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 How many "Extra Arm" mutations

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TheFool
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PostSubject: How many "Extra Arm" mutations   Thu 24 Sep 2009 - 3:46

Hello everyone,

This has recently come up and I am not sure of the best way to define what is stopping a Mutant from not just Dual Wielding but multi-wielding 10 or 20 arms. (If they have the cash on the first build of course)

Any suggestions?
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Plague Docter
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PostSubject: Re: How many "Extra Arm" mutations   Thu 24 Sep 2009 - 4:28

I have know idea but if you can then it would be a very nasty battle.

Doc
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wyldhunt
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PostSubject: Re: How many "Extra Arm" mutations   Thu 24 Sep 2009 - 5:33

We got into that discussion a bit in this thread: http://boringmordheimforum.forumieren.com/rules-and-gameplay-f1/new-rules-for-mutations-gifts-alchemy-surgery-t2595.htm

Here are the options I see:

1. Remind them that, by the official rules, 2nd and subsequent mutations for the same model cost double. So that 2nd Extra Arm costs 80gc. That's a lot to invest in one model, and utimately self-limiting in total warband effectiveness - on the other extra hand, if you somehow can get both Possessed and both Mutants with lots o' Extra Arms, you got some massive power there.

2. Follow Werekin's advice in the thread I referenced in dealing with a mutant who may have too much armor (the same advice applies to a model with too many arms):
werekin wrote:
Personally I would let it fly and then purchase a nice Hochland long rifle to pop a cap in the sucker!

3. Even if you don't go WYSIWYG for everything else, insist on it for Extra Arms.

4. House-rule an artificial limit for extra appendages, such as 6 total arms and 2 total tails.
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Myntokk
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PostSubject: Re: How many "Extra Arm" mutations   Thu 24 Sep 2009 - 13:26

Is this really an issue? I mean, we've discussed the situation hypothetically, but I can't imagine any scenario in which a mutant with more than 1 extra arm would realistically be able to be purchased and be a threat.

For the warband to spend enough to recruit a mutant with, say, a total of 6 arms, they would need 305 gold, plus whatever you're equipping him with. All that just for a model with a standard statline plust a ton of attacks. That means one of two things. Either you're crippling yourself at the beginning of the campaign with very limited numbers, and therefore the crazy guy with 5 attacks really isn't that scary because he's only backed up by a magister and maybe a couple of brethren or something (not to mention that you'll be making money very slowly, because you probably won't have enough gold initially to recruit many heroes). If you didn't hire him from the get-go, then you're talking about hording your gold for a while, thus not replacing lost henchmen and equipment, and also limiting your income by leaving one mutant off the roster until you amassed the gold to hire him, so once again he's being brought into a warband that's already had some set-backs, and now against more experienced opponents.

Maybe the 6 arms is a bit of an extreme example, so let's say you went with 2 extra arms, thus 4 arms in total. Now you're looking at a guy that costs 145 gold before equipment because he has 4 arms, meaning potentially 4 attacks or some mix and match to get him a good armor save. To me, more than 1 extra arm is just a huge gold sink for not a whole lot of benefit. When I have three attacks already, is the fourth really worth 80 gold? At a certain point, one additional attack on top of many isn't really that much of a benefit.

While a many-armed mutant is hypothetically very threatening, to obtain such a character seems completely impractical to me.
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PostSubject: Re: How many "Extra Arm" mutations   Today at 21:26

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