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Necro
Chuck Norris
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Bandy autorskie

Post autor: Necro »

Temat pierwotnie nazywał się "Clan Skryre Warband" i od tej pół-autorskiej bandy Necro się zaczyna. Postanowiłam to trochę uogólnić, a nuż widelec ktoś wrzuci swoją autorską bandę...
Kochający mod - Zaraza


Jak w temacie, a dokładniej wygląda to tak:

CHOICE OF WARRIORS
A Warband of Clan Skryre must include at least 3 models. You have 500 Warp tokens which you can use to recruit and equip your Warband. The maximum number of models is 20.

HEROES
Master-Engineer Your Warband must be lead by a Master-Engineer.
Engineers Your Warband may include up to four Engineers.
Stormvermins Your Warband may include up to two Stormvermins

HENCHMEN
Clanrats Your Warband may include any number of Clanrats.
Skavenslaves Your Warband may any number of Skavenslaves.
Carriers Your Warband may include no more Carriers than you have Engineers, including the Warlock-Engineer.
Giant Rats Your Warband may include any number of Giant Rats.
Rat Ogre Your Warband may include a single Rat Ogre.


HEROES

MASTER-ENGINEER......................65 Warp tokens
The fur of a Warlock is often white as he is a powerful individual and a born leader. They possess a heightened intellect and the diversity and ingenious of their weapons testify to that. The Warlock Engineers spend their days tinkering with arcane machinery powered by a combination of magic, Warpstone fuel and Warplightning.
Profile M WS BS S T W I A LD
Master-Engineer 5 3 4 3 3 1 5 1 7
Weapons and armour: The Warlock-Engineer may be armed with weapons and armour from the Engineer Equipment List, but may not wear armour as it interferes with his spell casting. He can also bring to battle one of the Engineers Inventions.
SPECIAL RULES
Leader: Leader: Any warrior within 6" of the Master-Engineer may use his Leadership characteristic when taking any Leadership tests.
Wizard: The Master-Engineer for game terms is treated as a level 1 Wizard.
Warplightning: Although Engineer is a Level 1 Wizard he cannot cast other spells than Warplightning. Warplightning has a difficulty 6+, 8+ or 10+. Nominate one model within 18’ of the caster. For the lowest difficulty level it affects only one model. Each next level allows the Warplightning to hit another model. When the first target is hit, choose the nearest model (friend or foe) within 4’ in the straight line which is also hit. Spell can affect maximum 3 models and cannot affect the same model twice. When there are no models in range the lightning just disappear and has no more effect. Each model affected by this spell takes D3 S3 hits. Also the Warplightning is rather produced by his equipment than Warlock-Engineer himself he can cast it even if he is wearing armour.
Starting experience: Warlock-Engineer starts with 20 experience.

0-4 ENGINEERS......................25 Warp tokens
Clan Skryre Engineers operate Clan Skryre weapons and warmachines. Engineers work very close with the Warlock Engineers in developing new weapons.
Profile M WS BS S T W I A LD
Engineer 5 3 3 3 3 1 4 1 5
Weapons and armour: The Engineers may be armed with weapons and armour from the Engineer Equipment List.
Starting experience: Engineer starts with 8 experience.

0-2 STORMVERMINS......................35 Warp tokens
Stormvermins are stronger and bigger than Clanrats. Stormvermins are much less in numbers than they smaller cousins but they make up for this with their strength and abilities. Engineers of Clan Skryre are sometimes protected by Stormvermins who are great leaders of Clanrats and Slaves hordes.
Profile M WS BS S T W I A LD
Engineer 5 4 3 3 3 1 5 1 6
Weapons and armour: The Stormvermins may be armed with weapons and armour from the Stormvermin Equipment List.
Starting experience: Stormvermin starts with 8 experience.

HENCHMEN (Bought in groups of 1-5)
Starting experience: Henchmen starts with 0 experience.

CLANRATS................25 Warp tokens to recruit
Every Skaven Clan counts numerous numbers of Clanrats who make up the skilled working force as well as warriors in times of need. In times of need they are given a weapon and a shield and expected to fight for their clan. Those that survive a few battles from a rough militia, of course serving as a warrior grant you the right to feed on the fallen enemies so starvation is somewhat further away.
Profile M WS BS S T W I A LD
Clanrat 5 3 3 3 3 1 4 1 5
Weapons and armour: The Clanrats may be armed with weapons and armour from the Clanrat Equipment List.

SKAVEN SLAVES...................10 Warp tokens to buy
One might think that Clan Skryres base is made up of their machineries, but as all clans they rely heavily on countless numbers of slaves. The machines can perform many tasks but are expensive and unreliable, the clan needs a steady stream of resources from their mines. Slaves die from exhaustion, suffocation or cave-ins working in the damp tunnels. In addition many slaves suffer an agonizing death being test subjects for new weapons or sent in to repair something inside a machine, that is still running! Few come out alive and many cogs and wheels display the colour of dried blood.
Profile M WS BS S T W I A LD
Skaven slave 5 2 2 3 3 1 4 1 4
Weapons and armour: The Skaven slaves may be armed with weapons and armour from the Clanrat Equipment List.
SPECIAL RULES
Expendable: Clanrat slaves are too numerous and no one pays attention to their lives. They don’t count when calculating the rout test – it is unimportant how many of them has died.

CARRIERS..............25 Warp tokens (Bought in groups of 1 model, number of groups may not exceed number of Engineers)
The Jezzails and Warp Fire Throwers are too cumbersome to be handled by a single Engineer so a Clanrat is employed to carry the fuel barrel or hold Jezzail rest as well as to defend the Engineer in battle.
Profile M WS BS S T W I A LD
Carrier 5 3 3 3 3 1 4 1 5
Weapons and armour: The Carrier may not be armed with additional weapons or armour.
SPECIAL RULES
Carriers: The Carriers are bought as groups of Henchmen consisting of a single model per group. You may not buy more Carriers than the Warband includes Engineers (including the leader). An Engineer equipped with a Jezzail or Warp Fire Thrower must join up with a Carrier and form a group.

GIANT RATS..............10 Warp tokens to buy
Clan Moulder breed and sell giant fierce rats, in battle they are used to overrun defenders and are followed by Clanrats who leap upon the remaining defenders.
Profile M WS BS S T W I A LD
Giant Rat 6 2 - 3 3 1 3 1 4
Weapons and armour: The Rats cannot use equipment or weapons.
SPECIAL RULES
Pack size: Giant Rats can be bought in groups as large as you wish.
Expendable: As the Clanrat slaves Giant Rats takes last place in the hierarchy and their lives doesn’t matter. They don’t count when calculating the rout test – it is unimportant how many of them has died.

0-1 RAT OGRE BODYGUARD......................215 Warp tokens to buy
The Warlock-Engineer has been very successful and has managed to afford a mighty Rat Ogre bodyguard for himself.
Profile M WS BS S T W I A LD
Rat Ogre 6 3 3 5 5 3 5 3 5
Weapons and armour: The Rat Ogre is armed with sizeable claws and cannot use weapons and armour, not that it needs them anyway.
SPECIAL RULES
Fear: The Rat Ogre is a huge and frightening monster which causes Fear.
Stupidity: A Rat Ogre is subject to Stupidity unless a Engineer is in base contact with it.

