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Post by alex on May 5, 2010 10:35:14 GMT 9.5
The human team hailing from Mordheim have the unfortunate destinction of suffering from random mutations as a result of their time spent in that cursed, wyrdstone influenced city.
2 Decay 3 Claw 4 Prehensile Tail 5 Tentacles 6 Foul Appearance 7 New skill 8 New skill 9 New skill 10 Increase the player’s MA or AV characteristic by 1 point or a New skill 11 Increase the player’s AG characteristic by 1 point or a New skill 12 Increase the player’s ST characteristic by 1 point or a New skill
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Post by ash on May 5, 2010 15:45:03 GMT 9.5
Cheers man!
This makes me very happy indeed! So this is my increase table then ie. I get a new increase from accruing enough SPP's I roll 2d6 and consult this table?
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Post by alex on May 5, 2010 16:18:06 GMT 9.5
correct, you can jot it down on the back of your team sheet.
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Post by ash on May 11, 2010 22:07:25 GMT 9.5
Hehehe I have an ogre with a Claw and a Blitzer with a prehensile tail.
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Post by alex on May 11, 2010 22:40:21 GMT 9.5
OMG, that Ogre is going to be a monster!
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Post by ash on May 20, 2010 0:00:16 GMT 9.5
So now I have a Blitzer with both a Prehensile Tail and Foul Appearance (whatever that does)... I really need a copy of the rules on this computer!
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Post by alex on May 20, 2010 0:42:06 GMT 9.5
players must roll a 2+ before they can block you
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Post by ash on May 20, 2010 0:48:50 GMT 9.5
That should be handy at times.
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Post by guppyshark on May 20, 2010 10:21:16 GMT 9.5
Can I be from Mordheim too?! Heh, in all seriousness this is pretty neat and should help humans compete.
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Post by ash on May 20, 2010 11:00:54 GMT 9.5
It's interesting for sure.
I have an Ogre with a claw but only agility '1' due to a broken neck suffered from a foul caused by my own team (don't ask).
Now I have a Blitzer with a Prehensile Tail and Foul Appearance which although are not massive bonuses to my repetoire they will no doubt come in handy at times.
If you think this Mordheimers team is a neat house rule you should see some of the other stuff the commish has come up with and also has in the works. Pitch invasions anyone?
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Post by alex on May 20, 2010 12:50:52 GMT 9.5
The reason why I've allowed this is Ash doesn't care if the mutations are underpowered, he just wants the flavour it adds to his team- I'm all in favour of that. It should be noted that the mutations listed are not optional, if he rolls that number he must take that mutation, even if he'd rather have a much more useful skill, like Block, Sure hands, Catch, mighty blow etc IMX mutations are fun, but not as powerful as they might otherwise appear, Claw is an exception- which is why there is only a 1 in 18 chance he'll roll it up on the skill table. I'm looking forward to seeing your guys sprouting tails and tentacles, you might need something like this (Reaer creature components)
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Post by guppyshark on May 20, 2010 13:43:32 GMT 9.5
So he can't take a Doubles skill on 2,4 or 6? Yeah that is downside enough.
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Post by ash on May 21, 2010 10:43:10 GMT 9.5
Looks like i'll be ordering those sprues. It has nearly everything that I need!
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Post by ash on May 26, 2010 22:09:06 GMT 9.5
My catcher now has tentacles.... This would mean....?
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Post by alex on May 26, 2010 22:48:58 GMT 9.5
a) once you sculpt them on the dude will look cool b) Tentacles (Mutation) The player may attempt to use this skill when an opposing player attempts to dodge or leap out of any of his tackle zones. The opposing player rolls 2D6 adding their own player’s ST and subtracting the Tentacles player's ST from the score. If the final result is 5 or less, then the moving player is held firm, and his action ends immediately. If a player attempts to leave the tackle zone of several players that have the Tentacles ability, then only one of the opposing players may attempt to grab him with the tentacles.
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Post by alex on May 26, 2010 22:52:10 GMT 9.5
Foul apearance is probably the only useful mutation your catcher could have got
FTR
Prehensile Tail (Mutation) The player has a long, thick tail which he can use to trip up opposing players. To represent this, opposing players must subtract 1 from the D6 roll if they attempt to dodge out of any of the player’s tackle zones.
Foul Appearance (Mutation) The player’s appearance is so horrible that any opposing player that wants to block the player (or use a special attack that takes the place of a block) must first roll a D6 and score 2 or more. If the opposing player rolls a 1 he is too revolted to make the block and it is wasted (though the opposing team does not suffer a turnover).
Decay (Extraordinary) Staying on the pitch is difficult when your rotting body is barely held together. When this player suffers a Casualty result on the Injury table, roll twice on the Casualty table (see page 25) and apply both results. The player will only ever miss one future match as a result of his injuries, even if he suffers two results with this effect. A successful Regeneration roll will heal both results.
Claw / Claws (Mutation) A player with this skill is blessed with a huge crab like claw or razor sharp talons that make armour useless. When an opponent is Knocked Down by this player during a block, any Armour roll of 8 or more after modifications automatically breaks armour.
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Post by ash on May 26, 2010 23:15:42 GMT 9.5
It's all good. I'm more after the flavor than the power. Hopefully I can roll more claws...
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