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  1. #321
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    I really like Alphonse Maynard! Seems like a cool character with good rules that aren't stupidly good. Nicely done!

  2. #322
    Destroyer of Worlds iknowinternet's Avatar
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    I too, am a very big fan of Alphonse. Seems to add something a lot of WM factions lack... anti-beast options.

  3. #323
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    Glad you all like him (Honestly Jaren, he's a man of the church!)

    It's probably for the best that he has an anti-Hordes bent, since I'm working on something very much anti-Warmachine at the moment...

    Oh yeah, I do spoilers now!
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  4. #324
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    Hornet, Cygnar Light Warjack
    SPD-6 STR-7 MAT-6 RAT-6 DEF-14 ARM-15 CMD--
    FA- U
    Points Cost- 5
    Damage- See Grenadier
    Hornet

    Weapons [Hornet]
    Coil Gun [1x] (Left) - RNG: 10 ROF: 1 AOE: - POW: 12
    . Steam Pressure- This model can forfeit its movement to give this weapon +4 RNG this activation and gain the aiming bonus.
    Open Fist [1x] (Right) - POW: 3 P+S: 10

    Last edited by simon sez; 02-18-2011 at 03:42 AM.
    "Let's not be English, French or German any more. Let's be European. No, not European, let's be men. Let's be humanity. All we have to do is get rid of one last piece of egocentricity - patriotism."

    - Victor Hugo (1802-85)

  5. #325
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    6 points seems a bit expensive, as compared with the Charger. AD is nice...but this still feels more like a 5 point jack.
    Down But Good Completed Warmachine Fan Fiction, novel length.

  6. #326
    Destroyer of Worlds iknowinternet's Avatar
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    ^^^^
    Agreed. Even considering the drop to five points, you still might want to add +1 POW to the shield. Otherwise this thing is going to suffer the same engagement issues as the Sentinel, just MUCH sooner and with MUCH less armor. Even the Hunter's axe is P+S 11.

    That said, this thing is absolutely the PERFECT jack to masrshal with ATGM.

    Thematic question: What IS the Coil Gun? I was picturing a tesla coil, but then it has a Steam Pressure rule, and the attack isn't electric.
    Last edited by iknowinternet; 02-17-2011 at 04:16 PM.

  7. #327
    Annihilator Jaren's Avatar
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    Added the Hornet to the Locator. And yes, I would totally paint mine bright green.

    @iknowinternet:

    Damage from a coil gun wouldn't necessarily be electrical anyway - it would depend on the round. Agree that "Steam Pressure" is an odd rule though.
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  8. #328
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    Okay, I've brought his price down to 5.

    The Open Fist is a direct copy of the Nomad, I've always liked weapon design and I felt there should be more of it about.

    Coilguns work by... Well they, ahh... Sort of... *Throws notes away!* Magic basically. Science magic.

    As for Steam Pressure; it's true the name doesn't make sense, but it's PP's rule and it fits perfectly for what I imagined. It reflects the Hornet building up a larger charge, or whatever it is coilguns need lots of (?), to shoot further.

    Normally I would have written fluff explaining it all but this was just spur-of-the-moment "Have I ever written a Homebrew Warjack?" patchwork.
    "Let's not be English, French or German any more. Let's be European. No, not European, let's be men. Let's be humanity. All we have to do is get rid of one last piece of egocentricity - patriotism."

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  9. #329
    Destroyer of Worlds iknowinternet's Avatar
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    Since we haven't seen Feverdream in the Homebrew Thread for a while, and since I am trying my hardest to keep the Sideshow mini-faction alive, I have decided to stat up a few more things, including Feverdream's excellent warlock concept for Ms. Loopy Pennyworth. Of course, his fluff stays, and he maintains all rights to the character. Should he come back to the boards (let's hope he does), any stats he makes for her supersede my own.
    BUT I loved the character concept so much that I couldn't let her slide into obscurity. So I statted her up as the resident Beast Caster in the Sideshow. Think of her as a cross between Kaya and a melee version of eCaine. She also provides lots of rerolls and finally the first damage buff for Sideshow, something it has been sorely missing.
    I'll have her stats up as soon as I finish fine-tuning them.

    Also on the docket:
    Sideshow Ranged Unit - Stage Magicians (6-man fragile but tricksy firebase)
    Sideshow Solo - Beast Tamer (FURY management)
    Sideshow Warlock Attachment - Jester
    possibly some new beasts?

  10. #330
    Destroyer of Worlds iknowinternet's Avatar
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    Default Miss Loopy Pennyworth, Sideshow Warlock

    MISS LOOPY PENNYWORTH
    Minion Sideshow Warlock


    “Best not get that girl all riled up. I got better things to do than clean yer guts out of her hair.”
    - Devara, seamstress


    SPD 7 STR 6 MAT 7 RAT 3 DEF 15 ARM 15 CMD 6 FUR 6
    Damage: 15 Warbeast Points: +5 Base S

    FEAT: Big Brothers
    Shrouding herself in bear skin, Loopy becomes more beast than human. Embodying everything feral, she calls upon the protective instincts of her fellow monsters. Risking life and limb to accompany their fragile ward into the fray, her beasts act with supernatural speed and cunning, following the small girl’s example and tearing apart their enemies before forming a circle and howling in defiance.

    You can immediately place each warbeast in Loopy’s battlegroup currently within her CTRL within 3" of her. Warbeasts placed this way cannot charge this turn. Models in Loopy’s battlegroup may re-roll missed normal attack rolls. Each roll may only be re-rolled once. Big Brothers lasts for one turn.

    MINION - This model will work for Circle and Trollbloods

    SPELLS
    Fortune COST 2 RNG 6 AOE - POW - UP Yes OFF No
    Target friendly Faction model/unit can reroll its missed attack rolls. Each attack roll can be rerolled only once as a result of Fortune.
    Sidearms COST 2 RNG SELF AOE CTRL POW - UP - Yes OFF - No
    While in this modelʼs control area and B2B with one or more models in this modelʼs battlegroup, models in this modelʼs battlegroup cannot be knocked down and gain +1 DEF for each other model in the battlegroup with which they are B2B.
    Slow Boil COST 2 RNG 6 AOE - POW - UP Yes OFF No
    Target friendly Faction warrior model/unit gains an additional die on melee damage rolls but suffers -1 SPD.
    Watcher COST 3 RNG SELF AOE - POW - UP Yes OFF No
    When an enemy model advances and ends its movement within 6" of this model, choose a warbeast in this modelʼs battlegroup that is in its control area. That warbeast can immediately make a full advance and then can make one normal melee or ranged attack targeting the enemy model. The attack and damage rolls against that model are boosted. After the attack is resolved, Watcher expires.


