Wrangling

By Turpin, in Dark Heresy

So I have noticed that only a few careers actually get wrangling; Assassin, Psyker, and Scum. I find this weird sense guardsmen seem to get everything that involves some sort of combat, but wouldn't they get it for people wanting to do rough riders or just a knight. And then I thought that Arbitrators would get it for the whole mounted riot police/canine police thing. I looked over there skills they get and I didn't see it. Now my friend who Gm's at a local store has said that Feral born get it, I looked it up along with Dusk and they both don't have wrangle as starting stats. So I'm just curious to know if its just my old copy of dark heresy? Does anyone know if the errata gives any information about it? Please give me your insight! I'd also appreciate it if you do find anything to post what rank and cost.

Well, I don't have the errata on me, but it would make more sense to simply add it to a feral/fuedal background, then to add it to a career package.

The Imperial Guard uses tanks and APCs, food and water for animals would just be a additional logistical hell they'd have to deal with. Those who would use animals probably come from a feral/fuedal world anyway and should get it through that package.

Arbitrators don't use dogs, they use cyber-critters which are controlled via technology either voice commands or implants or both. A couple of those examples are in both Dark Heresy and in the Inquisitors Handbook.

Now that said I don't have the errata in front of me, but if its not in the feral/fuedal background, it definatly should be, at least in my mind. And if you can come up with a good reason why your Guardsman would still be wrangling animals even after he joined the Inquisition then it makes a good reason for an elite advance.

Edit: Well I just found version 2.0 of the errata and I didn't see anything in the document for wrangling by a search at least. Personally I say just have your GM tack it onto your feral/fuedal backgroud and go from there.

The easy fix for guardsmen, take the Feral Guardsmen alternate rank. It has wrangling. That should model the IG units that use mounted combat such as the... er... desert Arabian Nights guys (their name completely escapes me at the moment).

The imperial guard rough riders (mounted on animals) calvary are LONG established cannon in the 40K universe.

They are a fast attack choice in the imperial guard army.

Greetings,

had the same problem. Wanted to play a short adventure on Iocanthus (before "Illumination") and chose a short travel for th =I= to bring the body of a forma henchman back to his tribe in order to "lend a new one" (old customes; old ties and stuff). The pc were supposed to ride along side the vehicle with the cyro-sarcophagus.

Anyway; I simply decided to to remove the "Drive (Ground Vehicle)" from the feral guardsmen who hailed from Iocanthus and replaced it with "wrangling". He was supposed to be a forma "caravan guard", and so I expected him to be able to handle a dustdog.

That´s the same way I would handle any other career if the pc hails from a (suitable) feral world: look for an entry for a driving/piloting skill and replace it with "wrangling".

The easy fix for guardsmen, take the Feral Guardsmen alternate rank. It has wrangling. That should model the IG units that use mounted combat such as the... er... desert Arabian Nights guys (their name completely escapes me at the moment).

That would be the Tallarn.

IIRC, even Krieg uses horses (cybernetically augmented horses with gas masks, but horses!) and substituting Tech-Use for Wrangling is doable only with creatures with a relatively high machine trait.

Cifer said:

IIRC, even Krieg uses horses (cybernetically augmented horses with gas masks, but horses!) and substituting Tech-Use for Wrangling is doable only with creatures with a relatively high machine trait.

As krieg detailist I add, that "Krieg Steed" originates from Terran Horse (another hint why I suppose that there´s horses´ genetic information stored in STC) but are strongly modified by Mechanicus, with for example bio-sculpted organs that allow them to survive in the most pulluted and toxic battlefields, sub-dermal organic armour, osmotic lungs and fully integrated drug injective system rigged with a potent mixture of stimulants, painblockers and palliatives.

Ehm, sorry for being little bit offtopic angel.gif In this case I twould prefer wrangling to tech-use, but still, it´s on GM

Elite skill, have your char take lessons for a couple months or something

Well thanks for the help everyone. Unfortunate that my Gm follows "If its not in the book, It wont happen" very stubborn so it looks like i'll have to roll an assassin or scum.

Wait? What Feral Alternative have wrangling? I thought Dusk was the only other feral world, and scum are the only ones that I know of who have a background package involving wrangling

The Feral Guardsmen rank is in the Inquisitors Handbook. It's an alternate rank that Guardsmen can take starting at Rank 4. It gives them access to various skills and talents that aren't readily available to the guardsmen but are necessary to properly model a feral warrior.

Graver said:

The Feral Guardsmen rank is in the Inquisitors Handbook. It's an alternate rank that Guardsmen can take starting at Rank 4. It gives them access to various skills and talents that aren't readily available to the guardsmen but are necessary to properly model a feral warrior.

And thus should be a background package or an alternate rank 1, not rank 4. It makes no sense for my character to go 3 ranks normal and then all the sudden go feral.

TorogTarkdacil said:

Cifer said:

IIRC, even Krieg uses horses (cybernetically augmented horses with gas masks, but horses!) and substituting Tech-Use for Wrangling is doable only with creatures with a relatively high machine trait.

As krieg detailist I add, that "Krieg Steed" originates from Terran Horse (another hint why I suppose that there´s horses´ genetic information stored in STC) but are strongly modified by Mechanicus, with for example bio-sculpted organs that allow them to survive in the most pulluted and toxic battlefields, sub-dermal organic armour, osmotic lungs and fully integrated drug injective system rigged with a potent mixture of stimulants, painblockers and palliatives.

Ehm, sorry for being little bit offtopic angel.gif In this case I twould prefer wrangling to tech-use, but still, it´s on GM

Where is all this Krieg Goodness available at?

http://www.forgeworld.co.uk/acatalog/DEATH_KORPS_OF_KRIEG.html

The point of having "Feral Guardsman" as an advanced rank isn't that a conventional guardsman goes all feral (although I suppose that could work, too), but that a Feral Guardsman only gets to focus on his Feral skills once he's mastered a certain basic level of all-round Guardsmaning.
That said, I would look favourably upon a player who suggested switching out the Drive skill for Wrangling.
R.

precinctomega said:

http://www.forgeworld.co.uk/acatalog/DEATH_KORPS_OF_KRIEG.html

The point of having "Feral Guardsman" as an advanced rank isn't that a conventional guardsman goes all feral (although I suppose that could work, too), but that a Feral Guardsman only gets to focus on his Feral skills once he's mastered a certain basic level of all-round Guardsmaning.
That said, I would look favourably upon a player who suggested switching out the Drive skill for Wrangling.
R.

I dont know, makes more sense for me for the character from a feral world to be all ferally before being all guardy.

Perhaps create a earlier rank, similar to feral guardsman, with some of its skills and talents? Or just a background package "101st Gunther Feral Blades" 100XP, starts with Awareness, Wrangle or Survival and Track, add 1D5 Insanity Points and -3 INT.

Peacekeeper_b said:

Where is all this Krieg Goodness available at?

Mostly Imperial Armour vol. 5: Siege of Vraks Part One (possibly also at IA6:SoV2, but I haven´t put my clawed fingers on it... yet...) which has detailed backround section about the Death Korps. Second great source was latter armageddon website, which features original Krieg history/backround (fourtunetly it´s more or less preserved on Lexicanum) and third is Chapter Approved 2003 where´s amongs other stuff also the only official Death Korps of Krieg short story:)

Will as all rules they are just guide lines a formate as you will. The game community i think will forgive us if we tweak a few of the rules to make a little more sence. Also it is a writen rule in a mud ball some were that all rulles can be ajusted ((FOR A PRICE)) GM's option