The World Of Twilight

Playing the Game => The Game => Topic started by: Megatron0 on May 09, 2011, 11:41:16 pm



Title: Clan Leaders! just for fun!
Post by: Megatron0 on May 09, 2011, 11:41:16 pm
Well I was thinking about twilight during my princes trust meet (curse you mike ;D) and I thought it would be a good idea for everyone to post the stats for their clan leader!
The rules? only one: every model must have Critical (T)
There is no points cost or rule limitations! I want them to be ridiculous! after all what clan leader would ever go into battle anyway!
Ok so heres mine

The Great Lanak
Move 7              Tough  3+
Combat 3           Stamina 3+
Support 2           base size Large

The best money can buy
All militia gain the rule Combat Trained

Deep Thinker
Once per turn you may re-draw an initiative counter.

Critical
if this model is killed the Fubarnii player cannot achieve victory

Infinite wealth
Players with this model in his army may take 10% more points then the agreed limit (this rule does not apply in scenario play)

Tough*
This model may re-roll failed tough saves

Trample
This model may move through small based enemy models.

This model would be riding some great beast on a Howdah. hence trample, large base and high movement :D

So this model is just a bit of fun and is in no means supposed to be taken seriously! Im curious as to what other peoples clan leaders would be like...Remember be crazy and have fun :D


Title: Re: Clan Leaders! just for fun!
Post by: Carcharoth on May 10, 2011, 08:02:31 am
Good idea  :)
I like the craziness, but I'd love to see the rules toned down to make him almost sensible. Give him disadvantages to balance the advantages. He should have some high quality militia, but they should have limitations. Have the option to give them combat trained, but make them elite. Give him commander. That way hell be forced to spend points on commanders if he wants them. Maybe only give them a one stone recast rather than 2.
Don't allow him to have any knights (knights wouldn't do personal protection). Make him a bit more random on his effectiveness, depending on the whims of his opium pipe. Some turns he gets to redraw counters, but other turns he has to discard the first of his counters that is drawn. Maybe he should leave a cloud of opium smoke behind him?
Force him to take a few traders with him, and add a negative impact if they are killed...

I know you said not to take it seriously, but I can't resist  :)


Title: Re: Clan Leaders! just for fun!
Post by: Megatron0 on May 10, 2011, 08:08:47 am
You've given me a goal to work towards now during my lunch breaks! hopefullly i should have something to post this evening :)


Title: Re: Clan Leaders! just for fun!
Post by: Carcharoth on May 10, 2011, 08:37:08 am
lunch breaks? I wish I had more than one lunch beeak...  ;)


Title: Re: Clan Leaders! just for fun!
Post by: Megatron0 on May 10, 2011, 05:30:21 pm
You need more then one lunch if you're in a princes trust meeting x(

ok so heres some ideas

The Great Lanak
Leader.
Move 7              Tough  3+
Combat 3           Stamina 3
Support 1           base size Large


Leader
May not be activated by another model.

Commander
This model can activate up to four friendly elite models.

Critical
if this model is killed the Fubarnii player cannot achieve victory.

Tough*
This model may re-roll failed tough saves.

Unstoppable
This model moves at full rate even if forced to Move Cautiously, and may move through small based enemy models.

Opium haze
Models in base-to-base contact with this model lose 1CS. If this model does not move at the end of the turn place a cloud marker over it, all models in the cloud suffer -1CS. This cloud effect lasts for one turn.

Specialist forces
Forces with this model in cannot include Enuk knights. Militia included in this force gain the Rule (COMBAT TRAINED) and become ELITE troops.
You must include at least one trader and two Baruk in a force including The great Lanak.

Deep thinker
Once per turn you may re-draw an initiative counter if you do this you must discard your next initiative counter.
**********************

Alot of rules! though he is a leader :3 This is just a rough idea as to what an actual playable "The Great Lanak" Might be like. No points cost as no doubt abilities will change and i will do a total when he is finally done :D
*EDIT* though on reflection he might be underpowered? what would balance him out?


Title: Re: Clan Leaders! just for fun!
Post by: Geckilian on May 10, 2011, 06:03:13 pm
Here's my take on Orel'an Het and Ophelid.

Orel'an Het, the Hunter's Leige
Elite - Unique
Move: 10            Tough:  3+
Combat: 5           Stamina: 5
Support: 0           Size: Medium

Commander[L]: This model may activate up to four friendly Elites.

