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+4Lord 0 Von Kurst MrDancyPants Yodhrin 8 posters | Author | Message |
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Yodhrin Knight
Posts : 96 Trading Reputation : 0 Join date : 2014-09-06
| Subject: Clan Moulder experimental rules Sat 20 Sep 2014 - 12:33 | |
| OK, so taking on board the comments below, I've finished off the first version of the experimental rules, and got them all formatted and fancified in a PDF( download here). Have a look and let me know what you guys think, and if anyone manages to get a game in with them do let me know how they did and if there's anything that needs toned-down or boosted a bit. I got my new shinies in the post yesterday(IoB Rat Ogres, box of Clanrats, pack of Otherworld Miniatures Giant Rats, AoW Vermin Lord, pack of Wolf Rats, and Warlord Spinetail), so I'll be putting together my own Moulder warband asap, but it'll be a while before I can start playing. - Spoiler:
So, after Skyre my favourite aspect of Skavendom is Clan Moulder, but it seems to be the one Skaven Clan that's not gotten its own set of fan/experimental Warband rules so far(as far as I can find anyway), so I thought I'd give it a go myself. The reason for this thread is that, essentially, I'm a newb at writing rules for Mordheim, so I could do with a hand figuring out how to cost certain things fairly and to make sure none of the Warband-specific stuff is overpowered or worthless. This is still WiP; I'm not finished the Skills stuff yet, none of the Heroes have a base cost, and I need to figure out a fair price for the new equipment, but have a read and see what you think(suggestions on costing would be most welcome). Warband List: - Spoiler:
HEROES
Packmaster(Leader)
M:6 WS:4 BS:4 S:4 T:3 W:1 I:5 A:1 Ld:7
Weapons/Armour: A Packmaster may be armed with weapons and armour chosen from the Moulder Heroes Equipment list and the Clan Moulder Equipment list.
Special Rules:
Master Handler - Packmasters are experts at handling all manner of twisted creatures born of Clan Moulder's breeding pits. They begin any campaign or one-off game with two Beast Handling skills chosen from the list below. Additional Beast/Animal Handling skills may be chosen during Advances as normal.
Poke 'em in the squidgy bits - Packmasters have access to the Goading system described below. Additionally they are trained to take full advantage of the tools of Clan Moulder's trade and so, if equipped appropriately, may utilise the beneficial effects of both the Beastwhip AND Thingcatcher during a Goading attempt.
0-2 Stormvermin
M:6 WS:4 BS:3 S:4 T:3 W:1 I:4 A:1 Ld:6
Weapons/Armour: Stormvermin may be armed with weapons and armour chosen from the Moulder Heroes Equipment list.
0-1 Twistkin
No Moulder leader can long resist their desire to experiment upon living creatures, whether by utilising their strange lore to graft new extremities or organs to their subjects, or by exposing them to the mutating effects of Warpstone. When a Packmaster becomes bored of toying with beasts, he will often "honour" one of the Clan's elite warriors by selecting them to become Twistkin, and those so marked quickly find themselves walking a tightrope, their prowess enhanced with every change they undergo at the price of an ever increasing risk of madness or death.
M:6 WS:4 BS:3 S:4 T:3 W:1 I:4 A:1 Ld:6
Weapons/Armour: A Twistkin may be armed with weapons and armour chosen from the Moulder Heroes Equipment list.
Special Rules:
It's alive! - A Twistkin *must* purchase a single Mutation from the Mutations list found in the Mordheim Rulebook under the Possessed Warband rules when they are first hired, but are not permitted to buy more using the normal system, either at that point or afterwards. Instead if you wish to give the Twistkin further Mutations, your Packmaster may attempt to experiment on the Twistkin at the end of the post-battle sequence. If you choose to experiment the Packmaster may not undertake any other tasks or visit any locations during the sequence as they must prepare their subject, and experimenting requires that you use up a single Wyrdstone Shard for each attempt(if you have no Shards in your Stash, you may not attempt to experiment). Roll a D6, on anything other than a 1, the procedure is a success and you may select a single additional Mutation to apply to the Twistkin at no further cost. If the roll is a 1 the procedure has gone horribly wrong and the Twistkin must immediately make a roll on the Serious Injuries Chart, rerolling any result of 36 or above(alternatively to save time roll a D3 to determine the first digit, and reroll if you get 36).