    LOOPY
    Pathfinder
    Feral - Once per turn during its activation, this model may place 1 fury point on a beast in its battlegroup that is currently within its control area in order to gain 1 fury point. It may not exceed its FUR in this way.
    Little Sister - Warbeasts in Loopy’s battlegroup gain +2 to attack rolls against models that are engaging her.
    Oath of Silence - This model does not have the Commander advantage.
    Sprint - At the end of this modelʼs activation, if it destroyed one or more enemy models with melee attacks this activation it can make a full advance.
    Steal Strength - This model can replace its base STR with the base STR of an enemy model in its melee range, as long as that model remains within its melee range.


    WEAPONS

    Wild Fists (x2) POW 5 P+S 11
    Magical Weapon
    Power Attack: Two-Handed Throw (*Attack) - This model may make power attacks of the listed type.


    I hope I did Feverdream's concept justice. I figure she's like a little missle designed to go after big targets (for the strength boost... up against a Khador jack, she hits at P+S 17!!!), but who can't manage to survive without her beast protectors. Her feat seems better than eKaya's on the surface, but keep in mind it doesn't include the all important "can be forced out of ctrl" part, so Loopy has to play it very close to her brothers.
    The Two Handed Throw could conceivably go, but it reflects the coolest moment in Feverdream's fluff, where she picks up a Nomad's sword and hurls it through a guy. She can only throw equal-sized bases, but that still opens up some opportunities, as she could get into B2B with a jack and the caster it is protecting, use the jack's STR score, and hurl the unfortunate caster for her beasts to devour.
    I realize Slow Boil looks familiar. It is Blood Fury and Iron Flesh, with their positive and negative components mixed. It needed the SPD debuff to prevent her from casting it on a beast when they charge, which would get stupid powerful in a faction as fast as Sideshow.
    Fortune is meant to represent her obsession with collecting lucky Ordic Pennies (from Feverdream's fluff). Perhaps that luck rubbed off on her? Also gives her a spell to cast on any kind of infantry. Doesn't stack with the feat.

    Which reminds me... Sideshow actually lacks heavy beasts (Dolomite and possibly Brutus). Loopy will need some Warpwolf-style fast, hard hitting types.


    P.S. Sideshow Magicians + UA are statted out and awaiting a few minor edits. Up soon
    Last edited by iknowinternet; 03-01-2011 at 03:23 PM. Reason: Fixed with suggestions from Jaren and simonsez

  11. #331
    Destroyer of Worlds iknowinternet's Avatar
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    Default Sideshow Magicians + UA

    SIDESHOW MAGICIANS
    Mercenary Minion Sideshow Unit


    “Power is being able to blast a hole in a brick wall with a wave of your hand. True power is convincing them it’s an all an act.”
    - Stage Magician’s creed


    SPD 5 STR 4 MAT 4 RAT 5 DEF 15 ARM 11 CMD 8
    FA 2 PC 5 (Min only) Base S

    MERCENARY - These models will work for Cryx and Khador.

    MINION - These models will work for Circle, Skorne, and Trollbloods.

    Animosity [Orin Midwinter]

    LEADER & GRUNTS
    CRA
    Apparition - During your control phase, models in this unit may be placed anywhere completely within 2” of their current location. Only models in formation may be placed.

    WEAPONS
    Flash Bolts RNG 10 ROF 1 AOE - POW 10
    Magical Weapon
    Critical Distruption - On a critical hit, a warjack hit loses its focus points and cannot be allocated focus or channel spells for one round.
    Point Blank - During its activation, this model can make melee attacks with its ranged weapon, with a 1⁄2" melee range. Do not add this modelʼs STR to damage rolls made with ranged weapons. Charge attacks made with ranged weapons are not boosted.

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

    SIDESHOW MAGICIAN MASTER AND ASSISTANT
    Mercenary Minion Sideshow Magician UA


    “For this next trick, my lovely assistant here will saw you in half.”
    - The Magnificent Mulciver, head magician of the Wertinov Sideshow


    MASTER
    SPD 5 STR 4 MAT 4 RAT 6 DEF 15 ARM 11 CMD 9
    FA 1 PC 2 Base S Damage (Master) 5

    ASSISTANT
    SPD 6 STR 4 MAT 4 RAT 5 DEF 16 ARM 11 CMD 8

    MASTER
    CRA
    Officer
    Bushwhack (Order) - During this unitʼs activation, affected models make their combat actions before their normal movement. Affected models must make a full advance as their normal movement this activation.
    Apparition - During your control phase, models in this unit may be placed anywhere completely within 2” of their current location. Only models in formation may be placed.
    Misdirection - Once per game during its unit’s activation, this model can use Stage Patter. Models in this unit cannot be targeted by ranged attacks. Stage Patter lasts for one round.

    ASSISTANT
    Acrobatics - This model can advance through other models if it has enough movement to move completely past their bases. This model cannot be targeted by free strikes. This model ignores intervening models when declaring its charge target.
    Apparition - During your control phase, models in this unit may be placed anywhere completely within 2” of their current location. Only models in formation may be placed.
    Seduction (*Action) - Take control of a living enemy non-warcaster, non-warlock warrior model in B2B with this model. You can immediately make a full advance with the enemy model followed by a normal melee attack, then Seduction expires. The enemy model cannot be targeted by free strikes during this movement.


    WEAPONS (MASTER ONLY)
    Flash Bolts RNG 10 ROF 1 AOE - POW 10
    Magical Weapon
    Critical Distruption - On a critical hit, a warjack hit loses its focus points and cannot be allocated focus or channel spells for one round.
    Point Blank - During its activation, this model can make melee attacks with its ranged weapon, with a 1⁄2" melee range. Do not add this modelʼs STR to damage rolls made with ranged weapons. Charge attacks made with ranged weapons are not boosted.

    -------------------------------------------------------
    The Iron Kingdoms can be a rough place for those touched by the gift of magic. The supreme example of a blessing and a curse, those individuals who come about their talents naturally wield tremendous, often uncontrollable power, but are branded as "sorcerers," mistrusted and, at the worst of times, beset by inquisitions and shadowy mage hunters. Those with the gift find themselves nomads in a strange world, and if they run long enough, start to see the world become even stranger.
    After the great inquisitions of Vinter Raelthorne, many budding sorcerers fled for the forested lands, hoping to find refuge in the wilds. Some were eaten by the fauna, some by Tharn, and yet others merely died of exposure. The more cunning fugitives found their way into the bizarre menagerie of the Wertinov Sideshow, drawn there by the confluence of similarly powerful outcasts. They were welcomed into the fold by Ringmaster Stellelya, who encouraged the mortals to exercise their gifts. She gave them an outlet on the stage, and soon the very sorcerers once capable of accidentally annihilating a city block became showmen of the first degree. Under the tutelage of strange Grymkin mentors, the sorcerers learned to disguise their true powers from the audience in plain view, relying on old-fashioned sleight-of-hand and illusion.
    Accompanied by beautiful Rusalka stagehands, the new stage magicians formed an unbreakable bond based on their shared experiences, learning the subtleties of each of their sorcerous kin. When their adoptive sideshow is confronted, they flicker around the battlefield, combining their raw power into unsubtle blasts of coruscating lights, which would just as easily provide fantastic lighting for a stage show were they not blowing holes in warjacks.

