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NinjaBreadMen

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Everything posted by NinjaBreadMen

  1. Absolutely brilliant! I agree it could use some scatter terrain and a couple of larger terrain pieces too, but they're better suited to being mobile anyway: As the base board this is just fantastic
  2. I would have thought option 1, as if we apply the same logic be to a critical strike trigger: Moderate damage with Critical strike * 3 would be worked out 1. 3dmg + 1dmg + 1dmg + 1dmg = 6 6/2 = 3dmg 2. (3/2dmg = 2) + (1/2dmg = 1) + (1/2dmg = 1) + (1/2dmg = 1) = 5dmg And our group's never played critical strike as seperate instances of 1 damage, as that would cut straight through armour for one thing. Though that's just my understanding of it.
  3. Good job Henchman Joe! It was a great day and I'm happy to report Wong performed as hoped He even tried to turn a peacekeeper into a piglet which was an unexpected decision by me
  4. Woop woo! The bayou's needed some fresh leather from all the hydes we Gremlins are gonna round up! Hooooeeeeeeeey!
  5. Woowoo! Maybe this year I can walk away with more VP's than people who only attended one day >.< Cannot wait for this
  6. Love it! Good foresight making the base removable and playable ^^
  7. Eep! Gimme a sec and I shall send my entry money your way *Payment sent: Now I'm legit!
  8. Lenny is a one-man auto-buff. Som'er never leaves home without him. Unless something's going to be threatening his WP as then Lenny kinda starts crying like baby ;P Even then though, I'd tend to play him very conservatively, but still field him.
  9. GREMLINS GREMLINS GREMLINS! Factions which aren't gremlins are simply referred to as "moving targets"
  10. Like Dgraz said, the Archer's ability to fire into melee is huge. They're one of the number of models which (in my opinion) are of unmatched benefit to Ten Thunders Brew Master over Gremlin Brew Master. BM can lock models down and effectively (or literally) paralyze them in in attack range, so being able to then shoot them, with no fear of clocking your Master is a great ability. Also, and I could be a little bias as a Gremlin player ;P , but I'd rather have the push trigger on defense than the damage: A push lets you escape melee and shut down a charge if you can cheat in high on the first attack, plus the obvious benefit to positioning your archer out of combat to take his next shot. A negative twisted damage is a little treat if you can pull it off, but it's not as reliable as moving your model to make a better attack in their own turn. But like I say: Gremlin Squeel ftw ^^
  11. The original Perditta sculpt is spot on for the Western stand-off pose, this art's a little stale imo. I've no intention to replace my metal Kin, but I'll wait to see the plastics before I make up my mind ^^
  12. Ooh ooh! Pick me Having found out what the Brewmaster actually does, he's now my number one guy ^^ I'll bring scenery too if there's the need ---------- Post added at 11:58 PM ---------- Previous post was at 11:54 PM ---------- Also - third place in the list of attendees is likely to be the highest my name gets in any tourney in 2014 That's gotta count for something, even if it is just the sign up names
  13. Excellent couple of days! Thanks to everyone I played, had a great old time and already looking forward to next year (hint hint all you Scottish Henchmen) Thanks to all the supporters too, I've come home with a hefty bag of swag to offset the humiliation of last place!
  14. I'm in for Saturday fo-sho, Sunday I'll need to find out my work situation nearer the time (by which I mean, if I have a job and if that job involves Sundays ) If you want to put me in reserve in favour of people that can attend both days that's understandable
  15. Thanks for the feedback Silver Chocobo I'd disagree with the change to Shinies - Unless he were able to hire Magpies into his starting crew - otherwise they'll only enter play when the opposing master uses a SS, and then will be at max 6" from them so won't live too long. Similarly I gave the magpie's the two SS triggers since they're so fragile. The only way they can get the trigger to force the opposing master to discard a SS is if they start near Mr Magpie, to give them the second required suit, so only in a small number of situations will it occur. Otherwise they're trigger helps Mr Magpie stay on top of SS, since he can only start with 4 and will usually be needing to use 1 or 2 in the first coupla turns to summon his own totems. I'd maybe suggest instead that the triggers on the Magpies still effect SS but can only occur 2-3 times per crew per turn, to stop some sort of spamming mechanic. Spring Loaded could be removed if she could bury anywhere - but it seemed a little off to me that she could just disappear like Bete, rather than actually going somewhere. Spring Loaded added the need for safety in her positioning that she had to stay within 12" of a Ht3 model (friendly or enemy) who in turn was within 12" of a chest, which (as Kadeton suggested) any friendly Circus Hands can deploy. The thoughts behind Rubber Ruby were that I wanted her to be a really difficult model to clear off the table, but that she basically jumped in with a flurry of attacks that could potentially slow a few things, but were suit reliant. I didn't want her being a Merc Bette Noir, but I think I lost sight of making a good model in favour of making a quirky one >.< Everything else makes sense (though I'd have to name another of Olga's abilities Four Legs Good as I'd miss the Orwell reference ) and will be duly added. I shan't bother altering or re-posting the rules just yet, but I'll make the changes once everything's a bit more ironed out.