0-1 Apprentice
M:6 WS:2 BS:2 S:3 T:3 W:1 I:4 A:1 Ld:4
Weapons/Armour: An Apprentice may be armed with weapons and armour chosen from the Moulder Heroes Equipment list and the Clan Moulder Equipment list.
Special Rules:
Novice Handler - An Apprentice has access to the Goading system described below, but as their training is incomplete they may only gain the benefit of either the Beastwhip OR the Thingcatcher during a Goading attempt, even if they are equipped with both. They may select Beast/Animal Handling skills during an Advance, but do not start a game or campaign with any.
Heir to Power - If the Warband's Packmaster is killed, the Apprentice takes over. They gain Leader status and are allowed to use both whip & catcher at once just as the Packmaster can by default, but otherwise remains the same character. A new Apprentice may be recruited to take his place. If both the Packmaster and Apprentice die at the same time, the Warband disbands as all the beasts roam free and the remaining Skaven flee back to the underways.
HENCHMEN
Clanrats
M:5 WS:3 BS:3 S:3 T:3 W:1 I:4 A:1 Ld:5
Weapons/Armour: Clanrats may be armed with weapons and armour chosen from the Moulder Henchmen Equipment list.
Giant Rats
M:6 WS:2 BS:0 S:3 T:3 W:1 I:4 A:1 Ld:4
Weapons/Armour: None, Giant Rats never use any armour or weapons.
Special Rules:
Pack Size - You may recruit as many Giant Rats as you wish. Experience - Giant Rats are animals and so do not gain Experience.
0-3 Ratwolves
M:9 WS:3 BS:0 S:3(4) T:3 W:1 I:4 A:1 Ld:4
Weapons/Armour: None, Ratwolves never use any armour or weapons.
Special Rules:
Poisoned Attack - The mouths of Ratwolves fester with any number of poxes and corrosive agents, their attacks are considered to be S:4 but do not modify armour saves.
Experience - Ratwolves are animals and so do not gain Experience.
0-1 Rat Ogre
M:6 WS:3 BS:3 S:5 T:5 W:3 I:4 A:3 Ld:4
Weapons/Armour: Jaws, claws and brute force! Rat Ogres can never use weapons or armour.
Special Rules: Fear - Rat Ogres are so frightening they cause Fear. Stupidity - A Rat Ogre is subject to Stupidity unless a Skaven Hero is within 6" of it. Experience - Rat Ogres do not gain Experience. Large Target - Rat Ogres are Large Targets as defined in the shooting rules.
A quick sidebar regarding the Warband List - I'm not 100% sold on including Clanrats. I'd prefer to make the list as distinct from other Skaven bands as possible, and all-beasts Henchmen would do that in combination with the Goading system, but I'm not sure if Goading alone makes up for limiting them to 5 Heroes max with no chance for Lads results - what do you guys think about dropping the Clanrats and switching Rat Ogres to 0-2, would that be sufficient? Equipment Lists: - Spoiler:
Moulder Heroes Equipment List
Hand-to-hand Weapons; Dagger - Free/2WT Mace/Club - 3WT Sword - 10WT Flail - 15WT Spear - 10WT Halberd - 10WT
Missile Weapons; Warploque Pistol/s - 35/75WT Sling - 2WT
Armour; Light Armour - 20WT Heavy Armour - 50WT Shield - 5WT Buckler - 5WT Helmet - 10WT
Moulder Henchmen Equipment List
Hand-to-hand Weapons; Dagger - Free/2WT Club - 3WT Sword - 10WT Spear - 10WT
Missile Weapons; Sling - 2WT
Armour; Light Armour - 20WT Shield - 5WT Helmet - 10WT
Clan Moulder Equipment List
Beastwhip Range:Close Combat, Strength:As user, Special Rules:Cannot be parried, Cruel Barbs
Cannot be parried - the Beastwhip coils and twists like a serpent, attempts to parry its attacks are futile. A model attacked with a Beastwhip may not make parries with Swords or Bucklers.
Cruel Barbs - regardless of what style of whip is preferred by the wielder, all Moulder Beastwhips share one common feature; razor sharp barbs of Warpstone stud their length or form a cluster at their tip. Models equipped with a Beastwhip gain a +1 bonus to their roll when making Difficulty checks on Goading attempts.
Thingcatcher Range:Close Combat, Strength:As user+1, Special Rules:Two-handed, Iron Grip
Two-handed - a model armed with a Thingcatcher may not use a Shield, Buckler, or additional weapon in close combat. If the model has a shield it still gains a +1 bonus to armour save against shooting.
