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NoRecoil



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PostSubject: Tanaka Tribe    Sun Aug 12, 2012 3:00 am

Fluff to come, but basically im going for a very trapper based/style tribe - there hunting skills have allowed them to collect a number of animal pelts for both protection and trade rather then selling themselves as mercenaries.
However an opportunity has presented itself to gain further genetic knowledge and wealth...... (will continue later)

PECH PATH -

Name Wargear Cost
Shaper
68

Cerimonial Kroot Rifle

w/ Vibroblade (AP4) 13

Mesh Armor 18

Head Guard 9

Combat Knife



Shaman
60

Shaman's Staff 17

Mesh Armor 18

Combat Knife



Head Hunter
53

Kroot Rifle 27

Smoke Grenades 8

Combat Knife



Head Hunter
53

Kroot Rifle 27

Smoke Grenades 8

Combat Knife



Stalker
61

Kroot Rifle 27

Combat Knife









Carnivore
31

Kroot Rifle 27

Combat Knife



Carnivore
31

Kroot Rifle 27

Combat Knife



Carnivore
31

Kroot Rifle 27

Combat Knife



Carnivore
31

Kroot Rifle 27

Combat Knife



Hounds
17
Hounds
17
Hounds
17





750


Last edited by NoRecoil on Tue Aug 14, 2012 7:58 pm; edited 4 times in total
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Da Bank



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PostSubject: Re: Tanaka Tribe    Sun Aug 12, 2012 8:03 am

Not bad.
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Mordheimer



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PostSubject: Re: Tanaka Tribe    Sun Aug 12, 2012 9:50 am

Very interesting... specially after the background is revealed! I can't wait!!! bounce

Few points:
  • Shaper: The Cerimonial Kroot Rifle has no cost, but the Ceremonial Upgrades (CU) you add (any Rarity) is 50% off (round down). Thus the Vibroblade would cost 13 credits, not 10. Adjust -3 Credits

  • Shaman: The Echos of the Dead CU is a Rare 7 wargear. You can start with Items Rare 5 or less, unless specifically stated on the Unit's description. Adjust +22 Credits.

  • Head Hunter #1: The Pistol & Sword combo is kindda meh for Kroot. Its advantage is that you get to shoot 12" and gain Parry in Close Combat. You have the same with the Kroot Rifle, but your range is 24". Also, you get more CU slots. The Kroot Rifle would save you an additional 13 credits. Also, the Flash Grenade is meh against initial Squads. Its power is messing with Optics (scopes and the like)... ruin someone's day! Sure, it gives -1 BS and -1 WS for 1 Turn, but is not much. I suggest a Smoke Grenade... instant removal of LoS and it can last more than one Turn (even moves!) and saves you 3 credits. Adjust +16 Credits.

  • Stalker: The Sword & Chain combo is great on him! Seems retarded, but you get Parry and you can make the Chain attack unblockable. I don't know if it is better than a Kroot Rifle without CUs... but is good. The issue is that Stalkers are Infiltrators. If you infiltrate him and try to get in Close Combat, he will die. Think about it... he is alone AND is the closest enemy unit, just 12" to 15" away. Your opponent will have NO choice but to shot him on the 1st Turn. Instead, use him as a SNIPER. Infiltrate him in a nice high position and Lay Low. His Cover Save will be insane. Then shoot when you can. Invest on long range CUs (like Expanded Ammo Clip for +1 S when shooting, Extended Barrel for 6" extra range, Gyro-Stabilizers for +1 BS or Shrieking Bullets to cause massive Panic!) and Skills that allow you to shoot while Laying Low. This should be your long range support guy, thus no Grenades for him. Replace Sword & Chain for Kroot Rifle and remove Flash Grenade... Adjust +15 Credits.


With the suggested changes, you gain a total of 50 credits. You could get some Armor for your Officers (specially the Shaper!)

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NoRecoil



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PostSubject: Re: Tanaka Tribe    Sun Aug 12, 2012 7:29 pm

Cheers, ill have a look through my list and adjust it tonight after work.

