Yet another Chaos Team concept

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sean newboy
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Yet another Chaos Team concept

Post by sean newboy »

Thot i would throw this out there, not really meant as a serious team but a decent option for some. This would replace a Chaos Marauder team.

0-2 Chaos Warriors - As Normal
0-2 Chaos Fanatics - 6 3 3 8 Random Mutation Special advancement 70000 gps
0-2 Cult Lunatics - 6 3 3 8 Frenzy Dauntless Gen Str 90000 gps
0-12 Chaos Cultists - 6 3 3 8 Gen Str 50000 gps

Rerolls 70000 gps Big Guys as Normal Chaos

Special advancement- Chaos Fanatics have already sold their souls to the powers of chaos, hence the random mutation (see below).As such the eye's of the gods are always upon them. Any non double roll for advancement can only result in physical traits, not skills or normal traits. Non physical traits can never be gained. Skills can only be gained on doubles or (if the stats for skills becomes official) by giving up a stat increase. On doubles General or Strength skills can be gained.

Random Mutation - Roll d6
1) Big Hand
2) Claw
3) Foul Appearance
4) Spikes
5) Tentacles
6) Two Heads

Thats it. If anyone wants i can spew the fluff/idea behind it, but i wont if no one asks.

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Mestari
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Re: Yet another Chaos Team concept

Post by Mestari »

I say:

ditch the Chaos Fanatics and increase allowance of warriors to four.
Then
Cult Lunatics -> Berserk Thugs
Cultists -> Chaos Thugs

And use the rule that Chaos Thugs are forced to take a random mutation every time they roll 'x' for their skill increase.

what x is should be decided to have a suitable number of random mutations, ie: 7 to have 1/6 skills to be random mutations, 6 to have 5/36 skills to be, 6-7 to have 11/36 skills to be random mutations etc.

That's it.

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