ENGINEERS EQUIPMENT LIST
Hand-to-hand combat weapons:
Dagger (1st free) 2 WT
Mace 3 WT
Hammer 3 WT
Axe 5 WT
Sword 5 WT
Halberd 10 WT
Flail 15 WT
Missile weapons:
Warplock Pistol 30 WT(60 for a brace)
Hand gun 35 WT
Blunderbuss 35 WT
Engineers Weapons:
(A model may only carry a single Engineer weapon and the numbers indicate the number of weapons that can be included in the Warband)
0+ Poison Wind Globes 30 WT
0-1 Warpfire Thrower 40 WT
0-2 Jezzails 60 WT
Engineers Armour:
Helmet 10 WT
Light Armour 20 WT
Warpstone fueled suit 50 WT

ENGINEERS INVENTIONS
Engineers Inventions:
Warp Blades 30 WT
Warp Energy Condenser 30 WT
Warp Power Accumulator 20 WT

STORMVERMIN EQUIPMENT LIST
Hand-to-hand combat weapons:
Dagger (1st free) 2 WT
Mace 3 WT
Hammer 3 WT
Club 3 WT
Axe 5 WT
Sword 5 WT
Spear 10 WT
Double- handed weapon 15 WT
Missile weapons:
Pistol 15 WT (30 for a brace)
Sling 2 WT
Armour:
Shield 5 WT
Helmet 10 WT
Light Armour 20 WT
Heavy Armour 50 WT

CLANRAT EQUIPMENT LIST
Hand-to-hand combat weapons:
Dagger (1st free) 2 WT
Mace 3 WT
Hammer 3 WT
Club 3 WT
Axe 5 WT
Sword 5 WT
Spear 10 WT
Missile weapons:
Sling 2 WT
Armour:
Shield 5 WT
Helmet 10 WT
Light Armour 20 WT

WEAPONS OF CLAN SKRYRE
Clan Skryre have developed a number of frightening and effective weapons. Although many of them are fickle and indiscriminating the carnage and destruction they cause is impressive.

CARRIERS
The Jezzail and Warp Fire Thrower are too cumbersome to be handled by a single Engineer so a Clanrat is employed to carry the fuel barrel or hold Jezzail rest.
SPECIAL RULES
Carriers: The Carriers are bought as groups of Henchmen consisting of a single model per group. You may not buy more Carriers than the Warband includes Engineers (including the leader). An Engineer equipped with a Jezzail or Warp Fire Thrower must join up with a Carrier and form a group.

JEZZAIL
A Warplock Jezzail is a longrifle that fire bullets made of Warpstone and lead fused together. They can punch through amour easier than a human handgun and the range and strength of it is even greater.
Jezzail
Range Strength Dam Save
36" 5 1 -3
SPECIAL RULES
Shooting: The Jezzail takes a complete turn to reload, in addition the Jezzail is a cumbersome weapon that may not be moved and fired in the same turn.
Jezzail rest: If the Jezzail is fired without the Carrier providing the rest the shot is at -1 to hit, however the Engineer may use a window, fence, wall or other rest instead. The Carrier must be in base contact and in front of the Engineer to be able to provide the rest.

WARPLOCK PISTOL
Many Warlocks carry the compact Warplock Pistol for their personal protection. Its punch is as great as the Jezzail but the range and strength is that of a pistol.
Range Strength Dam Save
10" 5 1 -3
SPECIAL RULES
Shooting: The Warplock Pistol takes a full turn to reload so you may only fire it every other turn, if you have a brace of pistols you may fire every turn. All rules that apply to a normal pistol applies to the Warplock Pistol as well.

WARP-FIRE THROWER
The Warpfire Thrower is a device that projects a flaming corrosive mixture, using Warpstone in conjunction with other chemicals and magic creates this volatile mixture. It is crewed by an Engineers that fires the weapon and a Clanrat to carry and pump the barrel of Warpfuel. This much-feared weapon is extremely deadly to both its foes and crew!
Range Strength Dam Save
Large Template 3 1 -1
SPECIAL RULES
Movement: The fuel barrel is heavy and cumbersome so the weapon cannot be moved and fired in the same turn. Further the movement is restricted to moving only, no running or charging.
Unstable fuel: The fuel is highly unstable and the barrel is moved too fast or over bumpy terrain there is a great chanse that the fuel will ignite. The fuel barrel will explode on the D6 roll of 4+ if it is moved 9" or more in one turn or moved over difficult terrain. If the fuel explodes place the small template with the center on wearer – each model under it takes a S3 hit treated as shooting flaming attack.
Shooting: To fire the Warp Fire Thrower place the large teardrop template with the small end in base contact with the Engineer and the round end in the direction you wish to fire. Each model completely covered by the template is hit and models that are touching the template are hit on 4+. Each model hit takes a S3 hit with -1 armour save and may be set on fire. Once fired it takes a complete turn to build up the pressure for another shot.
Hand-to-hand combat: The crew of the Warp Fire Thrower are encumbered and fights with a penalty of -1 to WS. If a critical hit is scored on the Skaven carrying the fuel barrel the fuel barrel explodes on a D6 roll of 4+, just as if the barrel was moved 9" or more in one move.

POISON WIND GLOBES
The Poison Wind is one of Clan Skryre's most infamous weapons, it is a poisonous gas created from Warpstone. It is normally sealed in a glass or crystal sphere and when the globe is shattered a noxious cloud of yellowish-green vapour billows out to fill the area around it with a deadly, choking gas. The Globadiers wear protective breathing devices but unprotected victims are not so lucky as the gas blisters the lungs and throat of anything that breathes it.
SPECIAL RULES
Shooting: A globe may be thrown up to a distance of 2+(Sx2)", but it will automatically deviate D3" in a random direction. If the scatter dice comes up a hit then the globe did in fact hit the mark and doesn't deviate, note that you don't roll to hit as normal.
Damage: Place the small template where the globe hit and each model touched by the template must roll equal to or under T or take a wound at +2 on the injury table or D6+3 if using the alternative combat system. Engineers only take a wound if they roll a 6 as they wear protective breathing masks.

