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SDJackson's house rules thread. https://wap.one-ring.co.uk/viewtopic.php?f=5&t=12857 |
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Author: | SDJackson [ Sat Jun 28, 2008 7:20 pm ] |
Post subject: | SDJackson's house rules thread. |
So, now I have changed the thread so this topic is not just about the Named character skully and I can put my house rules in here, all of them, So to start off, I will do skully. Because of the lack of a real skully in the stats however GW made a sculpt that just looked like him, I think that I should make some house rules to represent skully. I don't think that he should be a fighter, As all he did in the films was shout fire and tell the corsairs that they were late, and got his ass kicked by aragorn and the dead. So, here is my homemade stats for skully, all C&C welcome. Points value: 40. F S D A W C Might: 2 4 5 6 1 1 4 Will: 1 Fate: 2. Wargear: Skully carries a 2 handed axe and a hand weapon. Special rules: Gothmogs companion: As long as Gothmog is in the force, Skully passes all courage tests. As I have already said, C&C welcome. |
Author: | Joansean [ Sat Jun 28, 2008 7:38 pm ] |
Post subject: | |
I think you can give him an option to be a Siege weapon captain , as he commanded the Catapults in the film Otherwise , it's fine. |
Author: | SDJackson [ Sat Jun 28, 2008 7:46 pm ] |
Post subject: | |
Something like actually: Master of catapults. If there is a catapult or mordor seige bow in the force skully may benefit from this rule. Once every game skully may call a heroic fire, all siege weapons on the evil side may fire after the good side have finished moving and before any other shooting. So the rule can be good because it does not do much, but It could be usefull in siege games. other rule, if more than 250 points are spent on siege weapons, Skully is 10 points more |
Author: | SDJackson [ Sun Jun 29, 2008 6:17 am ] |
Post subject: | |
Now, for another character, GW did not miss out this character, I just do not like his stats, many people have moaned that Ugluk has a special rule and is 5 points cheaper and that vrasku is way better, so I think I should do some rules for how Lurtz acted in the films. So, Points: 70 F S D A W C Might: 3. 5/* 5 5 2 2 5. Will: 2 Fate: 2. Wargear: Lurtz carries a shield (Counts as a throwing weapon!) a hand weapon and an orc bow. Special rules: Shoot value: Normally Lurtz has a 3+ shoot value, however if he is up to 12" away from the model and does not move, he automatically hits. Fury: Lurtz counts as if he were under the spell fury. This does not make him pass his courage test. All C&C welcome. |
Author: | WanderingDunedain [ Sun Jun 29, 2008 6:24 am ] |
Post subject: | |
i think that lurtz's rules are good just the way they are and i think skully should just be an average moranon orc captain but with an extra might point for 5 more points. |
Author: | SDJackson [ Sun Jun 29, 2008 7:38 am ] |
Post subject: | |
No, Lurtz is underpowered compared to vrasku and Ugluk. Ugluk has the rule, but no bow for 5 points less, meaning that he gets the rule for free. Vrasku gets a crossbow instead of bow, a better shoot value and 2 shots per turn for the same points! So Lurtz is too underpowered. |
Author: | WanderingDunedain [ Sun Jun 29, 2008 9:54 am ] |
Post subject: | |
i never said anything about lurz |
Author: | SDJackson [ Sun Jun 29, 2008 11:05 am ] |
Post subject: | |
Yees, you said he was good as he is. |
Author: | tirno.alyanorno [ Sun Jun 29, 2008 11:26 am ] |
Post subject: | |
Lurtz is not underpowered - he is overpriced the problem with Lurtz is simple: In the Return of the King Rulebook Lurtz had an orc bow and a shield for the cost of 60 points, but he also had Defence 6 - so he benefited from the shield AND the bow. When the ORB was released, he was kept with the same equipment, however the rules state that you cannot benefit from a shield if you have a bow - Lurtz's defence value was reduced to 5, but they forgot to change his points - he now had a bow and a shield, but doesn't get the defence (which is the main point of a shield). he has a bow and the shielding rule for 60 points - overpriced. what lurtz needs (as i have said in another thread) is a rule to say he benefits from a bow and shield. http://www.one-ring.co.uk/phpBB2/viewtopic.php?t=12868 @wandering Dunadain - I agree with you about skully |
Author: | SDJackson [ Sun Jun 29, 2008 3:01 pm ] |
Post subject: | |
But he didn't really do any combat and he got his a$$ kicked by the people on the corsair ships. |
Author: | tirno.alyanorno [ Sun Jun 29, 2008 4:30 pm ] |
Post subject: | |
SDJackson wrote: But he didn't really do any combat and he got his a$$ kicked by the people on the corsair ships.
No but minor named heroes have the same statline as captains with an extra might. it is really out of character for GW to resist this, as they do not normally have a problem with making up names for characters - Durburz=great goblin, Suladan=serpent, Lord Named Ringwraiths = unnamed RWs. it doesn't make sense! |
Author: | SDJackson [ Sun Jun 29, 2008 4:50 pm ] |
Post subject: | |
I still think he should be a commander not a fighter. |
Author: | tirno.alyanorno [ Sun Jun 29, 2008 4:59 pm ] |
Post subject: | |
SDJackson wrote: I still think he should be a commander not a fighter. giving him an extra might makes him a better commander
|
Author: | SDJackson [ Sun Jun 29, 2008 6:05 pm ] |
Post subject: | |
O.K, so he will be like the Gorbag of Morannons. My next post will be the 2 other wizards. |
Author: | SDJackson [ Sun Jun 29, 2008 6:28 pm ] |
Post subject: | |
So, the wizards. Pallando. Points: 110 .............Might: 3 ...F...S..D..A..W.C..Will: 3* ..4....3..4...1..2..6...Fate: 3. Alatar. Points: 100..............Might: 2 ..F..S..D...A..W..C...Will: 2* ..4..4..4...1...2...5.....Fate: 3. Magical powers: All: Renew: 3+ Immobilise: 3+ Terryfying aura: 6+ Paralyse: 5+ Special rules: Wizards: alatar and pollando are both mighty wizards, because of this they get 1 free might per turn. Wargear: Alatar and pollando carry swords and staffs. (count as 2 handed weapons) Magic power paralyse: The model may not move for that turn if this spell is succesfully cast. The model may attempt to restist the power. Also if the model is charged it automatically looses the fight, no matter what it's fight value is and if it gets wounded it may not use fate to solve it. |
Author: | Mouth-of-Sauron [ Sun Jun 29, 2008 10:04 pm ] |
Post subject: | |
I really like the Lurtz rules... However I donĀ“t have any though of the Skully... And the 2 wizards are too weak Like the standart wizard is 5 4 5 1 3 7 3/6/3 even Radagast had such kind of a stats line so I think that all of the wizard should have this stats line however the special rules and spells could be diffrent... have you ever seen the Age of Kings unofficial suppelment? I liked the two wizards from there... |
Author: | The Ironfoot [ Mon Jun 30, 2008 5:15 am ] |
Post subject: | |
they should have a staff of might (so you can break it) for the free will. |
Author: | joris267 [ Thu Jul 03, 2008 9:18 pm ] |
Post subject: | |
Mouth-of-Sauron wrote: have you ever seen the Age of Kings unofficial suppelment? I liked the two wizards from there...
never seen nor heard from it, but i'm interested. do you have a link? |
Author: | SDJackson [ Sat Jul 05, 2008 1:32 pm ] |
Post subject: | |
O.K, I'll give the wizards 4 will as standard and raise there points cost by 10 points each. |
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