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 Hired Blade Young Giant

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Murray145
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PostSubject: Hired Blade Young Giant   Thu 28 Apr 2011 - 17:28

150 gold crowns to hire +50 gold crowns upkeep.

Young Giants are infants who are either orphaned by their parents being killed in war or they were kidnapped by various groups to train into being effective killing machines for sale to the highest bidder.

M 6; Ws 3; Bs 0; S 5; T 5; W 4; I 2; A 3; Ld 8
Weapons and Armor: Young Giants are armed with a crude club (counts as a one handed club) and does not wear armor of any kind.

May be Hired: Any warband except Skaven may hire an Young Giant.

Skills: An Young Giant may choose from Combat and Strength skills when he gains new skills.

Special Rules:

Stupidity: Young Giants are subject to the rules for stupidity.

Slumbering Brute: The Young Giant has a chance to simple lay down and go to sleep. During your recovery phase roll a D6.

1-2. Normal. The Young Giant doesn't show any signs of being tired and keeps fighting.
3-4. Tired. The Young Giant is tuckered out and needs to sit down for a minute, the Young Giant is counted as knocked down, but does not count to the amount of models needed to Route.
5-6. Nap Time! The Young Giant lays down and goes to sleep. The Giant is counted as stunned and will only wake up if attacked by another model or a roll of a 6 during the next recovery phase.

Fear: Huge and obese the Young Giant causes Fear.

Thick Skull: The Young Giant can never be stunned from an Injury roll, if a Stunned result is rolled on the injury chart, it is counted as knocked down.

Large Target: Young Giants are Large Targets as defined in the shooting rules.

Rampage: When the Young Giant Attacks it is a rampage of varied assaults. Roll a D6 to determine what it does.

1-2 Smash. The Young Giants attacks as normal.
3-4 Stomp. The Young Giant makes a single attack that deals double wounds.
5-6 Swing. The Young Giant swings his weapon in an arc and hits all models (up to 3) with in 1" of him. For each unit he hits, he loses an attack that round (I.e if he charges and with 3+1 attacks and swings his club hitting 2 targets, the Young Giant has 2 attacks remaining that act as normal attacks.)

Shaking Things Up: A Young Giant is strong enough to wreck simple buildings and shakes. This ability can be used on a single building within 4".Any enemy models touching the building will suffer a single S3 hit. In addition the building will collapse and any models on it will count as having fallen to the ground (for example a model falling 5" to the tabletop must pass two Initiative tests to avoid taking D3 S5 hits.) Remove the terrain feature from the board for the rest of the game.


Last edited by Murray145 on Thu 28 Apr 2011 - 21:53; edited 1 time in total
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Murray145
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PostSubject: Re: Hired Blade Young Giant   Thu 28 Apr 2011 - 21:47

Hire Blade: Exorcist

Exorcist are men who specialize in hunting and banishment of Ghosts and the Undead. While a witch hunter will be more prioritized in the elimination of heretics, an Exorcist cares more about the souls of those who have been tainted by the dark forces.


Hire Fee: None to hire. An Exorcist will come to the aid of any human warband, unless it includes a user of Necromantic magic, in order to fight Undead or Chaos and may be found in the usual manner. If the next combat is not against undead or chaos forces, the Exorcist will not participate in combat (remember that his presence in your roster do affect your Rout Test number) as he is awaiting to fight the living dead. He will remain in the warband for one more battle after fighting the Undead or the Forces of Chaos. He will always leave after taking his Upkeep fee.

Maybe Hirer by any Warband that does not use a practitioner of Necromancy.

Upkeep: + 45 gold crowns.

Rating: A Exorcist increases the warband’s rating by +21 points plus 1 point for each Experience point he has.

Skills: The Exorcists may choose skills From Combat, Academic, and Shooting Skills.

M 4; Ws 4; Bs 3; S 3; T 3; W 1; I 4; A 1; Ld 8
Weapons and Armor: The Exorcist is armed with Ceremonial Staff, Relic Beads, and Robes.

The Exorcist may take a single vial of blessed water for an additional 15 gold.