WARPSTONE FUELED SUIT
The Warpstone fueled suit is latest discovery of Clan Skryre. It provides protection for the wearer and also gives him chance to bring deadly Chaingun into battle. But it is as dangerous to foes as to wearer. Only the bravest or most stupid from the Engineers decide to wear this suit in battle.
Warpstone fueled suit confers the wearer 5+ armour save.
SPECIAL RULES
Vulnerable to blasts: Warpstone fuel as a highly flammable substance I very vulnerable to fire or bullets fired from blackpowdered weapons which can strike the spark and blew up fuel tank. When the model wearing warpstone powered fuel is hit by such weapon roll a D6. On a roll of 4 or higher the tank is destroyed and model cannot move or shoot with the Chaingun, but can still fight in close combat. Also place the small template with the center on wearer – each model under it takes a S3 hit treated as shooting flaming attack.
If the fuel was destroyed and you want to bring wearer into next battle you must pay 10WT to repair it or warpstone fueled suit will be lost. Suit cannot be repaired later than after the battle in which it was destroyed.
Warpstone Engine: To operate well the suit needs powerful engine. But (as other weapons and inventions of Clan Skryre) it sometimes doesn’t work properly. At the start of movement phase roll an Altillery Dice for each model wearing warpstone powered suit. Result on the dice is the maximum distance the model can move (maximum distance when charging or marching, to the normal move halve the result). When the Missfire is rolled this is sign that something go wrong. Roll the Scatter Dice and D6 – model makes a move in random direction. When the Hit is rolled model stands in place and is unable to make any move in this turn. Even if the suit suffers malfunction the wearer is able to fire the Chaingun.

CHAINGUN
Chaingun is a multiple barreled weapon driven by Warpfuel. This rapid-fire weapon can shoot great amount of ammunition but it is very inaccurate. Once launched it bursts until the cartridge is empty. When the model want to fire the Chaingun roll a D6 – on a roll of 1 it jams and no shots are fired. On a roll of 2 to 6 place the flame template in front of the wearer – all models that are touched by template are automatically hit. Models fully under the template are hit with S3 and those which are partially under it with S2. Roll to wound as normal.
SPECIAL RULES
Armour piercing: Due to high speed of bullets and their rending abilities Chaingun confers to armour piercing.

INVENTIONS OF CLAN SKRYRE

WARP BLADES
These arcane tools bonded with arms of the Engineers allows them to boost power of the Warplightning. Warplightning spell cast by Warlock-Engineer armed with the Warp Blades are resolved with S4 rather than normal S3. Warp Blades can be also used in other way – they provide such strength to one arm that Engineer can cast the Warplightning with basic strength using one hand and operate another missile weapon with his second hand. If he decide to use it in this way he is free to choose another closest target to shoot at.

WARP ENERGY CONDENSER
This item is used co concentrate power of the lightning. Warlock-Engineer equipped with condenser can affect one more model than difficulty level of Warplightning allows.

WARP POWER ACCUMULATOR
This item decreases difficulty level of Warplightning by 1.

SKILLS
Skill Combat Shooting Academic Strength Speed Engineery
Master-Engineer - + + - + +
Engineer - + - - + +
Stormvermin + - - + + -

Engineery skills:

Technomancer – Only the most crazed of the engineers decide to equip themselves with more engineering inventions that they should. The energy flowing through their bodies is so strong that they never can change their implements – they are simply too strong connected with them. Master-Engineer which takes that skill is allowed to bring to battle one more engineering invention than allowed. Engineer taking this skill must buy Warp blades. When he do so he will be able to cast Warplightning as the Master-Engineer with all consequences of that, but he will not be granted with bonuses of blades – he can’t use other weapon and the blades won’t modify strength of spell.

Sharp shooter – Engineers (and Master-Engineers, of course) sometimes are masters of firing Jezzails and Warplock pistols. Model with this skill can choose any one model for target and doesn’t suffer from the range penalty when shooting with Jezzail.

KABOOOM! – Engineers loves to detonate everything that stands on their way. They bring into battle enough explosives to blew up a small piece of wall. At the start of the movement phase Engineer with this skill can decide to set up explosives onto the wall. Place he small template in place where the explosives was set. Move Engineer that he won’t touch the template as he knew that he must move for the safe distance. Then mark place when the explosives was detonate – from now there will be man-sized hole in the wall which can be passed by all models up to human size. Engineer can’t detonate his explosives if there are any models in range of explosion when he decided to do it. One exception is another Engineer with this skill – he know that he must run when the explosives are set. Move him as the Engineer who set up explosives.

Handy-Man – Engineer with this skill is very talented in fast repairs. He can do them even in the battle. When he is armed with Warp fueled suit he can reroll the Artillery dice when determining how suit works but must accept the second result even if it worse. If he doesn’t choose to reroll the Artillery dice he can reroll the dice when his Chaingun jams. In addition to that between battles he is able to make repairs of all items which needs engineering skills (eg. blackpowdered weapons). If model with this skill isn’t taken out of action it can repair one item chosen by player.

Bio-engineery – Some engineers try to use technology to increase their physical abilities. There are three operations that engineer can choose – operation of eye (he adds +6’ when determining if he see hidden enemies), legs (he adds +1’ to his movement) or arms (he is able to operate Jezzail and Warpfire thrower by himself but he is so slow that he suffers –1’ to movement). When engineer who was badly hurt in such body parts in previous battles and decides to take operation regenerates his lost limb or sight due to high degree of replacing his vital parts with mechanical implants. Each engineer can only choose this skill once – the operations are so dangerous that everyone who survives it will never decide to have another.


No i na samym początku coś ode mnie - dodałem zasadę Expendable, bo wydaje mi się, że osłabia znacznie modele, które ją mają (przez to wreszcie cena 10 WT za Slavesa zdaje mi się odpowiednia... :wink: ) bo można je bezkarnie zarzynać a i tak ich śmierć nie liczy się do routa, poza tym ogranicza nieco PG, bo gdyby się komuś zamarzyło zrobić armię z Master-Engineerem i 19toma Slavesami - Master dostaje kulkę i w następnej turze mamy routa na 4 Ld. :lol: Poza tym, zgodnie z podpowiedziami dodałem jeszcze Stormvermina jako bohatera do walki wręcz i poprawiłem kilka błędów. To chyba tyle, jeżeli dobrnęliście tutaj proszę o ocenę i konstruktywną krytykę.
PS: Przypomnę tylko, że to projekt z netu obrobiony i zmodyfikowany przeze mnie. Dlatego całość jest po angielsku (no a przynajmniej miała być, mój język doskonały nie jest... :wink: ) gdyż nie chciało mi się całości na której bazowałem tłumaczyć na polski...

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Ushabti
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Post autor: Ushabti »

Super... cała banda na armatach ręcznych. Tworząc piratów autor pozwolił sobie na jedną, tu może je mieć nawet 8 modeli.
Zupełnie mi się nie podoba. Pewnie nastpną rozpiską do Mordki tego typu będą Space Marini z Lheman Russem.
Na zwykłych, nie przepakowanych powergamerskich bandach naprawdę nie da się grać? :?

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Necro
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Post autor: Necro »

Hmmm... Czy ja o czymś nie wiem? Gdzie Ty widzisz te 8 armat? 0-2 Jezzaile i 0-1 Thrower... To są moim zdaniem max 3. A poza tym, Marini z Lemanem? Lepiej Vindicatora... :wink: <przepraszam, musiałem to dopisać...>
A poza tym, prosiłem o konstrultywną krytykę - napisz dlaczego Ci tak te armaty nie pasują, jeżeli możesz.
A co do grania - nie, nie można. Klimat mi nie pasuje. Dlatego swoje własne tworzę i chcę to zrobić tak, żeby nie było przegięte licząc na pomoc ludzi lepiej znających się na tym ode mnie.