    Does 8 points seem fair for the whole package? I feel like they provide a lot if played cleverly, but the base unit has survivability issues.
    Last edited by iknowinternet; 06-06-2011 at 12:32 AM. Reason: Apparition retooled to use the existing text

  12. #332
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    That's some very cool homebrew. I haven't looked carefully through them yet, but the concept is cool as all get out. Great stuff!
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  13. #333
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    I'll just focus on the critique, because it's a much shorter post than writing everything I like about them!

    Loopy
    A suggested change to Big Brothers:
    "You can immediately place each warbeast in Loopy?s battlegroup currently within her CTRL within 3" of her. Placed warbeasts cannot charge this turn. Models in Loopy?s battlegroup may re-roll missed normal attack rolls. Each roll may only be re-rolled once. Big Brothers lasts for one turn."

    It stops Loopy charging 10" up the board, popping her feat, placing a Warbeast 3" further up, and then letting it charge/trample. On the other hand, you can still do everything up to that, block LOS with your 'beasts cast Watcher and stall the entire enemy advance for a turn by creating an "Abandon all hope..." 6" radius around her. Taking a Bridge Troll to provide cover would make it even more effective.

    Feral may want to specify a Warbeast within her control area, otherwise you could just leave it in a corner of your deployment zone and unload on it without fear of consequences.

    Maybe you could replace two handed throw with grab and smash or critical pitch? Or just add it to her abilities like the MOW Kovnik's slam?
    So we have a Little Sister, does that mean we will be seeing Big Daddies soon?

    Magicians
    I would say they are overpriced, Knights Exemplar are one point cheaper and pack much more oomph.

    Misdirection is basically Apparition, isn't it? Just rephrase 'must maintain unit cohesion' to 'only models in formation can be placed'

    I like the UA, their abilities give the Magicians a greater chance of surviving, which is important with such a low ARM.
    "Let's not be English, French or German any more. Let's be European. No, not European, let's be men. Let's be humanity. All we have to do is get rid of one last piece of egocentricity - patriotism."

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  14. #334
    Annihilator Feverdream's Avatar
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    I finally have a computer again after my laptop almost literally exploded.

    You've given me a lot to look at, but working backwards, I absolutely adore the statting of Loopy. You captured the concept I had in mind very nicely.

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  15. #335
    Destroyer of Worlds iknowinternet's Avatar
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    Quote Originally Posted by Feverdream View Post
    I finally have a computer again after my laptop almost literally exploded.

    You've given me a lot to look at, but working backwards, I absolutely adore the statting of Loopy. You captured the concept I had in mind very nicely.
    YAY! Above all, I tried to stay true to your excellent fluff. I hope the rest of the Sideshow has been shaping up to your liking. It's a bit scattered, though I believe all of it is still in this thread.

    Good to have you back!

    Also: I was working on Stellelya as a Warlock Attachment/Solo along the lines of the Covenant of Menoth (army-wide buffs and debuffs), even down to the Ancient Shroud ability to keep her alive. I couldn't manage to do it without making her either OP or redundant. Sigh.

    @simonsez I agree with your suggestions. I'll implement them soon.
    Last edited by iknowinternet; 02-27-2011 at 05:12 PM.

  16. #336
    Annihilator Jaren's Avatar
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    Miss Pennyworth and the Magicians added to the Locator.

    For the Two-handed throw wording, why not this:

    Power Attack [Double-Handed Throw] : This model may make power attacks of the listed type.
    Last edited by Jaren; 02-28-2011 at 05:45 PM.
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  17. #337
    Annihilator Feverdream's Avatar
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    I've never been really good at statting up Warbeasts/Warjacks. They exist in my head as a fuzzy idea, but putting them into game terms is difficult. In other words, I know what I want, I just don't know how to make it a reality. But recently I was inspired by a few sources, and decided to try and weave them into a single Warbeast concept.

    Rereading the thread, and especially the fluff for Loopy (and the stats provided by iknowinternet), I was thinking about these "big brothers". What are they? Where did they come from? I figured that nothing in either MNs was decent, and with the Sideshow's habit of finding even more exotic things, I came up with this:

    Bo-Guest and Sloo Dolls
    Minion Grymkin Sideshow Character Heavy Warbeast


    “We kept them on ice for the longest time, but now that ice has melted. Good thing they decided to be friendly with us.”
    - Nik, Engineer of the Wernitov train

    Once in a while, a member of the Wernitov "family" will set out on an adventure, searching for the strange and wonderful to display in one of their sideshows. Most of the time, they only bring back stories, and will make a fake artifact to show off. But on a few occasions, one of them stumbles onto something truly magnificent. Or horrifying.

    One such traveler to the "North" (no specifics were ever given) returned with several chunks of ice. In each of those chunks was a mysterious shadowy creature that easily was the size of a Warjack. In the decades since they've been incorporated into the sideshow, these blocks of ice amazingly never melted. Shortly before Stelleyla's call to unite the sideshow families, the ice finally melted. Apparently the ice had contained things right out of the Devourer's twisted imagination.

    Standing taller than a bear, and almost twice as wide is the creature the Wernitovs have begun calling the Bo-Guest. Some say it's a corruption of the name of an old Immorese monster, the barghest, while others claim that the name comes from the fact these creatures were brought in by Borislav Wernitov, and have hence called them "Bo's Guests". These creatures loosely resemble a Warpwolf, if one were cloaked in fur blacker than the night sky and with eyes that glowed with the fire of the sun. Certainly intimidating in their own right, but what they tend to do is more unsettling still. When something dies near the Bo-guest, the creature spits out what some call "sloo dolls". These little ghostly creatures resemble little dolls that one would give young girls for a toy, but these are not toys at all. The dolls are fully under the control of the Bo-guest, and they themselves have a terrifying power to burn the very souls of all things that stand in the creature's way...

    Argh, so I can't write worth a damn anymore.

    Lord Carver: 5-2-0
    Carved: Kaelyssa, pMorghul, pVlad, Harkevich, pVayl
    Carved up by: Karchev, pKaya

  18. #338
    Destroyer of Worlds iknowinternet's Avatar
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    eeeeew...
    also, awesome.
    also, I have no idea how to stat this out. It also seems like a beast with a very limited FA, since they wouldn't have been able to bring along FA U's-worth. Sounds, shadowy, tricky, and unique... in other words: Sideshow.
    I took liberties and made a few of the beasts (Warp Fae, Mara, Redcap Brute) the Grymkin subtype (also quite a few solos and troops). So far that subtype has no rules interaction, but I figure -- like the Farrow subtype -- it'll help making tier list restrictions. This guy (or guys) sounds very "ancient grymkin" along the lines of Gristle/Flay, Mesmer, and Stellelya. Up to you, though.
    Consider me very, VERY intrigued.

