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  1. #41
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    Glad you both like it.

    @ Redscores- I have posted some C&C in your thread, in honesty I have been avoiding your thread so as to avoid crossing ideas from yours to mine.
    "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)

  2. #42

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    Ah. Ok, as a information, the basilisk is a bit weak, compare him with a charger, I would atleast increase his range by 2... because 2 boosted POW 12 shots for 3 focus is better as 1 boosted POW 14 shot for 1 focus BUT you have to aim for that. Or reduce his cost to 4 instead, then it would be ok I guess...

    EDIT: I just looked at the stats men... this jack is not even worth 4 points, the spd of 4 is NOT good for this warjack, additional he has the worst defensive stats of every warjack in the game, seriously, DEF 12 and ARM 16? thats the lowest of all 'jacks. I would atleast boost his DEF to 13 and his SPD to 5 or 6 and then reduce his cost to 4. That would balance him, if you look at any other faction, the 4 point warjacks are far superior to this one.
    Last edited by redscores; 10-31-2010 at 07:05 AM.

  3. #43
    Annihilator Jaren's Avatar
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    I like "Under the Table" - very neat idea, that.

    I agree with redscores that the Basilisk is overpriced for what it does. RNG 12 and ARM 17 wouldn't be overpowered.
    I did it on Ritalin. I got me some good grades. Now I work me the night shift.
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  4. #44
    Destroyer of Worlds iknowinternet's Avatar
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    Up the speed and DEF by one and drop the points by one and he'll be exactly what he's supposed to be... A cheap gun platform that is low maintenance but REALLY not meant to get engaged.
    Reach on the tail might also give him a chance to pull off a decent freestrike or two... otherwise the opponent can just mosey on past him.
    Last edited by iknowinternet; 11-01-2010 at 01:14 AM.

  5. #45
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    Okey-doke; I upped the ARM to 17, and the RNG to 12, gave his tail strike Reach and dropped him to 4pts. He's still as I imagined him, just better at it.

    Being low SPD low DEF was important thematically, I can't describe something as plodding and then make it similarly nimble to the other Lights.
    "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)

  6. #46
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    As I'm working on eKaa and eMbn at the moment, I thought I would have a crack at actually writing fiction in the fiction forum (Radical I know!) this is part one of Kaa turning epic, the second part will involve both he and Mbn to tie their stories together.

    Aab Mee-Vin, Highest Novitae of the Crocus Guild, refused to look down at what he was stepping in, nor did he deign to acknowledge the titters and alien calls of the locals he could hear outside the limited vision of his broad flax-weaved hood as he slogged through the soused dirt track that counted as the main avenue for Kingston-on-Fenn, the hamlet some 60 miles north of Mercir where he had been directed to try and barter for basic supplies for the staff of his master on the Enegomeaeh.

    As his face tightened with the effort of seeming calm as he heaved his Getas out of a deceptively deep mud-hole with an embarrassing sucking sound his mind turned back to the town committee he and his surly translator Barton Flass had just finished kowtowing with (Flass's own words, he had seemed delighted with the shapes it formed his mouth into: "Kooowwtoooww"); a slovenly group of tired old men to his eye, all gray beards and dry lips constantly smacking whenever they heard something they liked, their header, the most portly of them all, had kept groping a small circle of brass upon a short ribbon pinned upon his jacket; Aab had presumed the trinket to be some symbol of office, and had been surprised when Barton had explained en route to his horse that it was a medal awarded to the man for his wartime achievements. Now as he strode on passed the wooden sign that proclaimed the limits of the town it struck him that not one of the cat-callers and mudslingers he had passed on his way had been a man of his age; only the young, the enfeebled and some few womenfolk, none of them in their prime either. He had heard of the current war aboard ship, of course, but to have such a remote place stripped of all those fit to go... What scale of conflict could reap such a heavy toll on lives?

    "Nice weather, ain't it?"

    Aab jerked from his reveries and span to look upon whoever had just addressed him in his native tongue "Blast!" He thought "I am not one to follow the herd, but with so little sun here, perhaps one of those hats they wear here would be preferable to this blessed hood?"
    Standing upon the hillside overlooking the path he was following back down to his ships berth was a short, slight man, dressed in the simple poncho and dhoti of the peasantry and pair of large leather boots, which looked almost too heavy for the mans scrawny legs to lift. On his back was a large shallow cooking pan and a deep woven basket held with a strap across the mans shoulders. He looked like a prospector, one of the many dirt-poor farmers and laborers who had stowed upon the Enegoemeaeh and her sister ships looking for wealth, but his eyes... they were different; they didn't show the ingrained fear and deference that normally manifested itself in an outsider exposed to a city-man, and they were dark, even with the weak sunlight striking him in the face there was no glimmer in them, just two deep, dark pools gazing steadily at him!

    Trying not to appear flustered at the strangeness of the man before him, Aab Mee-Vin plastered on a carefully benevolent smile, folded his arms into their wide sleeves and bent his Guild-trained memory towards recalling the mans name:
    "Ah, Kaa-mbn-"
    "Kaa-fn." The man instantly corrected "Toh."
    He didn't blink.
    Aab's smile simply grew wider, even as his nerves began to fray slightly.
    "So it is; Kaa-fn-Toh! What brings you so far from the ship? Fetching some food for yourself?"
    He nodded to the pan dangling from Kaa's back. Kaa returned the smile this time, but it was a cold one.
    "Just so, sir." He replied "Just so indeed."

    Something rough nudged against Aab's right calf, instinctively he kicked away with a small cry of distaste, but whatever it was held on, Aab glanced down to see what foul native breed was bothering him and beheld a rope as thick as his wrist attached above the anklet of his Geta, four strands of fibers had unraveled at the tip and wrapped themselves around his shin.
    Completely taken aback, Aab looked from the rope back to Kaa's face, which now wore a predatory grin, his features gave a twitch of concentration, and suddenly Mee-Vin was collapsed howling on the ground, the clutching strands now plunged deep into his flesh like fishing hooks. Gasping from the explosions of pain traveling up his leg Aab seized the rope with both hands and heaved with all his might, which only led to pain so great it made black dots blossom and die before his eyes, causing him to release his grip and collapse onto his back, eyes rolling in incomprehension
    "H-How is this happening!" he thought wildly "Why is this happening!!!"

    With a start the rope began tugging with steady force on his captured leg, slithering him up the sodden hillside, a steady cascade of mud in his wake as he was hoisted upwards. His fingers clinging ineffectually to the loose soil Aab tried to sit up, following the rope with his eyes he traced it straight up the hill, there was the bald earth where it had scraped over the grass from its circuitous path through the bushes and the rocks further on, and there was Kaa-fn-Toh's basket, with a pitter patter of mud falling from the rope as it scraped over its lip. Kaa himself was no longer slouched but instead standing proudly facing the prone Aab, the grin was gone again, replaced with a focused glare.

    "No!" Aab sobbed, heaving himself onto his belly to a chorus on agony from his snatched leg. His left arm disappeared up his right sleeve, and after a few moments of desperate rummaging it emerged again, clutching the most valuable tool of the Crocus Guild; a two inch long, narrow wooden pick, with one point and one blunted end. Planting his free leg is a deep furrow of mud his other hand worked madly smoothing and clearing a patch of mud mere inches from his face. Even as he bit his bottom lip against the pain in his leg hard enough to draw blood he recalled the drone of his tutor, Famallsuesse

    "A Guildsman's tools should always be clean, Aab Mee-Vin; a clean pick, a clean tablet, and a clean mind. Only with all these tools in fine condition can your works be great"

    At the time he had thought the old man was only warning about wasting his Apprentices allowance on favorable company, but with fingers of rope deep enough that they must surely be entwined around his bone, and that bastard Kaa standing so pompous on that hill, waiting for him to be heaved to whatever grisly fate was waiting for him atop it, the words had new meaning; this could well be his one shot at escaping this madman, and no stray piece of grass could be permitted! As the strain in his legs grew so great he thought he may well snap at the waist like a wishbone he ended his markings with a final swish and flourish and threw himself onto his back as by his side something unseen began throwing mud into the air like waves breaking on the prow of a ship.