Iron Grip - the spiked jaws of a Thingcatcher can subdue even the most monstrous of creatures. Models equipped with a Thingcatcher can force beasts to reroll a failed Stupidity Test resulting from a failed Goading attempt.
Goading System: - Spoiler:
Goading shares some similarities with Spellcasting, but does not function in quite the same way. Goading attempts are made at the very beginning of the Moulder turn, before any movement takes place. Both the Packmaster and Apprentice can attempt to goad any single model/group of Giant Rats, Ratwolves, or Rat Ogres from their own Warband who are within 6" of them when the turn begins. Note that in order to goad a group, at least half of the Henchman Group must be within 6".
To do so, they must passt a difficulty check in the same manner as if they were attempting to cast a spell or prayer, ie they must roll equal to or greater than the Difficulty rating on 2D6 to succeed, the difference being that the level of difficulty is determined by what type of creature they are attempting to goad. Giant Rats require a Difficulty 6 check, Ratwolves a Difficulty check of 8, and Rat Ogres a Difficulty check of 10. If the test is passed normally, roll a D6 and consult the table below to determine the effect of the goading - in the event the test is passed with double-6's you may choose which effect is applied rather than rolling.
1-2; Yelp - The beast has been struck in some tender part of its nethers and lets out a strangled cry before rushing forward. The beast or group MUST run during the Movement phase, may do so at up to triple their normal movement rather than double, and will do so even if there are enemy models within 8" when they begin the move. 3-4; Growl - The pain of the lash angers the beast and it seeks a target to vent its rage. If an enemy is within Line of Sight of the beast or group, they MUST attempt to charge it(if there is more than one enemy in LoS, the Moulder player may choose which one/s are the target of the charge), and will do so at triple their normal movement rate rather than double. Additionally, the beast or group advance so rapidly that they cannot be intercepted. 5-6; Roar - Whatever you did, it worked! The beast or group are considered subject to Frenzy and Hatred until the beginning of the next Moulder turn. Additionally, the beast or group advance so rapidly that they cannot be intercepted.
If the Difficulty check is *failed* normally you have confused the creatures, the beast or group which was the target of the goading attempt must immediately take a Stupidity Test as described in the Mordheim Rulebook. In the event the Difficulty check is failed with a roll of double-1's, the enraged beast or group turns on their erstwhile master, immediately resolve a single attack against the model which made the goading attempt from each of however many beasts were targeted by it.
Anyway, that's the start, I'll post up the skill tables when I get a chance, feedback welcome.
Last edited by Yodhrin on Tue 30 Sep 2014 - 20:52; edited 1 time in total | |
| | | MrDancyPants Knight
Posts : 83 Trading Reputation : 0 Join date : 2014-08-13
Personal Info Primary Warband played: Marienburgers Achievements earned: none
| Subject: Re: Clan Moulder experimental rules Sat 20 Sep 2014 - 20:53 | |
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| | | Yodhrin Knight
Posts : 96 Trading Reputation : 0 Join date : 2014-09-06
| Subject: Re: Clan Moulder experimental rules Sat 20 Sep 2014 - 22:48 | |
| - MrDancyPants wrote:
- Page 152
http://home.deds.nl/~mordheim/MordheimRulebook.pdf Hmm, hadn't seen that. Honestly it doesn't grab me very much, apart from the Ratwolves and mutants you'd be as well playing Eshin counts-as, and the mutations remain static as with the Possessed. I might pinch the idea for allowing mutations on the Rat Ogre though. | |
| | | MrDancyPants Knight
Posts : 83 Trading Reputation : 0 Join date : 2014-08-13
Personal Info Primary Warband played: Marienburgers Achievements earned: none
| Subject: Re: Clan Moulder experimental rules Sat 20 Sep 2014 - 23:18 | |
| Here's the biggest problem with fanmade warbands. People tend to keep saying "Oh, and THIS would be cool, too!" and it gets to the point where you end up with ridiculously broken gimmick warbands like the Nuln Engineers or the Chaos Warriors.
Something to keep in mind is that these are little everyman warbands. These are people who would not normally amount to very much, and you're not going to see things like Fantasy Lord choices. The warband leader should be something more like a unit champion, with limitations on what they actually have access to. | |
| | | Yodhrin Knight
Posts : 96 Trading Reputation : 0 Join date : 2014-09-06
| Subject: Re: Clan Moulder experimental rules Sun 21 Sep 2014 - 13:20 | |
| Well yes, hence why I went with a Packmaster rather than Master Moulder as is the case in the one you linked, why I replaced access to magic with the Goading mechanic rather than having both or coming up with powerful new spells, and why I brought the proposal here before even attempting to put costs on things.
