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![[Post New]](/s/i/i.gif) 2010/04/04 01:59:43
Subject: Hydra of Ancient times
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Deadly Tomb Guard
South Carolina
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In Dark Elve history there has only been one of these behemoths around at a time. It takes a small army of die hard beast handlers to keep the beast locked up. Only in the most dire times is the beast led from its lairs onto the battlefield, it's just as likely to turn on it keepers as it is to destroying the enemy. It is thought that only one of these creatures can roam the world at time, beleaved to come from the choas wastes themselves. Hydra of Ancient Times: Takes up two rare slots. 850 points M:6 WS: 6 BS: - S: 7 T: 7 W: 10 I: 2 A: 14 Ld: 8 8xSupreme Beastmasters M: 6 WS: 5 BS: 5 S: 4 T: 3 W: 1 I: 6 A: 3/4 Ld: 10 Supreme beastmasters Equipment: Beastmasters Scoruge, and Extra Hand weapon Special Rules: Anceint Terror: Causes fear in terror causeing creatures and terror against fear causeing creatures. Immune to Psychology Stubborn Eternal Hatred Extra Large Target: +2 to hit in the shooting phase: Thick slimy, bulbous skin: 2+ scaly skin save, regeneration even against fire attacks, as the slime of its hide protects it from fire. The slime helps deflect even the most lethal of warmachine shots. Wounds taken that normaly cause d3 wounds only cause one and wounds taken that normaly cause d6 wounds in turn only cause d3. Massive bulk: Supreme beastmasters are masters at useing the bulk of the monster to hide from enemy attacks: Units cannot target the Beastmasters in close combat and shots cannot be allocated to them in the shooting phase. However the beastmasters can attack the unit normaly. On the charge the Hydra does d6 str 7 impact hits due to its massive, bloated body. Formed in the Flames of Choas: The hydra is a creature of choas and prone to loseing its mind. Everyturn the beastmasters must control the beast through the power of their will. Take a leadership test every turn, if failed the hydra eats d3 beastmasters whole and the Hydra becomes frenzied until it can be brought back under control. In close combat if the Hydra loses combat and fails a leadership test it will not flee as normal but eats d3 Beastmasters to satisfy its anger. If there are no more handlers left the hydra charges the closest unit, even friendly Dark Elve units, near it and attacks as normal and also becomes frenzied for the rest of the game even if it loses combat again. If there are no more handlers left and Hydra loses combat and fails its leadership test it doesn't flee as normal, instead it causes d3 wounds to itself with no saves, regeneration saves can still be made. The Hydra also has Magic resitance 2 and its attacks count as magical. Acid for Blood: Immune to posion attacks. If the Hydra is wounded in close combat it bleeds out acid that causes d6 str 3 hits with a -3 to armor saves that is allocated between the Beastmasters and the unit in close combat. Roll to see how many hits there are going to be than allocate the hits., roll to wound as normal. 1-4 enemy units 5-6 Supreme Beastmaster 14 heads: The heads work together as a cohesive unit to tear oppenants apart!!. In stead of makeing a regular attack do 2d6 str 7 hits instead, roll to wound as normal. Breath Weapon: flame template, str is same as how many wounds remain. Immediately test for panic for any unsaved wounds, attacks count as magical and flameing.
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This message was edited 9 times. Last update was at 2011/01/19 01:46:32
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![[Post New]](/s/i/i.gif) 2010/04/04 05:37:17
Subject: Hydra of Ancient times
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[DCM]
Dankhold Troggoth
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These look like some good ideas  . You might want to combine it with Kirbinator's thread, as I think he had pegged the Hydra soon after starting the Legendary ideas thread. Two heads (or 14) are better than one
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![[Post New]](/s/i/i.gif) 2010/04/04 12:35:00
Subject: Re:Hydra of Ancient times
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Wraith
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I think mine may be burdened by special rules, where this one seems to have only a couple new things but is clearly a giant scary thing made to tear face!