    Atop the hill Kaa had shifted into a braced position with the effort of pulling the resistant Aab upward. Now he jerked upright as from the ground erupted a blade of shining mud-brown marble: Taller than a man, moving faster than any horse, its razor sharp front edge slammed into Kaa in less time than it took to blink and emerged near instantly on the other side in a spray of gore, the pan that Kaa had worn on his back was flung away by the impact and span crazily in the earth before landing with a slap.
    ?BAKED EARTH GUILLOTINE!? Aab screamed ?YES!!!?
    "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)

  7. #47
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    Even as the blade sank back into the ground like a shark diving back into the deeps Kaa's body began to slump; the two perfectly severed halves of his body sliding against each other as they collapsed to the ground. Aab watched in morbid fascination. When he had displayed the Baked Earth Guillotine to his tutors in the dojo the targets had been faceless clay Wallahs, that had shattered upon impact to a spontaneous round of applause from the onlookers. To watch the effects on a human body was somewhat less exciting. Almost of its own accord his stomach gave a heave and Aab turned his head as a heady mix of fish, rice and bile spurted from his mouth and began to run with the rich, earthy-smelling mud. His leg still throbbing terribly Aab pushed himself up on his elbows and surveyed the damage; the four strands were still embedded firmly in the flesh of his leg, and blood was seeping from every puncture mark. The rope itself had at least stopped its inexorable pull however, and was lying limp in a ribbon joining him to the bizarre basket now resting off-kilter by Kaa-fn-Toh's corpse.
    He'll have a knife for this. Something to cut me loose after he finished me”
    Grimacing Aab shifted himself to be looking up the hill from his belly and began a slow, purposeful crawl upward to where Kaa's bisected body was crouched on its knees, each half supporting the other, there was surprisingly little blood around the body, only a pile of intestines sitting between his legs like-
    “Like ropes.” Aab though as he pulled his useless leg over the crest of the hill “Just like a spool of ropes”

    The pan had not been the only thing Aab's strike had thrown clear of the body: There was a small backgammon box, there a plank of wood with a hoop of rope on one end, and there! Yes! A small, serrated knife lying but two feet from the very rope he meant to use it on. No longer worrying about pain Aab's crawl turned to a scramble as he rushed to seize the knife with both hands. Laughing and crying at the same time Aab held tightly to the knife's hilt with one hand lest it somehow fly away, and with the other pulled a length of the rope to him. So eager was he to be free of it, that at first he fruitlessly stabbed at it, but after a few deep breaths he found his senses and began sawing at the rope slow strokes causing a rasp as the tightly wound strands resisted the blade. Perhaps it was this that was his damnation, as beneath the loud rasping of the knife against the rope and his own heavy breathing there was another sound; a rustling, like lengths of knotted rope being dragged across each other...

    Suddenly a shadow fell over the hunched over Aab, and as he threw his head around to see the cause an uncontrolled scream tore itself out of him.
    Standing above him, with black strings still darting like an invisible seamstress sewing the two parts of him back together, was Kaa, a separate grin on each side of his face. As the hurried black strings drew his lips together they began to shape into words;
    “Impressive. You have quick hands, I'll keep those.”

    Before Aab could do anything but whimper as a dampness that had nothing to do with rainwater spread across his lap Kaa's entire body seemed to erupt in a spray of gore as hundreds, if not thousands of black strings tore themselves from under his skin and dived toward him, each puncturing deep into him in perfect alignment with their origins in Kaa's own body. With one smooth pull the strings heaved Aab upright and facing Kaa as the strands in his leg finally released and slithered back into the basket. The strings tugged again and suddenly Aab was stepping stepping forward so that the two mens faces were only inches from each other. Aab's eyes darted to and fro as he tried to absorb what had just happened to him.

    “Y-your skills” He managed to splutter around the three strings embedded in his lips “L-l-like Alelsuesse!”
    “No.” Kaa-fn-Toh replied, as beneath his bifurcated poncho a bizarre, writhing bulge began to take form.
    “Not. At. All.”

    It was now past sunset in a secluded valley on the other side of the hill. Kaa sat by the fire he had began, paying close attention to what he had cooking over it in his wide, shallow pan, occasionally stirring it with the length of wood he held in one hand. Seemingly satisfied he reached into the pan with his other hand and plucked from it a human arm, reddened and crispy from the heat of the fire, without a glance he slammed the stump of the arm against his left side, not even flinching as steam hissed from the join, already teeming black strings were erupting from his skin to bind the arm to himself, whilst the blackened fingers began to twitch and clench in a frenzy. Paying no heed to this, Kaa took the other arm and planted it into the skin beneath his right shoulder blade, where the same thing began in earnest.

    Sighing in apparent contentment at a job well done, Kaa took the handle of the pan and tilted it over the fire, pouring a thick red juice onto it that extinguished the whole thing in a cloud of black smoke. He didn't need the warmth. He didn't need the light.
    "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)

  8. #48
    Destroyer of Worlds iknowinternet's Avatar
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    You are a hell of a writer, simon sez.
    And I don't just say that to anyone.

    If ever there was a doubt in my mind that it should've been Kaa over Lee, you just allayed my fears.

  9. #49
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    Phew! Thanks for that iknowinternet, I was a little worried about this.

    Part 2 will hopefully be up before the weeks out, dependant on Real Life, but there will probably be more homebrews to tide you over while you wait.
    "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)

  10. #50
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    Guptas
    One of a number of organisations that operate beyond the bounds of the walls of Zu's fortified municipalities; the Gupta's are a society of political police, utterly loyal to the lord of the city, for a price. Also known derisively as Monkey-Men or Rooftoppers for their methods of covering ground at speed by traversing the tops of the crowded slums that fill every spare metre of the cit limits, the Guptas are gifted at catching whoever they are sent after with their flying claws, further enhanced with Crocus Guild tablets to animate their clawed tips into grasping life.
    The appearence of the Guptas as part of the Zuese Expedition are a source of consternation to all who are part of it; do the city leaders plan on simply disappearing anyone who looks to enhance their own fortunes, or is the mysterious headman of the Guptas making his (or her) own play for power? Whatever the case may be, these veiled agents are earning their welcome against all aggressors to the Expedition with their prodigious skills.

    Zuese Guptas, Zuese Expeditionary Unit
    SPD-6 STR-6 MAT-6 RAT-5 DEF-14 ARM-14 CMD-9
    FA- 2
    Points Cost- Leader & 5 Grunts: 5pts
    Base Size- Small
    Leader & Grunts

    Chain Strike- This model's melee range extends to 4" during its activation.
    Lash- This model and friendly warrior models in B2B with it cannot be knocked down.
    Weapons [Leader & Grunts]
    Flying Claw- POW-4 P+S- 10
    Chain Weapon- this attack ignores the Buckler and Shield weapon qualities and Shield Wall.
    Binding- A model that is hit suffers a cumulative -2 DEF for one turn. When a model is hit by three or more Binding attacks in the same turn, it becomes Stationary for one round.

    Not the conclusion to the story I'm afraid, but a concept I've been playing with in my head for a few days now. I have to say when I started this I never dreamt Zu's theme would emerge as, well... Bondage!
    Last edited by simon sez; 11-17-2010 at 08:58 AM. Reason: with thanks to Jaren
    "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)

  11. #51
    Destroyer of Worlds iknowinternet's Avatar
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    I like the idea, but a 5-man unit with shadow bind on each...?
    DEAR GOD NO.
    I am rather surprised that, based on their description, they don't have Acrobatics. Lash on a unit is very interesting, though.
    The one thing saving a unit of Shadow Binders from being utterly broken, however, is the fact that they are DEF14 ARM14 with no built-in survivability buffs.

