Goblin Ogres
Lähetetty: Ti 29.03.2005 16:23
Goblin Ogres
0-1 units for each friendly shaman or great shaman on the table
Counts as a special choise ?pts/model
M Ws Bs S T W I A Ld
d6.3...3..4.3.1..1.1..3
Unit size: 5+ models
Weapons and armour: Choppa
Options:
-May have an additional hand weapon for 2pts
-May have a shield for 1pts
Special Rules: Morks Accept, Controller Shamans, Fear, Choppa
Morks Accept:
Because Mork (or possibly Gork) has accepted these mutations
and even supports it, they have 5+ ward save.
Controller Shamans:
At the start of the game, you choose one controller shaman for each goblin ogre unit you have on the table, controller must be friendly shaman or great shaman that may be anywhere on the table. Controller shamans are trained to control goblin ogres by ways of the magic. They have connection to minds of goblin ogres in their units. But because its still not very easy, they have to test if they screw up and lose their connection to goblin ogres. So, at the start of EVERY turn just after animosity tests have been taken, you roll a D6 for each controller, if controller is shaman, you fail on roll of 1, but if controller is a great shaman you must roll first 1, and then again a further roll, and if that is 4+, you fail. So, if controller fails, his goblin ogre unit suffers from stupidity and are frenzied. Also, as long as controller doesnt have the connection, they move to random direction(they go round objects, rivers and forest etc.) with movement of 2d6'' in single mob, because their minds are melted in one, direction is solved with scatter dice and they attack all that come their way (including your own troops) in the same way as normal. Also, on friendly magic phase, before casting any spells or anything, controller may try to take the connection back, if the controllr is shaman, he succeeds in that if he rolls 5+ on d6, and if the controller is a great shaman he succeeds with 4+. As long as controller has the connection, his unit is unbreakable. But because its quite confusing to have many minds in your head at the same time, controller throws one spell less from the spell list at the start of the game. If the controller dies, his unit is just like it would have lost the connection to its controller shaman.
Fear:
Goblin ogres are strange fear causing mutations. See the Psychology rules on page 81 of the Warhammer rulebook for details.
Choppa
EDIT: poistin sen immune to psychologin kun unbreakablessa on sekin
EDIT: Poistin clumsyn ja lisäsin tuollaisen testijutun controller shamans sääntöön, olisiko parempi hoitaa se leadership testillä?
Jotkut kenties muistavat aiemman Goblin Ogre aiheeni, mutta ne olivat täysin erilaiset ja kommentit niiden mukaiset joten halusin aloittaa puhtaalta pöydältä. Käytännön toteutus olisi jotain siihen suuntaan että liimaan sekasikiöitä örkin ja goblinin osista.
-Kaikki jokin point cost ehdotus, mielellään jotain perusteluita tai vertauksia mukaan.
-kommentteja, ehdotuksia
0-1 units for each friendly shaman or great shaman on the table
Counts as a special choise ?pts/model
M Ws Bs S T W I A Ld
d6.3...3..4.3.1..1.1..3
Unit size: 5+ models
Weapons and armour: Choppa
Options:
-May have an additional hand weapon for 2pts
-May have a shield for 1pts
Special Rules: Morks Accept, Controller Shamans, Fear, Choppa
Morks Accept:
Because Mork (or possibly Gork) has accepted these mutations
and even supports it, they have 5+ ward save.
Controller Shamans:
At the start of the game, you choose one controller shaman for each goblin ogre unit you have on the table, controller must be friendly shaman or great shaman that may be anywhere on the table. Controller shamans are trained to control goblin ogres by ways of the magic. They have connection to minds of goblin ogres in their units. But because its still not very easy, they have to test if they screw up and lose their connection to goblin ogres. So, at the start of EVERY turn just after animosity tests have been taken, you roll a D6 for each controller, if controller is shaman, you fail on roll of 1, but if controller is a great shaman you must roll first 1, and then again a further roll, and if that is 4+, you fail. So, if controller fails, his goblin ogre unit suffers from stupidity and are frenzied. Also, as long as controller doesnt have the connection, they move to random direction(they go round objects, rivers and forest etc.) with movement of 2d6'' in single mob, because their minds are melted in one, direction is solved with scatter dice and they attack all that come their way (including your own troops) in the same way as normal. Also, on friendly magic phase, before casting any spells or anything, controller may try to take the connection back, if the controllr is shaman, he succeeds in that if he rolls 5+ on d6, and if the controller is a great shaman he succeeds with 4+. As long as controller has the connection, his unit is unbreakable. But because its quite confusing to have many minds in your head at the same time, controller throws one spell less from the spell list at the start of the game. If the controller dies, his unit is just like it would have lost the connection to its controller shaman.
Fear:
Goblin ogres are strange fear causing mutations. See the Psychology rules on page 81 of the Warhammer rulebook for details.
Choppa
EDIT: poistin sen immune to psychologin kun unbreakablessa on sekin
EDIT: Poistin clumsyn ja lisäsin tuollaisen testijutun controller shamans sääntöön, olisiko parempi hoitaa se leadership testillä?
Jotkut kenties muistavat aiemman Goblin Ogre aiheeni, mutta ne olivat täysin erilaiset ja kommentit niiden mukaiset joten halusin aloittaa puhtaalta pöydältä. Käytännön toteutus olisi jotain siihen suuntaan että liimaan sekasikiöitä örkin ja goblinin osista.
-Kaikki jokin point cost ehdotus, mielellään jotain perusteluita tai vertauksia mukaan.
-kommentteja, ehdotuksia