The World Of Twilight

Playing the Game => The Game => Topic started by: darth tater on May 21, 2010, 07:31:31 pm



Title: New character ideas
Post by: darth tater on May 21, 2010, 07:31:31 pm
Here's some new guys I thought of

TRAPPER
Troop
25pts

This is a Fubarnii used to capture beasts in the wild.  Also utilised now to help subdue Devanu.
A netted model is very vulnerable to attacks, and teams of trappers sometimes accompany militia
to help capture large beasts.

move: 6          Tough: 6+
combat: 1       Stamina: 0
support: 1       Size: small

command range: 6"

Net [R]: Move up to 3" then make a 3CS range attack against one target within 6". If attack is successful model is subdued. A subdued model only gets half their CS total if attacked by other models. A subdued model can attempt to free itself at the start of it's activation by rolling 5+ on a D6.



Title: Re: New character ideas
Post by: darth tater on May 21, 2010, 07:59:31 pm
HUNTER
Elite
75pts

This is a veteran Fubarnii.  Leads a solitary life hunting Devanu and other beasts.  Will often hire out their
services to villages in need.

move: 6          tough: 5+
Combat: 4       Stamina: 1
support: 2       Size: small

Command Range: 6"

Loner [L]: This model may not be activated by another model.

Assassinate* [A]: Fight a combat against an Adjacent enemy model. Neither side can benefit from support.

Combat Trained [C]: Recast up to two failed Combat Stones.

Hidden Deployment [A]: Model is not deployed at start of game.  Pick a terrain feature and make note.  On your activation you can reveal this models hiding place, place it within 1" and it can then activate as normal.


Title: Re: New character ideas
Post by: Jubal on May 21, 2010, 09:36:10 pm
Combat 4?!? That's pretty high, I wouldn't expect a Fubarnii to be that powerful. Also, hunting Devanu alone isn't really Fubarnii style, they tend to be very social little chappies and probably aren't great fans of lonely, wandering lives where the chances of suddenly becoming Devanu-food (even C4 won't save you from a pack) are pretty durned high. The hunter might be more as I imagine the ferals, though.

I like the trapper, though; pretty similar to my net firer, but as a troop. Maybe reduce him to S0 and drop the price a little? That'd bring him more in line with the herders.

I'll probably end up spewing out some utterly awful ideas sometime... might get to bed now though.


Title: Re: New character ideas
Post by: Klute on May 21, 2010, 09:54:15 pm
I like the trapper suggestion and it fits in with the weaponry Im doing for the mounted herders.  ;)

I like the idea of having troops that are not primarily damage dealers.

"This is a Fubarnii used to capture beasts in the wild.  Also utilised now to help subdue Devanu.
A netted model is very vulnerable to attacks, and teams of trappers sometimes accompany militia
to help capture large beasts."

While they would definitely need help with the Devanu once its been "trapped", they would be able to handle most beasts themselves once caught.


Title: Re: New character ideas
Post by: darth tater on May 21, 2010, 09:58:16 pm
I umm'ed and ahhhh'ed over his CS.....Knight captain is CS4 and Brenar is CS3.
The idea is the hunters are like lone wolves, no families, no ties just out to kill Devanu.
The loner skill represents them standing apart from the rest of the Fubarnii.
(Possibly even usable by both the Empire and Delgon......?)
They are meant to be a fairly powerful "solo" hero.....

The Trapper, I thought was quite powerful hence not cheap.  I imagined him behind militia, throwing a net over something and
then the militia stabbing it repeatedly  :)


Title: Re: New character ideas
Post by: Carcharoth on May 21, 2010, 10:19:58 pm
Nice ideas!
The trapper could work nicely as an extra unit  :) I'm not sure about the rules on entanglement, but that could be tweaked.
As a general rule I don't think the greatest of Fubarnii warriors would last five seconds against even a young Devanu. The knights and militia survive based upon strength of numbers. I know the Knight captain can hold his own, but he is about as powerful as you would expect a Fubarnii to get. The heavy cavalry character might be a bit more powerful, but not much.
The idea of a loner hunting Devanu would seem unlikely, and doesn't quite fit - he might hunt nasty beasties and aspire to killing a devanu, but that would be the limit. Which does actually fit your statline rather well. The limited stamina makes him a lot weaker than the Knight captain, but he can still pack a punch.


Title: Re: New character ideas
Post by: Jubal on May 22, 2010, 06:38:38 am
These are the entanglement rules I used myself, also for nets (though this is the mechanical net firer not a footslogger, hence the 8" range). I think Carcharoth contributed to these too if I remember rightly...
Quote
Select 1 unobstructed enemy model within 8". Make a 5CS ranged attack against the target, then when the number of successful hits is found consult the chart below;
0   Nothing happens.
1   Tangled: The model may not move until the end of its next activation, but may fight and use abilities as normal.
2   Netted: The model may not move until the end of its next activation, and if engaged or shot at may use one less combat stone than it normally could.
3+   Hopelessly Enmeshed: As with netted, but this also prevents the model from using any abilities until the end of its next activation.