    Maybe instead of Shadow Bind, you could steal an ability I put on one of my Homebrew casters:
    Kneecap - A non-incorporeal enemy model hit suffers -2 SPD for one round.
    Prevents charges without preventing EVERYTHING. Naturally, you will have to alter it to make sure it doesn't stack... because that would be broken as all hell.

  12. #52
    Annihilator Jaren's Avatar
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    I completely agree with inknowinternet on this one.

    Another possibility : give them a special CMA-like order that causes Shadowbind to ONE model.
    I did it on Ritalin. I got me some good grades. Now I work me the night shift.
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  13. #53
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    See? This is why constructive criticism is important; I was so chuffed with my little CMA+Shadow Bind scheme that the idea of just hitting 6 seperate targets didn't even occur to me!

    I've changed it to something similar to the Greylord Ternion's Ice Cage, removed CMA (Which doesn't synergise well with the new ability anyway) and added Pathfinder, which I took off the first edition for fear it was OP(?!)
    "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)

  14. #54
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    As the chuffing of the small paddle steamer making its way back down the Black River was silkily smothered by the sounds of nature, Mbn Af-Wahl took a moment to appreciate the verdant life around him, the softness of the grass brushing against the exposed arches of his feet, the dappling light through the canopy of the grove he stood under, the chorus of song from unseen birds all around him, the exotic smells of life in abundance in every breath he took, proof of his theory of Gaia as the master craftsman, creating original works of such beauty that all mankind could do was endeavor to imitate him, unsuccessfully he might add (No matter what the haughty masters of the Crocus Guild said to the contrary).

    Everything around him was so very different from the arid soil of his homeland, mercilessly yoked and controlled to eke out every last ounce of produce. Oh, he knew there were jungles far in the south of Zu, engaged in ceaseless battle against the axes and torches of Hn-Gni and Bow-an, twin cities as likely to turn their tools on each other as on the encroaching treeline. Still, this was not the time to dwell on things back in the old country
    -?When did I start calling it that? ? He mused-
    nor did he have time to fitter away admiring the scenery; soon enough the barge would be back, this time heavily laden with camping equipment, supplies, and lesser guildsmen to scurry around and get in his way, and Mbn was loathe to let them find something he hadn't. So, hitching the strap of his satchel higher onto his shoulder with a metallic clank of various peculiar items within, double-checking his bearings against the west-leaning Sun and starting to hum the strains of racy sailors tune he had learned aboard the Phinneas Shae, he began to forge his way through the undergrowth, his ensorcelled staff Rungu put to good use for once in beating away low-lying branches.

    After nearly an hour of pushing through the brush of the riverside, Mbn was quite relieved to find himself stepping into a sun-drenched clearing, just where the barge's skipper had been promised it would be. There was little vegetation here higher than his knee, all that covered the ground was spindly grasses, clumps of gorse and scatterings of jagged stones all around the place surrounded by a definite treeline that ringed the clearing in a neat circle. In the center of the clearing was a cluster of what looked to be large stones, or perhaps collapsed masonry, all apparently relying on their neighbors to remain upright, and uniquely black against the red clay that made up the areas soil.

    Surveying all of this, the inevitable question
    ?What on Earth could have caused this??
    soon blossomed, and was closely followed by a wave of memories of horror stories told aboard ship by the Immorese sailors and ingrained subconsciously onto Af-Wahls talented mind, every word of them recalled with perfect clarity despite his best efforts not to pay them any mind: Tales of a race of man-monsters, hulking brutes adorned with black iron and macabre iconography that 12 centuries ago had swept across an entire continent with their foul magiks and blades and brought all peoples they encountered under their heel. When they finally fell, defeated by the ancestors of the crude anthropomorphic automatons Mbn had observed several times since his arrival, the ousted rulers of the world had scoured near every shred of their existence from the land, leaving as their only monument a nightmare shared by an entire race of Mankind. While all well and good to amuse oneself around the campfire (And to observe the meaningful looks the Northerners gave to Zuese as they told the tale of a race of barbarians invading their homes from across the sea) it was not the tales of history that had caught Mbn Af-Wahl's attention; rather it was rumors of current events that interested him. If there was a grain of truth to the stories, the mysterious invaders had been unsuccessful in their ?Scourge? as it was called, and now those who could harness the rare artifacts they had left behind were at a great advantage in the war that was tearing the New World apart, as stories were passed around of muscled lunatics cutting down friend and foe alike on the northern front with the aid of apparently possessed swords.

    Whatever the truth of these tales was, it all suggested that whoever the Orgoth had been, they had possessed power, and that was what the Crocus Guild excelled at; gaining it, understanding it, and controlling it!
    Mbn couldn't help but smile as he picked his way over loose rock and thorny brush at what his ?Superiors? would permit him in exchange for the power he sought here; sponsoring the realignment matrices he had theorized for inducing weather changes in drought-struck regions perhaps. Or perhaps permitting him to move the dart craft onto human-scale testing, the survival rates for the chinchilla's had risen to above 50% after all, and the potential for increased trade in ideas between the cities was surely worth a small personal risk? That was where Mbn truly clashed with the entrenched elders of the Guild; they believed power was best held close to the chest, whereas he could see that influence came from being the man who gave that power to the people-
    ?Power to the people? he thought absent-absentmindedly ?Yes... A little simplistic but-!?

    The clatter of many wings clapping pulled him out of his political musings and he gave a start as the world he saw around him: As he had started across the bare field the ruins ahead had seemed distant, but after only a few moments
    ?It was only a few moments, wasn't it??
    He had found himself almost walking straight into them, and that wasn't all. Decades of study had granted 2nd Degree Architect Mbn Af-Wahl a terrific eye for detail as well as a prodigious memory, and both were now screaming that things were awry; the layout of the ruins, at least as it had seemed to him from afar, had been a pyramidal tumble-down structure, where now it appeared as a ruined but clearly defined floor-plan of a expansive villa or some such thing.
    All around him the woodland that before had seemed equidistant from the ruins for acres suddenly appeared much closer, and much less inviting than it had when he had admired it some hours ago, almost as if the forest had caught him unawares and was closing in on him. At its closest point the shadows of the treeline was almost touching his own, which pulled him reluctantly toward the most jarring realization
    ?The Sun is wrong. The SUN is WRONG!!!?
    Much as he tried to stifle the treacherous thought beneath years of rationale, the evidence of his eyes refused to change; even as he stared raptly at his lengthy shadow he could swear he could see it inching towards its fellow only a few meters away, which was doing the same towards him!

    His heart was hammering now, completely beyond even his control, the force of it was making a drumming in his ears that added to the bizarreness of everything, and for a distressing moment the ground beneath his feet seemed to cant crazily around him, throwing the horizon up towards the sky. Instinctively trying to balance himself against the apparent pitch and yaw of Gaia Mbn reached out and gripped the charred
    charredcharredthesuniswrongandtheearthisburningmother!
    wall of the ruins, only to pull it quickly back with a
    ?Gah!?

    The earth had ceased its mad to-and-fro, and with an almost audible snap reality came back into focus, which would all have been very reassuring had Mbn not been preoccupied with a new strangeness before him. The wall had felt incredibly cold, almost enough to become a burning pain, but that wasn't what was so distressing; as Af-Wahl held his hand tucked beneath the pit of his arm he stared transfixed at the handprint on the wall where he had touched it, as clear as if it had been a chilled wine bottle, and all around it things seemed to be shifting into new shapes before his eyes. With the warm phantom of his hand as its center what before had been a scattering of random shades and shapes was coalescing almost imperceptibly into a form, a human, 2-dimensional form.

    In his core Mbn could feel the well of panic beginning to spill over again, but this time he was prepared. With deliberate slowness he began to move, raising both hands above his head and his left leg into the air, before bringing all three down again, now with his right elbow held in the cup of his left hand, the right one tucked beneath his lowered chin, as the ball of his left foot settled gently upon the toes of the right. Crooking his right leg ever so slightly Mbn closed his eyes and let out a deep exhale, settling into a Divine Pose of Contemplation to make any Guild tutor weep. Responding to years of indoctrination Mbn's heart rate immediately began to slow, as outside his self-made world all sounds and sensations seemed to drift away;
    ?Now, Gaia.? He breathed ?Show me the truth of this place.?

