Hullu viritelmä: WH armies: Fishmen
Lähetetty: Ke 10.09.2008 17:34
Kyllä, näette mitä otsikossa lukee. Koska kyseinen joukkio ei liene GW:n patentoima tai lisensoima, ja se on ollut FB:n paras armeija-äänestyksessä jo vuosia, aloitan täten siis armeijakirjan kasaamisen tähän tyyliin, eli kaikki saavat ehdotella, mitä ideoita löytyy.
Itselleni tuli tällaisia ajatuksia:
Koko armeijalla on Aquatic-sääntö (ylläreiden pylläri), eli liikkuvat vesimaastossa vailla rajoituksia.
Universaali M voisi olla 5. Tämä riippuu siitä, kuvitteletteko nämä kaverit kävelevinä kaloina tai joinakin muina ölliäisinä, mutta M5 kuvastaa omasta mielestäni äskeisen ölliäisen notkeutta ja liukkautta.
Cause fear-yksiköitä on enemmän kuin tavallisesti.
Magia on tasapainoista tyyliin 1 magic missile, 1 iso tuhospelli, boostaus/tukiloitsuja.
Perusjantterin statit voisivat olla jotain seuraavan kaltaista:
M:5 WS:4 BS:3 S:4 T:3 W:1 A:1 Ld:8
Monsuna voisi toimia jokin kolossaalinen Loch Nessin hirviö-tyylinen kärmes tai vastaava. Myös "monster unitteja" tyyliin Minotaurit voi olla useampia.
En kehtaa inspiraation puuskassani laittaa tuon enempää ideoita, joten pistäkääpä omia mietelmiä ja ideoita tulemaan!
edit: fucking kirjoitussysteemi...
edit2: okei, fuck it. Tästä eteenpäin siirrän kaikki valmiiksi saadut ideat tähän aloitusviestiin, ettei kilttien sotulaisten tarvitse plärätä koko ketjua läpi. Tällä hetkellä valmiina ovat ainoastaan armeijan yleissäännöt:
Aquatic: All Fishmen units, characters and other unit types (excluding Dogs of War) treat all watered terrain and features on the battlefield as open terrain for purposes of movement.
The flood: Often there have been occasions of flooding water coming out of nowhere or bursting from the ground before battles against the Fishmen. To represent this, the Fishmen player may place two water features on the table after determining table halves, but before deployment.
Like fishes on dry land...: As their natural environment is water, Fishmen aren't quite the perfect army to fight on land. For this, All Fishmen units and characters (again, excluding Dogs of War) reduce their movement value by one for every two turns the game preceeds, unless they have a special rule, magic item etc. which allows them to ignore the effect. When moving in watered terrain, Fishmen ignore this special rule and instead add +1 to their movement as long as at least one of the models of the unit is touching the water feature. For example, a 'Thing' has a movement value of 6 on the first 2 turns, M5 on turns 3 and 4, and M4 on turns 5 and 6.
Cold blooded: Some units in the fishmen army have this special rule. This means that they roll any Ld-based tests on 3D6 and pick the two lowest results. If forced to roll additional dice and pick the highest results for some reason (for example, the Phantasmagoria spell, the Screaming banner) the rule is ignored altogether and they roll the test(s) as normal.
Ja yksi yksikkö (kenties Rare choice):
'The Thing from the abyss'
In some occasions there have been spotted creatures only called 'The Things'. Some say that they look like enormous bloodworms without eyes, legs or any body extensions, just a single, gaping maw full of blood-encrusted teeth. On the battlefield they slither swiftly to close in with the enemy and wreak terror among enemy troopers. Capable of swallowing men whole and crushing bone with their sheer mass, these creatures are a terror to behold.
(Todella GW-tyylistä fluffia, ei voi mitään...)
Points: mietitään vielä
M: 6 WS: 3 BS:0 S: 5 T: 6 W: 4 A: 4 Ld: 10
Special rules: Terror, monster, Slime trail (see: Warhammer armies: Daemons of chaos), Immune to Psychology, D6 S5 impact hits on the charge, Swallow
Swallow: Instead of making its normal attacks, the Thing may attempt to swallow a single enemy model in base contact with it. The nominated model must pass an immediate Initiative test or be swallowed whole and removed from play.
