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GR rolled a 12 - should I take the ST or a mutation?

Posted: Mon Feb 10, 2003 9:19 pm
by JCook119
Hi folks,

Last night my rookie Gutter Runner got his first advance, and rolled a 12. While I would love a ST3 GR, would it be worth it? My plan for his first double was VLL, to start him on the 1-turner path, but I have a lot better chance to roll another double than another 12. Any thoughts?

Thanks,
James

Posted: Mon Feb 10, 2003 9:32 pm
by Balrog
Take the +1 ST, it's worth it. Gutter Runners w/ ST 3 can become very dangerous players.

-Balrog

Posted: Mon Feb 10, 2003 9:38 pm
by Tim
A ST+ Gutter Runner is a blessing by the Horned Rat that can not be denied!

Take anything else and he'll die next game. One turners are quite easy to develope, so wasting a ST+ would be a sin.

Tim (since yesterday a proud owner of a ST5 Bull centaur)

Posted: Mon Feb 10, 2003 9:52 pm
by wesleytj
+ST no question. mutations are neat and cool and stuff, but ST is where it's at.

Posted: Mon Feb 10, 2003 9:58 pm
by Darkson
ST. It'll happen so rarely you'll kick yourself if you don't take it.

Posted: Mon Feb 10, 2003 10:47 pm
by Amon242
With his existing movement and agility, you will find that the +ST really makes him a very good all round player on both offense and defense. Its tempting, but you can't pass up on an extra ST.

Posted: Mon Feb 10, 2003 11:09 pm
by wesleytj
Wow! Can it be we've finally found something on here we can have unanimity over?!!

*faints dead away* :zzz:

Posted: Mon Feb 10, 2003 11:23 pm
by Grumbledook
dunno i would be tempted by dauntless but its a toss up, as a receiver st3 means you will need to get 2 players for a 2 dice block, but if you use him for blitzing he won't care much if its a st3 or 4 player, specially if you can get another gutter runner down to assist or get lucky and roll for horns

Posted: Mon Feb 10, 2003 11:37 pm
by Marcus
Gutter Runners Hit
Gutter Runners get hit
Gutter Runners Need +ST

The End.

Imagine what happens when you roll a 12 for his next skill roll :o

Posted: Tue Feb 11, 2003 12:28 am
by Zombie
Always take +1ST on a 12, no matter what player, no matter what team, no matter what skills he has. +1ST is just too useful to ever pass up.

Posted: Tue Feb 11, 2003 12:33 am
by Deathwing
I agree 100% with Zombie.

Posted: Tue Feb 11, 2003 1:58 am
by zeroalpha
As has already been mentioned, take the strenght as gutter runners have a variety of other uses apart from one turn scoring. Defence and the like, you will find this player far more usefull with ST3

Posted: Tue Feb 11, 2003 4:09 am
by JCook119
Wow! I guess that settles it. +1ST it is!

I didn't really feel like painting that VLL mutant fig right now anyway :)

Thanks,
James

Posted: Tue Feb 11, 2003 4:44 am
by Snew
PAINT!?! What's that? :)

Posted: Tue Feb 11, 2003 5:38 am
by Ghost of Pariah
Take horns! 8)














































Just kidding! :smoking: