!!AD5BPIyLBCW 03/01/11(Tue)01:19 No.14083475|
Where is this? Going to go to sleep soon, but I want to discuss this for a bit.
Heavy: Takes half damage from nonmagic ranged attacks, cannot be thrown.
Iron Bite: Upon each successful melee wound, you may choose to grapple the enemy. Roll 1d6, if 4+, put an extra wound on the target. This wound cannot be saved.
Great Friendship: Any Link model can ride this character; Link can use his attacks, but treat all opponents attacks against the mount and add 1 to defense and attack to the mount.
CONCENTRATE: If Moosh is using hovering, roll a d6 every turn, on a 1, Moosh lands and acts as a regular model until the next turn.
Hovering: This unit cannot be engaged in melee combat unless it first engages an enemy, and may freely move through all models.(Moosh can turn this on and off, indicate this with a token by him)
LOOK OUT BELOW! : Designate a target enemy or unit when hovering and roll a D6, if 3+, Moosh crashes into the enemy and deals an automatic wound. Enemies within 3” of the target have their movement reduced by 1” for the next turn. Moosh may take another movement phase after this. If 1-2, Moosh misses and lands one inch from the target and cannot move until the end of the turn.
Gotta go fast: If Ricky charges or runs the previous turn, reroll any hits against him in the preceding combat phases
Flurry: Ricky unleashes a flurry of punches, from his extensive boxing training. If fighting another single model, this attack may be used. Roll a d6, if 4+, the roll again until this is not met. Each roll counts as an unblockable attack, but for every attack after the first, take off one point of attack.
I think these would have pretty high point values, because they seem really overpowered if paired with link