Idea for Tzeentch Team
Posted: Tue Jul 20, 2010 4:08 pm
Tzeentch Team
16 60k Acolyte 6 3 3 8 Gift of Tzeentch
4 90k Horror 6 3 3 8 Extra Arms, Disturbing Presence, Split, Loner
4 110k Tzeentch Sorcerer 6 3 3 8 Gift of Tzeentch, Magical Aptitude
1 140k Flamer 8 4 3 8 Loner, Leap, Bombardier, No Hands, Pro, Safe Throw, Nerves of Steel
Gift of Tzeentch - player gains a random ability from list. This lasts for one half. Reroll each half and for each new game.
Split = if armour is broken then splits into two blue horrors (5 2 3 7, stunty) place one in player square and one in random place next to original. At end of drive then if two blue horrors remain they merge back to form Pink Horror. If not enough blue horrors then Pink Horror dies and must be removed from roster.
Magical Aptitude - Roll d6. On a 1 place the player prone and roll d6 (1,2 = Prone, 3,4 = Stunned, 5,6 = KO'd). On a 2+ then may increase any stat by 1 or take any skill from list. Effect lasts for 1 turn.
Random Mutation table (d20)
1 = -1 MA
2 = -1 ST
3 = -1 AG
4 = -1 AV
5 = Titchy
6 = Stunty
7 = Thick Skull
8 = Strong Arm
9 = Sprint
10 = Extra Arms
11 = Two Heads
12 = Tentacles
13 = Prehensile Tail
14 = Foul Appearance
15 = Disturbing Presence
16 = Big Hand
17 = Claws
18 = Very Long Legs
19 = Pro
20 = Hypnotic Gaze
Magical Aptitude "Spell" List
Block, Dodge, Stand Firm, Leap, Sprint, Side Step, Pro, Dauntless, Shadowing, Strip Ball, Mighty Blow, Hail Mary Pass
(I think the Spell list above may be too generous)
NB: I have included changes from the other post.
16 60k Acolyte 6 3 3 8 Gift of Tzeentch
4 90k Horror 6 3 3 8 Extra Arms, Disturbing Presence, Split, Loner
4 110k Tzeentch Sorcerer 6 3 3 8 Gift of Tzeentch, Magical Aptitude
1 140k Flamer 8 4 3 8 Loner, Leap, Bombardier, No Hands, Pro, Safe Throw, Nerves of Steel
Gift of Tzeentch - player gains a random ability from list. This lasts for one half. Reroll each half and for each new game.
Split = if armour is broken then splits into two blue horrors (5 2 3 7, stunty) place one in player square and one in random place next to original. At end of drive then if two blue horrors remain they merge back to form Pink Horror. If not enough blue horrors then Pink Horror dies and must be removed from roster.
Magical Aptitude - Roll d6. On a 1 place the player prone and roll d6 (1,2 = Prone, 3,4 = Stunned, 5,6 = KO'd). On a 2+ then may increase any stat by 1 or take any skill from list. Effect lasts for 1 turn.
Random Mutation table (d20)
1 = -1 MA
2 = -1 ST
3 = -1 AG
4 = -1 AV
5 = Titchy
6 = Stunty
7 = Thick Skull
8 = Strong Arm
9 = Sprint
10 = Extra Arms
11 = Two Heads
12 = Tentacles
13 = Prehensile Tail
14 = Foul Appearance
15 = Disturbing Presence
16 = Big Hand
17 = Claws
18 = Very Long Legs
19 = Pro
20 = Hypnotic Gaze
Magical Aptitude "Spell" List
Block, Dodge, Stand Firm, Leap, Sprint, Side Step, Pro, Dauntless, Shadowing, Strip Ball, Mighty Blow, Hail Mary Pass
(I think the Spell list above may be too generous)
NB: I have included changes from the other post.