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Ushabti
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Post autor: Ushabti »

Dokładniejszą krytyke napisałem na forum NG. Fakt, że skądś to ściągnąłeś i nie podałeś źródła też mi przeszkadza.
Jeśli nie pasuje Ci klimat Mordheim i koniecznie chcesz go "upiększać" takimi klimatami, jest coś co nazywa się "Warhammer: Skirmish". Tam inżynierami możesz się wyżywać do woli i nikt nie będzie się czepiał.
Banda jest IMO przegięta i wymagałaby naprawdę duuużej korekty, by nadać się do Karak Azgal, bo jak dla mnie nie pasuje do Mordheim zupełnie klimatem właśnie...
A poza tym, prosiłem o konstrultywną krytykę - napisz dlaczego Ci tak te armaty nie pasują, jeżeli możesz.
Pozwól, że przytoczę Ci w odpowiedzi cytat:
Super... cała banda na armatach ręcznych. Tworząc piratów autor pozwolił sobie na jedną
Czyli dokładnie to co już powiedziałem i zauważyłeś, ale Ci nie wystarczyło.

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kenny
"Nie jestem powergamerem"
Posty: 154

Post autor: kenny »

1) Jak dla mnie jesli chcesz zrobić nie przegieta bande to lepiej zmniejsz liczbe dostepnych bohaterów. Z tego co widze mozesz miec ich aż 7 :shock:
2) Z tego co wiem miecz zawsze kosztuje 10 koron.
3) Warplock Pistol 35 koron.
4) Przegieciem chyba jeszcze jest to, że skaveny moga mieć ciężką zbroje to naprawde jest żadko spotykane żeby skaven nosił zbroje płytowa i do tego był skrytobujcą :D
5) armat za dużo, nawet mistrzowie inzynierii krasnale nie nosza ze soba canona.

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Necro
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Post autor: Necro »

No to tak:
-o tych bohaterach już wiem, zapewne wyleci jeden mały inżynier
-fakt, miecz ma być po 10, kurde, nie wychwyciłem tego błędu
-Warplock pistol dla inżynierów raczej jest tańszy, przecież oni go sami robią... :wink:
-Stormvermini zawsze mają ciężkie zbroje. To elitarna piechota, a nie zabójcy.
-jeżeli dla Ciebie Jezzail to armata, to nie będę tego komentował. To jest bardziej podobne do Hunting Rifle'a, bo to coś w rodzaju karabinu snajperskiego. :wink:

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kenny
"Nie jestem powergamerem"
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Post autor: kenny »

Co do stromów to sie nieznam ale z koro tak mówisz.
Warlocka jednak bym dał za te 35, inztynierowie krasnali tez je robią a maja w normalnej cenie.
Wiem ze to jest snajperka, ale nie mogłem znaleśc porównania. Czy krasnale biora jedna lufe organów ??:D chyba nie:D
I tak uważam, że za duzo tych armatek. Narazie jednyna oficjalna banda ,Piraci, maja tylko jedną armatke na bande, a ty masz 3!

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Necro
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Post autor: Necro »

Owszem, tyle tylko, że moje Jezzaile potrzebują 2 kolesi do poprawnego działania, a nie jednego i kosztują wtedy więcej od działa, które na raz może strzelać kartaczem albo kulą.

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TruePunk
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Post autor: TruePunk »

Jest normalna, bardzo fajna IMO banda skavenow (sam gram futrzakami, a co!)
Ta tutaj - przemaksowana. Wszystkie koszty praktycznie tansze niz u normalnych skavenow - ciekawe dlaczego? Glownie te zanizone na kazdym kroku koszty bola

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Ushabti
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Post autor: Ushabti »

-o tych bohaterach już wiem, zapewne wyleci jeden mały inżynier
I nadal mają 6 herosów przy eksploracji... bezsens. Silne bandy maja ich po 4, ta jest jedną z nich. Jakbyś zostawił mastera, 2 inzynierów i 2 stormów może bym jakoś to zaakceptował. Póki co nie wykazujesz chęci do zrównowazenia bandy, a do wyciszenia krzyków.
-Warplock pistol dla inżynierów raczej jest tańszy, przecież oni go sami robią...
A krasnoludzkie topory krasnoludy też robią same, nie znaczy to, że płacą za nie mniej niż orki.
-Stormvermini zawsze mają ciężkie zbroje. To elitarna piechota, a nie zabójcy.
Skoro to elitarna piechota, to co oni u diabła robią w partyzantce?
-jeżeli dla Ciebie Jezzail to armata, to nie będę tego komentował. To jest bardziej podobne do Hunting Rifle'a, bo to coś w rodzaju karabinu snajperskiego.
Jeżeli dla ciebie Jezzail z siłą 5 i za 60gc to sprawa porównywalna do Hunting Riffle z siłą 4, to może jak i ją wyceń go na 200gc, co? ;) Jeżeli Ci w tym nic nie przeszkadza, to nie będę tego komentował...
Owszem, tyle tylko, że moje Jezzaile potrzebują 2 kolesi do poprawnego działania, a nie jednego i kosztują wtedy więcej od działa, które na raz może strzelać kartaczem albo kulą.
I co z tego? Jak się ma jedno do drugiego? Skoro za koniecznie chcesz porównywać to:
blunderbuss ma S4 i uderza linią na 12 cali. Strzela tylko raz na grę i kosztuje 35gc.
Twój warpfire thrower kosztuje 40gc. ma siłę 3, ale o wiele większe pole rażenia i strzela co rundę...
Ja widzę, że Ty zupełnie nie chcesz zrównoważyc tej bandy... ty chcesz dojść tu do jakichś dziwnych wniosków, które dzięki określeniu "inni gracze powiedzieli że jest okej" pozowoli ci zmusić współgraczy do pozwolenia Ci na ich używanie i gniecenie ich przegiętymi zasadami.

Ja do tego ręki nie przyłożę...
Najpierw sprawdź jak ta gra wygląda w praktyce, dopiero potem teoretyzuj tworząc nowe bandy. A jak Ci w tej grze nie pasuje jej klimat to nie graj... sprawa jest prostsza niż myslisz.

