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.
Yet another Chaos Team concept
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Yet another Chaos Team concept
Reason: ''
Hermit Monk of the RCN
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Re: Yet another Chaos Team concept
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.
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.
Reason: ''
[url=http://www.talkbloodbowl.com/phpBB2/viewtopic.php?t=3460]-[/url]Teemu
[i][size=67]Don't lynch me! I'm the captain of the carpet ship![/size][/i]
[i][size=67]Don't lynch me! I'm the captain of the carpet ship![/size][/i]