Ihmissusia, voi ei!
Lähetetty: Su 27.11.2005 21:26
Eli, tälläisiä jamppoja ei taida olla GW:een valikoimassa olla? Joten, ajattelin koota tähän jonkinlaista keskustelua kyseisistä olennoista. Jos katsotte Vampyyrikreivien armeijakirjan takakantta, voitte sen hajonneen Black Coachin luona nähdä ihmissuden. Tästä sainkin idean: Strigoi, Blood Dragon tai Carsteinsuku, jonka vampyyrit ovatkin ihmissusia, kivaa! Mutta tässä on sellainen ongelma, että armeijan tavalliset sotilaat eivät ole kovin ihmissusimaisia. S3, WS2 ja M4? Vähintään M6, S4 tai 5 ja WS5. Tästä päästiin toiseen mahdolliseen ideaan: Kaaos. Kaaossoturin statsirivi on aika sopiva. Tai mahdollisesti Beastman? Tai hetkinen! Mitä jos tekisit kokonaan uuden armeijan kaveripeleihin? Omat erikoissäännöt ja statit. Figut pitäisi tietenkin konvertoida itse. Muutama oma ideani:
Lords
Packleader: 300 pts/model (A Werewolf army can have only one Packleader)
Weapons: Two claws (hand weapons)
M7 WS8 BS4 S6 T5 W4 I9 A5 Ld10
Options: Packleader may be given Hunterkin-rule. This gives him +1 Iniative and +1 To hit in close combat, +15 pts.
May be given Bloodhunger-kin rule. This Kin makes him Frenzied and subject to Hatred, +15 pts.
May be given Moonlord-kin rule. This gives the Packleader ability to cast Strenght of Moon exactly like a Bound Spell, with power level of 4, at cost of +20 pts (Gives +1 to Strenght and WS during Charge). All units in the army must have same Kin-upgrade. (Kuten Vampyyrien Bloodlinet)
Must be given one of the following upgrades: Moonclaws (+1 WS at charge), Fury of The Wilds (Subject to Hatred), Rage (Packleader gains D6" Charge distance and +1 to hit against units that cause wound to him), or Chosen Of Ishyr (+5 Ward Save) at cost of +20 points.
May be given up to 100 of Magic Items.
Special Rules: Wolfkin, Cause Fear
Wolfheart: 250 pts/model
Weapons: Claws (Hand Weapon)
M6 WS4 BS2 S5 T4 W3 I7 A2 Ld10
Magic: Wolfheart is a level 3 Wizard and may cast spells from Lore Of Beasts or Lore of Wilderness. Wolfhearts gain +1 to Cast.
Options: May be upgraded to a level 4 wizard for +45 pts.
May be give up to 100 pts of Magic Items. He may be given Moonlord-kin rule(look above for details). If he already has Strenght of The Moon from Wilderness Lore, he gains ability to cast it twice each magic phase, at cost of +30 pts.
Special Rules: Wolfkin, Aura of Nature (all shootin attacks directed at him are -1.) Shield of Ishyr (+4 Ward Save).
Core units:
Youngblood: 20 pts/model
Unit Size: +5
M6 WS5 BS2 S4 T4 W1 I7 A2 Ld8
Weapons and Armour: Claws (hand weapon)
Special Rules: Wolfkin (May pass through woods without penalty),Skirmishers
Options: One Youngblood may be promoted to a Watcher for +15 pts (+1 WS and S).
One Youngblood may upgraded into a Standard bearer for +10 pts.
One Youngblood may be upgraded into a Musician for + pts.
Wolves: 14 pts/model
Unit Size: +5
M9 WS4 BS0 S4 T3 W1 I6 A1 Ld6
Weapons: claws and strong bite (hand weapon)
Special Rules: Wolfkin, Furious Charge: Wolves add +1 to their strenght when they charge. Fast Cavalry.
Options: Upgrade on Wolf into a Alpha for +25 pts. (If unit has a Alpha Wolf, then it becomes stubborn)
Special:
Werewolves: 50 pts/model
Unit Size: 3-5
M6 WS6 BS2 S5 T4 W1 I8 A2 Ld9
Weapons and Armour: Werewolves have claws (Two hand weapons)
Special Rules: Wolfkin, cause Fear, Howl of Terror: Once per game, a unit of Werewolves may unleash a terrifying howl, that chills blood and makes weaker men nothing but gibbering maniacs. At the beginning of a Werewolf player's turn, he must declare that he is using the Howl of Terror. During the following round, Werewolves are Frenzied and cause Terror.
Ferals: 75 pts/model
Unit Size: 3-6
Weapons and Armour: Two claws (2 Hand Weapons)
M6 WS4 BS0 S6 T4 W2 I8 A2 LD5
Special Rules: Wolfkin, cause Fear, Madness: At the start of Werewolf player turn, Ferals must take a leadership test. If failed, they will immedietly charge nearesy enemy unit. If there are no enemies within charge range, they will move 3D6" towards nearest enemy unit. Ferals are Immune to Psychology because Madness. In addition, if they haven't charged enemy unit at the end of turn 2, they will attack nearest friendly unit, if there are no friendlies within charge distance, all models in the unit will make on hit against the unit itself. After all attacks have been made, Ferals will act normally. Place them 1" of charged friendly unit. After turn 2, this has no effect. . Frenzy, Hatred (Note: Ferals are still affected by hatred and Madness, even if they would be normally immune to psychology).
