Title: Fubarnii herbalist Post by: Megatron0 on May 02, 2011, 03:35:13 pm Well I was thinking about the Fubarnii empire today and was interested in developing rules for another specialist model for them!
I like the idea of the empire using elite special models like engineers and hunters supported by knights and militia. Fubarnii Herbalist Elite model 35pts Move: 6 tough: 5+ combat: 1 stamina: 2 support: 0 size: small Command range 6 Smelling salts (S) A friendly model in base to base with this model that fails its tough save may re-roll it. This effect may only be used once per turn. Aromatherapy (A)** If the herbalist is not engaged and does not move it may use Aromatherapy. Every friendly model in this models command range may recast a single failed combat stone during the combat phase. This effect only lasts for one turn. Title: Re: Faburnii herbalist Post by: Geckilian on May 02, 2011, 03:46:53 pm Fubarnii, but aside from that it looks interesting. His stats don't actually mention it, but I assume he's an elite rather than a troop or civilian.
Title: Re: Faburnii herbalist Post by: Megatron0 on May 02, 2011, 03:55:47 pm Fubarnii, Edited... Had a bit of a brain lapse there :P And yeah it would be an elite model :D Title: Re: Fuburnii herbalist Post by: Geckilian on May 02, 2011, 04:02:48 pm You've left the a as a u, leading to Fuburnii.
Title: Re: Fubarnii herbalist Post by: Megatron0 on May 02, 2011, 04:05:41 pm Haha! ok fixed! Man looks like I need some of my herbalists smelling salts today!
Title: Re: Fubarnii herbalist Post by: Jubal on May 02, 2011, 04:24:04 pm I've never been a huge fan of "battlefield healing", if only because generally battlefield medicine isn't preventative and setting a leg is not something doable in one combat round. It's a fun idea though. I'm not sure why the tough is 5+, given that he's presumably not wearing armour; 6+ would be in line with Beru the Engineer (or any of my engineers similarly, if you've seen my "Cracking Contraptions" rules for variant engineers).
By a "round" do you mean a turn, or a phase? Specificness is fairly important. Aromatherapy is potentially pretty powerful, I might add, particularly if the herbalist was used amid a large bunch of militia or something. Title: Re: Fubarnii herbalist Post by: GregX999 on May 02, 2011, 04:28:09 pm Nice! I can already think of a few good scenarios made-up with a herbalist as a main-character.
A suggestion... Just to keep the bookkeeping to a minimum, I'd have his stamina still increase at the normal rate, but just make Aromatherapy use two stamina instead of one. Otherwise, I could foresee players forgetting if he should get a stamina back "this" round or not. Also, perhaps Aromatherapy could only be used if it's the model's only action for the turn (like he needs to physically prepare it and then somehow get the "aromas" to all the figures within his range). Title: Re: Fubarnii herbalist Post by: Megatron0 on May 02, 2011, 04:37:45 pm Actually thats a much better idea!
I will make aromatherapy cost two! and put the handicap on it. and yes it should say turn, phase would be to underpowered. :P He gets the tough 5+ because he is carrying his own smelling salts and doesn't get to benefit from his own ability. Also he would be a buffer, I designed him with the militia mind . I'm not sure why the tough is 5+, given that he's presumably not wearing armour; 6+ would be in line with Beru the Engineer (or any of my engineers similarly, if you've seen my "Cracking Contraptions" rules for variant engineers). I just checked my rulebook Beru the engineer has a 5+ tough save like regular engineers Title: Re: Fubarnii herbalist Post by: Jubal on May 02, 2011, 05:32:59 pm Really? I must be mistaken... or maybe the rules have changed since my old rulebook? Ah well.
Title: Re: Fubarnii herbalist Post by: Carcharoth on May 02, 2011, 06:58:06 pm Yup, 5+. I don't think it was ever 6+, but I could be wrong. I figured he was quite a robust Fubarnii who has been blown up rather often. He's also quite heavily padded...
Fun rules. Beth and Tom always liked the idea that the Fubarnii use a lot of drugs and narcotics for various purposes. I've not aqdopted that quite so much, but I could see the aromatherapy being a euphemism for some rather strong narcotics. I'm not sure it would work in conjunction with 'combat discipline' though ;) To coin a Warmachine phrase, is aromatherapy a pulse (immediately affects everything within range, even if it then moves out) or an aura (only affects things while they are in range)? Title: Re: Fubarnii herbalist Post by: Megatron0 on May 02, 2011, 07:13:17 pm To make it fair it should be an aura as otherwise there would be shenanigans :P
I'm glad you like the idea/rules It strikes me as a Fubarnii thing. With the narcotics thing I would find it hysterical if I could give my militia 'Flight' xD |