  16. Yeah that's a solid idea - Like you say, I liked the idea of the synergy with the Gremlins, and that ideally she'd run with 3 Stooges and at least 3 more Apprentices. But I guess that does make her only fit into certain crews - A Killjoy-like rule would make more sense. I made her Insignificant because with Vault (which can target enemy models too) she could potentially deploy, and move 24" and still have a (2) action left for Deliver A Message or the sort. Retrospectively though if she cost 4-5ss, plus 9ss for 3 stooges and another 6ss for 3 Apprentices, that whole 'team' is coming in at 20ss so that's a whole lot to put in for one Strat. Yeah I think Significant, at 5ss with an ability which allows any Circus Hand to make a (1) action to deploy a chest.
  17. Yeah Ruby was the last set of rules I put together, and it was hard to balance how much she could potentially do against how much she was actually likely to do. In hindsight I think I'd reduce her Df to 3 and make her cost only 4 or something. She does have a coupla options though - Gremlin Stooges count as +1 Ht for each Stooge near them (Gremlin Pyramid) so 3 of them at 9ss is her second vault choice. And Gremlin Apprentice's have a (1) action to place a box for her to jump out of - but yeah she requires you to still have boxes around for her to jump out of. I guess she needs a rule that if no boxes are in play at the end of the game she counts as dead for encounter purposes. Poor gal: Not a great way to go
  18. Thanks for the heads up - sinse I'm part of the group I wasn't sure if that'd be a problem or not. I can't think of any other way to post the file, so I'll just copy it down here instead - as before the Suits and some of the Symbols won't be perfect, but I'll come back and edit the posts when I get a chance. First up, Mr Magpie and his Totems (Take two) Mr Magpie Soulstone Cache: 0 Faction: Outcast 30mm Base Master, Mercenary, Circus Hand Wk/Cg - 4/7 Ht - 2 Wp - 7 Ca - 6Tome Df - 5Mask Wd - 8 Flick Knife Rg - x1 Cb - 5c Dg - 2/3/4 Elegant Whip Rg - l10 Cb - 5Tome Dg - 1/2/4 Talents: Abilities: This Show's on the Road: Crews containing this model may only hire Mercenaries, Circus Hands and Gremlins. This model can attatch up to 4 Magpies. This model cannot hire Kin or Totems Lion Tamer: Crews containing this model can hire 1 Living Beast from any Faction at no additional cost during scraps or brawls. If the beast is more than 10" away from a friendly Mr Magpie at the end of its activation sacrifice it. Seen it All Before: This model is immune to Terrifying from Beasts Four for a Boy: A crew led by this model cannot have a starting soulstone cache of more than 4 Shinies: Whenever a player uses a soulstone during the activation phase, summon one Magpie to the model that used the soulstone Circus Master: a8. friendly models recieve +3 wp Control Yourselves: a8. friendly Magpies may ignore More Shinies Weapon: Elegant Whip: This weapons attack flips receive + against beasts Actions (+1) ranged expert (o) There's Treasure Everywhere: p6 Friendly Magpies gain +m to their Cb (o) Control Yourselves: p6 Friendly Magpies lose Skittish Triggers: Cb (t) Put on a show (Elegant Whip): After hitting friendly beast deal no damage, that model immeditely takes a (1) Action or a Charge controlled by this model's controller Cb (ttm) Opening Night (Elegant Whip): After dealing severe damage to a friendly beast, that model gains reactivate Cb © Showman (Flick Knife): Models hit by this attack gain 1 Blood Token Ca Star Of The Show (The Show's Not Over) After succesfully casting this spell on a friendly Olga (Bearded Lady) that model may immeadiatly push up to 3" then perform the (o) Gorge action Df (m) Flying Rats: After this model is hit by an attack, nominate a friendly Magpie within 3". The Magpie is now the target of the attack. Spells: "(o) A Bird in the Hand (CC:11/Rst:- /Rg:8) p6 friendly magpies may push up to 3"" in any direction" "(1) Tear It Up: (CC:13/Rst:Df/Rg:10) AR Friendly Magpie within 2"" is placed in base contact with defender. Dg 3/4/5 "(1) The