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

    Sorry I didn't fulfill my promise to have the whole thing done by the Sunday, RL and some other fan projects I've somewhat foolishly undertaken have prevented that, also, it's getting a little longer than I had imagined. Probably a few days until the conclusion yet, hope you enjoy this at least.
    "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)

  15. #55
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    Yes, I'll confess; the story has stalled. So instead I have a few more profiles for you:

    What little humanity Kaa-fn-Toh may have had when he first performed the black rites of rope magic has long since been wrung out of him. Now a monster in sheeps clothing, the blooded threads that make up his body writhe and shift beneath the thin gauze of skin he hides behind while the blackened arms of yet another Crocus Guildsman joins his gristly collection; a miserly hoard of organs sustaining him as a profane mockery of life.
    Kaa-fn-Toh, The Demon of Strings, Zuese Expeditionary Epic Warcaster
    SPD-5 STR-6 MAT-6 RAT-6 DEF-13 ARM-16 CMD-6 FOC-7
    FA- U
    Warjack Points- +4
    Base Size- Small
    Damage- 15
    Feat: Spiders Web- When an enemy model advances into or ends its activation within this model’s control area, a model in this model’s battlegroup currently in its control area can make a full advance and perform one normal melee attack. Spiders Web lasts for one round.
    Demon of Strings
    Body Snatcher- This model gains a corpse token each time it destroys a living enemy Warrior model with a melee attack. It can spend a corpse token during its activation to heal d3 damage points.
    Manifestation- This model does not have the Power Field Warcaster special rule.
    Evil Unmasked- If this model is reduced to ten or fewer damage boxes, he gains the Terror advantage. If he is reduced to five or fewer, he gains the Abomination advantage. These benefits remain even if this model heals.
    Weapons [Demon of Strings]
    Blooded Knot- RNG: 10 ROF: 1 AOE: - POW: 12
    Chain Weapon- This attack ignores the Buckler and Shield weapon qualities and Shield Wall.
    Scimitars [2x] - POW: 3 P+S: 9
    Double Strike- When this model spends a focus point to make additional attacks with this weapon, it can make two additional attacks for each focus point spent.
    Gaping Maw- POW: 7 P+S: 14
    Spells [Demon of Strings]
    Replication- Cost: * RNG: Self AOE: CMD UP: No OFF: No
    For each focus point this model spend it may place one small-based Replica marker anywhere within its LOS and completely within its command range. Replicas are a Structure with ARM 12 and 1 damage point. When this model is hit by an enemy melee attack, a Replica within this model’s command range can be removed from the table instead of this model suffering damage. This spell lasts for one round, at the end of the opponents turn remove any remaining Replicas.
    Wire Explosion- Cost: 2 RNG: SP8 AOE: - POW: 10 UP: No OFF: Yes
    Enemy models with an equal or smaller base hit by Wire Explosion are pushed directly towards this model, stopping if they contact an obstacle, an obstruction, or a model with an equal or larger-sized base.
    Rope Ladder- Cost: 2 RNG: Self AOE: - POW: - UP: Yes OFF: No
    This model gains Stealth, elevated target, and elevated attacker.
    Grapevine- Cost: 3 RNG: Self AOE: - POW: - UP: Yes OFF: No
    The next time this model is directly hit by an enemy ranged or magic attack, after the attack is resolved if this model is not destroyed place it anywhere in B2B with the attacks point of origin, then Grapevine expires.

    Mbn Af-Wahl is a broken soul; after the harrowing vision he beheld outside the Orgoth ruins, and the desperate battle against the creature Kaa-fn-Toh within its dark corridors, the self-excommunicated Architect of the Crocus Guild has had his faith in humanity irrepairably shaken. Driven to seeking solace in a mist of alcohol, Mbn has found his already potent skills to be evolving in stronger, more destructive forms; taking these changes as a calling from Gaia, Mbn has taken upon himself a one-man crusade against the arcania of the Iron Kingdoms, condemning them as murderers of the Earth.
    The Drunkard Mbn Af-Wahl, Zuese Expeditionary Epic Warcaster
    SPD-5 STR-7 MAT-6 RAT-5 DEF-14 ARM-16 CMD-7 FOC-7
    FA- C
    Warjack Points- +6
    Base Size- Small
    Damage- 17
    Feat: Terracotta Army- Mbn Af-Wahl summons 10 Wallah models, placing them within 3” of Mbn Af-Wahl. Summoned models are solos and must charge during their activations. Summoned models must leave play at the end of this turn.
    Mbn Af-Wahl
    Stumbling Drunk- This model cannot be knocked down. Unless it is advancing if this model is hit by an enemy attack, after the attack is resolved this model is pushed d3” in a direction determined by the deviation template. After this movement, you can choose this models facing.
    Gaia’s Champion- When a rough terrain or forest AOE template is placed on the table during your opponents turn as a result of a spell, animus, or weapon effect, immediately after the effect is resolved this model can cast a spell with COST 3 or less without spending focus.
    Weapons [Mbn Af-Wahl]
    Wrathful Rungu- POW: 5 P+S: 12

    Beat Back- Immediately after a normal attack with this weapon is resolved during this model’s combat action, the enemy model hit can be pushed 1” directly away from the attacking model. After the enemy model is pushed, the attacking model can advance up to 1”.
    Gaia’s Light- RNG: SP6 ROF: 1 AOE: - POW: 12

    Spells [Mbn Af-Wahl]
    Diamond Edged- Cost: 2 RNG: 6 AOE: - POW: - UP: No OFF: No
    Target friendly model/unit gains Weight of Stone on their normal melee attacks (When a model is damaged by a weapon with Weight of Stone it suffers -3 SPD and DEF for one round)
    Earth Spikes- Cost: 3 RNG: 10 AOE: 3 POW: 13 UP: No OFF: Yes
    When making this attack; ignore cover and the +2DEF bonus for elevation. On a critical hit, models hit are knocked down.
    Mage Blight- Cost: 5 RNG: Self AOE: CTRL POW: - UP: No OFF: No
    While in this model’s control area, for one round living enemy models cannot cast spells or use feats.
    Reassembly- Cost: 3 RNG: 6 AOE: - POW: - UP: Yes OFF: No
    When target Warjack in this model’s battlegroup is destroyed by an enemy attack, place it anywhere within 3” of its current location. It heals one damage point in each column; then Reassembly expires.
    Scourge- Cost: 4 RNG: 8 AOE: 3 POW: 13 UP: No OFF: Yes
    All models hit by Scourge are knocked down.
    Last edited by simon sez; 11-19-2010 at 07:18 AM. Reason: With thanks to Jaren
    "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)

  16. #56
    Annihilator Jaren's Avatar
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    Kaa-fn-Toh, The Demon of Strings

    I really like this guy!
    Stats and special rules look fine
    Double Strike is going to let him unload a LOT of attacks if he camps and that's a LOAD of corpses. By my math that's 17 attacks (2 initial Scimitars, 1 intital Maw and up to 14 (!) additional Scimitars).
    Replication needs to specify if / when the Replicas are removed from play should he not need to use them.
    Wire Explosion could easily be replaced with Gallows. I feel the "any distance" part is a little OP.
    Not sure why you would cast Grapevine since he'll want Rope Ladder in place most of the time.

    The Drunkard Mbn Af-Wahl

    This guy screams "Arcane Dimentia" to me.
    CMD 9 on a drunk is interesting.
    Gaia's Champion will make Circle cry bitter, bitter tears even if he's only firing off Earth Spikes each time.
    Feat looks fine.
    Diamond Edged really shouldn't upkeepable, especially on himself.