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Motor
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Chłopaki mają rację nie masz pojęcia nie twórz, ceny zarówno Herosów jak i ekwipunku śmieszne, Rat Ogre z 5 Ld brawo, mógłby biegać sam. Stormvermini pasują jak plaster do pi..., może jeszcze master assassina z Fellbladem wrzuć.
Generalnie tak jak napisał Ushabti nie ma co komentować, nie wiem jaki jest w to Twój wkład, a ile tego Warbandu to plagiat z anglojęzycznej strony, bo dawno nie zaglądałem na Strike to Sun, a zapewne stamtąd ściągnąłeś zasady, które bezmyślnie przerobiłeś.
Obrazek

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Necro
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No, wreszcie znalazłem źródło tego, na czym bazowałem:
http://www.geocities.com/Area51/Cavern/ ... kryre.html
Dorobiona (a także przerobiona) przeze mnie jest cała reszta.
A co do zarzutów, że nie grałem - niestety muszę Was drodzy koledzy zawieść, bo grałem w Mordheima. Dawno, ale jeszcze trochę pamiętam, teraz się mam zamiar reaktywować. A co do moich reakcji - prosiłem o konstruktywną krytykę i dopiero teraz zaczyna się ona pojawiać. Na samym początku wyglądała nieco dziwne "za mocne, za mocne, za mocne". Ale teraz zaczynacie mi wytykać poszczególne błędy, jak będę miał czas, to je wprowadzę w życie i wrzucę zmienioną wersję. Bo zrobię wszystko, żeby Skryrem grać. I tak na samym końcu, jeszcze o tych kosztach punktowych - tak się ich uczepiłem, bo takie były podane w tym linku.

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Ushabti
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Post autor: Ushabti »

O ile stronkę tą szanuję ze względu na kilka fajnych i klimatycznych home-rules (np. przeładowywanie grupowe handgunów i możliwość jak na westernach ładowania broni przez jednych i strzelania przez innych), o tyle bandy zawsze mieli do rzyci... Samo źródło już mi się nie podoba, bez wnikania w szczegóły. To co pododawałeś jeszcze niepotrzebnie podpakowuje ta bandę, która już na owej stronce nosi znamiona powergamerstwa twórcy (niestety mało kto unika tej pułapki, chcąc osiągnąć jak najlepszy wynik).

Prawda jest taka, że przy tworzeniu bandy lepiej zrobić ją za drogą i za słabą, bo łatwiej jest ją potem podcignąć odrobinkę wyżej gdy wszyscy będą za tym głosować w imię sprawiedliwości dziejowej, niż zrobić za silną i potem nie móc namówić nią grających do zmiany podejścia...
A co do zarzutów, że nie grałem - niestety muszę Was drodzy koledzy zawieść, bo grałem w Mordheima. Dawno, ale jeszcze trochę pamiętam, teraz się mam zamiar reaktywować.
Powiem Ci, że mnie nie zawiodłeś, choć potwierdziłeś, że dawno z grą kontaktu nie miałeś. Powinieneś jako gracz wiedzieć co się dzieje, gdy ktoś gra za silną bandą: nagle nikt nie chce z nim grać i cała zabawa upada. To, że chcesz ją reaktywować to się ceni, Kosa też jest z Nowego Sącza o ile dobrze pamiętam, a że chce grać SE to szybko poznasz co znaczą zbyt upierdliwe zasady ;) Miło, że środowisko chce działać... ale z umiarem proszę!
A co do moich reakcji - prosiłem o konstruktywną krytykę i dopiero teraz zaczyna się ona pojawiać. Na samym początku wyglądała nieco dziwne "za mocne, za mocne, za mocne". Ale teraz zaczynacie mi wytykać poszczególne błędy, jak będę miał czas, to je wprowadzę w życie i wrzucę zmienioną wersję.
cześniej opieraliśmy się na intuicji. Teraz z powodu twojego uporu przeszło na trochę zbyt personalne ataki. Miło, że się nie obraziłeś, faktycznie nad tą bandą tzreba popracować. Ale najpierw sam pogłówkuj, potem pokaż do oceny, jesli będzie zła znów popraw sam! Póki co tych błędów jest tyle, że już za wytknięcie ich z naszej strony zasługujemy na wpisanie naszych nazwisk tuż przy słowie "autorzy" ;)
Bo zrobię wszystko, żeby Skryrem grać.
Może właśnie tu tkwi problem... w takim razie zrób bandę nawet za droga punktowo, wtedy się nad nią popracuje. Skoro zależy Ci tylko na graniu bandą to nie powinno Ci to przeszkadzać... A jak juz będziesz wiedział co jest nie tak, będziesz miał łatwiejszy sposób wprowadzania poprawek.
I tak na samym końcu, jeszcze o tych kosztach punktowych - tak się ich uczepiłem, bo takie były podane w tym linku.
Ale to od nich, a nie od nowych sprzętów powinieneś był wprowadzać zmiany...

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Necro
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Ushabti pisze:Miło, że się nie obraziłeś
Wiesz, w sumie nie mam o co, bo to była po prostu ostrzejsza wymiana zdań. No i poza tym, poprzeglądałem jeszcze trochę innych projektów, i z tego co widzę, to faktycznie w tym, który wybrałem do przeróbko Jezzail jest przegięty - w innych bandach jego cena waha się od 150 do 200 WT i dodatkowo jest to rare item. Więc wracam do lektury i porównań, a z tej okazji, że jutro piątek, to będzie czas to jakoś sensownie przerobić jeszcze raz. A przy przeglądaniu tego co jest w necie trafiłem na jeszcze jedną ciekawą - http://www.accursedknowledge.0catch.com ... Skryre.pdf
Co o niej sądzicie?

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Ushabti
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Post autor: Ushabti »

Dość spory fragment o treści:
A Hotlinking Error Has Occured!


We have detected a hotlinking error. Hotlinking is when you link to images or NON html files on 0catch.com from another host. Hotlinking is not allowed for our FREE Accounts. Hotlinking is allowed for our paid accounts. Your account can be upgraded in the user section when you have logged in.
Jakoś nie przypadł mi do gustu ;) Na razie wydaje się bardziej przegięty niż 7 herosów i Jezzail razem wzięte ;)

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Necro
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Hmmm... No to nie wiem, u mnie jakoś ten link działa :? i jest dosyć milutka bandka w pdfie pod nim ukryta... :wink:
No, a poza tym, tak jak obiecałem - bandka po kolejnych przeróbkach, tym razem przeglądnięta przeze mnie i mam nadzieję oczyszczona z debilnych błędów (typu miecz za 5 WT), literówek i tym podobnych dupereli.

CHOICE OF WARRIORS
A Warband of Clan Skryre must include at least 3 models. You have 500 Warp tokens which you can use to recruit and equip your Warband. The maximum number of models is 15.

HEROES
Master-Engineer Your Warband must be lead by a Master-Engineer.
Engineers Your Warband may include up to three Engineers.
Overseer Your Warband may include a single Overseer

HENCHMEN
Clanrats Your Warband may include any number of Clanrats.
Skaven slaves Your Warband may any number of Skaven slaves.
Carriers Your Warband may include no more Carriers than you have Engineers, including the Master-Engineer.
Giant Rats Your Warband may include any number of Giant Rats.
Rat Ogre Your Warband may include a single Rat Ogre.