Antakaa ideoita, hyvät ihmiset. Minä haluan toteuttaa tälläisen projektin. Eli miten on, omat säännöt, vai vain erilaiset figut, vaikkapa Kaaoksen säännöillä?
Lords
Packleader: 300 pts/model (A Werewolf army can have only one Packleader)
Weapons: Two claws (hand weapons)
M7 WS8 BS4 S6 T5 W4 I9 A5 Ld10
Options: Packleader may be given Hunterkin-rule. This gives him +1 Iniative and +1 To hit in close combat, +15 pts.
May be given Bloodhunger-kin rule. This Kin makes him Frenzied and subject to Hatred, +15 pts.
May be given Moonlord-kin rule. This gives the Packleader ability to cast Strenght of Moon exactly like a Bound Spell, with power level of 4, at cost of +20 pts (Gives +1 to Strenght and WS during Charge). All units in the army must have same Kin-upgrade. (Kuten Vampyyrien Bloodlinet)
Must be given one of the following upgrades: Moonclaws (+1 WS at charge), Fury of The Wilds (Subject to Hatred), Rage (Packleader gains D6" Charge distance and +1 to hit against units that cause wound to him), or Chosen Of Ishyr (+5 Ward Save) at cost of +20 points.
May be given up to 100 of Magic Items.
Special Rules: Wolfkin, Cause Fear
Wolfheart: 250 pts/model
Weapons: Claws (Hand Weapon)
M6 WS4 BS2 S5 T4 W3 I7 A2 Ld10
Magic: Wolfheart is a level 3 Wizard and may cast spells from Lore Of Beasts or Lore of Wilderness. Wolfhearts gain +1 to Cast.
Options: May be upgraded to a level 4 wizard for +45 pts.
May be give up to 100 pts of Magic Items. He may be given Moonlord-kin rule(look above for details). If he already has Strenght of The Moon from Wilderness Lore, he gains ability to cast it twice each magic phase, at cost of +30 pts.
Special Rules: Wolfkin, Aura of Nature (all shootin attacks directed at him are -1.) Shield of Ishyr (+4 Ward Save).
Core units:
Youngblood: 20 pts/model
Unit Size: +5
M6 WS5 BS2 S4 T4 W1 I7 A2 Ld8
Weapons and Armour: Claws (hand weapon)
Special Rules: Wolfkin (May pass through woods without penalty),Skirmishers
Options: One Youngblood may be promoted to a Watcher for +15 pts (+1 WS and S).
One Youngblood may upgraded into a Standard bearer for +10 pts.
One Youngblood may be upgraded into a Musician for + pts.
Wolves: 14 pts/model
Unit Size: +5
M9 WS4 BS0 S4 T3 W1 I6 A1 Ld6
Weapons: claws and strong bite (hand weapon)
Special Rules: Wolfkin, Furious Charge: Wolves add +1 to their strenght when they charge. Fast Cavalry.
Options: Upgrade on Wolf into a Alpha for +25 pts. (If unit has a Alpha Wolf, then it becomes stubborn)
Special:
Werewolves: 50 pts/model
Unit Size: 3-5
M6 WS6 BS2 S5 T4 W1 I8 A2 Ld9
Weapons and Armour: Werewolves have claws (Two hand weapons)
Special Rules: Wolfkin, cause Fear, Howl of Terror: Once per game, a unit of Werewolves may unleash a terrifying howl, that chills blood and makes weaker men nothing but gibbering maniacs. At the beginning of a Werewolf player's turn, he must declare that he is using the Howl of Terror. During the following round, Werewolves are Frenzied and cause Terror.
Ferals: 75 pts/model
Unit Size: 3-6
Weapons and Armour: Two claws (2 Hand Weapons)
M6 WS4 BS0 S6 T4 W2 I8 A2 LD5
Special Rules: Wolfkin, cause Fear, Madness: At the start of Werewolf player turn, Ferals must take a leadership test. If failed, they will immedietly charge nearesy enemy unit. If there are no enemies within charge range, they will move 3D6" towards nearest enemy unit. Ferals are Immune to Psychology because Madness. In addition, if they haven't charged enemy unit at the end of turn 2, they will attack nearest friendly unit, if there are no friendlies within charge distance, all models in the unit will make on hit against the unit itself. After all attacks have been made, Ferals will act normally. Place them 1" of charged friendly unit. After turn 2, this has no effect. . Frenzy, Hatred (Note: Ferals are still affected by hatred and Madness, even if they would be normally immune to psychology).
Antakaa ideoita, hyvät ihmiset. Minä haluan toteuttaa tälläisen projektin. Eli miten on, omat säännöt, vai vain erilaiset figut, vaikkapa Kaaoksen säännöillä?