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![[Post New]](/s/i/i.gif) 2010/04/04 15:46:05
Subject: Hydra of Ancient times
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Deadly Tomb Guard
South Carolina
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I like the idea of how it eats its beastmasters because it gets angry, then it hurts itself if there is no one left to control it. Groovy.
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![[Post New]](/s/i/i.gif) 2010/04/05 16:48:02
Subject: Hydra of Ancient times
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Sinewy Scourge
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Seems like its flipping insane. Nice weakness to have for it though.
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Also littlenibbler Orks aren't about armour saves.
Orks are about having too many models on the table, and wasting the other guy's time with your movement phase.
Orks are about having the toughest units on the table.
Orks are about not caring about how many bodies are left in a long winding trail until the squad is down to less than a third its starting strength.
Orks are about rolling more dice then you can count without the aid of a calculator or a pen and paper.
Orks are about having totally fething insane characters tearing gak down like Doc Grotsnik, Ghazghkull or Snikrot.
Orks are about being too fething awesome to die...
Lets settle this in the arena http://pantsformer.mybrute.com |
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![[Post New]](/s/i/i.gif) 2010/04/05 16:54:32
Subject: Hydra of Ancient times
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Deadly Tomb Guard
South Carolina
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I figure if you're gonna have something that destroy your oppenants army by it self it needs a unique weakness.
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![[Post New]](/s/i/i.gif) 2010/04/05 17:24:39
Subject: Hydra of Ancient times
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Sinewy Scourge
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I agree 100%. These Legendary units need some obvious way to beat them to keep it somewhat balanced (ROFLMAO) at such a large battles. I think I might need to emphasise the link/bond between ****saurus and Slann as the major weakness to that legendary. As for the Throne & Golem, I really don't see if it needs one. Sure its pretty hard to kill but its major advantages are raising cheap spam and it can screw itself if you get 3 wounds, two turns in a row with the Rain of Corpses power.
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This message was edited 1 time. Last update was at 2010/04/05 17:25:03
Also littlenibbler Orks aren't about armour saves.
Orks are about having too many models on the table, and wasting the other guy's time with your movement phase.
Orks are about having the toughest units on the table.
Orks are about not caring about how many bodies are left in a long winding trail until the squad is down to less than a third its starting strength.
Orks are about rolling more dice then you can count without the aid of a calculator or a pen and paper.
Orks are about having totally fething insane characters tearing gak down like Doc Grotsnik, Ghazghkull or Snikrot.
Orks are about being too fething awesome to die...
Lets settle this in the arena http://pantsformer.mybrute.com |
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![[Post New]](/s/i/i.gif) 2010/04/05 20:14:54
Subject: Hydra of Ancient times
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[DCM]
Dankhold Troggoth
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I just watched Clash of the Titans, and there's a line in there when they mention a hydra ("How do you know which head to cut off of a 5-headed hydra?"). Perhaps you could have a rule like this... if a wound is caused, maybe the opponent got lucky and cut off the main/controlling head? In which case it would die instantly, or run out of control... it'd be a nice possibility to have in there to give your opponent some hope against this thing!
"Maybe this is the one!"
"Nope, that wasn't it... and there's 13 other angry heads left... uhoh..."
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![[Post New]](/s/i/i.gif) 2010/04/05 21:13:56
Subject: Hydra of Ancient times
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Deadly Tomb Guard
South Carolina
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there;s a idea ill have to think of the wording on that.
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![[Post New]](/s/i/i.gif) 2010/04/05 23:50:39
Subject: Hydra of Ancient times
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Noble of the Alter Kindred
United Kingdom
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Trouble with Hydra is that if you lop a head off it gets replaced. Some stories the heads double iirc as in the story of Heracles.
But the beastie did have had a special noggin that when chopped off kills the hydra according to legend.
It sounds a good idea if you can figure out the mechanics of which head is removed and which grows back. Could get very complicated if you start doubling replacement heads
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