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I was talking to a friend tonight who played Space Wolves back in 4th or 5th when the Wulfen were a thing. I pointed out that a lot of players name a unit in their faction and say that this is what they should have been - gene stealers, cultists ect.
He was admiring my Wulfen until he realised two of them had the frag launchers over their shoulders, this annoyed him and he pointed out that Wulfen couldn't shoot. I explained that they were ballistic skill 1 and he asked what penalties came from their curse.
Funnily enough, none - The only drawback is the occasional redundant roll.
He looked over the Hunt/Kill tables and made an alternate suggestion.
Instead of two tables with a single roll resulting in effects lasting a turn he suggested one table with eleven outcomes that can accumulate and last the game. One roll per unit at the beginning of each turn. Some were pretty damn harsh
Snake eyes: Unit becomes balistic skill 0
3 : Unit gains Hammer of Wrath.
4 : Unit gains +1 Initiative.
5 : Unit reverts to standard.
6 : Unit adds +3 to maximum move distance when they move in the movement phase, this includes move, run and charge.
7 : Unit has furious charge.
8 : Unit takes leadership test, if test is passed nothing happens, if test is failed unit in-fights (each model rolls its attacks and the wound pool is resolved against nearest models regardless of faction)
9 : Unit becomes Wulfen with basic Wulfen stats and no equipped weapons.
10 : Unit reverts to standard.
11 : Unit attempts to charge nearest enemy unit regardless of charge range (unit attempts charge regardless of which unit it shot at previously or if it can actually reach)
12 : Unit can immediately take a free move as if it were the movement phase.
Sounds like a hoot so I'll be playing by this table tomorrow. I'll let you know how much the dice hated me and how bad I get stomped
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