The Exorcist may also take a Holy Relic for an additional 20 gold.

Special Rules:

Communion: The Exorcists being chanting a blessing over the warband, letting them drink holy water from a blessed silver chalice. If your Warband chooses to partake in the communion your army will give up the first turn to the opposing player, regardless of the situation. All models who partake in the communion become fearless against undead.

Banish: The Exorcist releases the soul trapped inside the undead's body. This ability has two different effects; Against Undead Henchmen; The Exorcists may target any Undead Model within 10", that model must take a LD test, if the target fails this test its soul is released and is automatically taken out of action. This ability takes time and concentration to use, this ability has the 'prepared shot' special rule. Against Undead Heroes and Possessed, the target hero takes D3 Str 4 Hits.

Fearless: A Exorcists faces Undead Horrors and Daemons,fear holds no power over him. He is Immune to Fear.

Venerate the Ancestors: Exorcists abhor all those who dare disturbed the rest of the dead, the Exorcist Hates all models who use Necromancy.

Special Equipment:

Ceremonial Staff: A strong and sturdy staff that is carved from the finest wood and covered in various holy relics and beads. The Staff counts as a Halberd and adds +1 to wound against units in the Possessed and Undead warbands.

Relic Beads: Ancient beads that are each inscribed with holy symbols. Relic Beads give the Exorcist a 6+ armor save that cannot be modified at all. In addition it has a 5+ armor save against Spells and Undead Models.

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PostSubject: Re: Hired Blade Young Giant   Fri 29 Apr 2011 - 4:31

Murray145 wrote:
150 gold crowns to hire +50 gold crowns upkeep.
Stupidity: Young Giants are subject to the rules for stupidity.

Slumbering Brute: The Young Giant has a chance to simple lay down and go to sleep. During your recovery phase roll a D6.

1-2. Normal. The Young Giant doesn't show any signs of being tired and keeps fighting.
3-4. Tired. The Young Giant is tuckered out and needs to sit down for a minute, the Young Giant is counted as knocked down, but does not count to the amount of models needed to Route.
5-6. Nap Time! The Young Giant lays down and goes to sleep. The Giant is counted as stunned and will only wake up if attacked by another model or a roll of a 6 during the next recovery phase.


On 3-4. Since it's done in the recovery phase, does he stand up in the same recovery phase? Why would he count for route tests if he is knocked down?
These 2 special rules make him very unreliable. 150gc and then 50gc is a lot for a hired sword that may never get to be used. Perhaps he can't go to sleep in CC?

Murray145 wrote:
Rampage: When the Young Giant Attacks it is a rampage of varied assaults. Roll a D6 to determine what it does.

1-2 Smash. The Young Giants attacks as normal.
3-4 Stomp. The Young Giant makes a single attack that deals double wounds.
5-6 Swing. The Young Giant swings his weapon in an arc and hits all models (up to 3) with in 1" of him. For each unit he hits, he loses an attack that round (I.e if he charges and with 3+1 attacks and swings his club hitting 2 targets, the Young Giant has 2 attacks remaining that act as normal attacks.)

Why would he have 3+1 attacks with only 1 hand weapon and Attack 3?

Murray145 wrote:
Shaking Things Up: A Young Giant is strong enough to wreck simple buildings and shakes. This ability can be used on a single building within 4".Any enemy models touching the building will suffer a single S3 hit. In addition the building will collapse and any models on it will count as having fallen to the ground (for example a model falling 5" to the tabletop must pass two Initiative tests to avoid taking D3 S5 hits.) Remove the terrain feature from the board for the rest of the game.

When do you do this? Can you do it on any building? Can you do it any number of times during a game? Doesn't he have to pass any test (perhaps a strength test) to do it? Can't he be hit by the building himself? Perhaps an Init test to avoid damage himself too?
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Schoel
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PostSubject: Re: Hired Blade Young Giant   Fri 29 Apr 2011 - 4:40

Murray145 wrote:
Hire Blade: Exorcist
Hire Fee: None to hire. An Exorcist will come to the aid of any human warband, unless it includes a user of Necromantic magic, in order to fight Undead or Chaos and may be found in the usual manner. If the next combat is not against undead or chaos forces, the Exorcist will not participate in combat (remember that his presence in your roster do affect your Rout Test number) as he is awaiting to fight the living dead. He will remain in the warband for one more battle after fighting the Undead or the Forces of Chaos. He will always leave after taking his Upkeep fee.