Show's Not Over (CC:17t/Rst:- /Rg:8) Target friendly model with 1 wound remaining heals 5 wounds and suffers Poison 3" "(2) One Night Only (CC:17tm/Rst:- /Rg:8) Target friendly beast gains Use Soulstone. This spell can only be cast once per turn, per crew. " Magpie Soulstone Cost: S 30mm Base Faction: Outcast Totem (Mr Magpie), Soulless, Rare 4, Circus Hand, Insignificant Wk/Cg - 8/10 Ht - 1 Wp - 3 Ca - 4 Df - 3 Wd - 2 Beak Rg - x1 Cb - 6c Dg - 0/0/1 Talents: Abilities: Harmless Flight "Faithful: Friendly Circus Hand models in base contact with this model can perform the following action: (o) A Secret Never To Be Told: sacrifice friendly Magpie in base contact. Receive +t to their Ca or Cb for their next action " More Shinies: When a model uses a soulstone within this models LOS, immediatly push this model 3" directly toward the model that used the soulstone Skittish: If this model begins its activation with 1 or more AP, and does not use an (all) action, it must Walk at least once during its activation. Once Bitten: This model may not end a walk action closer than 2" to a friendly Olga (Werewolf) or Olga (Bearded Lady) Tiny: Ranged Strikes and ranged spells targeting this model receive - to their Attack and Casting Flips. This model does not block LoS to other models Unfocused: This model may not block disengaging models. Models may move through this model's base, but may not stop on it. Actions (All) Preen: This model suffers 1 wound. Gain 1 Blood Token. Regain Harmless. (all) Fast Food: Friendly Olga (Bearded Lady) in base contact performs the (o) Gorge action (o) Draw Blood: Friendly model in base contact with this model suffers 1/1/3 Wd that cannot be cheated, this model receives 1 Blood Token. This action does not cause the model to lose Harmless Triggers: Cb © Showbird (Beak): AR Discard 1 Blood Token. Defender hit by this attack gain 1 Blood Token Cb (t) Pick Pocket (Beak): After missing enemy defender with Use Soulstone, gain 1 soulstone. The defender then deals damage to this model using the combat total as if it had hit this model with a melee strike Cb The Real Deal (Beak): After missing enemy defender with Use Soulstone, defender discards 1 soulstone, gain 1 soulstone. The defender then deals damage to this model using the combat total as if it had hit this model with a melee strike ---------- Post added at 01:14 PM ---------- Previous post was at 01:07 PM ---------- Olga (Werewolf) Soulstone Cost: 13 50mm Base Faction: Outcast Beast, Unique, Circus Hand, Graverobber Wk/Cg - 5/8 Ht - 3 Wp - 5 Ca - 4 Df - 6 Wd - 10 Claws Rg - x3 Cb - 6r Dg - 2/3/5 Bite Rg - x1 Cb - 7c Dg - 2/2/4 Talents: Abilities: If this model activates more than 8" away from a friendly Mr Magpie model, it gains the following abilities until the end of its activation: Off The Chain: Immediatly attack the closest model with a Claws or Bite Strike Enrage: If this model does not have a model in its melee range, it immediatly Charges the nearest model This model loses Hard To Kill Hard to Kill Terrifying - 11 Thick Fur: Armor 2 Submit: This model may choose to fail a Df duel when targeted with an Elegant Whip strike. Treat the duel total as a draw. Blood For The Blood Dog: This models melee strikes deal +1wd per Blood Token, Body Part Counter, Eye Counter and Corpse Counter carried by the defender Four Legs Good: This model's Charges cost 1 AP Shove Asside: This model may move through Ht1 and Ht2 models I Can Change: When this model would be killed, replace it with a friendly Olga (bearded Lady). Make a healing Flip Weapon Claws: Paired Actions (+1) Fast "(o) Eat Your Fill: This model may immediately use this Action after it kills a model with a melee attack. Heal all wounds suffered by this model and immediately end its activation." (1) Ravenous: Discard any number of corpse counters carried by this model. Perform a healing flip for each Corpse Counter discarded Triggers: Cb © Rip Throat (Bite) When damaging defender without Armor, Inflict +2 Dg. Cb (rc) What Big Teeth You Have (Claws) After damaging a living model, push this model