Command Range: 12"

Charge [A]: After moving, immediately fight a combat against an Adjacent model. cast one additional Combat Stone. Neither side can benefit from support. This skill cannot be used if the model had to Move Cautiously.

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

Momentum [T]: Move up to 2" and gain one stamina if this model destroys another model.

Combat Discipline* [C]: Recast any or all Combat Stones.

Mighty Blow [C]: Use before combat. Cast one less Combat Stone in combat. Any successful Eracs require 2 Oran to be blocked.

Very Tough* : Reroll a failed Tough save.

Critical [T]: If this model is killed then the owning Empire player cannoy achieve a victory.

Those rules are practically a blend of Roban and Danomar, and as such he'd probably be circa 300 points.


Title: Re: Clan Leaders! just for fun!
Post by: Jubal on May 10, 2011, 10:14:09 pm
Well, my clan leader is mostly distinguished for being totally bloody useless since he was the only person the colleges could agree on (realistically Olanore or Julkare would have more power in the city as masters of the biggest colleges).

But here he is!

Iual, Mayor of Larigal
Elite - Unique
Move: 6            Tough:  4+
Combat: 0           Stamina: 0
Support: 0           Size: Large (Howdah'd up on a Belan)

Sort of the leader [L]: May activate up to twelve friendly troops and civilians within 10", as long as there is no other leadership-capable model within range and able to do so. He may never activate knights.
Stamp on things [A]: The Belan isn't a war beast, but it is pretty darn big. It may move through small models, and when it does so may initiate a 3CS combat with them for free (it can move through regardless of who wins as long as it survives).
Scaredy cat [T]: Iual would never get into a fight if he could help it, and as such the two guards riding on the back are really there to jump in the way if anything goes really wrong rather than to actually fight from the howdah. For this reason, Iual ignores the first two successful and unsaved attacks against him in each game.

----------------------------------------------------------------------------------------------------------------------

He's more of a scenario piece, but then that's about right considering he really, really, REALLY isn't the fighting type. I do think that WoT shouldn't feel the need for authority to equate to asskicking like many worlds do; for the Devanu, maybe, but Fubarnii political leaders may well not be the toughest guys on the block and I think Iual's a nice reflection of that.


Title: Re: Clan Leaders! just for fun!
Post by: Koya on June 01, 2011, 04:01:09 am
He's not very imposing, think an old dude with a stick, but..

Patriarch Sarma, Head of Embar Council
Elite - Unique
Movement: 6,    Tough 6+
Fight: 1,           Stamina 0
Support: 0,       Size: Small
Command Range: 12"

Commander [L]: May activate up to 4 friendly elites.

Paymaster [L]: May activate up to 8 Brenka Caravan Guards (but not other troops, see here (http://www.worldoftwilight.com/forum/index.php?topic=128.0) for my ideas for caravan guards).

Double Pay [T]: Any Caravan Guards in the force may exchange their 'Veteran' special rule for 'Combat Training', but become elites (sorry, I'm copying a bit here, but it does pretty much exactly what I was thinking).

Inspiring [T]: Any friendly models in base contact with Sarma gain the Bodyguard rule.

Critical [T]: If this model is killed then the owning Empire player cannot achieve a victory.

---

I was originally thinking some kind of rule where he could try to bribe or negotiate with nearby enemies to distract them and prevent them from activating, but the thought of him trying to bribe a Devanu was too ridiculous to countenance, and the ability didn't really seem to fit with the existing rules. As it is, his points cost would reflect the fact that his main role is to field and activate his personal unit of elite mercenaries.

It occurs to me that 'inspiring' might make him a bit too tough. Maybe I could make it an activated ability using Stamina and which has to be activated whenever he gets attacked.


Title: Re: Clan Leaders! just for fun!
Post by: Carcharoth on June 01, 2011, 08:58:36 am
Sarma looks good to me. Possibly shift Inspiring just to give Bodyguard - it'll still be powerful, but hopefully not overly so. It would be fun to add some sort of stamina ability to him. You could maybe just copy NuraSen Gohral's Tactician ability as I think that would fit nicely.

Bribing or negotiating with nearby enemies would be a neat trick, but would only really work against Empire models, or possibly mercenaries, and maybe even some Delgon (if it is a little out of character). I think he's more likely to have bribed some models in advance than negotiate on the battlefield. Maybe a once per game trick whereby you can take control of a single enemy troop worth 15pts or less for the rest of the game.