I don't fully understand this section. Perhaps make it clearer?

Murray145 wrote:
Banish: The Exorcist releases the soul trapped inside the undead's body. This ability has two different effects; Against Undead Henchmen; The Exorcists may target any Undead Model within 10", that model must take a LD test, if the target fails this test its soul is released and is automatically taken out of action. This ability takes time and concentration to use, this ability has the 'prepared shot' special rule. Against Undead Heroes and Possessed, the target hero takes D3 Str 4 Hits.

Does this always hit? Sounds a bit too good! Perhaps a to hit roll or a diff roll, like a spell. Then he could use things like Mind Focus and the like.
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StyrofoamKing
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PostSubject: Re: Hired Blade Young Giant   Fri 29 Apr 2011 - 6:40

Slumbering Brute: If I may suggest, what if Stupidity test and the Sleepy test were merged? That way, it still has the high chance of doing nothing, but is condenced into an easy list?

Sleepy: The Giant must test at the start of each of your turns. Take a Leadership test: if passed, he may act as normal. If failed, he rolls on the chart below. He doesn't need to test if he is knocked down or stunned.
1 - Out for the count. The giant is stunned. This is an exception to the Thick Skull rule which says the Giant doesn't become stunned.
2-3 - Drowsy - Counts as Knocked Down
4-6 - Sleepy Eyed - The Giant may not do anything this turn. Also, if attacked, he will not attack back. This effect lasts until your next Sleepy test.

Whether you change it or not, you need to clarify that he can be sleeply stunned without it conflicting with the Thick Skull rule.


Rampage - Kiiinda confusing. What if he made 1 rampage roll per turn?
1-2 Attacks as normal.
3-4 May only make one attack. Deals 2 (or maybe 1D3 wounds)
5-6 Gains an extra attack this turn. Each of these attacks is delivered to randomly model within 1" of the Giant. (OR, makes a single attack against a random enemy model within 1" and all other models within 1" of that enemy. Roll to hit as normal for each attack, cannot be parried.)

Shaking things up: use during the Combat phase, I think (meaning he can't use it is he's in combat or just stood up from knocked down.) I love the S3 hit to everyone in it, but I think an AUTOMATIC removal of a building is too much. Maybe a 3+? Add +1 to the dice roll for everytime that the Giant has previous shook it, subtract -1 for each floor past the ground floor (thus a 3 story building falls the first turn on a 5+, while a 2 story falls on 4+).
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StyrofoamKing
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PostSubject: Re: Hired Blade Young Giant   Fri 29 Apr 2011 - 7:15

Exorcist: Not really feeling the love for this guy. He doesn't seem to fit most of the Warhammer mold... banishing the Undead is a Priest of Morr thing, demons is a Priest of Sigmar, chalices are a Bretonnian thing. He seems pulled in several directions, and kinda generic. I suggest you pick a god and strengthen the theme around it. Here's a handy page of deities http://whfb.lexicanum.com/wiki/Category:Religion

Hiring: Considering you recruit hired swords at the end of a game and don't know who you will face until right BEFORE the next match, this is not the easiest system to use. May I recommend you take a note from the Beast Hunter and make it that in any battle against the undead or chaos, you don't have to pay upkeep. Might be easier.

Banish: When can you do this, the shooting phase? (It's implied, but not stated.)
This wouldn't be the first model to have a rule that automatically takes an Undead henchmen out of action, but considering that some warbands have Large Undead models (the Necrarch Abomination, the Liche Scarecrows), this seems a little strong. My recommendation is that you make it "on a failed Leadership Test, the undead henchmen suffers 1 wound. If this was the model's last wound, he does not roll for Injury, but is immediately taken out of action." Same effect on the weaker henchmen, but not an auto-out for the big guys.
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