I was looking at a Mashkawizi with a flamer at one point but it was a bit $$ in a starting game.

Ill update soon
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NoRecoil



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PostSubject: Re: Tanaka Tribe    Mon Aug 13, 2012 3:30 am

Updated OP, thanks for the tips Smile
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Mordheimer



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PostSubject: Re: Tanaka Tribe    Mon Aug 13, 2012 6:53 am

As stated on TLRB...

Quote :
Weapons and Armor
Officers can carry up to two Range Weapons (i.e. an Autogun or a Laspistol) and two Close Combat Weapons (i.e. a Sword or a Power Fist). Untrained Recruits can carry one Range Weapon and one Close Combat Weapon or two Close Combat Weapons into battle. Here lies the difference between Officers and Recruits; the availability of weapons available to Officers would allow them to change weapons and declare which one is their Primary and Secondary Weapon. Pistols are considered to be Range Weapons and Combat Knives do not count towards these limitations. See TLRB: Volume 1 – Core Rules, specifically the Fighting with Both Hands in Close Combat section, for details.

When creating your Squad, usually to play a single game or start a Campaign, players are allowed to buy items for their Officers and Recruits with a Rarity Value of 5 or less as if they were Common Items (without requiring roll to find such item.) This represents the time & effort invested in forming and equipping your Squad. After the Campaign starts, you may only acquire such exceptional items by locating them on the field by rolling on the Post-Battle Sequence as normal. Specific Units may be restricted in regard to which types of weapons they can use.

So... no Lucky Charm for the Shaper. With those 10 Credits, replace the Headguard with a Helmet; better protection against Stun.

NOTE: I just noticed that the Reduced Flak Jacket makes no sense for the Shaper. Just Kidding

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NoRecoil



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PostSubject: Re: Tanaka Tribe    Mon Aug 13, 2012 10:33 am

Mordheimer wrote:


So... no Lucky Charm for the Shaper. With those 10 Credits, replace the Headguard with a Helmet; better protection against Stun.

NOTE: I just noticed that the Reduced Flak Jacket makes no sense for the Shaper. Just Kidding
Missed that - will fix it
also noticed the flak jacket Smile

Or with the 10 ill gain the from the lucky charm and the smoke grenades on the stalker = extra hound
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Mordheimer



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PostSubject: Re: Tanaka Tribe    Mon Aug 13, 2012 5:08 pm

NoRecoil wrote:
Or with the 10 ill gain the from the lucky charm and the smoke grenades on the stalker = extra hound
Max of 3 Hounds. Just Kidding

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The Mordheimer - Death Squads' Chief Editor & Ninja Designer. Bursting with ARACHAS' Dev-Powah™! Puke
Can't wait until someone invents a time machine so I can go to the specific day in the past that I volunteered for this, so I can kick my own ass.

Support Bacteria; it is the ONLY culture some people have!
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NoRecoil



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PostSubject: Re: Tanaka Tribe    Mon Aug 13, 2012 7:11 pm

Mordheimer wrote:
NoRecoil wrote:
Or with the 10 ill gain the from the lucky charm and the smoke grenades on the stalker = extra hound
Max of 3 Hounds. Just Kidding

Its Pech path - shouldn't the max be 10? and no more then two per carnivore?
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Mordheimer



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PostSubject: Re: Tanaka Tribe    Mon Aug 13, 2012 9:40 pm

I was wrong. The Depot says 0-3, but description says 0-10.

Recalculating, since the Squad Max size is 15 and you must have a Shaper, you can have up to 14 more Fighters. The Hounds have a restriction (as you mentioned) of no more than two per Carnivore, this mean that you may NEVER have more than 8 Hounds.

If you have 10 Hounds, you would need 5 Carnivores... a total of 15 Fighters... no room for the Shaper.

If you have 8 Hounds, you would need 4 Carnivores... a total of 12 Fighters... room for the Shaper and 3 other Units (hopefully Officers.)

I made the annotation on TLRB... Hounds limit is 0-8. THANKS!

