Help with chaos human team

Got some ideas for rules? Maybe a skill change or something completely different!!! Tell us here.

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valedictor
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Help with chaos human team

Post by valedictor »

Hi guys, been quite a while since i was here last, hope all is well with you all... it's good to be back again :)


I've been thinking about doing something with my old 2nd edition human players that have been languishing in my bits box for many a year, and have decided to field them as a chaos human team. Not the official chaos roster, or indeed a human team with an evil looking colour scheme, but i was thinking along the lines of giving each one their own mutation from the physical trait list, and converting them by adding the neccessary appendages and features. I have 18 figures altogether, so i intend to give 12 of them one different mutation each as per the physical trait list, and probably leave the remaining six as they are.

I would like to make the players available for purchase with their respective mutations from the start; i.e, they will not acquire them with rolls, and i will implement a rule to prevent them gaining additional physical traits on top of what they initially possess. Basically, i want the miniature to represent exactly what i modelled it to look like (i don't want to continually have to convert them to reflect changes in their physical appearance which might otherwise occur with the normal LRB way of gaining mutations). They will be able to gain other skils and traits as normal.

With this in mind, i was thinking about giving them all the standard human lineman stats as a starting point (6338, 50,000 cost, no skills/traits). These will suffice for the six unconverted guys, but what cost should i put on the dozen guys with the mutations? From experience, can anyone give me an idea of what extra value the various mutations confers? For example, if you think that possessing very long legs is worth about 10,000, then i can put a cost on the guy with this mutation at 60,000.

If anyone would care to put their estimations of the value of the mutations next to their listing below, it would help me to calculate an average for each, and then i can finalise my roster...

Big hand
Claw
Extra arms
Foul appearance
Horns
Prehensile tail
Razor sharp claws
Spikes
Tentacles
Thick skull
Two heads
Very long legs

(no need to stick to the usual 10,000 increment used in the other rosters, if you think somethings only worth 6,000 for example).

I know that it is difficult, perhaps impossible to put a clear value on these traits, but some approximate figures would be useful. I've never played with (or against) chaos or skaven teams, so i have very little idea how potent physical traits prove to be over the course of a typical season.

Beyond my needs, it could be interesting to see what traits are considered the best (although doubtless this has been discussed at length elsewhere already).

Cheers! John 8)

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Re: Help with chaos human team

Post by DoubleSkulls »

valedictor wrote:If anyone would care to put their estimations of the value of the mutations next to their listing below, it would help me to calculate an average for each, and then i can finalise my roster...
Skills normally "cost" 20k.

The only variation I'd suggest would be

30k - Claw & RSF
10k - Thick Skull, Extra Arms, Two Heads.

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Post by Xtreme »

Skills normally "cost" 20k.

The only variation I'd suggest would be

30k - Claw & RSF
10k - Thick Skull, Extra Arms, Two Heads.
I would have Spikes at 30k as well

And I think Prehinsile tail is only worth 10k but I'm sure others will disagree with this.

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Post by Old Man Draco »

On a thread about BOB and BO Blitzers Galak gave me these links. I think you can use them.

http://www.midgardbb.com/BBTeamCostAnalysis.htm
http://www.midgardbb.com/NewBBTeamBuildingGuide.html

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