HEROES

MASTER-ENGINEER......................80 Warp tokens
The fur of a Warlock is often white as he is a powerful individual and a born leader. They possess a heightened intellect and the diversity and ingenious of their weapons testify to that. The Warlock Engineers spend their days tinkering with arcane machinery powered by a combination of magic, Warpstone fuel and Warplightning.
Profile M WS BS S T W I A LD
Master-Engineer 5 3 4 3 3 1 5 1 7
Weapons and armour: The Warlock-Engineer may be armed with weapons and armour from the Engineer Equipment List, but may not wear armour as it interferes with his spell casting. He can also bring to battle one of the Engineers Inventions.

SPECIAL RULES

Leader: Leader: Any warrior within 6" of the Master-Engineer may use his Leadership characteristic when taking any Leadership tests.

Wizard: The Master-Engineer for game terms is treated as a level 1 Wizard.

Warplightning: Although Engineer is a Level 1 Wizard he cannot cast other spells than Warplightning. Warplightning has a difficulty 6+, 8+ or 10+. Nominate one model within 18’ of the caster. For the lowest difficulty level it affects only one model. Each next level allows the Warplightning to hit another model. When the first target is hit, choose the nearest model (friend or foe) within 4’ in the straight line which is also hit. Spell can affect maximum 3 models and cannot affect the same model twice. When there are no models in range the lightning just disappear and has no more effect. Each model affected by this spell takes D3 S3 hits. Also the Warplightning is rather produced by his equipment than Warlock-Engineer himself he can cast it even if he is wearing armour.
Starting experience: Warlock-Engineer starts with 20 experience.

0-3 ENGINEERS......................30 Warp tokens
Clan Skryre Engineers operate Clan Skryre weapons and warmachines. Engineers work very close with the Warlock Engineers in developing new weapons.
Profile M WS BS S T W I A LD
Engineer 5 3 4 3 3 1 4 1 5
Weapons and armour: The Engineers may be armed with weapons and armour from the Engineer Equipment List.

Starting experience: Engineer starts with 8 experience.

0-1 OVERSEER......................40 Warp tokens
Overseers are stronger and bigger than normal Clanrats and Slaves. It mekaes them perfect leaders. Also their presence on the battlefield recollect Slaves that they must fight and desertion will be punished by death penalty.
Profile M WS BS S T W I A LD
Overseer 5 4 3 4 3 1 5 1 6
Weapons and armour: The Overseer may be armed with weapons and armour from the Overseer Equipment List.

SPECIAL RULES

Slave Driver: Skaven slaves within 3’ from Slave Master may use his Leadership. If he is armed with a whip this distance is increased to 6’.

Slave Master: Though he works them to their limits, an Overseer knows that it’s in the warband’s best interest to keep them alive. Skaven slaves ignore the Easy come, easy go rule if the Overseer wasn’t taken Out of Action in the battle.

Starting experience: Overseer starts with 8 experience.

HENCHMEN (Bought in groups of 1-5)
Starting experience: Henchmen starts with 0 experience.

CLANRATS................25 Warp tokens to recruit
Every Skaven Clan counts numerous numbers of Clanrats who make up the skilled working force as well as warriors in times of need. In times of need they are given a weapon and a shield and expected to fight for their clan. Those that survive a few battles from a rough militia, of course serving as a warrior grant you the right to feed on the fallen enemies so starvation is somewhat further away.
Profile M WS BS S T W I A LD
Clanrat 5 3 3 3 3 1 4 1 5
Weapons and armour: The Clanrats may be armed with weapons and armour from the Clanrat Equipment List.

SKAVEN SLAVES...................15 Warp tokens to buy
One might think that Clan Skryres base is made up of their machineries, but as all clans they rely heavily on countless numbers of slaves. The machines can perform many tasks but are expensive and unreliable, the clan needs a steady stream of resources from their mines. Slaves die from exhaustion, suffocation or cave-ins working in the damp tunnels. In addition many slaves suffer an agonizing death being test subjects for new weapons or sent in to repair something inside a machine, that is still running! Few come out alive and many cogs and wheels display the colour of dried blood.
Profile M WS BS S T W I A LD
Skaven slave 5 2 2 3 3 1 4 1 4
Weapons and armour: The Skaven slaves are armed with combination of chains and sharp things that they can find on the ground. They are treated as armed with two daggers.

SPECIAL RULES

Expendable: Clanrat slaves are too numerous and no one pays attention to their lives. They don’t count when calculating the rout test – it is unimportant how many of them has died.

Easy come, easy go: Skaven slaves are often used as living experiments and their lifespans are mercifully short. After rolling for Injuries, roll a D6 and remove that amount of slaves from your warband. They haven’t survived their ordeal in Mordheim.

Numerous: Skaven slaves may be used to increase the Clan Skryre’s warband numbers up to 20.

CARRIERS..............25 Warp tokens (Bought in groups of 1 model, number of groups may not exceed number of Engineers)
The Jezzails and Warp Fire Throwers are too cumbersome to be handled by a single Engineer so a Clanrat is employed to carry the fuel barrel or hold Jezzail rest as well as to defend the Engineer in battle.
Profile M WS BS S T W I A LD
Carrier 5 3 3 3 3 1 4 1 5
Weapons and armour: The Carrier may not be armed with additional weapons or armour.

SPECIAL RULES

Carriers: The Carriers are bought as groups of Henchmen consisting of a single model per group. You may not buy more Carriers than the Warband includes Engineers (including the leader). An Engineer equipped with a Jezzail or Warp Fire Thrower must join up with a Carrier and form a group.

GIANT RATS..............15 Warp tokens to buy
Clan Moulder breed and sell giant fierce rats, in battle they are used to overrun defenders and are followed by Clanrats who leap upon the remaining defenders.
Profile M WS BS S T W I A LD
Giant Rat 6 2 - 3 3 1 3 1 4
Weapons and armour: The Rats cannot use equipment or weapons.

SPECIAL RULES

Pack size: Giant Rats can be bought in groups as large as you wish.

Expendable: As the Clanrat slaves Giant Rats takes last place in the hierarchy and their lives doesn’t matter. They don’t count when calculating the rout test – it is unimportant how many of them has died.

0-1 RAT OGRE BODYGUARD......................210 Warp tokens to buy

The Warlock-Engineer has been very successful and has managed to afford a mighty Rat Ogre bodyguard for himself.
Profile M WS BS S T W I A LD
Rat Ogre 6 3 3 5 5 3 5 3 4
Weapons and armour: The Rat Ogre is armed with sizeable claws and cannot use weapons and armour, not that it needs them anyway.

SPECIAL RULES

Fear: The Rat Ogre is a huge and frightening monster which causes Fear.

Stupidity: A Rat Ogre is subject to Stupidity unless a Engineer is in base contact with it.