    Bouncing around some ideas for the Grand Cannon "support artillery" launcher. Will possibly post a few (definitely WIP, nothing solid).

  19. #339
    Annihilator Feverdream's Avatar
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    With the way you statted up Loopy, along with your notes, my brain somehow, mysteriously, drifted towards Maurice Sendak's Where the Wild Things Are. Combine that with my original idea of a savage Pippi Longstockings, and I'm starting to get inspired a lot.

    The Bo-Guest is of course, one of the pronunciations of Barghest, a "hellhound" of English lore. It can also be a "ghost" of some kind, so I then pictured it having little ghosts hovering around it, thus the "sloo dolls". The Sluagh (pronounced 'sloo'), were the souls of the restless dead, and in some circles, they were considered a kind of undead fae.

    And thus I was inspired to have a kind of Shadowhorn Satyr-meets-Deathjack-meets-Goreshade-meets-Darius Warbeast. Only it doesn't cast spells with the dolls, the dolls are little bombs, or missles to be thrown at someone. I'm debating on the idea that the bo-guest can only make these dolls from slain Sideshow warrior models killed within a certain range of the beast. It certainly should have the ability to negate soul token collection from the Skorne and Cryx, but definitely in a very, very short range.

    Oh, and I imagine the sloo dolls as something akin to the posh dolls from a French animation:

    Lord Carver: 5-2-0
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  20. #340
    Destroyer of Worlds iknowinternet's Avatar
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    I really like this idea. Since I am not that familiar with the Barghest (I just know its bastardized D&D version), throw some more fluff around if you get the chance. I think it would make a great character beast, or maybe an FA 1 or 2 beast.
    What Sideshow really needs right now are more non-character heavy warbeasts. The Dolomite isn't a character, but it is also really out of character for the Sideshow (it's a VERY slow, protection-oriented second-wave jack slayer). It would do really well with Loopy on feat turn, but there is no way it could keep up otherwise (it's mostly meant for Zane or Mesmer).
    I keep thinking there has got to be some kind of very big oddity from folklore that is not a single unique entity. So far, though. It may boil down to having another Redcap beast, this one a Heavy, but that doesn't make a lot of sense, and I am trying to stick with riffs on pre-existing creatures (except the Warp Fae and Mara... I have no idea where those came from).

    Also... Sideshow needs more Sluagh. Though I also think it could use more humorous models (Fezzig/Puck, Daggerheels, Redcaps) to counterbalance the Grym side (practically everything else I have contributed lately)
    Last edited by iknowinternet; 03-02-2011 at 02:17 AM.

  21. #341
    Annihilator Feverdream's Avatar
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    Sasquatch? Skunk-Ape?

    Tip of the hat to Sam and Max: Hit the Road.

    Lord Carver: 5-2-0
    Carved: Kaelyssa, pMorghul, pVlad, Harkevich, pVayl
    Carved up by: Karchev, pKaya

  22. #342
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    Quote Originally Posted by simon sez View Post
    Hornet, Cygnar Light Warjack
    SPD-6 STR-7 MAT-6 RAT-6 DEF-14 ARM-15 CMD--
    FA- U
    Points Cost- 5
    Damage- See Grenadier
    Hornet

    Weapons [Hornet]
    Coil Gun [1x] (Left) - RNG: 10 ROF: 1 AOE: - POW: 12
    . Steam Pressure- This model can forfeit its movement to give this weapon +4 RNG this activation and gain the aiming bonus.
    Open Fist [1x] (Right) - POW: 3 P+S: 10

    A Cygnar light jack with an open fist?!? MADNESS!

    Seriously though, that's totally not how the swan rolls. It rolls with lances on it's off hand. But!

    Maybe you could change coil gun to "Crank gun" so you forfeit the movement and initial attacks by making the added range attack a special attack which uses the open hand cranking it. If the range is +4 you can't snipe it, so you could adjust it to +2 and then get a total of rng 16 with ATGM Officer. Critical Knockdown on the ranged weapon. I'm not sure on AD ... I'd say assault? But it's your homebrew, do what you want!

  23. #343
    Conqueror Barazhufatufafa's Avatar
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    Quote Originally Posted by SlidingShields View Post
    A Cygnar light jack with an open fist?!? MADNESS!

    Seriously though, that's totally not how the swan rolls. It rolls with lances on it's off hand. But!

    Maybe you could change coil gun to "Crank gun" so you forfeit the movement and initial attacks by making the added range attack a special attack which uses the open hand cranking it. If the range is +4 you can't snipe it, so you could adjust it to +2 and then get a total of rng 16 with ATGM Officer. Critical Knockdown on the ranged weapon. I'm not sure on AD ... I'd say assault? But it's your homebrew, do what you want!
    The only reason you wouldn't be able to Snipe it is if the name of the ability granting the +4 RNG was Snipe. You cant claim the same bonus from two abilities with the same name, but two differently named bonuses would stack. (You can Snipe a mule with the same rule, for example).
    As far as AD is concerned, I would guess that's because it's on the Grenadier/Hunter chassis, both of which have the same rule.

  24. #344
    Annihilator Feverdream's Avatar
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    I had a strange thought concerning the lack of heavy Warbeasts.

    Since it's a sideshow theme, we don't have very many "freaks of nature" that aren't characters. What about using some of the real-world sideshow memes and make Warbeasts out of them?

    For example, they could have warbeasts called "Bearded Ladies" and "Lobster Boys". The Bearded Ladies could be some large, reptilian hulk that has a "beard" of scales. Lobster boys would be just that: huge lobsters with Amphibious and Sustained Attack (or something).

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  25. #345
    Destroyer of Worlds iknowinternet's Avatar
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    Ahhh... I like!
    A possibility... merging a "hairy wild man-beast" with the brutal admonition fable for German children: "Struwellpeter" (spelling?)
    Basically give the giant thing shears (with Reach and Critical Decap?) to represent the M.O. of the supernatural tailor who would come to chop off the thumbs of children who sucked their thumbs too much. Only this guy isn't a tailor. And he chops off more than just thumbs.
    That could also serve, in some sense, as our Bearded Lady as well.
    Just some ideas.

    EDIT: I am also close to finishing statting a trollkin "Gentleman Boxer" named Baron Sledgefist, who could easily be a Sideshow model. I figure he could have a friendly professional rivalry with Gantak Hammerhand, regularly challenging him to feats of strength and endurance for all the audience to see. He's basically what I WANTED Bloody Bradigan to be, because Bloody Bradigan sucks.
    Last edited by iknowinternet; 03-03-2011 at 03:36 PM.