If all the stones are miscast, the engineer/apprentice him/herself becomes "Netted."

With the hunter, one thing you could do would be to give him S0 (or at least drop to S1) with related price drop. That'd very much make him more a loner character as per the fluff, since if he's a lone beast hunter he won't spend much time training in grouped melee (which is basically what support is all about). I'd also like to see him with a ranged weapon, or at least an option for one (AFAIK no troops have weapon options so far so it'd make the rules a little less fitting... but there's a first time for everything, right? )


Title: Re: New character ideas
Post by: Carcharoth on May 22, 2010, 08:32:27 am
Another thought might be that a Hunter as you've described it might actually be more likely to pull together a small cadre of hired helpers. They would be loners in one respect (not liking other company), but would work as a team and might then be capable to taking down Devanu etc. They would probably be a bit of an unfriendly bunch and would be very mercenary (only helping for money).
A Hunter with a couple of trappers and some grizzled militia types would be quite a nice little characterful unit.


Title: Re: New character ideas
Post by: Jubal on May 22, 2010, 04:46:12 pm
They could even be quite a general mercenary unit, hirable by Empire or Delgon a la WHFB's Dogs of War and the like...


Title: Re: New character ideas
Post by: Jubal on May 26, 2010, 02:15:29 pm
This could equally be a Delgon unit or a Fubarnii unit... in the Delgon version the Command Range would be decreased to 1", but otherwise the rules would be the same. Any thoughts?

Fubarnii Pikeman (Troop) Costs 20 points

Move: 6          Tough: 5+
Combat: 2       Stamina: 0
Support: 1       Size: Small
Command Range: 6"

Pikes [T]: Pikemen may be used to support in a combat where any Adjacent friendly small model is Adjacent to an opposing model involved in the combat, even if the pike-armed model itself is not directly in contact with the enemy model.
Combat Trained [C]: Recast up to two failed Combat Stones.


Title: Re: New character ideas
Post by: Carcharoth on May 26, 2010, 02:21:09 pm
Nice little idea. It's very similar to the 'spear' rules from Lord of the Rings, and it was an alternative to defender that I've considered a few times!
I'm not convinced at the addition of Combat Trained - these look to be fairly standard militia who specialise in a support role. Hoof knights would be more likely to have Combat Trained, but would probably have shorter ranged weapons with a bit more finesse. Maybe an edged weapon like a sword.


Title: Re: New character ideas
Post by: Jubal on May 26, 2010, 03:12:11 pm
I was a bit uncertain about it myself, to be honest - I guess I just stuck it in there to differentiate them from militia more. I sort of envisioned the Fubarnii clans training small groups of pikemen as guards for the clan's important towns and personages, making them a little more professional than a basic militiaman.


Title: Re: New character ideas
Post by: Carcharoth on May 29, 2010, 05:07:44 pm
I was a bit uncertain about it myself, to be honest - I guess I just stuck it in there to differentiate them from militia more. I sort of envisioned the Fubarnii clans training small groups of pikemen as guards for the clan's important towns and personages, making them a little more professional than a basic militiaman.
Ahh... elite pikemen? That could work. They would perhaps need some special rules to limit their use a bit. Possibly they can only be used if you also field a civilian who they have to defend? (He's free, but the Pikemen must remain within 6" of him (or his body) at all times). He's a liability in combat (Move 6", Combat 1, Support 0, Tough 5+) but has the ability to activate up to 4 of his Pikemen. The Pikemen should be classed as Elites, thus making them a pain to activate by themselves. Simply classing them as Elites might be sufficient to make them quite unwieldy except with the civilian nearby...



I've been wondering about some basic non-knight cavalry for the Militia. Cheaper than their knightly counterparts, but more suitable for some scenarios.

Militia Cavalry (about 15pts)
Move: 10"
Combat: 3CS
Support: 1CS
Tough: 5+ (no shields)
Special abilities - None


Title: Re: New character ideas
Post by: darth tater on May 29, 2010, 08:02:06 pm
I've been wondering about some basic non-knight cavalry for the Militia. Cheaper than their knightly counterparts, but more suitable for some scenarios.