    Edit to add: One last point on the Guptas - Chain Strike but not Chain Weapon? I don't think the addition would be too much.
    Last edited by Jaren; 11-17-2010 at 12:02 AM.
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    @ Jaren- Might subdivide this reply the same way you do:
    Kaa-fn-Toh, the Demon of Strings
    Hooray!
    Hooray again!!
    Very true, but with an average MAT and a lowly P+S 9, being able to dispatch those corpses is something of a challenge, after boosting to damage both attacks that's only 1 focus saved per scimitar.
    [I was thinking of nerfing them slightly; maybe removing double strike for rear attack & parry to make them more defense-oriented and rely on the maw for corpse-gathering, which fits more with the narrative, your thoughts?]
    Okay, will fix that.
    Wire Explosion was meant to serve a definite purpose; to bring the enemy to him to be killed off in melee in droves, perhaps using the insane double strike combo you pointed out. sort of Gallows' greedy little brother.
    Not sure really, though in its defence most casters have one spell that never sees action. One thing you could do with it is:
    TheoryMachine
    . I take a 'Jack heavy list, pop Kaas feat to put off charges and upkeep Grapevine.
    . Enemy model (lets assume it is a Long Gunner) aims and hits Kaa.
    . Grapevine activates and I place Kaa in B2B with the shooting model, all other models in enemy unit now have the Target in melee penalty.
    . Note that as Spiders Web is an aura, once this unit deactivates Kaa can move and perform one attack since the CTRL AOE is now centred on them. You deactivate the unit, I fix Kaa's facing if necessary and gobble up the shooter.
    . You are now faced with Kaa in the midst of your lines, a large CTRL range which means the majority of my 'jacks (If I was careful) are still within range of Spiders Web and so is most of your army.
    . If you deactivate a model/unit within 14" of Kaa, he or one of my 'jacks can move, perhaps I will gobble up the Long gunners friends and stack up on Spare Parts. If you don't kill him this turn, I could conceivably have a fully replenished melee monster in your face my next turn.

    The Drunkard Mbn Af-Wahl
    Hmm, maybe...
    He's an angry drunk, the riot starting kind
    That'll teach 'em, mwahahaha! Do I need to clarify it? AOE is meant to mean the 3" 4" and 5" templates, not CTRL or CMD.
    Shall fix that.

    If you don't think it's a bit much? Sweet!
    "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)

  18. #58
    Annihilator Jaren's Avatar
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    RE: Guptas

    I don't think it's too much since they're so squishy.

    RE: Kaa-fn-Toh

    Removing the Replicas during the maintenance phase makes a little more sense to me. Still, it's fine as is.

    With the Double Strike thing, my thinking is that he'll be willing to burn FOC on attacks more that most casters since he has no Powerfield and he's really not going to want to be engaged on his opponent's turn. Even at MAT 6, P&S 9 you'll put the hurt on most things - after ~14 attacks you're bound to have rolled SOMETHING.

    Theorymachine aside, while Gravevine is up I'd only ever shoot at him if I KNEW he'd die. That spell is big, neon sign that says "NO PLINKING". Hmm...I think I just figured out when I'd use it too.

    Wire Explosion is one I'm going to have to look harder at. I'll grant you that it's a gamble to use it - what if you can't kill everything you pull in? Maybe you could word it "...are pushed into melee range..." stopping when they hit terrain, yadda yadda. That way he'll HAVE to deal with enemy models in his face.

    RE: The Drunkard

    Gaia's Champion is worded fine.

    Having had some experience dealing with riotus drunks, it's more the mob reaching critical mass than a strong leader that keeps things rolling. For an in-game comparison - Asheth Magnus is inspiring enough to make whole units of Longgunner and Trencher Infantry desert Cygnar. He's CMD 7.
    Last edited by Jaren; 11-17-2010 at 10:37 PM.
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    Okay, I have Wire Explosion to a sort or reverse slam into his melee range like you suggested, and knocked down Mbn's CMD a couple of notches.
    "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)

  20. #60
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    As written Wire Explosion won't cause Collateral Damage as it is a push effect. I guess I wasn't really clear on my thoughts here, so this is what I was getting at, in rule form:

    Enemy models with an equal or smaller base HIT by Wire Explosion ARE pushed directly towards this model, stopping if they contact an obstacle,, an obstruction, or a model with an equal or larger-sized base.
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    Ah right. Changed again (could've sworn collateral worked...)

    I've got something of a backlog of profiles built up, so every post from now on will have one in it; starting with.

    No-Man
    Officially the Zuese Expedition is not a military venture; instead it has been described to those who ask as a trading fleet, filled with promises of wealth for Zuese and Immorese alike and populated with honest souls seeking their fortunes, a new life or simply to escape what they left behind. This is a lie, of course; as though they wear no insignia of rank or regiment the military arm of Zu?s cities wander abroad in the shape of the No-Men.
    So dubbed for their apparent lack of a name, history or ambitions beyond the completion of their orders, a No-Man can blend in to any surroundings, wait with infinite patience for the right time to strike, and then spring upon unsuspecting officers with a flash of deadly steel.

    No-Man, Zuese Expeditionary Solo
    SPD-7 STR-6 MAT-7 RAT-4 DEF-14 ARM-12 CMD-8
    FA- 2
    Points Cost- 2
    Base Size- Small
    Damage- 5
    No-Man



    Camouflage- This model gains an additional +2DEF when benefitting from concealment or cover.
    Prey- After deployment but before the first players turn, choose an enemy model/unit to be this model/unit's prey. This model gains +2 to attack and damage rolls against its prey. When this model begins its activation within 10" of its prey, it gains +2" movement that activation. When the prey is destroyed or removed from play, choose another model/unit to be the prey.
    Weapons [No-Man]
    Scimitar- POW: 6 +S: 12
    Critical Decapitation- On a critical hit, damage exceeding the ARM of the model hit is doubled. A model disabled by this attack cannot make a Tough 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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    Manning and maintaining an army is an expensive exercise, and one that doesn't come without risk. As an innovative solution to the problem, the Crocus Guild has lately being turning it's subservient Wallah constructs toward a more challenging labour than heavy lifting. Warfare.
    Capable only of grasping simple commands encrypted on their Life Tablets, Wallahs nonetheless make for challenging adversaries, with their rock-hard skin and formidable strength, and guided by their shepherding Guildsmen, they can prove to be a match to even trained living warriors.

    Crocus Guildsman & Wallahs, Zuese Expeditionary Guildsman Unit
    Leader
    SPD-6 STR-5 MAT-5 RAT-4 DEF-13 ARM-13 CMD-7
    Grunts
    SPD-4 STR-7 MAT-4 RAT-3 DEF-11 ARM-14 CMD-5
    FA- 2
    Point Cost- Leader & 5 Grunts: 3pts. Leader & 9 Grunts: 5pts
    Base Size- Small
    Leader

    [] Life Tablet
    [] Life Tablet
    [] Life Tablet
    [] Life Tablet
    [] Life Tablet
    Sow Wallah- During this model’s activation, you can mark one or more Life Tablet boxes on its card. For each Life Tablet box you mark, add a Wallah Grunt model to this unit in formation.
    Self-Sacrifice- If this model is disabled by an enemy attack, you can choose a non-disabled model in this unit within 3” of this model to be destroyed. If another model is destroyed as a result of Self-Sacrifice, this model heals 1 damage point.
    Grunts


    Weapons [Leader]
    Stave [1x] - POW: 3 P+S: 9

    Weapons [Grunts]
    Melee Weapons [2x] - POW: 3 P+S: 10
    Last edited by simon sez; 11-20-2010 at 05:39 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)

  23. #63
    Destroyer of Worlds iknowinternet's Avatar
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    The hits just keep coming! Great stuff!

    I don't have time at the moment for a full C&C of the epics... i will get there.

    The No-Man is fantastic. Like a manhunter that requires more skill to run, and which provides a great deal of psychological board control, lurking in the forest and waiting to run in and go snickersnack.

