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2014/12/11 15:04:27
Subject: A Magic Phase for Khorne
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Fresh-Faced New User
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So I'm trying to not make this as heretical as it sounds. Basically I want to bring my friends mono Khorne army in to the magic phase but put a bit of fluff in the magic. So he'd use the exact same mechanics but we'd just pretend it was "gifts" from Khorne instead of spells. I tried to focus on making it feel like it was something that affected the units morale and strength instead of whirling magics.
https://docs.google.com/document/d/187zis-urED24adhNTs0o3IJFk8m1-9vT-vq51g0JQ-E/edit?usp=sharing
Please let me know what you think. We're (obviously since we're house ruling to this degree) not competitive. But I don't want it to be ridiculously unbalanced either.
Thanks!
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2014/12/11 16:42:57
Subject: A Magic Phase for Khorne
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Been Around the Block
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Mutalith Vortex Beast, Chaos Warshrine, and any other bound spells can be used in a Khorne list without violating fluff (and one could argue, adding to the fluff).
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2014/12/11 17:02:41
Subject: A Magic Phase for Khorne
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Tzeentch Aspiring Sorcerer Riding a Disc
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I assume this is supposed to be for Chaos Sorcerors?
And a signature spell that goes off on an 8+ that effectively gives a target unit an additional D3+1 attacks? That... sounds like a bit much. Consider basing this spell on Hysterical Frenzy in the Lore of Slaanesh; also an 8+ to cast, but has the drawback of inflicting hits the caster's magic phase.
I'd also look at Slaanesh's Lore Attribute. Consider modifying yours to only last until the next magic phase. In fact, I'd consider modifying Bloodletting as only lasting until the start of your next magic phase, as well. There are so precious few effects that permanently modify stats upward; having several in one lore is pushing it, in my opinion.
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2014/12/11 17:19:22
Subject: Re:A Magic Phase for Khorne
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Fresh-Faced New User
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Yes, it's for Chaos Sorcerors and follows all the same rules as for other lores/magic. With the exception that a Sorceror can have a Mark of Khorne and we'd consider him an especially favored champion instead.
Should've added that the spells can only target units with the mark of khorne, thus the frenzy rule on so many of them. I like your idea with the unit suffering hits against their own. Perhaps that all to-hit rolls of 1 hit their own unit? I also increased casting cost to 11+.
And you have a good point about the lore attribute, will change that as well. Thanks for great input!
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2014/12/11 17:33:17
Subject: A Magic Phase for Khorne
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Tzeentch Aspiring Sorcerer Riding a Disc
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I'm actually VERY okay with these types of spells being cast on any unit, regardless of mark; Khorne doesn't care whose blood gets spilled, or who does the spilling, so long as it gets spilled.
EDIT: Except Valkia. THAT he cared about...
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This message was edited 1 time. Last update was at 2014/12/11 17:34:10
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2014/12/11 17:43:16
Subject: A Magic Phase for Khorne
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Fresh-Faced New User
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Good point again! However I wonder if he'd actually bestow his gifts upon non-followers. Hmm.
Shouldn't be much of an issue since my friend has MoK on everything. But I removed it so he can add some fun monsters and such. We can always add it back if we feel it's too unfluffy.
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2014/12/11 17:57:22
Subject: A Magic Phase for Khorne
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Been Around the Block
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There should either be a greater benefit for Khorne-marked units, or a lesser penalty for Khorne-marked units.
I'm unable to pull the google docs link, so unfortunately I'm working blind here.
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2014/12/11 20:30:45
Subject: A Magic Phase for Khorne
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Tzeentch Aspiring Sorcerer Riding a Disc
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Noodle! wrote:Good point again! However I wonder if he'd actually bestow his gifts upon non-followers. Hmm.
Yes. The fluff mentions that the gods will bestow gifts upon each other's heroes. I mean, if my Tzeentch Sorceror uses Gateway to blast a monster off the board and rolls +1 strength on the Eye of the Gods table, that probably didn't come from Tzeentch.
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