I'm not interested in building some power list, I just like the fluff for Moulder and want a way to play them in future campaigns beyond just painting their symbol on a bog-standard Eshin warband. | |
| | | Von Kurst Distinguished Poster
Posts : 7973 Trading Reputation : 3 Join date : 2009-01-19
Personal Info Primary Warband played: Achievements earned: none
| Subject: Re: Clan Moulder experimental rules Sun 21 Sep 2014 - 15:21 | |
| - Quote :
- The reason for this thread is that, essentially, I'm a newb at writing rules for Mordheim
I have never tried my hand at a warband. I am always intimidated by the number of variables. Good on you for giving it a go. The cost of things. The Thingcatcher--15 to 30gc. 15 is standard for +1S weapons. The cost should be increased if the weapon confers a further advantage. (But isn't always, see Sisters of Sigmar.) See also the Black Dwarfs from BTB: mancatcher. The Beastwhip--10 to 15gc. Its like a steel whip, but doesn't have the whipcrack rule? Since it obviously IS a whip, I would give it the whipcrack rule. I would recommend using the Clan Pestilens list from TC#29 as a template. Heroes move 5, stats are changed to reflect the nature of the warband. I'm not sure what that would mean but giving the characters a different starting place than Eshin would help to separate the warbands rather than just changing the names of the heroes. Why are there Stormvermin? My skavenfoo is weak, but I don't recall the connection between Moulder and the elite shock troops. Perhaps scrapping the Stormvermin for mutants? Add another Apprentice (one can never have too many underlings, things happen you know.) Also since the mutant can buy potential stat increases why is he the equal of a Black Skaven? The clanrats. Someone has to fetch water and clean out the pens. Surely you don't expect the exalted leader to do it? | |
| | | Lord 0 Venerable Ancient
Posts : 927 Trading Reputation : 0 Join date : 2010-02-13 Location : Friendship, New York
Personal Info Primary Warband played: Orcs & Goblins Achievements earned: none
| Subject: Re: Clan Moulder experimental rules Sun 21 Sep 2014 - 15:52 | |
| I would recommend dropping the warpkin and replacing it with another apprentice, allowing clanrats, more rat ogres, and allowing mutations for rat ogres i.e. Packmaster: 1 Apprentice: 0-2 Stormvermin: 0-2
Clanrats: 0-5 Giant Rats: 0+ Ratwolves: 0-3 Rat Ogres: 0-2
The reason I would allow the extra apprentice is that you have given the warband the undead vulnerablity of disbanding without your leader being as tough as a vampire. Two apprentices should help alleviate that. Also, I would consider making an apprentice that gains control of the warband simply change its type from Apprentice to Packmaster.
I would also allow trading one Treasure for one wyrdstone shard in the trading phase so the warband can still mutate when not playing in regions that have wyrstone/warpstone.
If you would like to keep twistkin then perhaps allow 0-1 stormvermin to be mutated?
Possibly also allow ratwolves to be mutated, perhaps only 0-1 mutation, perhaps at half-price. Maybe much cheaper, but allowing as many as you want with the downside of dying on 1-2.
Perhaps the price could scale according to the xp track (since you aren't using it for anything else). Pay ten or five gold per box and when you cross off a level box you can roll for a mutation?
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| | | Yodhrin Knight
Posts : 96 Trading Reputation : 0 Join date : 2014-09-06
| Subject: Re: Clan Moulder experimental rules Fri 26 Sep 2014 - 12:07 | |
| Good advice thanks guys, lots to chew on.
Von Kurst; I don't think Moulder are particularly associated with Stormvermin on a macro scale, but they do have access to regular Skaven forces as well as their mutants, and they have vassal Warlord Clans like all the major factions. I dropped Whipcrack in favour of the boost to Goading, would 15gc still be acceptable with all three benefits? And now I think on the weapon a bit more, my instinct is to limit the Goading boost in the same way as Whipcrack(ie, you only get it from one whip even if you have two), what do you think?
Your point on the stats is well taken, I'll have a look at the Pestilens list.