    I looooooooove the Wallah unit. The only thing I worry about is that, despite the low MAT, they do put out a large amount of attacks for a cheap unit. Still, I think they are really well balanced. Love em.

  24. #64
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    Both great. In fact, I can't think of anthing to add - they're fine.
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    I don't think I like doing things right first time; it's boring, no-one talks to you!

    Honestly though that's great to hear. How is that writing challenge coming along iknowinternet?

    Here's hoping then that these are, I guess worse(?!) but still good!

    Balor Wallahs
    When the ingenuity of the Crocus Guilds members and the near peerless resources they enjoy are considered, it is small wonder there aren't more cautionary tales like that of the Balor Wallahs: Unsatisfied with the Ley Carriages, 3rd Degree Architect Chanansuesse dedicated his career to unlocking the secret of instantaneous transportation. Whether his efforts were a success has never been proven, as he and all objects caught in the pull of the Tablet he built have never been recovered. Taming the Devouring Tablet eventually called for an Architect of the First Degree, who sealed the accursed object within a sphere of pure marble.
    Never ones to let opportunity pass, it was only a matter of time until the city leaders got wind of the tablets prodigious destructive powers and demanded them for their personal armies. The reverse engineered tablets are held securely behind their marble shutters and are brought to battle atop cumbersome four-legged Wallah frames guided by an unshakeable Guildsman, who levers the heavy stone hinges up to release the trapped energies hidden inside.

    Crocus Guildsman & Balor Wallahs, Zuese Expeditionary Guildsman Unit
    Leader
    SPD-6 STR-5 MAT-6 RAT-4 DEF-13 ARM-13 CMD-8
    Grunts
    SPD-4 STR-9 MAT-7 RAT-4 DEF-11 ARM-16 CMD-1
    FA- 1
    Points Cost- Leader & 2 Grunts: 7pts, Leader & 4 Grunts: 11pts
    Base Size- Leader: Small Base, Grunts: Medium
    Damage- Leader: 1, Grunts: 8 each
    Leader

    Stone Heart- This model never flees and automatically passes command checks.
    Stonewalled- This model gains +2ARM for each Balor Wallah it is B2B with.
    Gaze of Abolition (Order) – Affected Grunts in B2B with this model have their melee attacks replaced with a ranged attack with Critical Grievous Wounds and knockdown:
    RNG: SP6 ROF: 1 AOE: - POW: 14
    Grunts

    Weapons [Leader]
    Goad- POW: 4 P+S: 9

    Weapons [Grunts]
    Devouring Tablet- POW: 6 P+S: 14
    Blast- Centre a 4” AOE on a model directly hit by this attack. Models in the AOE are hit and suffer a POW 10 blast damage roll. On a critical hit, models in the AOE are knocked down. This model is not affected by Blast.
    Critical Grievous Wounds- When a model is hit by this weapon, for one round it loses Tough, cannot heal or be healed, and cannot transfer damage.
    Last edited by simon sez; 11-29-2010 at 04:16 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)

  26. #66
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    You may have read that yesterday I accidentally deleted a warcaster profile I was working on (Heck, such was mynerd rage you probably felt a disturbance in the force!) Well, he here is for a second try (pleaseohpleaseohplease! work this time!)

    Okkokeboke, Silver Bolt
    A legend in his own time, the General-for-hire Okkokeboke was laying low cities and forging empires for others in the days when such things depended solely on the skill and courage of men-at-arms; his decimation of the rogue sorcerer Afanmaeah’s superior forces in the Forest of Weel is still held by aspiring tacticians as the standard to which all victories are measure. But the world has moved on, and the great man, now in his seventieth year, had secured his passage to the New World aboard the Grafh, seeking a quiet home away from the painful memories of bygone days, and the constant stream of young men seeking his knowledge, or his life.
    Alas, it is not the fate of men of violence to meet a peaceful end, and with the war engulfing Immoren threatening his own people, the Silver Bolt takes up his trusted spear Mercury in anger once more.

    Okkokeboke, Zuese Expeditionary Warcaster
    SPD-6 STR-7 MAT-9 RAT-4 DEF-15 ARM-15 CMD-9 FOC-6
    FA- C
    Warjack Points- +5
    Base Size- Small
    Damage- 16
    Feat: Hidden Victory’s Path, First Opening- If this model forfeits his normal movement this turn enemy models in his control area and LOS forfeit their movement during their next activation. If this model forfeits his combat action this turn enemy models in his control area and LOS forfeit their combat action during their next activation. Hidden Victory’s Path lasts for one round.
    Okkokeboke
    Leadership [Phalanx] – While in this model’s command range, friendly Phalanx models gain Flank [Friendly model] (When a model with Flank makes a melee attack against an enemy model within the melee range of a friendly model of the type indicated, that model gains +2 to attack rolls and gains an additional damage die)
    Veteran Leader [Living Warrior] – Friendly living warrior trooper models gain +2 to attack rolls while this model is in their LOS
    Weapons [Okkokeboke]
    Mercury- POW: 7 P+S: 13



    Pater- POW: 2 P+S: 8
    Spells [Okkokeboke]
    Death Sentence- Cost: 2 RNG: 8 AOE: - POW: - UP: Yes OF: Yes
    When a friendly Faction model misses a target enemy model/unit with an attack, it can reroll the attack roll. Each attack roll can be rerolled only once as a result of Death Sentence.
    Deflection- Cost: 2 RNG: Self AOE: CTRL POW: - UP: No OFF: No
    While in this models control area, friendly Faction warrior models gain +2ARM against ranged and magic attack damage rolls. Deflection lasts for one round.
    Engine of Destruction- Cost: 2 RNG: Self AOE: - POW: - UP: No OFF No
    This model gains +2SPD, +4STR, and +4MAT for one round.
    Inviolable Resolve- Cost: 2 RNG: 6 AOE: - POW: - UP: yes OFF: No
    Target friendly Faction model/unit gains +2ARM and Fearless
    Road to War- Cost: 3 RNG: Self AOE: CTRL POW: - UP No OFF: No
    Friendly Faction non-warcaster models activating in this model’s control area gain +2” movement this turn.
    Last edited by simon sez; 11-30-2010 at 02:38 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)

  27. #67
    Annihilator Jaren's Avatar
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    Balor Wallahs

    CMD 1 on the Grunts is going to be "fun" should the officer die.
    Should Blast be a *Attack?
    One 4" AOE of Grievous Wounds is a little much. 4 per turn is crazy for 8 pts..

    Okkokeboke, Silver Bolt

    Leadership [Phalanx] feels too strong when applied to (potentially) that many models. Granting the affected models "Gang" looks better to me.
    Pater doesn't seem to serve a purpose.
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    A pitfall of using animated rock as a footsoldier, I'm afraid It is too low though, CMD 2, 3?

    No, Blast is a normal attack, representing the Devouring Tablet trying to pull everything within reach into itself.

    I have adapted the Balor Wallahs to have Critical Grievous Wounds, is this an improvement?

    The issue with Gang is that is that it is unit exclusive, whereas Flank is more interdependent. For reference the Phalanx will resemble Steelhead Halberdiers, but at FA 2 (because smuggling 3m long pikes is a difficult task!) Does this affect your opinion at all?

    Pater is simply Okkokeboke's trusty old shield, an accessory the concept in my head was born with, given a little impact just to let you know it's there. Just think of it as a free POW 12 under EoD. If it were to have some extra purpose; what would you suggest?
    "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)

  29. #69
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    As promised, the Phalanx:

    The Phalanxes
    Where the Iron Kingdoms unquenchable desire to exterminate one another led to leaps of understanding in industrial and arcane sciences to make war an ever-more efficient and terrible tool, in the lands of Zu similar enmities steered the subcontinent's rulers down a divergent path of complex ritual and rattling of sabres where bloodshed was an unexpected result, and the serried ranks of the phalanx played the roles of sword, shield and scorecard all at once.
    As the wheels of trade ground on and transnational institutions like the Guptas and Crocus Guild embedded themselves in the heart of the cities, the hereditary rank of Phalanx Brother became little more than an honorific, with the Sarissa's that are their mark of rank becoming heirlooms to be parading out on state occassions or stood at attention in places of honour.
    Now though the perils of the New World give the nascent traders and expatriates cause for alarm, and many emigrant Brothers are taking up their ancestral duties in the defense of their fellow man, and the stirring in their heart at seeing famed snd renowned warriors like the Silver Bolt and Abhraim the Cerberus leading the charge.

