Special character generator (6th)

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Tyrisalthan
Viestit: 858
Liittynyt: Pe 08.11.2002 11:58
Paikkakunta: Hämeenlinna

Special character generator (6th)

Viesti Kirjoittaja Tyrisalthan »

Tuli mieleen whatsappissa käydyn special character kestustelun seurauksena että voisi järjestää turnauksen jossa jokaisella olisi oltava itse tehty special character. Ja jotta joka pelaajan ei tarvitsisi keksiä kaikkea ihan hatusta, niin ajattelin tehdä tietyn kaavan millä saisi tehtyä balansoituja mutta persoonallisia sankareita. Tässä jotain pohjaa, kehitysehdotuksia systeemistä, uusia kykyjä, ja pisteiden balansointia saa mieluusti ehdottaa.

Pohjalle mikä tahansa armeijan hero tai lordi, jolla käytössä kaikki normaalit valinnat (mukaan lukien magic itemit). Tälle on pakko ottaa ainakin 1 pieni etu, 1 suuri etu, ja 1 haitta (voi olla pieni tai suuri). Lisäksi voi ottaa lisää etuja ja haittoja. Joka toista ylimääräistä pientä etua kohti on otettava pieni haitta. Jokaista suurta etua kohti on otettava ainakin pieni haitta. Jos ottaa samaa etua kahdesti on otettava lisäksi suuri haitta, jos kolmesti on otettava lisäksi sekä suuri että pieni haitta. Mitään kykyä ei voi ottaa useammin kuin kolmesti.

Minor feats:

Swiftfoot: +1 M. 30pts

Swordsman :+1 WS. 15pts

Eagle eye: +1 BS. 15pts

Strongman: +1 S. 20pts

Tough as nails: +1 T. 50pts

Quick reflexes: +1 I. 10pts

Combat prowess: +1 A. 25pts

Charismatic presence: +1 LD. 30pts

Exotic weapons: May take mundane equipment from an other friendly army book. If having two may take from two other army books, one of which could be an enemy army book. If having three may take from any number of any armies. 5pts

Treasure hunter: May have an additional 25 points worth of magic items. 5pts

Horsemaster: May have a regular mount from a friendly army (unit strenght 2). If having two may have a regular mount from an enemy army (unit strenght 2). If having three may take a larger mount (unit strenght 3) from a friendly army. 10pts

Ranger: May scout. If having two, he may be deployed on the sight of the enemy but at least 12" of the enemy. If having three, there is no minimum distance he can't scout in. May be taken only by characters on foot. 15pts






Major feats:

Exotic origins: May take a character from another army book. Having one means you may have a hero from a friendly army. Having two means you may have a lord from a friendly army. Having three means you may have a hero from an enemy army. Exotic character may take equipment from its own equipment list, as well as equipment from a similar character of your army. Exotic character may take a single magic item from its own book, as well as magic items from your book. 30pts

Monstrous mount: May have a montrous mount from a friendly army (unit strenght 4). If having two may have a monstous mount from an enemy army (unit strenght 4). If having three may take a larger monstous mount (unit strenght 5+) from a friendly army. 20pts

Natural leader: Units within extra 6" can use the characters leadership (even if he is not the army general). 30pts

Warrior wizard: the character becomes a lv1 wizard.
If having two the character becomes lv2 wizard.
If having three the character may wear armour and still cast spells. May only be taken by characters who are not wizard naturally. 40pts

Tactician: If the character is an army general, get +1 to all dice rolls for the beginning of the game (choosing table side, staring deployment, who gets to deploy scouts first, who starts the game). If having two you automatically win those rolls. If having three you get to rearrange d3 terrain pieces before deployment. 25pts

Swordmaster: Always strikes first. If having two also have killing blow. If having three also have +1 to hit. 25pts

Master technician: Army can have 1 additional warmachine or chariot from a friendly army book. If having two, you can take them from the any army book. If having three, they don't take any special or rare choices.

Unique major feat: Write your own major feat and price it accordingly. Send it to the judge beforehand to get approval to use in a tournament. Maximum of 3 unique feats can be taken per character, costing 20 additional points for each increase, plus the price of the ability itself.




Minor flaws:

Leg injury: - 1 M

Poor combat training: - 1 WS and BS.