into base contact with the defender, immediatly make a Bite Strike against the defender Spells: "(o) Leap (CC:10m/Rst:- /Range:C) Move this model up to its Cg. This model receives Flight during this move. This spell cannot be cast if this model is in melee." Olga (Bearded Lady) Soulstone Cost:P 30mm Base Faction: Outcast Circus Hand, Insignificant Wk/Cg - 3/- Ht - 1 Wp - 3 Ca - 3 Df - 3 Wd - 10 Talents: Abilities: Hungry like the werewolf: After performing the (o) Gorge Action, immediatly replace this model with Olga (Werewolf) Pitiful: Until this model activates each turn, models targeting this model must win a Wp-Wp Duel or the Action immediatly ends. Horrible Realization: When this model is killed or sacrificed by a non-Soulless model, that model must win a Wp-13 Duel or it receives Paralyzed. No Fight Left: This model cannot take the Defensive Stance Action Dog Breath: When this model is placed, immediatly resolve the (o) Uncontrolled Crying action. End this models activation. Hard To Kill Actions (-1) Slow (o) Gorge: Sacrifice friendly Ht1 model in base contact. Heal all wounds. (o) Uncontrolled Crying: This model is affected by Pitiful as if it had not yet activated this turn Triggers: Df (m) Pleed: After being hit by an attack causing at least 1 -, suffer no damage Spells: "(1) Foetal Position (CC:8/Rst:- /Range:-) ++ to defense" "(All) Crocodile Tears (CC:11/Rst:- /Range:6) Target Friendly Magpie may push up to 3"" directly toward this model" ---------- Post added at 01:25 PM ---------- Previous post was at 01:14 PM ---------- Rubber Ruby 30mmBase Soulstone Cost: 6 Faction: Outcast Circus Hand, Mercenary, Insignificant, Unique Wk/Cg - 5/7 Ht - 2 Wp - 4 Ca - 4 Df - 7 Wd - 4 Silver Dagger Rg - x1 Cb - 4 Dg - 0/1/1 Gold Dagger Rg - x1 CD - 4 Dg - 0/0/2 Talents: Abilities: Jack In The Box: This model enters play buried. During a friendly models activation unbury this model and place it completely within 4" of a Small Chest Counter. If this model had already activated this turn it gains reactivate. Spring Loaded: When this models Slow To Die ability is activated, immediatly resolve the effects of the (0) Vault Spell, then perform a Slow To Die action Hard To Wound 1 Slow To Die Actions (o) Just a Box: Place a Small Chest Counter in base contact with this model. Small Chest: Ht 0, Breakable, Hardness 2. Small Chests do not leave Severe Terrain when destroyed. Triggers: Cb (t) Sorrow (Silver Dagger): After hitting Defender that model receives Slow, if Defender already had Slow it receives Paralyzed. Immediatly make a strike with another Melee Attack Cb ® Joy (Gold Dagger): After hitting Defender that model receives - to Wp duels. Immediatly make a strike with another Melee Attack. Spells: "(o) Vault (CC:8/Rst:- /Range:12) Place this model in base contact with target Ht3 model, Push this model up to 12"" away from that model. If this model ends the push in melee range of a model it may immediatly make a melee strike." "(1) Back In The Box (CC:10/Rst:- /Range:c) This Action may only be used as a Slow To Die action. This model must be in base contact with a Small Chest Counter. Make a Healing Flip. Bury this model." Gremlin Stooge Soulstone Cost: 3 30mm Base Faction: Outcast Circus Hand, Gremlin, Rare 3 Wk/Cg - 5/8 Ht - 1 Wp - 4 Ca - 4 Df - 5 Wd - 4 Raspberry Rg - x1 Cb - 4 Dg - 1/2/3 Custard Pie Rg - l6 Cb - 4 Dg - 0/1/2 Talents: Abilities: Oh, a wise guy, eh?: When this model is killed or Sacrificed replace a friendly Gremlin Apprentice with a Gremlin Stooge. Gremlin Pyramid: Increase this models Ht by 1 for each Gremlin Stooge within 2" Idle Hands: This model suffers 2Wd in the start close phase if there isn't another Gremlin Stooge within 3" Peer Preasure: This Model gain +2 Ca for every friendly Gremlin Stooge within 2" when casting Audience Interaction. Weapon: Custard Pie: Non Circus Hand models hit by this attack suffer - to their Df flips. This effect cannot stack Actions (+1) Reckless: This model may suffer 1 Wd to receive Fast. (1) Red Nose: This model gains Terrifying-11. All friendly Gremlin Stooges