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Author Topic: Yirnak playtest rules  (Read 2371 times)
Carcharoth
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« on: June 02, 2011, 10:15:52 pm »

There was a post recently with a question about rules for the Yirnak. I can't find the post now, but I have been thinking!
These are an early stage set of rules, so please let me know what you think! I'm not sure whether it should get a combat action as standard or not...

Yirnak
Move: 6
Combat: 3
Support: 1
Tough: 4+
Size: Medium

Herd Animal [T]:  This model may never use more than 1 Erac in combat.
Gore [C]: Any successful Eracs that are cast require 2 Oran to be blocked.
Powerful [C]: Any blows that are landed must be saved with a -1 modifier.
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Megatron0
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« Reply #1 on: June 02, 2011, 10:31:07 pm »

it was me who asked though I can't recall where that post is either  Wink that looks good! Will try it out over the weekend.
« Last Edit: June 02, 2011, 10:32:52 pm by Megatron0 » Logged

Geckilian
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NuraSen'Malog


« Reply #2 on: June 02, 2011, 10:39:09 pm »

Very swish - makes a herd of 4 a somewhat daunting prospect to take out.
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Lost Egg
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« Reply #3 on: June 03, 2011, 08:52:24 am »

Looks good. I assume it counts as a beast. These should be quite tough with a Dhogu rider on its back as well.

HN
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Carcharoth
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« Reply #4 on: June 03, 2011, 08:54:39 am »

They could be powerful and dangerous, but they couldn't be trained in the same way as grishak or graku - hence the thought that they shouldn't have a combat action under normal circumstances (scenario wise that might differ - possibly if there are young yirnak on the board etc). They could be used in a similar role to baruk, but are admittedly a bit harder to take down!
One side effect is that 'dodge' is a very powerful skill against the yirnak as it bypasses gore by simply turning the stone over.

Yirnak cavalry will need a bit of thought, but one simple idea I've been playing with is that they simply give the yirnak its combat action back as well as a 1 stone recast.

Definitely a beast - will update that.
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