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The Mordheimer - Death Squads' Chief Editor & Ninja Designer. Bursting with ARACHAS' Dev-Powah™! Puke
Can't wait until someone invents a time machine so I can go to the specific day in the past that I volunteered for this, so I can kick my own ass.

Support Bacteria; it is the ONLY culture some people have!
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NoRecoil



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PostSubject: Re: Tanaka Tribe    Tue Aug 14, 2012 2:00 am

So im right to start with 4 then?
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skavenslayer



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PostSubject: Re: Tanaka Tribe    Tue Aug 14, 2012 5:05 am

I like the second list and a extra hound, now that its allowed is looking even better Very Happy
This is a great inspiration for when (if) I ever get to make a Kroot Squad.

@Mordheimer When you change the allowed number of hounds, you also mess with UEP, the Anghkor UEP got the special rules, 0-1 Vulture and 0-5 hounds (giving them 2 extras).
Personaly I think more then 5 hounds is over the top, and really liked that they cant be spamed.
But if the Angkhor gets S skill for the Shaper, instead of the 0-5, special bonus, im a happy (future) Kroot Very Happy

-Skavenslayer
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Mordheimer



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PostSubject: Re: Tanaka Tribe    Tue Aug 14, 2012 7:15 am

So you think the base should be 0-3 and allow the Anghkor UEP be 0-5?

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skavenslayer



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PostSubject: Re: Tanaka Tribe    Tue Aug 14, 2012 7:38 am

Mordheimer wrote:
So you think the base should be 0-3 and allow the Anghkor UEP be 0-5?

Yes, that is what i like the most, being able to spam a cheap (that dont even need weapons) unit like that can be a bad thing.

-Skavenslayer
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NoRecoil



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PostSubject: Re: Tanaka Tribe    Tue Aug 14, 2012 7:21 pm

OP updated again -

To allow if it changes to 0-3 hounds - Lost 1 Hound and Grabbed Mesh armour for the Shaman
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Mordheimer



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PostSubject: Re: Tanaka Tribe    Wed Aug 15, 2012 12:38 am

looks good

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The Mordheimer - Death Squads' Chief Editor & Ninja Designer. Bursting with ARACHAS' Dev-Powah™! Puke
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Support Bacteria; it is the ONLY culture some people have!
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NoRecoil



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PostSubject: Re: Tanaka Tribe    Wed Aug 15, 2012 9:44 pm

time for some WIP shots.

Shaman:



Head Hunters:



Stalker:

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Da Bank



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PostSubject: Re: Tanaka Tribe    Wed Aug 15, 2012 10:18 pm

Nice work with the green stuff. I liked that somehow you put a skull in one of the caps.

It would be cool to see more of the Kroot converted to different poses.

Keep up the good work.
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NoRecoil



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PostSubject: Re: Tanaka Tribe    Thu Aug 16, 2012 2:05 am

Thanks, ive never been terribly good at re positioning models - hence the standard looking stance on the legs.

Most of the time i end up with a crappy looking, glue melted miniature, that looks like its had a close encounter with with a hotplate or stove top. i have had a go at making one of them standing more upright but it failed.
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skavenslayer



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PostSubject: Re: Tanaka Tribe    Thu Aug 16, 2012 3:29 am

Those are really great, really good green stuff and the Shaman is fantastic Very Happy

If you feeling good / lucky you can try "salt dipping" to re possison the legs...

http://www.bolterandchainsword.com/index.php?showtopic=112647

Edit: Btw, you should start at post in the painting & modeling forum for this project.

-Skavenslayer
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Mordheimer



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PostSubject: Re: Tanaka Tribe    Thu Aug 16, 2012 5:28 pm

skavenslayer wrote:
Edit: Btw, you should start at post in the painting & modeling forum for this project.
I second the motion... way too cool not to showcase! Fantastic work!

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The Mordheimer - Death Squads' Chief Editor & Ninja Designer. Bursting with ARACHAS' Dev-Powah™! Puke
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Support Bacteria; it is the ONLY culture some people have!
Since I ask "What do you think?" to all Staff, I have included it here to save time.

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PostSubject: Re: Tanaka Tribe    Today at 11:45 am

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