| Albino rats?; the council Guard | |
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| Tweet Topic Started: 5th December 2005 - 12:08 PM (523 Views) | |
| The Ratlord | 5th December 2005 - 12:08 PM Post #1 |
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ME!!!
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every now and again i hear about these albino council guards and was wandering if anyone knew anything about them and help make some rules for them (need it for a campain) form what i hear they would be some thing like this M 5 WS 5 BS 3 S 4 T 3 W 1 I 5 A 1 Ld 9 wear heavy armour and have both halberds and 2 hand weapons (got this bit form rpg thingy) |
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| Skaven Lord Vinshqueek | 5th December 2005 - 12:20 PM Post #2 |
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Bunny ear says flop
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*whistles*... Houserules forum Greetz |
In the Horned One we trust, all others we monitor. ![]() Skaven track record [W/D/L] @ 17th of August, 2014: BB 34/19/55; MH 9/2/6; WHF 17/8/30 | |
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| Warlord Kamatz | 5th December 2005 - 02:37 PM Post #3 |
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Stormvermin
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Way to overpowered, those guys would have a higher leadership than the Warlords! I agree that they must be better than normal Stormvermin, but this.. I can imagine the higher weaponskil, the higher strength an so, but that leadership has to go down! Kamatz |
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Completed paintingvows: -August | |
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| The Ratlord | 5th December 2005 - 04:01 PM Post #4 |
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ME!!!
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opps i meant to it Ld 7 and strenght thing is coz they meant to be stonger or so i hear |
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| farsight | 5th December 2005 - 05:14 PM Post #5 |
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The Happy Buddist
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they look pretty cool IMO, espeically the albino. are they supposed to represent the elite guard of the hell pit or something? Dan |
| "Challenge stroung Clan Moulder dead- thing? Accept your challenge i do" | |
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| Doktor Fronkensteen | 5th December 2005 - 06:58 PM Post #6 |
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Moulder of Bitz
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They're the guards of the Council Of Thirteen, aren't they? |
| It Lives! Now, Deadflesh-thing, go kill-kill! | |
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| Clanlord Trask | 6th December 2005 - 04:01 AM Post #7 |
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Quiet, I'm plotting.
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Yeah, the Council of Thirteen has Albino bodyguards. Honestly, I don't think they would really be any tougher than a Stormvermin, they are more a scare tactic/visual que that you are in the presence of the Thirteen. |
![]() The Campaigner | |
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| Warlord Gnashik | 7th December 2005 - 02:16 AM Post #8 |
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Backing Veer-myn Dreadball teams!
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After seeing the topic on "Warpvermin" and now these Albino Guards, I have been inspired to come up with my own version. I used Avian's Unit Design rules. You can see them here. The Design rules are fairly heavy handed. You pay for making a tailored unit. --- 0-1 Council Guards (Rare) 11 pts M5 WS4 BS3 S4 T3 W1 I5 A2 Ld5 Unit Size: 10+ Equipment: Hand Weapon, Heavy Armor Options: Halbred +2 pts, Shield +1 pt Upgrade: Champion +10, Standard Bearer +10, Musician +5 May carry a Magical Standard worth up to 50 pts. The Council Guards can carry the Council Bell if led by a Grey Seer. This counts as a Magical Banner. All Skaven unit within 12" can re-roll failed Psychology tests. +50 pts --- I decided to stick with Ld5 even though they are supposed to be even more elite than SV. Ld 6 would've made them as good as a Chieftain or Grey Seer. I couldn't see that. Granted, they're not much more than S4 SV with magic weapons. I toyed with making them +1 WS instead of the magical weapons to represent them as being very elite warriors. Another ability I had thought about instead of the magical weapons would've made them Immune to Psychology the first round of combat when charging. However, they would have to pass a Ld test or charge if an enemy units is in range. EDIT: I changed the profile to add +1 A instead of the magical weapons. However, this ups the points a bit. Still, 13 pts. for 2 S5 attacks. I think it'd be worth it. I also added a Magical Banner that only the Council Guards can take. Any comments or suggestions? |
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| Ruxx | 31st December 2005 - 10:18 PM Post #9 |
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I thought theye would fight to the death when protecting the council or whatnot...how about making them stubborn?....unbreakable is to much but representing the co8uncils elite defense the could easily be stubborn .. |
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| Nilax | 31st December 2005 - 11:53 PM Post #10 |
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Nurglitch II
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I could easily see these guards having a higher leadership value than a common chieftan, even akin to a warlord. Council guards are genetically engineered superrats trusted to defend the council of thirteen. Maybe it's all just a psyche tactic and propoganda and they're just vanilla stormvermin, true, but if I ever fielded these guys I'd want them to be a real deal. A chieftan or warlord embodies leadership in the sense of command, but these guys would embody it in the sense of having little self-preservation instinct; having been bred out of them. I like the idea of them being ld7 like gutter runners...this way you can get a ld10 bodyguard for your grey seer, but still lose the ability to spread that to other units that a warlord general has. If not ld7 then some ability to represent their unit genetic lineage...stubborn, immune to psych, etc. I also think they should be restricted to games involving a greyseer, vermin lord, or council henchman...I don't see the Council just sending these guys to any chieftan who wants a litter. How about a conditional stubborn like lizardmen temple guard? Stubborn if the greyseer/character is in the unit...which would discourage unscrupulous use of them. |
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| farsight | 1st January 2006 - 10:59 AM Post #11 |
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The Happy Buddist
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so which do i comment on the first rats or the second which have nicked the topic no only kidding, what i dont like is they ar eelite right? so why are they more costly that stormvermin for and extra attack and strength, it's just why not give them something like a low form of immune to psychology or something as they are elite, okay they're still skaven but they are they're to guard the council so surely need to be tough Dan |
| "Challenge stroung Clan Moulder dead- thing? Accept your challenge i do" | |
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| Warlord Gnashik | 2nd January 2006 - 03:52 AM Post #12 |
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Backing Veer-myn Dreadball teams!
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I designed my version (the second one) using rules from Avian's Unit Design Page. It has a set amount of rules you can add to a unit and it increases both cost and rarity. However, just using those rules as a base (mainly because no one has been overly impressed with these guys on this site or Hammer & Anvil), I'd make the following changes: Drop Attacks down to 1 and up their Leadership to 6. Add this special rule: The unit is Immune to Psychology for the first round of combat when charging. Lastly, they can only be taken if a Grey Seer is present in the army and they MUST accompany that Seer. |
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| Driazine | 14th January 2006 - 07:20 PM Post #13 |
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Clanrat
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id give them fear or something because they are feared!! as said; they might be vanilla SV but theyve got the psycology factor. this would make them cause fear, but give a -1 modifier to all guys within 6''??? |
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mi grammartic and spellink misteks be corpirited wiz al o ze rites reserft © my tactics here | |
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