A new guild: The Minersguild. (Fan Fiction)

Hello Guild Ballers,

Tonight I've been dreaming about a new guild for guild ball: The Miners guild!

In my mind it's an overall slower guild - 4/6 MOV base stat. line, but with great passing tech. and movement shenannigans , thus focussing on scoring goals rather than taking out the enemy team.

Here's some ideas for the models in the guild:







Burrow: 

40mm base model: Burrow 1"  (defender) - 20HP


MOV: 4/6
TAC: 5
KICK: 2/6
DEF:3
ARM:1
INF: 1/3








Character Plays:
Dig a hole: - Cost: 1 + OPT.
Put a mine-counter on this model.  There cannot be more than 2 mine counters on this model.  Remove all mine-counters from this model as soon as it moves.

The tunnel is ready boys: - Cost: X
Remove X Mine-counters from this model an place a 40mm mine-entrance marker on the base of this model AND a 40mm mine-enterance marker max. 2" away per mine-counter removed from this model.
There can only be 2 mine-entrance markers on the pitch per guild, if one is removed, remove one other mine-entrance marker from the pitch.  Any model still on the mine marker suffers the snared condtion when the marker is removed.

Character Traits:
Sturdy
Once per turn this model may ignore the first knockeddown condition placed upon it

Stoic
Once per turn this model may ignore the first Push that it suffers.

Rush Keeper
Rush Keeper While this model is within [4”] of a friendly goal-token, when an enemy model ends its Advance within [6”] of this model and this model is not engaged, this model may immediately make a Charge targeting the enemy model.


- -



Dynamite:

30mm base model:  1" (midfield attacker) - 15 HP


MOV: 5/7
TAC: 4
KICK: 3/6
DEF:3
ARM:2
INF: 2/4







Character Plays:
Light the fuse: Cost 2/GB  - Range P
Put an explosion marker on the defending model.  At the end of this models activation remove the explosion marker from the defending model³.  (all models within a 3" pulse of the defending model take 3DMG and suffer the KD condition.)  Any markers within the pulse are removed, if the ball is removed in this way scatter it from the base of the ballcarrier or if it was a free ball count it as the ball leaving the pitch.


Where’d They Go? Cost: 1 - Range: S
This model may make a [4”] Dodge. This Character Play may only be used once per turn.



Character Traits:
Miner
This model can move from one mine-entrance marker to another during an advancement, this move counts as a 1" advancement for the closest mine-entrance marker, add 1" in order of distance from the first mine-entrance marker touched.   You cannot charge during the activation when moving through mine-entrance markers.  Ignore all terrain in between the two markers.
When an enemy models base is fully on the mine-entrance marker it is considered blocked and can not be used to move through. = OPT (in addition when near a lamppost that's not lit this model ignores the effects.)²

Light Footed
When this model makes an Advance it ignores the MOV penalty for rough-ground.




Heroic Play: reach 8"

Bombs away!
Place an explosion marker (30mm) within reach, it immediatly explodes with a 4" pulse, models hit take 3DMG and suffer the KD condition.  Any markers within the pulse are removed, if the ball is removed in this way scatter it from the base of the ballcarrier of if it was a free ball count it as the ball leaving the pitch.

- -

Canary:

30mm base model: 1" (striker) - 10HP



MOV: 5/8
TAC: 4
KICK: 3/6
DEF:4
ARM:1
INF: 2/4








Character Plays:
Whistle a tune/I'm open: Cost: 2
When this model is the target of a pass, the kicking model gains +0/+2" KICK  and the TN is reduces by 1.

Super Shot
This model gains [+1/+2”] KICK.


Character Traits:
Miner
This model can make an advancement from one  mine-enterance marker to another, this move counts as a 1" advancement and does not interrupt the advancement.  Ignore all terrain in between the two markers. = OPT (in addition -lampbearer guild tech- when near a lamppost that's not lit this model ignores the effects.)²

Awareness
Once per turn when within 1" of a poison AOE this model may make a 4" dodge.
Close control
Once per turn this model may ignore the first Tackle Playbook result against it.



Heroic Play:
Tunnelrat
When moving through mine-enterance markers this model gains +1/+1 MOV

- -

Shovel

30mm base model: 2"(captain/central Midfielder)  18 HP



MOV: 5/8
TAC: 6
KICK: 4/6
DEF:3
ARM:1
INF: 4/6





Character Plays:

Blast Earth Cost: 2 - Reach: 10” - AOE 3”
All models hit suffer [2] DMG. This ongoing-effect AOE is rough-ground.

Tooled Up Cost: 1 - Reach: 4”
Target friendly model gains [+1] DMG to Character Plays that cause damage and Playbook damage results. This Character Play may only be used once per turn.

Blind  Cost: 1 - Reach: 8"
Target enemy model suffers [-2] TAC, [-2/-2”] KICK  and [-2”/-2”] MOV. This Character Play may only  be used once per turn.


Character Traits:
Defensive support [Burrow]
While within [4”] of the named friendly model this model gains [+1] DEF.

Volley Threat
While within [8”] of the enemy goal-token, this model spends [1] less Momentum to make a Snap Shot!

