Deep ones roster
Posted: Mon Aug 04, 2014 9:29 am
Deep Ones Team
Hey guys, in wake of the black army deep ones fish man blood bowl team being released in resin by the impact kickstarter, me and a friend have begun working on a roster for them. My friend has been using a points guide written by Gervis Johnson. This is a work in progress and we are looking for any suggestions.
QTY. POSITION MV ST AG. AV SKILLS. ACCESS. COST
0-16. Fish man. 5. 3. 2. 8. Two heads. G. 40,000.
QTY. POSITION MV ST AG AV SKILLS. ACCESS. COST
O-4. Anemone diver. 6. 3. 3. 8. Hypnotic gaze, regeneration AG. 90,000
QTY. POSITION MV ST. AG AV SKILLS. ACCESS. COST
0-4 Octopus man 4. 3. 2. 8. Prehensile tail, tentacle, sure hands. SG. 80,000
QTY. POSITION MV ST. AG AV SKILLS. ACCESS. COST
0-2 shark man 5. 4. 2. 9. Frenzy, claw. SG. 120,000
QTY. POSITION MV AG ST AV SKILLS. ACCESS. COST
0-1. Crab man. 4. 5. 1. 9. Loner, wild animal, claw, thick skull, sidestep. S. 140,000
Rerolls 60,000 gp
As you can tell we decided to go with physical skills.
For the fish men, my friend thought we should give them two heads because they would be slippery. Originally we gave them AG 3 but I thought they would be too good at scoring. So my friend thought we should give them ag 2. I think it makes them kinda poor now but my friend says a fish out of water shouldn't be too agile. I'm still undecided on them.
For the anemone diver we decided to go with the hypnotic gaze because of it stinging cells. I envision him as spectral and that's why I thought regeneration goes well with him. I feel like he is an unnatural being. Pirates of the Caribbean comes to mind. My friend thought that regeneration was a good fit because of the regeneration ability of sea anemones.
The octopus man was originally strength 4 and limited to 2 max but we felt it was too powerful having 4 ST 4 skillful players including the shark men. The anti AG abilities we felt would be too powerful for rookie elf teams. After lowering the strength we felt we should increase their max to 4.
The shark men have claw because of their jaw and frenzy because of their frenzied nature. Originally we played with skills like juggernaut, and shadowing because of the way they stalk and hunt in the wild but went against it because otherwise all predators in the game should have it and they are fish out of water after all.
The crab man is my favorite position on the team. There is no model for him in the impact team so we're looking for a good model. I haven't found one yet but let us know if you have any suggestions. I think it's a really fluffy and powerful piece on the field. The claw and thickskull are perfect traits for the crab and we felt like sidestep goes well with the way crabs actually move although I feel like it makes him much more powerful. We also played with the idea of really stupid or bone head instead. It doesn't make much difference to me. Perhaps really stupid would be best on him since he has limited vision due to not having a neck and may not be aware or players around him. We also considered grab but thought it was too much and it can always be chosen as a skill.
We imagine the team, would develop to be guard heavy to protect the octopus men and take advantage of the crab mans sidestep. I also feel like the powerful crab man would be more acceptable with just 2 strength 4 guys on the team rather than 4 originally.
We've play tested just one time so far and ended up dropping ST 4 octopus man to ST 3 and raised the maximum.
Hey guys, in wake of the black army deep ones fish man blood bowl team being released in resin by the impact kickstarter, me and a friend have begun working on a roster for them. My friend has been using a points guide written by Gervis Johnson. This is a work in progress and we are looking for any suggestions.
QTY. POSITION MV ST AG. AV SKILLS. ACCESS. COST
0-16. Fish man. 5. 3. 2. 8. Two heads. G. 40,000.
QTY. POSITION MV ST AG AV SKILLS. ACCESS. COST
O-4. Anemone diver. 6. 3. 3. 8. Hypnotic gaze, regeneration AG. 90,000
QTY. POSITION MV ST. AG AV SKILLS. ACCESS. COST
0-4 Octopus man 4. 3. 2. 8. Prehensile tail, tentacle, sure hands. SG. 80,000
QTY. POSITION MV ST. AG AV SKILLS. ACCESS. COST
0-2 shark man 5. 4. 2. 9. Frenzy, claw. SG. 120,000
QTY. POSITION MV AG ST AV SKILLS. ACCESS. COST
0-1. Crab man. 4. 5. 1. 9. Loner, wild animal, claw, thick skull, sidestep. S. 140,000
Rerolls 60,000 gp
As you can tell we decided to go with physical skills.
For the fish men, my friend thought we should give them two heads because they would be slippery. Originally we gave them AG 3 but I thought they would be too good at scoring. So my friend thought we should give them ag 2. I think it makes them kinda poor now but my friend says a fish out of water shouldn't be too agile. I'm still undecided on them.
For the anemone diver we decided to go with the hypnotic gaze because of it stinging cells. I envision him as spectral and that's why I thought regeneration goes well with him. I feel like he is an unnatural being. Pirates of the Caribbean comes to mind. My friend thought that regeneration was a good fit because of the regeneration ability of sea anemones.
The octopus man was originally strength 4 and limited to 2 max but we felt it was too powerful having 4 ST 4 skillful players including the shark men. The anti AG abilities we felt would be too powerful for rookie elf teams. After lowering the strength we felt we should increase their max to 4.
The shark men have claw because of their jaw and frenzy because of their frenzied nature. Originally we played with skills like juggernaut, and shadowing because of the way they stalk and hunt in the wild but went against it because otherwise all predators in the game should have it and they are fish out of water after all.
The crab man is my favorite position on the team. There is no model for him in the impact team so we're looking for a good model. I haven't found one yet but let us know if you have any suggestions. I think it's a really fluffy and powerful piece on the field. The claw and thickskull are perfect traits for the crab and we felt like sidestep goes well with the way crabs actually move although I feel like it makes him much more powerful. We also played with the idea of really stupid or bone head instead. It doesn't make much difference to me. Perhaps really stupid would be best on him since he has limited vision due to not having a neck and may not be aware or players around him. We also considered grab but thought it was too much and it can always be chosen as a skill.
We imagine the team, would develop to be guard heavy to protect the octopus men and take advantage of the crab mans sidestep. I also feel like the powerful crab man would be more acceptable with just 2 strength 4 guys on the team rather than 4 originally.
We've play tested just one time so far and ended up dropping ST 4 octopus man to ST 3 and raised the maximum.