  26. #346
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    I... need to stop. Not the project, but coming up with new ideas. Everything is a character, unique in its own way. In a way, that fits perfectly with the Sideshow theme. Everything is a new mystery, something freakishly unique to be unleashed... But I digress. I mean, I desperately want to include two new Warlock ideas. Vehma Pukki, a large-based satyr Warlock wielding a jingle bell-festooned club made of bound and bloodied birch wood. The other idea was for the "Matchmaker" named Gillian Glenn Gwillon, the old woman who answered young lovers' questions if they're the "ones" for each other. Mostly she just says "yes" and takes their money, but in actuality, she is an ancient fae, as old as Stelleyla, but far, far uglier. Her abilities would involve making "connections" on the battlefield, a kind of intuitive tactician. Her weapon? A teapot with a tempest inside.

    But no. Way too much going on. So, instead, I will focus on writing the fiction behind the Sideshow.

    However, first I want to suggest another heavy Warbeast: The Spurgu. It basically is Bloody Bradigan in Warbeast form. I got the idea from this Finnish television skit. Don't worry. You don't have to speak a word of Finnish to understand what's going on.

    Anyway, I'm forming a preliminary outline. Input is welcomed.

    1. Madly In Love: When the Wernitov progenitor meets Stelleyla.
    2. When Stelleyla started a family of misshapen orphans rejected by their parents, and began the tradition of the Familial Oath.
    3. The Makings of the Sideshow: The Gathering of the Nightmares
    4. Recent History
    5. Why the Sideshow enters the Fray: For fun and madness. A brief fictional story of the events leading up to the freaks going crazy in the Iron Kingdoms.

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  27. #347
    Destroyer of Worlds iknowinternet's Avatar
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    Excellent! How do you plan to explain the power Stelleyla has to draw disparate (even non-grymkin) rejects from across Immoren to join the Sideshow? It's something I have wondered about... you know? Like, why are all these weird things converging? What purpose does she have for them other than safe haven?
    Also, who (outsider-wise) knows that the Sideshow is more than just an act? I would assume that anybody hiring them as Mercs/Minions would have to be aware that they have powers worth the gold they're spending. Would these folks make the connection between them and the Grymkin? Would they even care? It is one of the reasons I have avoided letting any of them work for the Protectorate (except maybe Destor and the Strongmen, I can't remember)... the Protectorate loathes non-humans... imagine what they would think about the fae?

    I have definitely wanted to see Vehma Pukki since you first mentioned him. I think he would be a really cool concept for a caster, though for simplicity's sake, perhaps he should be Med. Base? Debatable.

    I have been batting around the idea of using the Wendigo as a non-character standard heavy beast. Something like a Gorax on steroids, with Snacking. Thematically, though, I don't know how the Sideshow could keep voracious cannibal spirits under wraps within the confines of their circus. Then again, they found a place for Mesmer/Mara and Gristle/Flay.

    Should there be an Animosity [Old Witch] rule for Stelleyla? Only fluff will tell.
    I figure others like Mesmer might have no qualms working with her. I even envision Mesmer as having fought the Orgoth alongside the Old Witch, and perhaps the Witch is the only one who has ever heard him speak, something which haunted even her.
    Zane Leary already has the Animosity [Blighted] and (retroactively) [Mesmer]. No need for another!
    I figure Loopy is too, well... loopy to care.
    Last edited by iknowinternet; 03-08-2011 at 02:41 PM.

  28. #348
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    Stelleyla is not using any magic to draw people to the Sideshow. People do not want to have freaks around them, especially in their own families. But, such deformed individuals will often find themselves isolated, if not exiled or killed outright. When the Sideshow comes to town, freaks may be offered up by their families, or they may escape and join up. Either way, they find a true refuge with the Sideshow families. They're given a bed to sleep in, food to eat, and work to do. It's almost Utopian.

    The Sideshow is actually having an easier time gathering people under their banners. Why? Not due to an increase in freaks being born, but rather freaks being made. War is everywhere. War leads to collateral damage. People are burned, maimed, disfigured in all sorts of brutal ways. It's difficult to get help for all these problems. After all, the gods don't like too much healing, let alone the total regeneration of the body. So people will remain with missing limbs, faces, or the horribly burned flesh.

    People don't want the freaks around. However, strangely they pay good coin to observe freaks. From a safe distance, of course. What's the harm in using one's disfigurement to take the money of those who rejected them in the first place?

    But with this petty war rampaging across the entire continent, naturally the Sideshow is not going to be holding many performances. And with battalions of troops marching through the woods, looking for any tactical advantage over some perceived enemy, it's only a matter of time before they discover the Wintering Towns of the Sideshows. Even those that perceive themselves as the "good guys" will have sociopaths among its ranks who may take out some of their wartime frustration in harming, or outright killing of people who, through no choice of their own, are deformed in some way.

    Now, with just about everyone joining the fray, such as the Skorne Empire and the blighted nastiness of the Legion of Everblight, the Wintering Towns are proving to be more "annoyances" to those large and formidable armies. Thanks to this war, no one fears the legends of old. They fear only the other nations or factions and their own deaths from the hulking machines or beasts that seem to be everywhere nowadays (no matter how prohibitively expensive said machines are).

    It's time to bring back the Dark Days. The time when people feared the night. When people feared monsters of legend. Those whose stories parents would tell their children to get them to eat their vegetables. The Grymkin have too long allowed the mortal beings to live in relative safety and comfort.

    No longer.

    Ringmaster Stelleyla has now sent a call out to those Legends of Yore. To those monsters that people told stories in the glow of a hearth fire. To those creatures that mock the very Gods that mortals take solace from.

    Kinder than Morrow.
    More Wicked than Thamar.
    More Honourable than Menoth.
    Madder than the Devourer.

    Let the nations of the world think they have this wicked power on their side. Let them take comfort in the belief that they are safe. But soon they will fear their very shadows again. Everyone.

    In this Fear there is Peace. But it will take a very, very, very long time before every mortal starts to Fear again.
    Last edited by Feverdream; 03-10-2011 at 05:47 AM.

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  29. #349
    Destroyer of Worlds iknowinternet's Avatar
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    Well...
    there's the back cover blurb for FoH: Sideshow!

    Very, very awesome. Like, gnarly beyond words.

  30. #350
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    Heh. That was never my intention, but yeah, it did come out that way.

    I've been trying to get into the "head" of the grymkin, and then I realized, you just can't. And that's the fun of them.

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  31. #351
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    Now remember, I'm terrible at statting stuff up, but here's my attempt at another Heavy Warbeast:

    The Dwarves of Hollowbite, a city in Northern Rhul, have for centuries spoken of a "shared hallucination". No one has found evidence of such a creature, so most blame these mysterious creatures on Hollowbite, the most potent of libations ever brewed in Western Immoren. The townsfolk get a chuckle whenever a dwarf or ogrun speak of a sighting of this imaginary monster, citing they've gotten a bit too deep in the cups. In fact, whenever the local breweries find that they are missing a large stock of Hollowbite, they blame it on the locals, even though those accused get wild-eyed and violently insistent that it wasn't them but the creature now called a Spurgu.