ENGINEERS EQUIPMENT LIST
Hand-to-hand combat weapons:
Dagger (1st free) 2 WT
Mace 3 WT
Hammer 3 WT
Axe 5 WT
Sword 10 WT
Halberd 10 WT
Flail 15 WT
Missile weapons:
Warplock Pistol 35 WT(70 for a brace)
Hand gun 35 WT
Blunderbuss 35 WT
Engineers Weapons:
(A model may only carry a single Engineer weapon and the numbers indicate the number of weapons that can be included in the Warband)
0+ Poison Wind Globes 30 WT
0-1 Warpfire Thrower 80 WT
0-2 Jezzails 150 WT
0-1 Ratling Gun 100 WT
Engineers Armour:
Helmet 10 WT
Light Armour 20 WT

ENGINEERS INVENTIONS
Engineers Inventions:
Warp Blades 30 WT
Warp Energy Condenser 30 WT
Warp Power Accumulator 20 WT

OVERSEER EQUIPMENT LIST
Hand-to-hand combat weapons:
Dagger (1st free) 2 WT
Mace 3 WT
Hammer 3 WT
Club 3 WT
Axe 5 WT
Sword 10 WT
Whip 10 WT
Double- handed weapon 15 WT
Missile weapons:
Pistol 15 WT (30 for a brace)
Sling 2 WT
Armour:
Shield 5 WT
Helmet 10 WT
Light Armour 20 WT
Heavy Armour 50 WT

CLANRAT EQUIPMENT LIST
Hand-to-hand combat weapons:
Dagger (1st free) 2 WT
Mace 3 WT
Hammer 3 WT
Club 3 WT
Axe 5 WT
Sword 10 WT
Spear 10 WT
Missile weapons:
Sling 2 WT
Armour:
Shield 5 WT
Helmet 10 WT
Light Armour 20 WT

WEAPONS OF CLAN SKRYRE

Clan Skryre have developed a number of frightening and effective weapons. Although many of them are fickle and indiscriminating the carnage and destruction they cause is impressive.

CARRIERS

The Jezzail , Warpfire thrower and Ratling Gun for some Engineers are too cumbersome to be handled by themselves so a Clanrat is employed to carry the fuel barrel, cartridge or hold Jezzail rest.

SPECIAL RULES

Carriers: The Carriers are bought as groups of Henchmen consisting of a single model per group. You may not buy more Carriers than the Warband includes Engineers (including the leader).

JEZZAIL

A Warplock Jezzail is a longrifle that fire bullets made of Warpstone and lead fused together. They can punch through amour easier than a human handgun and the range and strength of it is even greater.
Range Strength Dam Save
36" 5 1 -3

SPECIAL RULES

Rare: The Jezzail is very advanced construction. Only Enginners of Clan Skryre knows how to build it. Normally Jezzail is Rare 11 but each Engineer in Warband decreases its rarity level by 1.

Shooting: The Jezzail takes a complete turn to reload, in addition the Jezzail is a cumbersome weapon that may not be moved and fired in the same turn.

Jezzail rest: If the Jezzail is fired without the Carrier providing the rest the shot is at -1 to hit, however the Engineer may use a window, fence, wall or other rest instead. The Carrier must be in base contact and in front of the Engineer to be able to provide the rest.

WARPLOCK PISTOL

Many Warlocks carry the compact Warplock Pistol for their personal protection. Its punch is as great as the Jezzail but the range and strength is that of a pistol.
Range Strength Dam Save
10" 5 1 -3

SPECIAL RULES

Shooting: The Warplock Pistol takes a full turn to reload so you may only fire it every other turn, if you have a brace of pistols you may fire every turn. All rules that apply to a normal pistol applies to the Warplock Pistol as well.

WARP-FIRE THROWER

The Warpfire Thrower is a device that projects a flaming corrosive mixture, using Warpstone in conjunction with other chemicals and magic creates this volatile mixture. It is crewed by an Engineers that fires the weapon and a Clanrat to carry and pump the barrel of Warpfuel. This much-feared weapon is extremely deadly to both its foes and crew!
Range Strength Dam Save
Flame template 3 1 -1

SPECIAL RULES

Rare: The Warp-fire thrower is the simplest construction. Although it requires some skill to build it. It is Rare 8 and each Engineer in Warband decreases its rarity level by 1.

Movement: The fuel barrel is heavy and cumbersome so the weapon cannot be moved and fired in the same turn. Further the movement is restricted to moving only, no running or charging.

Unstable fuel: The fuel is highly unstable and the barrel is moved too fast or over bumpy terrain there is a great chance that the fuel will ignite. The fuel barrel will explode on the D6 roll of 4+ if it is moved 9" or more in one turn or moved over difficult terrain. If the fuel explodes place the small template with the center on wearer – each model under it takes a S3 hit treated as shooting flaming attack.

Shooting: To fire the Warp Fire Thrower place the flame template with the small end in base contact with the Engineer and the round end in the direction you wish to fire. Each model completely covered by the template is hit and models that are touching the template are hit on 4+. Each model hit takes a S3 hit with -1 armour. Once fired it takes a complete turn to build up the pressure for another shot.

Hand-to-hand combat: The crew of the Warp Fire Thrower are encumbered and fights with a penalty of -1 to WS. If a critical hit is scored on the Skaven carrying the fuel barrel the fuel barrel explodes on a D6 roll of 4+, just as if the barrel was moved 9" or more in one move.

POISON WIND GLOBES

The Poison Wind is one of Clan Skryre's most infamous weapons, it is a poisonous gas created from Warpstone. It is normally sealed in a glass or crystal sphere and when the globe is shattered a noxious cloud of yellowish-green vapour billows out to fill the area around it with a deadly, choking gas. The Globadiers wear protective breathing devices but unprotected victims are not so lucky as the gas blisters the lungs and throat of anything that breathes it.

SPECIAL RULES

Shooting: A globe may be thrown up to a distance of 2+(Sx2)", but it will automatically deviate D3" in a random direction. If the scatter dice comes up a hit then the globe did in fact hit the mark and doesn't deviate, note that you don't roll to hit as normal.

Damage: Place the small template where the globe hit and each model touched by the template must roll equal to or under T or take a wound at +2 on the injury table or D6+3 if using the alternative combat system. Engineers only take a wound if they roll a 6 as they wear protective breathing masks.

RATLING GUN

Ratling Gun is a multiple barreled weapon driven by Warpfuel. This rapid-fire weapon can shoot great amount of ammunition but it is very inaccurate. Once launched it bursts until the cartridge is empty.
Range Strength Dmg Save
12” 4 1 -2

SPECIAL RULES

Rare: The Ratling Gun is more complicated to build than Warp-fire thrower but less than Jezzail. It is Rare 10 and each Engineer in Warband decreases its rarity level by 1.

Armour piercing: Due to high speed of bullets and their rending abilities Ratling Gun confers to armour piercing.

Movement: The overall construction is heavy and cumbersome so the weapon cannot be moved and fired in the same turn. Further the movement is restricted to moving only, no running or charging.

Shooting: Due to high dispersion of bullets and aiming from the hip it is almost impossible to fire at the wanted target. If you want fire with Ratling Gun pick any one point in the range you wish to shoot. It can be empty space or single model. Once the point is designated roll a D3 (halve the D6 result) and Scatter dice. Finally position is indicated by this roll. When a Hit symbol is rolled point stays in place. Place the small template over this point. Every model under it (even partially) is automatically hit. If you roll 1 or 6 when determining scatter distance gun suffers a malfunction – roll D6. On 1 barrels didn’t hold the pressure and break. No shots are fired and gun will need repairing before next battle. On something was wrong with the cartridge – no shots are fired, but in the next turn Engineer will repair this simple mechanism and weapon will be able to shoot. On 3 to 6 the gun fires normally.