Militia Cavalry (about 15pts)
Move: 10"
Combat: 3CS
Support: 1CS
Tough: 5+ (no shields)
Special abilities - None

I was thinking along those lines too, especially for my Fubarnii corner of the Twilight world   :)


Title: Re: New character ideas
Post by: Jubal on May 29, 2010, 09:01:37 pm
On the other hand, thinking about it, a pike unit that wasn't good at formation fighting would be raather useless - the whole point of the weapon is fighting in blocks. How about this version? I've renamed them Pike Guards (anything ending in "-men" doesn't feel right) and replaced Combat Trained wth a less powerful bracing rule. And dropped the price.
N.B.: I'm not sure if Bracing should be [c] or [t], being honest.

Fubarnii Pike Guard (Troop) Costs 15points

Move: 6          Tough: 5+
Combat: 2       Stamina: 0
Support: 1       Size: Small
Command Range: 6"

Pikes [T]: Pikemen may be used to support in a combat where any Adjacent friendly small model is Adjacent to an opposing model involved in the combat, even if the pike-armed model itself is not directly in contact with the enemy model.
Bracing [C]: When a model fights a combat with the pike guard immediately after engaging it (for example using an Assassinate or Charge ability) the guard may use 1 extra combat stone.


Title: Re: New character ideas
Post by: Megazob on August 22, 2010, 12:04:33 pm
Hi! Maybe the debate is over, but i think the Hunter is quite a good idea. Of course, a lone fumbarnii devanu killer is not really appropriate, but it could be something like that:

There are few fumbarnii in the empire living out of cities and village, because of the constant devanu menace. But it exist some of them who have left civilization and manged to survive in the far-reaching Anyaral wilderness. This one are called "Hunters". Hunter often flee the company of other fumbarnii because of disappointement and lack of confidence towards the Empire. And the start of this wandering is often a sad day when they have seen their family murdered by the devanu's claws and teeth. That's the reason why hunter often managed to hunt down and kill the devanu if they can.
But a Fumbarnii alone in the savage lands of Anyaral is quite a vulnerable prey. So they domesticate beasts to use the best they can each species ability to find food or protect themselves. It happens that a hunter group with militia to hunt down devanu sempa or kopa menacing a village.


With this kind of profile:

HUNTER
Elite
50-75pts

move: 6          tough: 5+
Combat: 3       Stamina: 1
support: 0       Size: small

Command Range: 6"

Loner [L]: This model may not be activated by another model.

Beast Handler [L]: Activate up to 2 friendly Beast models. or Beast Master [L]: Activate up to 4 friendly Beast models.

Combat Trained [C]: Recast up to two failed Combat Stones.

Dodge*: Force your opponent to turn over one successful erac.

Javelin Throw*: During its activation, after its move or deciding stay motionless. Select a target that is within Line of Sight, and is within 4”. Immediately fight a combat with that model using 3 Erac. The target receives one Support if the Line of Sight was Obstructed. The Hunter receive one more Erac if he had made is total move this turn.


could be accompanied with:

DOOK-DOOGGER (temporary name)
Beast
~10pts

move: 10"        tough: 6+
Combat: 1       Stamina: 0
support: 1       Size: small

Command Range: 6"

Pack [L]: Activate up to 1 friendly Beast with the Pack ability.

Pack Hunter [C]: Provides one additional Combat Stone if supporting another model with Pack Hunter ability.


Maybe the hunter could have the Pack Hunter ability to show that he is counted as part of the pack by the Dook-Doogger, but it would be very powerful then (and that can't be matched with Beast Handler, so he would have Pack instead).

EDIT: Or maybe the Dook-Doogger should have Defender ability instead of Pack Hunter, but only with one member of the pack or the hunter, how could we call this rule? Pack Loyalty? Master Loyalty? Pack Defender? Brotherhood?

A sketch to show what it could look:

(http://a.imageshack.us/img838/3874/fumbarniihunter.jpg)


Title: Re: New character ideas
Post by: Carcharoth on August 31, 2010, 11:01:48 am
I can't believe I forgot to reply to this! :-[

I like the look of this as a little character group. I'd maybe just give the Hunter Beast Master and remove 'pack' from the Dook Dooggers. Giving him Pack Hunter would be handy, and could make him quite deadly in combat. In that case it might be good to just limit him to Beast handler and give him the two beasts.

The sketch is fun  :)
The head on the Fubarnii is perhaps a little too rounded (their heads are a bit longer and flatter) but the posing is very neat and he looks characterful. The Dook Doogger are also fun little critters. Shame you missed the creature creation contest!


Title: Re: New character ideas
Post by: Klute on August 31, 2010, 12:54:41 pm
Ha I like those critters. Looks like a lion crossed with Animal from the Muppets. Very "Henson".


Title: Re: New character ideas
Post by: MrBigLizardusek on August 31, 2010, 02:17:14 pm
Nice NIce.I like idea of this creaters witch him..Soem egzotic Pitbulls ehehe