    A century or so ago, upon hearing of this supposed mirage, a young couple by the names of Katarina and Gorgi Wernitov, set forth to the frigid mountains of Rhul to investigate. It was part curiosity, part hopefulness that they would find something new and strange to exhibit in the Sideshow. After four months in the freezing wilds north of Farhollow, the couple had decided to give up. As they trekked their way back to the city, the noticed large shadows moving away from one of the distilleries. These creatures were amazingly large; they certainly could not have been an Ogrun. Definitely not a Rhulic. They were hauling away huge casks on their back, and running off towards the higher elevations. Katarina and Gorgi had now been reenergized by this discovery and immediately started tracking them. A day later, they found a small enclave of the Spurgu. They were all huddled up in a dark corner of a cave, all with a stupid, contented grin on their faces. The smell of alcohol was intense, and Gorgi started complaining of being slowly intoxicated. Katarina didn't have a problem, but then, she could out-drink her husband any day of the week. One of the creatures noticed the humans spying on them, but rather than attack, it just shrugged its hairy shoulders. This docile display allowed Katarina to approach. Realizing the creatures' penchant for drinking, she challenged what appeared to be the "leader", and won. Of course, it helps when the leader has already emptied a few pony kegs beforehand. Regardless, the Spurgu had a new-found respect for these small, bald creatures before them. And from there, they found themselves in the Sideshow.

    The Spurgu resemble in some contexts a giant gorax, only covered in a fine grayish-brown wool, not unlike a yak. Their faces are bald and they have shorter muzzles, and they bear downward curled horns with a similar shape to a Frog's Bight water buffalo. It was discovered that these creatures can be insanely violent when they've sobered up, so they were put in cages until a sufficient amount of liquor could be procured. When intoxicated, the creatures frolic and put on comedic displays, entertaining crowds with feats of balancing on a ball or throwing boulders back and forth to each other.

    Perhaps what is most interesting is the fact that besides alcohol, the Spurgu love clothing, favoring garments like the greatcloaks worn by many mercenaries and soldiers. In fact, they refuse, sober or not, to do anything without wearing clothing, even though their wool is more than enough to keep them "modest". On top of that, once they have a wardrobe of their own, they refuse to take it off. After a while, the creature's natural odors start soaking into the cloth, and over time, a visible cloud of stench starts to manifest, causing anyone who breathes it to pass out, or vomit the contents of their stomach. Naturally, when the Sideshow began to join the wars of Immoren, these creatures prove to be a valuable asset to the Warlocks who find themselves in a conflict. When sober, the Spurgu gleefully indulge in violence, rending the enemies with claws sharper than broken glass.

    Spurgu
    Sideshow Heavy Warbeast


    "Phew! That's awful! Alright. Let's take the coat off so I can wash it." - Famous last words of Horace Torrence, Menagerie Caretaker


    SPD 6 STR 6 MAT 6 RAT 2 DEF 12 ARM 17 FUR 4 THR 9
    FA U PC 6 Base L
    Damage Spirals: Heavy Warbeast; High Bod, Low Mind, High Spirit. (Ha! Ha! High Spirit! Get it? As in they like their spirits! Liquor! I am sooooo clever...)

    ANIMUS: Let the Good Times Roll
    COST 2 RNG 6" AOE - POW - UP No OFF No
    Target Friendly Faction Warbeast gains Trampling Drunk. A model with Trampling Drunk can not be knocked down. When a model with Trampling Drunk is hit by an enemy attack, it moves in a direction and distance in inches indicated with a deviation roll stopping if it contacts an obstacle, an obstruction or a model with an equal or larger base. Each time a model with a smaller base is contacted by the affected Warbeast during this movement, the model contacted is pushed 1" directly away from the affected Warbeast and is knocked down. Let the Good Times Roll lasts for one round.

    Spurgu
    Palpable Stench - This model is always benefits from concealment. Living models within 3" of this model suffer -2 to all attack rolls.

    WEAPONS
    Claws x2 POW 10 P+S 16-Open Fist
    Last edited by Feverdream; 03-15-2011 at 01:50 PM.

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  32. #352
    Annihilator Jaren's Avatar
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    Spurgu is now stinking up the Locator - I'm gonna need some Air-wick.

    Small rules note - Let the Good Times Roll is missing some key wording. I suggest this:
    Target Friendly Faction Warbeast gains Trampling Drunk. A model with Trampling Drunk can not be knocked down. When a model with Trampling Drunk is hit by an enemy attack, it moves in a direction and distance in inches indicated with a deviation roll stopping if it contacts an obstacle, an obstruction or a model with an equal or larger base. Each time a model with a smaller base is contacted by the affected Warbeast during this movement, the model contacted is pushed 1" directly away from the affected Warbeast and is knocked down. Let the Good Times Roll lasts for one round.

    Also worth noting that since there are no models that are both Warlocks AND Warbeasts, due to RNG : Self the only model this can ever be cast on is the Spurgu.
    Last edited by Jaren; 03-11-2011 at 05:42 PM.
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  33. #353
    Annihilator Feverdream's Avatar
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    @Jaren

    Done and done. I also realize something. Perhaps the wording should be edited some more to indicate that smaller-based warrior models are affected, as it may be totally broken of light warjacks/warbeasts are knocked down.

    Or not. I like it as is, for now.

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    Matahma exercised his Bragg-blessed vocal chords on the vast, open spaces of the Bloodstone Marches where such luxuries as lyrics are shunned in favour of unashamed volume. Spending most of his adult life serving as Fell Caller to his father, Hodun Glassgaze, Matahma's vocal prowess was well enough known among the Trollkin of the Marches for him to receive a gift from a neighbouring kriel as a sign of goodwill; two pairs of solid brass bangles each as large around as a train wheel that, when struck, create a high pitched ring that can linger in the air or direct a funnel of sound capable of rendering stone to dust.
    Their destructive potential would become crucial some months later, when the kriel that had granted him them betrayed their hidden refuge in the hills to the advancing Skorne Empire. Though they fought bravely, and trampled many of the hideous Skorne into the blood-soaked earth, eventually numbers and the cruels weapons of the enemy took their toll and reduced the Kriel to a handful of exhausted warriors, Matahma, and Hodun straining to hold control over his wounded warpack. Seeing the desperate straits his people were in, Hodun made the ultimate sacrifice by giving the last of his life energy into fueling a last attack on the encroaching Skorne that left them decimated.
    Witnessing the sacrifice of his father was the final ordeal among that slaughter that released Matahma's potential; taking the fury of his father's warbeasts and adding it to his own bottomless rage Matahma stood over his prone father and let loose a roar of grief and pain that shook the very air into a solid wall of sound through which no spear or cannon shot could pierce and triggered an earth tremor that collapsed the mountain side and brought the Skorne to their knees. Seeing this as their final chance Glassgaze's kriel gathered up their fallen, including their fallen leader and fled, with Matahma and his Trolls bringing up the rearguard, his unlocked magics absorbing every sound his followers made to mask their path.
    Once night hid them from the eyes of the Skorne, Matahma's people settled in the lee of an outcropping to sleep off some of their exhaustion with Glassgaze sitting vigil at Hodun's bedside. The next morning Matahma woke with a start to the early dawn to find his father had passed in the night, eventually through the tears he noted a scroll sitting beside him, one of the ones that Hodun had made his trademark as the Warlock and protector of his kriel. What was written on it is known to none except the deceasec Hodun and his son, but the reverance with which Matahma treats it and its occasional appearence in battle hint that it is a scroll of great power and meaning.
    Eventually Matahma and his surviving kith crossed the Black River seeking truth to the rumours of a gathering of all Trollkin. Matahma is enraged that his people seem to be facing annihilation across Immoren, and has made a vow of loyalty to the venerable leader Hoarluk Doomshaper to protect his people and punish their enemies, while privately he dreams of the day he can return to his home.

