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Rise of a the Illithids New Team Cockerel

Posted: Mon May 30, 2011 3:58 pm
by legowarrior
Illithids
Image
Deep Ones
Image

Coming up from their deep underwater lairs, the Illithids are creatures who rule an empire because of there powerful mental abilities. The Cockerel is made up of the powerful Illithids, their slaves, the Deep Ones and the strange hybrid creatures that sprang forth from the mating of Deep Ones and Humans. A slow team that stops opponents in their track with their special abilities.


0-16 Hybrid Thralls - 40K - 6/3/2/7 - Foul Appearance, Thick Skull - G/ASPM
0-4 Deep Ones - 70K - 6/3/2/8 - Foul Appearance, Dodge - GS/APM
0-4 Illithids - 100K - 6/2/4/8 - Foul Appearance, Disturbing Presence, Hypnotic Gaze - GP/ASM
0-1 Ancient Deep One - 140K - 5/5/1/9 - Loner, Blood Lust, Claws, Thick Skull, Foul Appearance, - S/GAPM


Hybrid Thralls - The Mating between a human women and a Deep One creates a strange being that is part man, part amphibian. These creatures are disgusting to look at, and many an opponent has avoided trying to hit them. They benefit from having a tough skull, allowing them to survive many powerful blows without too much harm. They are the meat shield of the Illithids.

Deep Ones - Once a great underwater nation, they were enslaved by the Illithids. Now used as blockers for them, they retain their alien and fishy look they make most players want to avoid them. They slimly skin gives them the benefits of Dodge, although their aquatic nature doesn't allow them to take full advantage of it, losing much agility when out of the water.

Illithids -the powerful mind controller of the sea, when it comes to domination, they give the Vampires a run for their money. Their mind powers go so far as to prevent players from hitting them, and they can even mess with the minds of players trying to throw or catch the ball. Instead of blocking opponents, the Illithids rely on their hypnotic gaze the stop enemies in their tracks. Their reliance on mental abilities have left them rather weak though.

Ancient Deep Ones - Deep Ones never stop growing. These ancients still remember a time before their enslavement and rebel against it. On the field they are enraged, and wish to hurt those around them when possible, but are usually under the control of the Illithids, which prevents such actions.

So, what do you think?

Re: Rise of a the Illithids New Team Cockerel

Posted: Mon May 30, 2011 5:37 pm
by dode74
No tentacles? :o

Re: Rise of a the Illithids New Team Cockerel

Posted: Mon May 30, 2011 5:51 pm
by legowarrior
Kind of a useless ability on a Strength 2 player isn't it? and I would think that Tentacles would have to be longer to be effective.

Re: Rise of a the Illithids New Team Cockerel

Posted: Mon May 30, 2011 6:21 pm
by mattgslater
legowarrior wrote:Kind of a useless ability on a Strength 2 player isn't it? and I would think that Tentacles would have to be longer to be effective.
Just undercost it. There's lots of precedent in BB for starting players with sucky skills along with the good ones. And ST2 Tentacles isn't as bad as it sounds. 10/36 isn't going to deter critical dodges, but along with Blodgestep it makes for a pretty solid marker. In fact, it's more likely to work (but less impactful) than Prehensile Tail.

Re: Rise of a the Illithids New Team Cockerel

Posted: Mon May 30, 2011 7:58 pm
by dode74
I was thinking on the Ancient Deep One or the Deep Ones actually.

Re: Rise of a the Illithids New Team Cockerel

Posted: Mon May 30, 2011 9:10 pm
by legowarrior
So, I was tinkering with some ideas. I had some feed back from other people on this idea.

0-16 Hybrid Thralls - 40K - 5/3/2/8 - Foul Appearance - G/ASPM
0-4 Deep Ones - 80K - 5/3/3/8 - Foul Appearance, Tentacles - GS/APM
0-4 Illithids - 100K - 6/2/4/8 - Foul Appearance, Disturbing Presence, Hypnotic Gaze - GP/ASM
0-1 Ancient Deep One - 150K - 5/5/1/9 - Loner, Wild Animal, Claws, Thick Skull, Foul Appearance, Tentacles - S/GAPM

This Cockerel is a little more expansive. The Deep Ones having tentacles seems a little odd. If someone could find an suitable image of this creature that could possibly play blood bowl, that would help.

Another idea for the Deep Ones could be
0-4 Deep Ones - 80K - 5/3/3/8 - Foul Appearance, Block - GS/APM

Re: Rise of a the Illithids New Team Cockerel

Posted: Tue May 31, 2011 12:07 am
by DoubleSkulls
Thralls are in a difficult pricing bracket. They are better than zombies due to the better MA, but probably not worth 50k. Maybe at MA6 they are worth 50k?

Deep Ones - are overpriced IMO. The block version is more like 70k. The tentacles version 60k.

Illithids - again probably overpriced. AG4 is good, but they are weak and slow. Maybe 70-80k?

Ancient Deep One could probably go up to 160k since Tentacles and Wild Animal work well together (you don't lose your TZ if you fail WA).

Re: Rise of a the Illithids New Team Cockerel

Posted: Tue May 31, 2011 12:29 am
by legowarrior
Well, I want to keep the Hybrid Thralls (I need a better name) at 40K.

How about 6/3/2/7 Foul Appearance - GM/ASP -

Illithids - 6/3/4/8 Foul Appearance, Disturbing Presence, Hypnotic Gaze, - GAP/SM

The rest is still in Limbo. Comments and suggestions are welcome.

Re: Rise of a the Illithids New Team Cockerel

Posted: Tue May 31, 2011 12:48 am
by DoubleSkulls
If you take FA off the thralls then I think 40k is okay.

Re: Rise of a the Illithids New Team Cockerel

Posted: Tue May 31, 2011 1:31 am
by legowarrior
The thralls being hideous is part of there charm. They are bad in almost every way. Slow, low armor, bad agility, but with the defense of FA, working like Regeneration does for Zombies and Skeletons.

How about 6/3/2/8 FA - GM/ASP?

5/3/2/8 Foul Appearance, Thick Skull - GM/ASP

If the problem is the mutation access, I guess we could make it doubles.

A
0-16 50K Deep One Hybrids 5/3/2/8 Foul Appearance, G/MASP
0-4 90K Illithid Hybrids 6/3/3/8 Foul Appearance, Hypnotic Gaze GP/MAS
0-2 90K Deep Ones 5/3/2/9 Foul Appearance, Claws, Thick Skull GS/MAP
0-2 100K Illithid 6/3/4/7 Foul Appearance, Disturbing Presence, Hypnotic Gaze GA/MPS
0-1 140K Ancient Deep One 5/5/1/9 Loner, Wild Animal, Claw, Thick Skull, Foul Appearance S/GAPM

B
0-16 50K Deep One Hybrids 5/3/2/8 Foul Appearance, G/MASP
0-2 90K Deep Ones 5/3/2/9 Foul Appearance, Claws, Thick Skull GS/MAP
0-4 100K Illithid 6/3/4/7 Foul Appearance, Disturbing Presence, Hypnotic Gaze GA/MPS
0-1 140K Ancient Deep One 5/5/1/9 Loner, Wild Animal, Claw, Thick Skull, Foul Appearance S/GAPM