Lord 0; I'm not sure about allowing mutations on the Wolf Rats(their actual name, no idea why I thought it was "ratwolves" :/), they're pretty speedy on their own and if Goaded can go even faster, being able to mutate them would be akin to being able to dump up to 3 slightly-weaker Possessed in your enemy's backfield very early in the game. With wolf stats and the poison rule from Spiders they can threaten missile troops 1-on-1 in early-campaign games, and still be useful in that role mid-late campaign by ganging up on enemies, but I don't want to mitigate the Skaven's weakness to missile fire too much.
I like the compromise of allowing Clanrats but limiting their numbers, and 0-5 seems fair, and the Apprentice comment is fair enough.
I'd really like to keep the Twistkin in some form, I can see two ways to do it; go with 1 Packmaster, 0-2 Apprentices, 0-2 Twistkin for the Hero choices, but taking on board VK's comments change the Twistkin stats to be more akin to Clanrats with better leadership OR, keep Stormvermin in, and allow them choose a Skill from the "Special" list(which I'm almost finished with) which would allow them to take one mutation.
Thinking further about Mutations, while I like the idea of the experimentation, I'm wondering if MPD might have a point in that it's needlessly complicating things, and a touch unfluffy. Having a "Twistkin" skill for the Stormvermin and making Rat Ogres 0-2 and each can buy one Mutation when first hired is a bit less fun, IMO, than having a mad warband leader forcefeeding his minions with Wyrdstone, but given the Warband already has Goading to differentiate it, and given that the whole "Island of Dr Moreau" shtick is more the domain of Master Moulders rather than your bogstandard Packmaster, it might be more in-keeping with the background.
Regarding Goading actually, if 0-2 Apprentices and 0-2 Rat Ogres is the way the Warband ends up going, do you think it may be necessary to make it more difficult for Apprentices to Goad? I'm just thinking that being able to goad three monstrous henchmen/henchmen groups every turn might be a tad much. | |
| | | Von Kurst Distinguished Poster
Posts : 7973 Trading Reputation : 3 Join date : 2009-01-19
Personal Info Primary Warband played: Achievements earned: none
| Subject: Re: Clan Moulder experimental rules Fri 26 Sep 2014 - 13:16 | |
| - Quote :
- would 15gc still be acceptable with all three benefits? And now I think on the weapon a bit more, my instinct is to limit the Goading boost in the same way as Whipcrack(ie, you only get it from one whip even if you have two), what do you think?
Maybe 20? Limiting in the same way would probably be a good idea. | |
| | | Yodhrin Knight
Posts : 96 Trading Reputation : 0 Join date : 2014-09-06
| Subject: Re: Clan Moulder experimental rules Sat 4 Oct 2014 - 2:56 | |
| I'm enjoying this project a lot, been converting like mad for the past couple of evenings. I've put together a starting warband using the PDF rules(I have an updated version that fixes a couple of wee mistakes, but TinyUpload is being a git so I've nowhere to upload it, suppose I'll have to bite the bullet and find something that requires a signup);
HEROES ------ Packmaster - Thingcatcher, Warplock Pistols(brace); 165wt Stormvermin 1 - Sword x2; 60wt Stormvermin 2 - Flail; 55wt Apprentice 1 - Beastwhip, free dagger; 50wt Apprentice 2 - Beastwhip, free dagger; 50wt
HENCHMEN -------- 2 Clanrats - Sling, free dagger, Shield; 54wt 1 Wolf Rat - 30wt 3 Giant Rats - 35wt
499wt
I initially tried to put together something with a Rat Ogre, but I hate putting all my eggs in one basket, and you've no choice but to do that since the cost of the Rat Ogre plus the base hiring costs for max Heroes leaves you with pennies to equip them with. | |
| | | maxxev Ancient
Posts : 425 Trading Reputation : 0 Join date : 2012-03-02 Location : West Sussex, UK
Personal Info Primary Warband played: Dwarfs Achievements earned: none
| Subject: Re: Clan Moulder experimental rules Mon 27 Oct 2014 - 21:32 | |
| Well you have 165gc in one basket there anyway... your leader costs 1/3 or your warband! Always thought there should be a warband for each of the 5 well known Skaven clans, nice to see someone working on Moulder, I think then it's only Mors that i've not seen | |
| | | Pyyr Captain
Posts : 76 Trading Reputation : 1 Join date : 2008-06-14 Location : Madrid, Spain
Personal Info Primary Warband played: Witch Hunters Achievements earned: None
| Subject: Re: Clan Moulder experimental rules Tue 28 Oct 2014 - 15:06 | |
| - maxxev wrote:
- Well you have 165gc in one basket there anyway... your leader costs 1/3 or your warband!
