Mighty Vampire Count
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Currently playtesting this with our group.
General:
p10 Leaders:
Current: All Leaders have the Commanding Trait
You may roll once on the table and must then either choose that result or Commanding
Captains: For every additional 24 points of warband you may add a captain to your warband in addition to your leader (eg 1 at 48, 2 at 72,...). Captains have the "commanding" special ability from the leader traits table but follow no other rules for leaders. eg. they do not give +1 to morale within 12"
Maximum number of units cap: For every additional 24 points of warband increase the unit cap by 5. (eg 15 at 48, 20 at 72,...)
p24 Unit Cohesion
Implemented: Reduce max distance between units to 1"
Reason: Now that we have had a few games its a bit annoying having to keep friendly units that far apart, even when moving. It seems to add nothing to the game as thus far everyone has units that are readily identifiable?
Invisible: may not be taken on a unit with ranged attack.
Heal may only be cast once per turn. - Heal is one of the best spells in the game. Having multiple healers would make life really difficult for your opponent. Even If you have multiple healers it can only be cast once per turn.
Suggested new unit Upgrades
Options:
Fleet-footed @ 1pt per unit, rough terrain does not slow movement (Not on Elite Riders, Heavy Riders, Heavy Foot,Heavy Missiles)
Regeneration: @ 2pts unit: Unit may make a Regeneration action on a 7+ to recover one lost Strength point.
Stubborn: @1pt per unit, Courage becomes 3+
Stupidity: @ -2pts per unit, The unit receives -1 to all activation rolls. (Not on Elite Riders, Elite Foot or Elite Missiles)
Suggested new units
Artillery 4pts
Heavy cannons, Skaven lightning cannons, Catapults and Roman Scorpion batteries.
Attack: 7+, Move 6+, Shoot: 7+, Courage: 4+, Armour :2,
Attack Value: 6+, Defence Value 6+, Shoot Value 4+, 6-24" range, Max Movement 4", Strength :6
Unit may not enter rough terrain or cross walls, ditches or similar.
Emplaced: If the unit does not move, it is in Cover.
May add: Exploder, Fearful, Regneration, Stubborn, Venomous, Undead.
Elite Missiles 6pts
Sharpes Rifleman, Dwarf marksmen, Elf Way Watchers
Attack: 6+, Move 5+, Shoot: 5+, Courage: 4+, Armour :2,
Attack Value: 6+, Defence Value 5+, Shoot Value 4+, range 12", Max Movement 6", Strength :12
Options:
Heavy Armour: @2 pt per unit, Armour becomes 3. may not be combined with Fleet Footed.
Long Range Accuracy: @1pt per unit, range becomes 18"
Stubborn: @1pt per unit, Courage becomes 3+
May add: Fleet Footed, Regneration, Stuborn, Venomous, Undead,
War Machine (6pts)
Powerful machines rumbling along, spitting shells and flame against their enemies, they are hard to kill, but limited in abilities if the enemy closes in.
Steam tanks, War Wagons, Ork Battlewagons
Attack: 7+, Move 5+, Shoot: 6+, Courage: 2+, Armour :4,
Attack Value: 6+, Defence Value 5+, Shoot Value 5+, 18" range, Max Movement 6", Strength :6
Unit may not enter rough terrain or cross walls, ditches or similar.
Options:
Close quarters: @-1pt per unit, range reduced to 12"
Spikes and blades: @2 pts per unit. Attack Value becomes 5+, Defence Value becomes 4+,
Larger Engine: @2 pts per unit, Max Movement increased to 10"
May add: Exploder, Fear, Flying, Burrowing, Regneration, Stuborn, Venomous. Undead,
Fantastical Rules:
Slayer: For abilities that target a specific race eg. Slayer, I'd say they can choose one unit type at the start of the game to have slayer against. This also discourages people from spamming a single unit type.
Enchanted weapons: roll at the start of each combat they partake in, to see if their weapons are feeling particularly deadly this activation.
Enchanted armour: 5+ to ignore pt of damage, 2pts for units with armour 0 -2pts and 3pts for units with armour 3 or 4.
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