Unpredictable Movement
Once per turn, when an enemy model ends an Advance in this model’s melee zone, this model may immediately make a [2”] Dodge.

Heroic Play:
One Touch Football:
When there are no enemy models within 4" of this model after receiving a pass, this model may immediatly make a pass action, unless a team play was used.



Legendary play: 
Sound the alarm - pulse 8"
Friendly guild models within the pulse may immediatly make a sprint action without paying influence do to so.

- -

Pickaxe

30mm base model: 2" (can play for Masons) - (Attacking midfielder) 14 HP


MOV: 4/6
TAC: 5
KICK: 2/6
DEF:3
ARM:2
INF: 2/4








Character Plays:
Smashed Shins  Cost : GB
Target enemy model suffers [-4/-4”] KICK.

Scything Blow: Cost : GB
All models within this model’s melee zone suffer [3] DMG.

Skewered Cost: 2/GBGB - Reach:   6”
Target enemy model suffers [3] DMG and the snared condition. This Character Play may only be used once per turn.

Character Traits:
Hunters Prey
When damaged by this model enemy models suffer the snared condition.

Team Player [ 4” Aura ]
While within this aura, when a friendly model suffers damage, this model may suffer the damage instead.



First Aid Kit
This model can give up it's advancement to heal himself or 1 friendly model in base contact 2HP.


- -

Ferret

30mm base model:  1" (mascot) 5 HP

MOV: 6/8
TAC: 2
KICK: 1/4
DEF:5
ARM:0
INF: 1/2



  

Character Plays:
Hamstring Cost: GB

Target enemy model suffers [-4”/-4”] MOV.


Character Traits:
Light footed
When this model makes an Advance it ignores the MOV penalty for rough-ground.

Miner
This model can make an advancement from one  mine-enterance marker to another, this move counts as a 1" advancement and does not interrupt the advancement.  Ignore all terrain in between the two markers. = OPT (in addition -lampbearer guild tech- when near a lamppost that's not lit this model ignores the effects.)²

Back to the Shadows
At the end of its activation, if this model caused damage to an enemy model during the activation, this model may make a [4”] Dodge

Protected [ Vole ]
While within [4”] of the named friendly model this model gains [+1] ARM.

--

Vole 

30mm base model: (Winger) 12 HP

MOV: 4/6
TAC: 5
KICK: 1/6
DEF:5
ARM:0
INF: 1/2





Character Plays:
Singled Out Cost: GB

Friendly models gain [+2] TAC against target enemy model.

Character Traits:
Linked [ Ferret ]
When this model’s activation ends, the named friendly model may take its activation next if able to do so.

Assist [ Ferret]
When making an Attack against an enemy model engaged by the named model, this model gains [+1] TAC and [+1] DMG to Playbook damage results.


Miner
This model can make an advancement from one  mine-enterance marker to another, this move counts as a 1" advancement and does not interrupt the advancement.  Ignore all terrain in between the two markers. = OPT (in addition -lampbearer guild tech- when near a lamppost that's not lit this model ignores the effects.)²

Heroic Play:
Tunnelrat
When moving through mine-enterance markers this model gains +1/+1 MOV
 - -

So there they are.  Would you play them?  Do you think they have OP traits/plays?

Give me your 2 cents!

Bob Out.


² I heard on a podcast some intersting ideas of a lampbearer guild who would be able to put lampposts on the pitch and turn the lamps on and off.  In spirit with this guild working in dark places I would have them ignore any (negative) effects caused by a 'turned off' lamp.

³ In the rulebook it would state that when an explosion marker is removed, all models within 3" of it suffer 3DMG and the KD condition.  Any other marker within the pulse is removed.  If the ball is removed in this way, consider it scattering from the ball-carrier or in case of a free ball consider it having left the pitch.

Comments

  1. I like the concept and theme!

    In particular, the Canary ability to dodge away from poison is awesome.

    From a mechanical standpoint, I think I might replace tooled up on Shovel with the Dig a Hole and Tunnel is ready. This gives you a bit more flexibility setting up the tunnels but your 2/team limitation and max tunnel travel will still keep things from getting crazy. He also probably ought to be 4/6 INF.

    A simpler way to use the mines would just be to allow a model completely within a marker to be placed completely within a different marker up to 4" away (Smoke and Herne as precedent).

    Last comment is Pickaxe is way over tuned imo with momentous scything blow on one hit and 2" melee and Hunter's prey. Drop the scything blow completely and he's quite an interesting player to use though as he has good momentous abilities, but they aren't damage so he can gain momentum OR apply the snares but not both together without wrapping.

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  2. Ha! I'm pleased my idea is somewhat apealing!

    I fully intended to put 4/6 INF stat on the captain (edited it already) I wrote this all up this morning and posted when I finished it. So - mistakes were made -

    Canary was one of the first names that I had in mind, together with the tunnel tech. I took it from there...

    If I ever get to create real cards I'll have a 2nd look on the wording of how mines are used. Thx for your input on that!

    Pickaxe is indeed looking OP. But I prefer my players OP to start out with and then 'nerf' them as needed. Not that I will ever get to field any of my fantasy models...
    I did want the team to be more football oriented, so not a lot of acces to momentous damage.

    Thx for the reply!

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