Always thought there should be a warband for each of the 5 well known Skaven clans, nice to see someone working on Moulder, I think then it's only Mors that i've not seen Campaign Setting Karak Azgal had a Mors Clan warband, a big warlord clan with Stormvermin heroes. IMO Stormvermin are better with the clan Mors than Moulder like hero type. | |
| | | Goglutin Elder
Posts : 393 Trading Reputation : 0 Join date : 2010-11-19 Age : 47 Location : Montréal , Canada
Personal Info Primary Warband played: Marauders (BTB) Achievements earned: none
| Subject: Re: Clan Moulder experimental rules Sun 22 Mar 2015 - 12:48 | |
| Personnally, I abode with the people who tells to remove the stormvermin. I would add a third apprentice (reducing their cost to 20), Add a master Moulder (as the leader) and keep the packmaster as the second-hand. The master could have 1 or 2 exclusive skills that bolster the use of the mutation chart (see next)... I'd keep the Master moulder WITHOUT much combat abilities except good stats. But I'd give him the ability to ''modify'' Rat-ogres and clanrats that became heroes (and only them). I'd create one or two random tables of ''experiments'' (with both perks and flaws) that you could roll on ONCE if your Master Moulder wasn't OOA and did not search for rare items. As an example, The first table could require to pay 1D3 Wyrdstone and give weaker mutations with less risks and a second one which require the sacrifice of 2D3 Wyrdstones but also offers both more risks and higher ''rewards''. This mecanism isnt that much complex and offers a real ''moulder'' taste to the warband...But hey.. ITS YOUR CREATION.. you do what you want !!! By the way... I like what you have done until now.. I'm always in for new warbands... | |
| | | Yodhrin Knight
Posts : 96 Trading Reputation : 0 Join date : 2014-09-06
| Subject: Re: Clan Moulder experimental rules Tue 24 Mar 2015 - 19:55 | |
| Honestly, I have a real dislike for "fanbands" that have really high-ranking characters as leaders, I went with the Packmaster quite deliberately as it was the lowest ranked definitively-Moulder character I could find. When you look at the official warbands it's all middle-ranking leaders like Captains, exiled nobles, thralls, adepts etc; Master Moulders would be like the normal Skaven warband being lead by a Deathmaster, or the Mercenary leader being a General or Elector Count. It's personal taste I freely admit, but I much prefer the grittier feel of low- and middle-ranked characters acting as agents for the truly powerful "offscreen" characters, or out of pure self-interest. | |
| | | Goglutin Elder
Posts : 393 Trading Reputation : 0 Join date : 2010-11-19 Age : 47 Location : Montréal , Canada
Personal Info Primary Warband played: Marauders (BTB) Achievements earned: none
| Subject: Re: Clan Moulder experimental rules Wed 25 Mar 2015 - 10:12 | |
| I get your point but Master Moulders are not all high-ranked they have to go through some kind of ''apprenticeship'' before they get higher ranks and access to more materials and ''cash'' for their experiments... But well... you know what you do !! | |
| | | RationalLemming Etheral
Posts : 1483 Trading Reputation : 0 Join date : 2008-11-05 Age : 39 Location : Toowoomba, Qld, Australia
Personal Info Primary Warband played: Ostlanders Achievements earned: none
| Subject: Re: Clan Moulder experimental rules Wed 25 Mar 2015 - 22:02 | |
| Sooo... instead of a Master Moulder then do you suggest an Apprentice Moulder (or a Journeyrat Moulder)? | |
| | | Goglutin Elder
Posts : 393 Trading Reputation : 0 Join date : 2010-11-19 Age : 47 Location : Montréal , Canada
Personal Info Primary Warband played: Marauders (BTB) Achievements earned: none
| Subject: Re: Clan Moulder experimental rules Thu 26 Mar 2015 - 15:01 | |
| Something like that... But remember you are free to do what you want... ITS YOUR creation. I only give you my opinion ... Its because I really like that idea of a random experimentation chart I mentionned... ''Oh shit... my rat ogre has lost a leg and his movement is reduced to 2... Do i keep this sluggish 200G monster or I throw him away in favor of a new one?'' ''Oh cool... This Clanrat got an extra arm.. +1 Att... thx the horned rat it did not died during the experiment!!'' Well you get my point. | |
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