    Matahma Glassgaze, Trollblood Trollkin Warlock.
    SPD-6 STR-8 MAT-6 RAT-6 DEF-14 ARM-16 CMD-9 FUR-6
    FA- C
    Warbeast Points- +5
    Damage- 17
    Base Size- Medium
    Feat: Sound Barrier- Enemy models within Matahma's front arc cannot target friendly models within Matahma's control area that are within his back arc with ranged or charge attacks. Enemy cloud effects that deviate into or are placed partially within his back arc are removed from the table. Sound Barrier lasts for one round.
    Matahma Glassgaze

    Scroll of Hodun's Resolve- This model can use Scroll of Hodun's Resolve once per game. When a friendly Faction warrior model/unit is damaged by an enemy attack, that model/unit gains Steady and Hyper Aggressive until their next activation. (Models with Steady cannot be knocked down. When a model with Hyper Aggressive suffers damage from an enemy attack anytime except when it is advancing, after the attack is resolved it can immediately make a full advance directly toward the attacking model.) Declare use of the scroll after the target model/unit has been hit.
    Weapons [Matahma Glassgaze]
    Sonic Blast- RNG: SP8 ROF: 1 AOE: - POW: 12
    Resonance [2x] - POW: 6 P+S: 13

    Ram- When an enemy model is hit by this weapon, it is knocked down and can be pushed 1" directly away from this model. If it is pushed, this model can immediately advance directly toward the pushed model up to the distance that model was pushed.
    Spells [Matahma Glassgaze]
    Earthquake- COST: 3 RNG: 10 AOE: 5 POW: - UP: No OFF: Yes
    Models hit by Earthquake are knocked down.
    Haunting Melody- COST: 2 RNG: SELF AOE: CTRL POW: - UP: Yes OFF: No
    While in this model's control area, living enemy models cannot give or receive orders and cannot make melee or ranged attacks targeting this model.
    Occultation- COST: 2 RNG: 6 AOE: - POW: - UP: Yes OFF: No
    Target friendly Faction model/unit gains Stealth.
    Razor Wind- COST: 2 RNG: 10 AOE: - POW: 12 UP: No OFF: Yes
    A blade of wind slices through the target model.
    Last edited by simon sez; 03-16-2011 at 02:36 AM. Reason: edited with thanks to iknowinternet
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  35. #355
    Destroyer of Worlds iknowinternet's Avatar
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    Love it.

    Only one thing I see as being an issue... due to not having any minis on hand to check scale, I wonder about one thing. With palpable stench, the Spurgu (a Large base) stands in a 3" cloud. Is there enough room left over in that cloud for another model to actually enter and be affected by the debuff? Also, if the AoE is in fact a cloud effect, then the Spurgu has constant Concealment, putting it at 14 DEF versus range. This could possibly be a little high, but I'm not sure. Remains to be seen.

    But... love it.

  36. #356
    Destroyer of Worlds iknowinternet's Avatar
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    re: Glassgaze
    Like him a lot, especially his fluff, but a few minor things stand out.

    Feat: Sound Barrier- Enemy models cannot target friendly models within Matahma's control area that are within his back arc with ranged attacks. Enemy cloud effects that deviate into or are placed partially within his back arc are removed from the table. Sound Barrier lasts for one round.
    Feat seems broken without an addition like the one in bold. Otherwise, it's a "my army is totally invincible except for my warcaster" feat.

    Scroll of Hodun's Resolve- This model can use Scroll of Hodun's Resolve once per game. When a friendly Faction warrior model/unit is damaged by an enemy attack, that model/unit gains Steady and Hyper Aggressive until the next enemy model declares an attack. (Models with Steady cannot be knocked down. When a model with Hyper Aggressive suffers damage from an enemy attack anytime except when it is advancing, after the attack is resolved it can immediately make a full advance directly toward the attacking model. Declare use of the scroll after the target model/unit has been hit.
    This wording is slightly confusing (in regards to timing and duration), but if I am reading it right, it actually sounds a tiny bit UNDERpowered. Since you have to declare it BEFORE the model suffers damage, there is the possibility that it will be unscathed, the next model will attack, and the whole effect will have been wasted. Also a bit confusing as to how Steady would even come into effect, since the Scroll doesn't continue into your opponent's turn (or even after the Hyper Aggressive move), when it would actually have any bearing.

    Resonance [2x] - POW: 8 P+S: 15

    Ram- When an enemy model is hit by this weapon, it is knocked down and can be pushed 1" directly away from this model. If it is pushed, this model can immediately advance directly toward the pushed model up to the distance that model was pushed.
    My gut reaction is that two P+S 15 auto KD hits with the possibility for more is potentially OP. Perhaps lower the P+S to 13? He can, after all, still boost.

    Occultation- COST: 2 RNG: 6 AOE: - POW: - UP: Yes OFF: No
    Target friendly Faction model/unit gains Stealth.
    Can't see this fluffwise. This is the dude who lives out in the desert because he REALLY likes yelling. People who spend their time yelling aren't always the best at stealth and subtlety.

    Earthquake- COST: 3 RNG: 10 AOE: 5 POW: - UP: No OFF: Yes
    Models hit by Earthquake are knocked down.
    Force Blow- COST: 3 RNG: 10 AOE: - POW: 12 UP: No OFF: Yes
    Models damaged by Force Blow are knocked down.
    Seems a tad redundant (especially with the same Fury Cost). I would keep Earthquake and replace Force Blow.

    Otherwise...
    hell yes!
    Last edited by iknowinternet; 03-14-2011 at 05:08 PM.

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    Thanks for the C&C iki!

    Feat seems broken without an addition like the one in bold. Otherwise, it's a "my army is totally invincible except for my warcaster" feat.
    Well, he would probably be invincible to, provided you had HM up and took a Bomber. I've edited the feat so that it specifies only enemy ranged and charge attacks originating in his front arc are nullified.

