krusha, Grot Bomm Launcha und so weiter. Mit denen ist dann also nicht zu rechnen, auch wenn es aktuell zumindest für 40k Regeln für Powerlevel Spiele gibt.


Der Völkerindex führt als Letztes "Titanen" auf, daher kann man sicher davon ausgehen, dass FW-Modelle drin sind...

Einige Modelle sicher, sonst würde ja auch Apocalypse deutlich weniger Anreiz bieten. ForgeWorld hat aber am Ende doch eine sehr breite Spanne an Modellen, die nicht unbedingt alle mehr im Sortiment sind und die scheinbar nicht alle abgedeckt werden. Datasheets habe ich bisher in den Neuerscheinungen noch nicht gesehen.