Thanks again for the awesome and educational content! You got me hyped enough about secundus to buy the box and it arrived today, planning how to paint the wee fellas.
In my last campaign I held off getting one of these till I'd captured someone else's fighter and hired a thrall with the same name and gang as the fighter I captured to make them extra freaky.
Personally I never managed to hire one of these (other Hanger-ons/brutes tend to take priority for the limited slots), so I was considering House ruling it not to take-up a Hanger-on slot, but instead be a special 'fighter' you can only gain by capturing enemy fighters and 'enthralling them', instead of selling to guilders (still hard to accomplish, but manageable, especially for Delaques). Cheers!
@@simondesilva3351 1. You can do it only after the original gang has had a chance to try to rescue the captive and refused or failed to do so (same limitation as for selling captives). 2. Once per 'After-battle phase' one Leader or Champion from the Delaque gang can try to 'enthrall' the captive; to do so both the chosen Delaque and captive take Will tests: if Delaque passes and captive fails they become enthralled/brainwashed (any other combination of results 'fails to enthrall the captive' and the Delaques will have to try again after the next battle). 3. Once enthralled a fighter retains their stat-line, advancements and injuries, but they are stripped of all their weapons and equipment (it goes to the Delaque's gang stash), can only be equipped with bionics (for lasting injuries), flak or mesh Armor, Fighting knife and one of the 3 thrall guns (lasgun, autogun or shotgun) and they can not gain anymore XPs (they can still suffer lasting injuries) - also an enthralled captive does is NOT a Hanger-on (so they don't take up those slots and won't leave the gang due to lasting injuries), but they are not a Gang fighter (X) either, so they rather take up 'champion' slots instead. Now, that is how I would run it, but since it is a House rule anyway, you could adapt it differently (if you wanted to simplify it, you could say the Thrall resets the entire statline of the captive to be like the 'official' Psycheteric thrall and set its 'rating/value' to 90, just as one other example). Cheers:)
@@simondesilva3351 1. After the owning gang had a chance to rescue the captive, the Delaque gang can try 'enthralling' captive. 2. Once per After-battle-phase pick one Delaque Psycher that isn't convalescent or in recovery to attempt 'enthralling': both make a Willpower check - if Delaque passes and Captive fails they become a Thrall, any other combination of results fails and Delaques will have to try enthralling captive again after next battle. 3. Enthralled captive can't gain XPs anymore, gains the Thrall's special rules, keeps their advances, skills and injuries, but all their equipment/weapons go into the Delaque gang stash - thrall can only use same weapons as 'official' version... That is how I'd run it; cheers! :)