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![[Post New]](/s/i/i.gif) 2011/02/01 17:58:00
Subject: Beastmen hero choice
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Intoxicated Centigor
Denmark, Ry
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Dirthoof the Hunter:
Dirthoof used to be an exceptional Raider Halfhorn. He found that his skill with a bow exceeded that of his kin. As a hunter, Dirthoof grew tired of seeing his prey and trofes being stolen by the dominant Gors and Bestigors. After a paticually loud and drunken night under Morrslieb, while the entire herd was snorring, Dirthoof snuck up to the herdstone and helped himself to some equipment, before darting into the woods to begin his life as a maverick.
Profil: M=5, WS=4, BS=4, S=4, T=3, W=2, I=4, A=2, LD=7
following Dirthoof is a pack of 3 strong hunting hounds, raised by Dirthoof himself.
Profil: M=7, WS=4, BS=0, S=4, T=4, W=1, I=3, A=2, LD=5
Special rules, Dirthoof:
-Loner.
-Fast Shot: Dirthoof can choose to shoot d3+1 shots with his bow, in addition Dirthoof does not suffer -1 to hit penalty from multiple shots.
-Useing the hunting ground: wether he's up wind or crouched in tall grass, Dirthoof is difficult to spot. Dirthoof and his hunting pack is at a -1 to hit when attacked by weapons useing BS.
-Finding the mark: Dirthoof has a +1 to hit when useing a bow.
-Sig'em: When charged Dirthoof can make a countercharge, useing his hunting pack. The hunting pack meats the chargeing unit at d6" away from Dirthoof, in the direction of the charge. Dirthoof then makes a march move in any direction. Should the hunting pack survive the combat (by fleeing or beating the enemy) it will atempt to reach Dirthoof. The unting pack may not engage in any combat, that Dirthoof is not engaged in, unless they are charged. If the hunting pack is not around Dirthoof, when Dirthoof is charged, he may not make a Sig'em call.
-Trofe hunter: if possible Dirthoof must always attempt to shoot at monsters, monstrous beast/infantry.
Special rules , hunting pack:
-Scaly skin 5+.
-Poisoned attacks.
Equipment:
-The boar bow: counts as a bow, in addition it confers +1 s at long range and +2 s at short range.
-Hunting spear (from armybook)
-Poisoned daggers: +1 attack, confers poisoned attacks.
-Cloak of the woods: 5+ wardsave, in addition Dirthoof is at an additional -1 to hit when in woods.
Cost:
Dirthoof 215, hunting pack 20 pr. model, total 275.
Any thoughts would be appreciated.
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A soldier will fight long and hard for a bit of colored ribbon. ~Napoleon |
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![[Post New]](/s/i/i.gif) 2011/02/01 19:25:44
Subject: Beastmen hero choice
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Killer Klaivex
Oceanside, CA
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So 2 to 4 shots, hitting at strength 4 to 5, along with the hunting spear.
Looks good to me. Offensive shooting offset by weak melee, and sub-par (for special character) saves.
It fits the theme, and isn't over-powered. You don't describe the "Loner" rule, but I can guess what you meant.
Perfect.
The only possible addition I can think of would be giving him a look out if he is within range of his hunting pack, regardless of how many of them are left.
-Matt
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![[Post New]](/s/i/i.gif) 2011/02/01 19:57:29
Subject: Beastmen hero choice
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Intoxicated Centigor
Denmark, Ry
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Yeah Look out sir makes sense.
Just to clear it up, "Loner" just mean that he, or the hunting pack, can't join any unit.
Wow perfect!? I was affraid that I somehow had made him overpowered.
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A soldier will fight long and hard for a bit of colored ribbon. ~Napoleon |
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![[Post New]](/s/i/i.gif) 2011/02/02 22:19:57
Subject: Beastmen hero choice
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Nasty Nob
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snapsepaven wrote:Wow perfect!? I was affraid that I somehow had made him overpowered.
Certainly not, especially since Beastmen's missile power barely exist at all, and his price are quite high too.
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This message was edited 1 time. Last update was at 2011/03/16 09:27:30
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![[Post New]](/s/i/i.gif) 2011/02/02 23:32:30
Subject: Beastmen hero choice
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Killer Klaivex
Oceanside, CA
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Hits on 2's within 12", 3's out to 24".
S4/S5 with 2-4 shots, or 1 shot at S6 is basically an elf repeating bolt thrower.
T4 with 2 wounds, 5+ ward and look out, is most likely better than T7 and 2 wounds; especially with the harder to be hit rules.
So you've got basically got a mobile, repeating bolt thrower, where you're trading range for accuracy. Add in mobility and better survivability, and the price goes up.
I wouldn't blink twice at ~180 points in most armies, but you do pay a premium to add so much strength to an armies weakest phase.
Also with any Home Brew characters, I've always found that making them 10-20 points more than they should be, and keeping the power level down, puts them into a category where you'll find people letting you use them.
-Matt
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