    Phalanx, Zuese Expeditionary Unit
    SPD-5 STR-6 MAT-6 RAT-4 DEF-13 ARM-13 CMD-7
    FA- 2
    Points Cost- Leader & 5 Grunts: 4pts, Leader & 9 Grunts: 6pts
    Base Size- Small
    Leader & Grunts

    Set Defense- A model in this model's front arc suffers -2 on charge, slam power attack, and impact attack rolls against this model.
    Ranked Attacks- Friendly Faction models can ignore this model when determining LOS.
    Weapons [Leader & Grunts]
    Sarissa- POW: 5 P+S: 11


    As always I look forward to any and all C&C you give. And if I could make a small request, anything and everything you have to say on the Epic 'casters and Okkokeboke, please say it; Warcasters are always a challenge and I'll bet there's room for improvement yet, thanks
    Last edited by simon sez; 11-30-2010 at 03:18 AM. Reason: with thanks to iknowinternet, Jaren, and Beowulf99
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  30. #70
    Destroyer of Worlds iknowinternet's Avatar
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    A couple of issues that I think could be quickly addressed.

    With the Balor Wallahs, I am confused as to how they are supposed to be attacking. Does each Wallah get that immense POW 15 attack and a huge Obliterator Cannon-esque blast each turn? Or is it like a CMA type-thing? Likewise, do each of them get to make the SP6 attack? If so, you are looking at a simply absurd amount of massive damage. Even the Renegade's Obliterator rockets are Single-shot.
    Is "Stonewalled" stacking? As written currently, it is, but that could get him up to 23 ARM (if you don't factor in base sizing placement). This wouldn't be all that bad, but each Wallah is ARM 18, which makes them exceptionally hard to take down (in order to reach the creamy center of the Guildsman). Think about it... most grunts don't have ARM that high, and if they do, they are usually Med. bases (to allow for AP), or have to maintain Shield Wall or Def. Line. These guys probably won't even have to worry about incoming fire... they're just kind of an inevitable atom bomb. They feel a little too "easy button" because of that.

    As for Okkokeboke...
    I like him, but I find his spell list is not very diverse. He has no damaging offensive spell (which practically every caster has). Remember that many of these army-wide buff will affect him. With EoD, and Inviolable Resolve up (which uses 4 FOC, but is totally worth it) his statline changes from:
    SPD-6 STR-7 MAT-9 RAT-4 DEF-15 ARM-15
    To this:
    SPD-8 STR-11 MAT-13 RAT-4 DEF-15 ARM-17
    With a P+S 17 WeaponMaster polearm.
    With something like a 13" charge range.
    YIKES.
    Also, by juggling the buffs, plus the inherent two he gives the Phalanx, they can get silly-high virtual MAT. Keep Leadership OR Veteran Leader, but not both.

    His Feat is a really neat idea, but the possibility of completely removing an opponent's ability to do anything is going to make him REAL unpopular, and is probably overpowered. eHaley has a similar feat, and people hate her for it. Still, though, I really like the idea of him just kind of standing back for that one crucial turn to focus his attention on directing his army without distraction, and in return imparting some kind of staggering magical awe into the assault.
    It may be just me, but seeing as this guy is kind of the "rank and file" caster, I can't help but feel he should maybe be CMD 9, especially since most of your Expedition models so far have had sub-par CMD scores.

    The Phalanx seem really neat, and Boma is a really interesting idea. However... Defensive Strike seems too much like Forfend on the old Steelheads, and that was a first-class HEADACHE to sort out every turn. It brings up too many out-of-turn attacks, which is one of the very things PP said they were trying to streamline/do away with in Mk2. Defensive Strike does exist on some Mk2 models (Stannis Brocker), but it is usually on solos and the like to avoid the shenanigans of an entire unit attacking out of turn.
    I'm not sure what you can replace Defensive Strike with, but it should be something viable enough that it makes up for their MAT, which is so low (and no CMA), that they don't look to be worth taking with any caster BUT Okkokeboke.


    I don't want any of the above to sound harsh. I am just in a rush, so I couldn't point out the stuff I liked, which was far more numerous! I love watching this ongoing project.

    NEEDS MORE ANIMATED CLAY
    Last edited by iknowinternet; 11-28-2010 at 05:56 PM.

  31. #71
    Annihilator Jaren's Avatar
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    RE: Balor Wallahs

    Ok, looking at these guys again:
    Blast definately shouldn't work with Gaze.
    I think 3" AOE's are more fair.
    I disagree with IKI on Stonewalled - I think it's fine as is. With the whole unit in Limousine formation, he's ARM 21 and limited to SPD 4.
    The ARM on the Wallas might be too high. Maybe a lower base ARM and that rule from the newest Woldnoun - Clay Skin or something like that.

    I'll also disagree with IKI on Okkokeboke - being able to turn himself into a missile is fine for an assassination run but it leaves his army short on buffs and himself vulnerable should he fail. I'd honestly rather see him than Vlad across the table.

    RE: Phalanxes

    Forefend by any other name is just as broken on a unit, especially given the passive buffs from Okkokeboke.
    Boma is intersting, but since it's an Order they won't be charging that turn. Based on lots of games using Steelhead Halbs, if they aren't charging, they're dug in and taking losses. I honestly don't know if I'd ever issue that particular order unless I somehow couldn't charge anything. Without Def. Strike they aren't built to take a charge either, making it a real corner case.
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  32. #72
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    Balor Wallahs
    I'll bullet point this, cos I've gone at them pretty hard:
    . Points have risen
    . ARM has fallen.
    . So has POW
    . Gaze only works in B2B (The Guildsman is fully opening the lenses with his Goad)
    . Blast does not work on Gaze, as it is not listed in the attack rules.

    Okkokeboke
    @ IKI, the reason he lacks a magic missile is because, as you pointed out, he can become one himself! It will be a monster of an attack, but there are still ways around it.
    In defence of his Feat; it is 4" smaller than Haley's, it slows him down, and with it being LOS dependant there are tricks to be pulled such as having cloud effects or terrain in place, it also does nothing about what's behind him. Well done on nailing the narrative behind it though!
    Out of the two effects; Leadership and Veteran, which would you suggest I do away with?

    Phalanx
    I came in on the tail end of Mk1, but apparently I've recreated a monster! To do away with OOA problems set defense is now a passive ability, and Boma now grants Cleave; similar effect (one more attack per model) but occurs within your activation. I also added 1 MAT.

    Okkokeboke is certainly the Phalanx's go-to guy, but other caster benefit (from) them:
    pMbn- 'jack caster mostly, but Lock the target conveniantly has a range equal to the Phalanx's threat, meaning you can go offensive with a unit otherwise meant to be defensive.
    eMbn- Granting Weight of Stone on a unit capable of generating up to 20 attacks on a perfect day is nothing to sniff at, pray for luck from the front rank and the second shall have a much easier time poking multi-wound units to death. Scourge also helps since it auto knocks down models under the AOE, making them easy pickings.
    pAbhraim- Calamity makes them effective MAT 8 P+S: 13, or at hte cost of an average DEF becoming a low one (but increased by 2 thanks to SD) they can be P+S 14 (With a possible 2 attacks, remember!)
    pAlelsuesse- Love Knot allows Phalanx Brothers benefitting from Boma a greater choice of target by bringing clumps of models within Reach for a Cleave attack. How? Ranked attacks means she can sling spells right through them! Otherwise her tricks come in handy for giving the admittedly slow Phalanx time to position for a charge.
    pKaa- Unless you are a fan of the Bursar and his Sea Dogs, the Phalanx are oneof only a few units that will be available to him, as he has Animosity against Guildsmen models. for his part, Kaa has a choice of debuffs to improve the Phalanx's chances of hitting and can keep them around longer then their average stats would suggest with transfusion
    eKaa- Truth be told they do not work well with this guy, but then, who does? He is a monster! Wire Explosion could be combined with Boma and Ranked Attacks to drag enemies onto waiting Sarissas, but it's probably not worth hitting your own men with a POW 10 magic attack to try.
    "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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  33. #73
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    Just caught up on reading your stuff, and I love it! Very deep fluff, and well rounded units!