within 3" gain Lifer. Triggers: Df (m) Prat Fall: After this model is damaged by an enemy melee attack, push it, and all friendly Gremlin Stooges, 2" in any direction. Ca (t) Slapstick (Audience Interaction): This spell causes -2 Df instead of -2Wp Spells: "(1) Tumble (CC:10t/Rst:- /Range:C) Push this model up to 3"", plus 3"" for every t in the casting total, then push all friendly Gremlin Stooges within 8"" into base contact with this model." "(2) Audience Interaction (CC:11/Rst:Wp/Range:3) a3 Non Circus Hand models in range, who fail the resist duel, suffer - to Wp duels while Red Nose is active. " Gremlin Apprentice Soulstone Cost: 2 30mm Base Faction: Outcast Circus Hand, Gremlin Wk/Cg - 5/8 Ht - 1 Wp - 4 Ca - 4 Df - 5 Wd - 4 Raspberry Rg - x1 Cb - 4 Dg - 1/2/3 Custard Pie Rg - l6 Cb - 4 Dg - 0/1/2 Talents: Abilities: All Part Of The Show Folks: When this model is killed or sacrificed in a crew containing Mr Magpie, draw 2 cards Gooble Gobble: This model gains +2Ca for every friendly Gremlin Apprentice or Gremlin Stooge within 2" when casting One Of Us Weapon: Custard Pie: Non Circus Hand models hit by this attack suffer - to their Df flips. This effect cannot stack Actions (+1) Reckless: This model may suffer 1 Wd to receive Fast. (1) What's In The Box?: Place a Small Chest Counter in base contact with this model. Small Chest: Ht 0, Breakable, Hardness 2. Small Chests do not leave Severe Terrain when destroyed. (2) The Best Medicine: Target friendly Gremlin within 3" not affected by Paralyze gains Paralyze. Up to 3 friendly Gremlins or Circus Hands within 3" may make a Healing Flip Triggers: Df (m) "Squeel!": After This model is damaged by an enemy melee attack, Push it 4" directly away from the attacker. Ca This Comes Off Right? (Face Painting): This spells effects last until the end of the encounter. Spell target receives Slow. End this models activation. Spells: "(2) Face Painting (CC:11t/Rst:- /Rg:2) Friendly model gains Beast" "(All) One Of Us (CC:18t/Rst:- /Range:2) Friendly model gains Circus Hand until the end of the encounter"
  19. So I've put together my own rules for Mr Magpie's Travelling Circus for the Aethervox Competition For reasons beyond my understanding I chose to do this in Excel, rather than, you know, a word program or something... subsequently I can't easily copy and paste my ramblings into a post to get here, as the formatting gets all mashed up. *I tried to supply a link to the file on the Society of Scottish Malifools facebook page, but that was a big ball of fail, so I've just copied and pasted the rules below: So scroll down ^^ * I used Ratty's font in this, so some of it won't read quite right without it, but it's nothing wildly complicated: c=crow, m=mask... Also I'll admit right off the bat that I stole Mr Magpie's trigger to make a friendly beast take an action, off've Kadeton here on the forum: (http://www.wyrd-games.net/showthread.php?38446-Mister-Magpie-s-Cemetery-Circus&highlight=Magpie) But after reading that one ability and thinking "That's good, I'll use that" I didn't look at anyone else's ideas until I'd finished my own. This has turned out another, pretty unique set of rules, which I'm pretty chuffed with. I really enjoyed looking over the other entries I could find, and how diverse they all were. For my own crew I chose not to make rules for every possible model, but instead a fairly interwoven, but small selection, who hopefully have a lot of room for desirable Mercs such as Taelor or the Friekorp. Anyway, let me know what you think! Olga's either useless or far too good: I'm not too sure ;P NinjaBM
  20. Count me in! I've gotta come outta this losing streak at some point ^^ Oh 2013, why have you forsaken me!
  21. O.O I'm one of those names... That's a scary thought. Sorry guys and gal's but I won't be able to attend in January, though I can safely say I wouldn't have lasted past the first round, having never even played against half of the crews (The Dreamer does what now?) Good luck to you all though! Jonny
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