Coward: Character cannot issue or accept a challenge. If challenge is refused, he always goes to the back. If having two units can't use his leadership.
If having three units that otherwise could have used his leadership now gets - 1 LD.

Frail: - 1 S and T

Sceptic: Can't have any magic items. Having two also means can't have any additional equipment. Having three means can't have any mounts either.

Dim witted: Character has stupidity. Having two gives -1 LD. Having three gives an additional - 2 LD, for a total of - 3 LD.

Bringer of bad winds: When character miscasts, roll twice from the miscast table and opponent chooses which result applies. If having two, when any wizard in your army miscast, they roll twice from the miscast table and opponent chooses which result applies. If having three don't roll from the miscast table for your wizards, opponent just chooses what result you get. Can be taken only by wizards.




Major Flaws:

Party dude: At the beginning of the game, roll a D6 for the character. If having two roll for one unit as well, if three roll for each unit in your army. The character and units gain effects for the rest of the game.

1: All of the effects apply
2: - 1 for S and T
3: -3 I
4: - 1 M
5: Stupidity
6: nothing special

Always late: At the start of the game, the character is not deployed on the battledield. If you have two then one of your unit chosen at random are held back as well. If three then two units are held back. At the start of your turn 2 roll a die for the character and each unit held back, they will arrive on a roll of 5+. Turn 3 they will arrive on 4+, turn 4 they will arrive on 3+, and turns 5 and 6 they will arrive on 2+. Units arriving are coming from your own table edge exactly like units that has pursued the enemy out of the battlefield previous turn.

Champion of the common man: The army must have 1 more core unit, and it can have 1 less special and rare units.

Gullible: The character leads the army straight to the trap, you must deploy your whole army first. If having two, the opponent may deploy their units where ever they want, at least 12" from your troops. If having three, opponent may deploy your units as they wish instead.

Untrustworthy: At the start of your turn roll d6, on 1 the opponent gains control of the character until start of your next turn. If character is leading a unit then opponent may move it as well as long as the character is within the unit. The character may charge and attack your own unit (and unit will defend itself and attack back) or charge out of the unit to some other unit, use missile weapons and cast offensive magic on your own troops. If having two the betrayal is permanent, you lose the points of the character. if having three it will change sides on 1 and 2 instead of just 1.


Unique major flaw: Write your own major flaw and price it accordingly. Send it to the judge beforehand to get approval to use in a tournament. Maximum of 3 unique flaws can be taken per character, costing 20 additional points for each increase.
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nälkärotta
Viestit: 287
Liittynyt: Ti 20.10.2009 16:01
Paikkakunta: Keuruu

Re: Special character generator (6th)

Viesti Kirjoittaja nälkärotta »

Jorma Uotisen sanoin, "Ei huono".

Mielenkiintoinen idea ja varmasti tulee todellakin spesiaaleja sankareita, varsinkin, jos käyttää mielikuvitusta kunnolla, eikä yritä maksimoida tehoja. Mättö sankari, joka mättää lujaa, mutta jokainen to hit heitossa tullut 1 parantaa vastapuolta. Tai muuta, mitä nyt keksikään.

Jos oma jaksaminen sallisi, testaisin heti vaikka yksin pelailemalla pienen pelin.
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Lord of Carcassonne
Viestit: 6948
Liittynyt: Ke 18.01.2006 12:03
Paikkakunta: Orivesi

Re: Special character generator (6th)

Viesti Kirjoittaja Lord of Carcassonne »

Idea kaunis. Tämä on tälläistä homebrewia. Mä ite ehdotin jokunen aika että homebrewataan 7 ja 8 edikan uudet yksiköt 6th edikan sääntöihin joten esim Empiren pelaajakin pääsis käyttämään Demigryphejä. Se lytättiin armotta ja olin itse valmis jopa tekemään sen ja olisitte päässeet vaikuttamaan asiaan.

Ja mikäli tälläistä Homebrew spessua tullaan käyttämään niin tulen tekemään sen mitä ehdotin ja ovat sallittuja ainakin mun tapahtumissa. 6th edikassa itseäni on hitusen tökkinyt se että tarttis uuttakin listoihin. Mikäli joku on kiinnostunu olemaan mukana siinä että muokataan uusimpien edikoiden listoista uusia unitteja 6th edikan formaattiin otetaan projektiin ilolla mukaan.
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