Options: Upgrade to a Bigger 'Thing' for +55 pts. Bigger 'Things' have +1 wound, and such is the fright they inspire (and the size of their mouth) that when a Bigger 'Thing' attempts the 'Swallow' attack, the nominated model must re-roll the dice if it passes the required Initiative test.
Itselleni tuli tällaisia ajatuksia:
Koko armeijalla on Aquatic-sääntö (ylläreiden pylläri), eli liikkuvat vesimaastossa vailla rajoituksia.
Universaali M voisi olla 5. Tämä riippuu siitä, kuvitteletteko nämä kaverit kävelevinä kaloina tai joinakin muina ölliäisinä, mutta M5 kuvastaa omasta mielestäni äskeisen ölliäisen notkeutta ja liukkautta.
Cause fear-yksiköitä on enemmän kuin tavallisesti.
Magia on tasapainoista tyyliin 1 magic missile, 1 iso tuhospelli, boostaus/tukiloitsuja.
Perusjantterin statit voisivat olla jotain seuraavan kaltaista:
M:5 WS:4 BS:3 S:4 T:3 W:1 A:1 Ld:8
Monsuna voisi toimia jokin kolossaalinen Loch Nessin hirviö-tyylinen kärmes tai vastaava. Myös "monster unitteja" tyyliin Minotaurit voi olla useampia.
En kehtaa inspiraation puuskassani laittaa tuon enempää ideoita, joten pistäkääpä omia mietelmiä ja ideoita tulemaan!
edit: fucking kirjoitussysteemi...
edit2: okei, fuck it. Tästä eteenpäin siirrän kaikki valmiiksi saadut ideat tähän aloitusviestiin, ettei kilttien sotulaisten tarvitse plärätä koko ketjua läpi. Tällä hetkellä valmiina ovat ainoastaan armeijan yleissäännöt:
Aquatic: All Fishmen units, characters and other unit types (excluding Dogs of War) treat all watered terrain and features on the battlefield as open terrain for purposes of movement.
The flood: Often there have been occasions of flooding water coming out of nowhere or bursting from the ground before battles against the Fishmen. To represent this, the Fishmen player may place two water features on the table after determining table halves, but before deployment.
Like fishes on dry land...: As their natural environment is water, Fishmen aren't quite the perfect army to fight on land. For this, All Fishmen units and characters (again, excluding Dogs of War) reduce their movement value by one for every two turns the game preceeds, unless they have a special rule, magic item etc. which allows them to ignore the effect. When moving in watered terrain, Fishmen ignore this special rule and instead add +1 to their movement as long as at least one of the models of the unit is touching the water feature. For example, a 'Thing' has a movement value of 6 on the first 2 turns, M5 on turns 3 and 4, and M4 on turns 5 and 6.
Cold blooded: Some units in the fishmen army have this special rule. This means that they roll any Ld-based tests on 3D6 and pick the two lowest results. If forced to roll additional dice and pick the highest results for some reason (for example, the Phantasmagoria spell, the Screaming banner) the rule is ignored altogether and they roll the test(s) as normal.
Ja yksi yksikkö (kenties Rare choice):
'The Thing from the abyss'
In some occasions there have been spotted creatures only called 'The Things'. Some say that they look like enormous bloodworms without eyes, legs or any body extensions, just a single, gaping maw full of blood-encrusted teeth. On the battlefield they slither swiftly to close in with the enemy and wreak terror among enemy troopers. Capable of swallowing men whole and crushing bone with their sheer mass, these creatures are a terror to behold.
(Todella GW-tyylistä fluffia, ei voi mitään...)
Points: mietitään vielä
M: 6 WS: 3 BS:0 S: 5 T: 6 W: 4 A: 4 Ld: 10
Special rules: Terror, monster, Slime trail (see: Warhammer armies: Daemons of chaos), Immune to Psychology, D6 S5 impact hits on the charge, Swallow
Swallow: Instead of making its normal attacks, the Thing may attempt to swallow a single enemy model in base contact with it. The nominated model must pass an immediate Initiative test or be swallowed whole and removed from play.
Options: Upgrade to a Bigger 'Thing' for +55 pts. Bigger 'Things' have +1 wound, and such is the fright they inspire (and the size of their mouth) that when a Bigger 'Thing' attempts the 'Swallow' attack, the nominated model must re-roll the dice if it passes the required Initiative test.