    This wording is slightly confusing (in regards to timing and duration), but if I am reading it right, it actually sounds a tiny bit UNDERpowered. Since you have to declare it BEFORE the model suffers damage, there is the possibility that it will be unscathed, the next model will attack, and the whole effect will have been wasted. Also a bit confusing as to how Steady would even come into effect, since the Scroll doesn't continue into your opponent's turn (or even after the Hyper Aggressive move), when it would actually have any bearing.
    The declaration after a hit is there because I feel it needs an element of chance, however normally I dob't think it will be too difficult to guess what situations will be worth it, if your KW's are about to be shot up you can use the scroll, take the attack, then move up to 6" (hopefully) pass a Tough roll and still be standing for when you activate them. it's like that bit in V for Vendetta when V gets shot over and over and just keeps coming: "Die! DIE!" Why won't you DIE?!"
    I've also made it last for your opponent's turn, most likely that will just mean that model/unit won't be targeted anymore, but if they need to die it could, with a lot of luck, land a unit right in your opponent's midst.

    as you feel it is currently underpowered, what effects would you like to see?

    My gut reaction is that two P+S 15 auto KD hits with the possibility for more is potentially OP. Perhaps lower the P+S to 13? He can, after all, still boost.
    Okay, lowered.

    Can't see this fluffwise. This is the dude who lives out in the desert because he REALLY likes yelling. People who spend their time yelling aren't always the best at stealth and subtlety.
    I've added a little to the fluff to explain it, basically he sucks up sound so that they can better sneak around. Imagine a unit of Champions with all that armour just moving silently on their tip-toes

    Seems a tad redundant (especially with the same Fury Cost). I would keep Earthquake and replace Force Blow.
    I've replaced Force Blow with Razor Wind.
    "Let's not be English, French or German any more. Let's be European. No, not European, let's be men. Let's be humanity. All we have to do is get rid of one last piece of egocentricity - patriotism."

    - Victor Hugo (1802-85)

  38. #358
    Annihilator Feverdream's Avatar
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    Quote Originally Posted by iknowinternet View Post
    Love it.

    Only one thing I see as being an issue... due to not having any minis on hand to check scale, I wonder about one thing. With palpable stench, the Spurgu (a Large base) stands in a 3" cloud. Is there enough room left over in that cloud for another model to actually enter and be affected by the debuff? Also, if the AoE is in fact a cloud effect, then the Spurgu has constant Concealment, putting it at 14 DEF versus range. This could possibly be a little high, but I'm not sure. Remains to be seen.

    But... love it.
    I appreciate the love. I went ahead and edited it, giving it an ability similar to the Protectorate's Reckoner Warjack. I realized that it is COMPLETE nonsense for someone to have to have a template on the creature at all times. And I loosely based this on the Warpwolf, so... hey. I'll gladly make any tweaks necessary to help it be both functional and fluffy.

    Lord Carver: 5-2-0
    Carved: Kaelyssa, pMorghul, pVlad, Harkevich, pVayl
    Carved up by: Karchev, pKaya

  39. #359
    Destroyer of Worlds iknowinternet's Avatar
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    If I recall, the reckoner's effect ("Choking Veil" even makes sense from a naming perspective, so you could probably just use it) gives the debuff to any enemy model within 2", as well as providing concealment.
    I actually am starting to think that DEF 14 vs. Range is fine.
    ----------------------
    Glassgaze looks good. The wording is just a tad wonky on the scroll still, but it does make sense. It just requires multiple readings.

  40. #360
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    I thought I might have a crack at writing up Matahma's old man, Hodun Glassgaze. Not to be taken too seriously, he's basically made to fail

    The eldest and most revered of the leaders of the Bloodstone Kriels, Hodun became a familiar figure of authority to many of the desert's toughened residents: With his skin bleached like all his sorcerous kind, and laced with distinctive scars Hodun held the respect of all who met him even after his death.
    never seen without his magically enhanced rake, unimaginatively named Nine-Teeth, a weapon capable of rending the ground asunder, and his signature tool, snakeskin. A wooden paddle the size of a humans head with an underside covered inBuzzard Beetle carapaces, capable of wounding even his Troll physique in order to draw blood used as ink in his scrolls, potent items of magic that could be used either offensively or defensively.
    The most potent of these was used only once, and is commonly seen as the cause of his demise; the fabled Bloodsea Scroll. Bound by blood oath to his own lifeforce, Hodun would plead with Dhunia to help him remake the earth in order to swallow his enemies whole as the desert sand stirred like raging seas.

    Hodun Glassgaze, Trollblood Trollkin Warlock
    SPD-6 STR-6 MAT-5 RAT-5 DEF-13 ARM-15 CMD-9 FUR-5
    FA- C
    Warbeast Points- +4
    Damage- 16
    Base size- Medium
    Feat: Bloodsea Scroll- Hodun suffers any number of damage points. For each damage point he suffers remove one enemy non-warlock, non-warcaster non-incorporeal warrior model currently in his control area from play. Damage suffered from Bloodsea Scroll cannot be transferred. Bloodsea Scroll lasts for one turn.
    Hodun Glassgaze

    Blood Trade- This model can upkeep spells by suffering 1 damage point per spell instead of spending Fury.
    Passed On- This model cannot be included in an army that includes an additional Warcaster or Warlock.
    Weapons [Hodun Glassgaze]
    Nine-teeth- POW: 6 P+S: 12

    Tremor (* Attack) ? Tremor affects every model within 2? of this model and does not require a target. Make one melee attack roll. If the roll equals or exceeds the DEF of an affected model, it is knocked down. This attack roll cannot be rerolled. This model can make a Tremor special attack if it charges.
    Snakeskin- POW: 3 P+S: 9
    Magic-Wpn:

    Spells [Hodun Glassgaze]
    Banishing Ward- COST: 2 RNG: 6 AOE: - POW: - UP: Yes OFF: No
    Enemy upkeep spells on target friendly model/unit expire. Affected models cannot be targeted by enemy spells or animi.
    Damning Ward- COST: 3 RNG: 8 AOE: - POW: - UP: Yes OFF: Yes
    When target enemy Warbeast that is part of a battlegroup is boxed, its controller suffers a damage roll equal to the destroyed Warbeast?s current ARM.
    Defender?s Ward- COST: 2 RNG: 10 AOE: - POW: - UP: Yes OFF: No
    Target friendly Faction model/unit gains +2 DEF and ARM.
    Ground Zero- COST: 3 RNG: SELF AOE: 5 POW: 13 UP: No OFF: No
    Centre a 5? AOE on this model. Each other model in the AOE is hit and suffers a POW 13 damage roll. Models damaged by Ground Zero are pushed d6? directly away from this model. You select the order models are moved.
    Transference- COST: 2 RNG: SELF AOE: CTRL POW: - UP: Yes OFF: No
    While in this model?s control area, friendly Faction non-Warlock warrior models can remove 1 Fury point from this model to boost a melee attack or melee damage roll.
    "Let's not be English, French or German any more. Let's be European. No, not European, let's be men. Let's be humanity. All we have to do is get rid of one last piece of egocentricity - patriotism."

    - Victor Hugo (1802-85)

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