    Joining in on the C&C train, let's talk about The Phalanxes!

    When I first read th Phalanxes, something niggled at me, somewhere just below my skin. Then it hit me, this is a unit with a special order that isn't Shield Wall, which are pretty rare. In their PC, they suffer for it, so have slightly sub par CMD and ARM. Another thing that seemed missing is CMA, which would allow this unit to make a good dent in the enemy, especially considering Boma. 2 set's of CMA's on crunch turn would be pretty radical. Also as it stands, they will have a rough time hitting DEF 14 and up targets, which abound in many armies. Ranked attacks already make CMA an attractive ability on these fellows, so something to consider.

    Also, Phalanxes, historically were devised to keep the enemy at bay, and fend off enemy cavalry. Sarissas in specific were very popular for this duty, so I would suggest adding an ability tailored against cavalry would help with making them feel unique. May I suggest Hard from the Fennblades?

    Another idea would be to pull Boma off of the main unit, and add a UA which grants it, as well as some other benefits. Perhaps Magical weapon, to signify the UA granting their ancestral weapons a more damaging effect. Another effect to look at with this unit is Vengeance, as their fluff speaks to that sort of warrior tradition.

    My recommended changes in bulleted fashion:

    • Plus 1 CMD
    • CMA
    • Possibly add Hard
    • Remove Boma from base unit, add another order, perhaps shield wall.
    • Create a UA which brings Boma back, as well as additional abilities, such as Vengeance.


    What do you think?
    Last edited by Beowulf99; 11-29-2010 at 04:02 PM.
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  34. #74
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    This is as a result of Beowulf99's C&C, please see the Phalanx for more changes.

    Phalanx Officer and Historian
    While the will of the reemerging ranks of the Phalanx is strong, their understanding of their ancestral weapon is often rudimentary at best, with the skills that their forefathers were applauded for lost to history. Fortunately some enthusiastic individuals have always worked to keep the practice of handling a Sarissa alive, and now those same men coach their eager pupils in the proper execution of battlefield drill.
    Assistance in this respect comes from the exhaustive records of the period kept in city libraries and private collections across Zu, a few scholars are so enarmoured of the tales within that they accompany the modern Phalanxes to get a taste of the glory days gone by, often referencing favored passages in their well-thumbed tomes in order to stir the mens spirits, or press them to fight harder for victory.

    Phalanx Officer & Historian, Zuese Expeditionary Unit Attachment
    Officer
    SPD-5 STR-6 MAT-7 RAT-4 DEF-13 ARM-13 CMD-8
    Historian
    SPD-5 STR-6 MAT-6 RAT-4 DEF-13 ARM-13 CMD-7
    FA- 1
    Point Cost- 3
    Base Size- Officer & Historian: Small
    Damage- Officer's Damage: 5
    Attachment [Phalanx] - This attachment can be added to a Phalanx unit.
    Officer


    Boma (Order) - For one round, each affected model gains Cleave while B2B with another affected model in its unit (When a model with Cleave destroys one or more enemy models with a melee attack during it's activation, immediately after the attack is resolved the model can make one additional melee attack. A model can gain only one additional attack from Cleave per activation).
    Granted: Overtake- While this model is in play, models in this unit gain Overtake (When a model with Overtake destroys one or more enemy warrior models with a normal melee attack, after the attack is resolved that model can immediately advance up to 1").
    Set Defense- A model in this model's front arc suffers -2 on charge, slam power attack, and impact attack rolls against this model.
    Ranked Attacks- Friendly Faction models can ignore this model when determining LOS.
    Historian
    Annals of History (* Action) - Centre a 5" AOE on this model. When a model in this unit under the AOE performs either an initial attack, damage or command roll during it's activation, it can reroll the dice. Each die can only be rerolled once due to Annals of History.
    Take Up- If this model is destroyed or removed from play, you can choose a Grunt in this unit within 1" of this model to take its place. Effects of this model expire, and it gains the effects on the chosen Grunt. Remove the Grunt from the table instead of this model. This model has the same number of unmarked damage boxes as the chosen Grunt.
    Weapons [Officer]
    Sarissa- POW: 5 P+S: 11

    With this I am nearly halfway to my goal: Equaling the FOW: Retribution book for content (36 models/units) still a loooong way to go!
    Last edited by simon sez; 12-01-2010 at 06:53 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)

  35. #75
    Annihilator Jaren's Avatar
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    RE: Phalanx UA

    Boma will be interesting on a large unit with CMA and Reach - good old Waterfalling shenanigans. Add in Overtake and it's a whole new bag of fun.

    Is Annals of History intended to allow each model to reroll the entire roll, or just one die? Either way, I'm not sold on it affecting both attack AND damage rolls.
    Last edited by Jaren; 11-30-2010 at 03:53 AM.
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  36. #76
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    @ Jaren- It is the entire roll, remember die is the plural, dice the singular. I also clarified (hopefully) Annals of History with the word "either" to show that it is one initial attack OR damage OR command roll per model per activation.
    "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)

  37. #77
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    That's still a lot of rerolls, but I suppose that's not too bad. I'd recommend raising the price of the UA accordingly though. You could also make Annals of history a *Action which targets anyone in his command range, then reduce his command to an abysmal number. He is a historian after all, why would he lead troops? Or just slap an AOE on it. 3" is pretty fair for an ability this strong.
    "Hey, this human seems extra tough when he works with the trollbloods! That seems weird, don't you agree, Floating 14 year old girl possesed by the will of a god fighting a mutated ogre that ate part of dragon?" -PG_petegrrrr

  38. #78
    Annihilator Beowulf99's Avatar
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    Balor Wallahs, I'd recommend adding Self Sacrifice to the Unit, like the Guildsman and Wallah unit above. Otherwise, that leader is looking at a swift death.
    "Hey, this human seems extra tough when he works with the trollbloods! That seems weird, don't you agree, Floating 14 year old girl possesed by the will of a god fighting a mutated ogre that ate part of dragon?" -PG_petegrrrr

  39. #79
    Destroyer of Worlds iknowinternet's Avatar
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    Quote Originally Posted by Beowulf99 View Post
    That's still a lot of rerolls, but I suppose that's not too bad. I'd recommend raising the price of the UA accordingly though. You could also make Annals of history a *Action which targets anyone in his command range, then reduce his command to an abysmal number. He is a historian after all, why would he lead troops? Or just slap an AOE on it. 3" is pretty fair for an ability this strong.
    This.

    Also... REALLY like the UA and the revised Phalanx. I would consider, with all that it offers and the cheap price of the base unit, raising the PC of the UA to 3. Again... consider. It would need some playtesting, but Overtake and Cleave together is DEADLY, even if they do have to stay in B2B to maximize it.

  40. #80
    Annihilator Jaren's Avatar
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    Quote Originally Posted by simon sez View Post
    remember die is the plural, dice the singular.
    Other way around, sir. 1 die, 537 dice.

    Either way, it makes the unit a powerhouse with Cleave and Overtake becoming a LOT more likely. I agree with upping the cost to 3, and maybe making the effect an aura on the historian.
    Last edited by Jaren; 11-30-2010 at 10:00 PM.
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