Hand-to-hand combat: The crew of the Ratling Gun are encumbered and fights with a penalty of -1 to WS.

INVENTIONS OF CLAN SKRYRE

WARP BLADES
These arcane tools bonded with arms of the Engineers allows them to boost power of the Warplightning. Warplightning spell cast by Warlock-Engineer armed with the Warp Blades are resolved with S4 rather than normal S3. Warp Blades can be also used in other way – they provide such strength to one arm that Engineer can cast the Warplightning with basic strength using one hand and operate another missile weapon with his second hand. If he decide to use it in this way he is free to choose another closest target to shoot at.

WARP ENERGY CONDENSER
This item is used co concentrate power of the lightning. Warlock-Engineer equipped with condenser can affect one more model than difficulty level of Warplightning allows.

WARP POWER ACCUMULATOR
This item decreases difficulty level of Warplightning by 1.


SKILLS
Skill Combat Shooting Academic Strength Speed Engineery
Master-Engineer - + + - + +
Engineer - + - - + +
Overseer + - - + + -

Engineery skills:

Technomancer – Only the most crazed of the engineers decide to equip themselves with more engineering inventions that they should. The energy flowing through their bodies is so strong that they never can change their implements – they are simply too strong connected with them. Master-Engineer which takes that skill is allowed to bring to battle one more engineering invention than allowed. Engineer taking this skill must buy Warp blades. When he do so he will be able to cast Warplightning as the Master-Engineer with all consequences of that, but he will not be granted with bonuses of blades – he can’t use other weapon and the blades won’t modify strength of spell.

Sharp shooter – Engineers (and Master-Engineers, of course) sometimes are masters of firing Jezzails and Warplock pistols. Model with this skill can choose any one model for target and doesn’t suffer from the range penalty when shooting with Jezzail.

KABOOOM! – Engineers loves to detonate everything that stands on their way. They bring into battle enough explosives to blew up a small piece of wall. At the start of the movement phase Engineer with this skill can decide to set up explosives onto the wall. Place he small template in place where the explosives was set. Move Engineer that he won’t touch the template as he knew that he must move for the safe distance. Then mark place when the explosives was detonate – from now there will be man-sized hole in the wall which can be passed by all models up to human size. Engineer can’t detonate his explosives if there are any models in range of explosion when he decided to do it. One exception is another Engineer with this skill – he know that he must run when the explosives are set. Move him as the Engineer who set up explosives.

Handy-Man – Engineer with this skill is very talented in repairs. To represent that between battles he is able to make repairs of all items which suffered malfunctions or was destroyed and needs engineering skills to be repaired (eg. blackpowdered weapons). If model with this skill isn’t taken out of action it can repair one item chosen by player. If Engineer with this skill is operating a weapon and suffers malfunction once per game he can reroll dice which caused problem, but must accept second result even if it is worse.

Bio-engineery – Some engineers try to use technology to increase their physical abilities. There are three operations that engineer can choose – operation of eye (he adds +6” when determining if he see hidden enemies), legs (he adds +1” to his movement) or arms (he is able to operate Jezzail, Ratling Gun and Warp-fire thrower by himself but he is so slow that he suffers –1” to movement). When engineer who was badly hurt in such body parts in previous battles and decides to take operation regenerates his lost limb or sight due to high degree of replacing his vital parts with mechanical implants. Each engineer can only choose this skill once – the operations are so dangerous that everyone who survives it will never decide to have another.
Ostatnio zmieniony 23 mar 2007, o 23:26 przez Necro, łącznie zmieniany 1 raz.

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kenny
"Nie jestem powergamerem"
Posty: 154

Post autor: kenny »

Wygląda lepiej jak dla mnie, ale nie jestem pewnien co do samych kosztów jednostek. Na ten temat niech sie juz bardziej doswiadczeni poszukiwacze wypowiedzą.

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Skavenblight
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Post autor: Skavenblight »

Tak jak obiecałam, odpowiadam na forum BP.
Moje uwagi [czasem pochwały, czasem zastrzeżenia, czasem po prostu refleksje]:

1. Całe szczęście, że maksimum jest 15. Przy takiej bandzie to nie wyobrażam sobie typowego skaveńskiego "roju"... tylko ta zasada numerous przy slavesach mi się nie podoba. Chociaż niby łatwo ich stracić...
2. 5 herosów to już znacznie lepiej. Optymalnie.
3. Nie ma zróżnicowania cen Engineerów i Overseera. A przecież Overseer jest od nich lepszy! IMHO powinieneś podwyższyć cenę tegoż; choćby o symboliczne 5-10 gc. Albo obniżyć cenę Engineerów. Albo oba naraz.
4. Rozumiem, że skoro slavesi nie strzelają, to BS jest im dla ozdoby? ;)
5. Znowu kwestia slavesów i giant ratów. Slaves walczą dwoma sztyletami, ergo - nie ma z nich krytyków :) Giant raty są unarmed i krytyki zadają. Takie spostrzeżenie.
6. Przy tym zasięgu cena ratling guna wydaje mi się za wysoka. Chociaż może się mylę...

Poza tym Skryre jest fajny, żadne uwagi na forum nie zastąpią jednak testu bojowego.

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Necro
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Post autor: Necro »

Po pierwsze, dzięki za odpowiedź. :wink:
A co do reszty, to tak:
1 - jak ktoś będzie uważał, że za dużo, to obetnę im tą zasadę. Pogram, zobaczę co i jak
2 - no to dobrze, faktycznie popatrzyłem na resztę band i 7 poprzednia to było spore przegięcie...
3 - koszt był rzucony ot tak sobie, jeszcze to dokładnie przeliczyć muszę...
4 - owszem, nie chcę, żeby mieli kreskę w statystykach... :wink:
5 - to źle? Dopisać im, że nie mogą mieć krytyków?
6 - jak to już było na samym początku - to będzie do testowania - pogram, zobaczę, jak będzie dobrze, to zostawię, jak za słabe zmniejszę koszt albo zwiększę zasięg. Bo niby w WFB ma te 15".

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Skavenblight
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Post autor: Skavenblight »

Necro pisze: 5 - to źle? Dopisać im, że nie mogą mieć krytyków?
Nie napisałam, że źle i że masz coś dopisać ;) Po prostu zastanawia mnie, na ile to przemawia na korzyść lub niekorzyść tych jednostek pod względem wyboru ich do bandy... zwłaszcza że giant raty są szybsze.
[fakt faktem jednak, wspinać się nie mogą, bo są zwierzętami. Jak się wespnie kilku slavów i zrobią diving charge to może być ciekawie. Więc wciąż nie jest powiedziane, jaka będzie preferowana wersja - zależy od stylu gry :)]

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