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		<title><![CDATA[Latest posts for the thread "Ideas for Future Homebrew Rulesets"]]></title>
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				<title>Ideas for Future Homebrew Rulesets</title>
				<description><![CDATA[ Hi, you may or may not have already read my Albion homebrew list here:<br /> <a href="http://www.dakkadakka.com/dakkaforum/posts/list/299610.page" target="_blank" rel="nofollow">http://www.dakkadakka.com/dakkaforum/posts/list/299610.page</a><br /> And I've semi done a bunch of rules for Melkirth daemons and traitors (in <span class="glossaryitem" onmouseover='gp(3);'>40K</span>).<br /> <br /> I was planning on making several more lists (both Fantasy and <span class="glossaryitem" onmouseover='gp(3);'>40K</span>), these are the ideas I have already:<br /> <br /> Fantasy:<br /> Nippon<br /> Chaos Dwarfs<br /> Oceanids (Fishmen)<br /> Troglodytes/Gremlins/Sub-Humans/Red-Cap/Gnomes/Little People (Basically warbands of supernatural creatures)<br /> Fimir<br /> <br /> <span class="glossaryitem" onmouseover='gp(3);'>40K</span>:<br /> Interex<br /> Hrud<br /> <br /> Any more ideas would be massively appreciated though I'm not going to do Ind or Araby, and I prefer doing warhammer Fantasy since I understand the rules better<br /> <br /> <br /> ]]></description>
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				<pubDate><![CDATA[Sat, 12 Jun 2010 21:18:01]]> GMT</pubDate>
				<author><![CDATA[ Murdock129]]></author>
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				<title>Ideas for Future Homebrew Rulesets</title>
				<description><![CDATA[ You could do gauls, ghosts, bogarts and restless spirts as rules you could add to terrain, eg: there is a bogart in that terrain, roll to see what kind of bogart, bogart X does this to units moving through or occupying terrain Y.]]></description>
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				<pubDate><![CDATA[Sat, 12 Jun 2010 21:30:45]]> GMT</pubDate>
				<author><![CDATA[ wizard12]]></author>
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				<title>Ideas for Future Homebrew Rulesets</title>
				<description><![CDATA[ I don't know what Gauls are.<br /> <br /> I plan to do Ghosts in future as a new unit for Vampire Counts<br /> <br /> And I've since updated the Albion magic items as Boggarts as an Enchanted Item<br /> <br /> Thanks for the advice though]]></description>
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				<pubDate><![CDATA[Sat, 12 Jun 2010 21:36:38]]> GMT</pubDate>
				<author><![CDATA[ Murdock129]]></author>
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				<title>Re:Ideas for Future Homebrew Rulesets</title>
				<description><![CDATA[ Gauls are the tribes that used to live in what is now france (I believe). They were similar to celts I think. I would imagine they could be played with your albion list.<br /> <br /> I think a werewolf clan would be quite cool. The idea of werewolves comes up quite a lot in questons about <span class="glossaryitem" onmouseover='gp(147);'>WHFB</span> so it does seem quite popular.]]></description>
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				<pubDate><![CDATA[Sat, 12 Jun 2010 23:04:46]]> GMT</pubDate>
				<author><![CDATA[ 4M2A]]></author>
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				<title>Ideas for Future Homebrew Rulesets</title>
				<description><![CDATA[ Werewolves are a great idea, the only problem is finding enough different types of werewolf possible. I've come up with 6 so far and one character werewolf though I need quite a few more]]></description>
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				<pubDate><![CDATA[Sun, 13 Jun 2010 01:08:52]]> GMT</pubDate>
				<author><![CDATA[ Murdock129]]></author>
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				<title>Ideas for Future Homebrew Rulesets</title>
				<description><![CDATA[ Werewolves would only be able to be wolves under the full moon, though, wouldn't they?  You could have a rule, then, where you have a cheap unit of werewolves that act like normal humans, but once per game they can transform (under the full moon, you could say).<br /> <br /> Lycans, on the other hand, can transform at will.  I think you're likely to have to include them as well.<br /> <br /> ]]></description>
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				<pubDate><![CDATA[Sun, 13 Jun 2010 07:24:06]]> GMT</pubDate>
				<author><![CDATA[ ssREV]]></author>
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				<title>Ideas for Future Homebrew Rulesets</title>
				<description><![CDATA[ Yeah I already have that sorted with the three main types of werewolves, ones that transform willingly and keep their human minds. Werewolves who transfrom due to the heat of the battle and the scent of blood who have animalistic minds. And werewolves who turn only on the full moon who in game are trapped in human form during the battle<br /> <br /> So far I've managed to come up with:<br /> <br /> Wurdalak (a werewolf/vampire hybrid)<br /> Vlkodlak (werewolves stuck halfway through their transformation)<br /> Bezerkers (Werewolves in human form since the full moon isn't out)<br /> Lycanthropes (Basic Werewolves, retain human minds, alpha Werewolves)<br /> Lupines (Werewolves only able to transform due to anger, not out of choice like Lycanthropes, animalistic minds, Beta werewolves)<br /> Wendigos (Appear similar to Yhetees only  black furred, what happens when a Ogre is bitten by a werewolf)<br /> Giganthrope (A giant bitten by a werewolf, now a werewolf as large as a true giant, when the tribe isn't at war the Lycanthropes (the ruling body of the tribe) will keep it chained down like Ogres do to slave giants)<br /> Werebears (Werewolves which have had a genetic mutation, while technically werewolves they look, sound and act more like bears, animalistic minds)]]></description>
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				<pubDate><![CDATA[Sun, 13 Jun 2010 12:48:33]]> GMT</pubDate>
				<author><![CDATA[ Murdock129]]></author>
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				<title>Re:Ideas for Future Homebrew Rulesets</title>
				<description><![CDATA[ There are lots of different types of werewolf legends and you can alter these however you like. <span class="glossaryitem" onmouseover='gp(147);'>WHFB</span> has taken a lot of sources and altered them so they fit better. You could make the fluff that they can control the change or tranform when experiencing strong emotions (such as anger in battle).<br /> <br /> You could have units of young werewolves which can't control their change so act like humans but stronger, tougher and slightly faster. They could randomly change or change after they win a combat. They could become stronger but more uncontrollable.<br /> <br /> Another core unit could be standard werewolves / lycans, who are elite infantry, like ogres or trolls.<br /> <br /> Tracker wolves- werewolves who aren't as powerful as nomal but have far superior senses and speed.<br /> <br /> For rare you could have a werewolf that has lost control and become entirely savage, this would be like the <span class="glossaryitem" onmouseover='gp(138);'>VC</span> vargulf, or OK gorgers.<br /> ]]></description>
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				<pubDate><![CDATA[Sun, 13 Jun 2010 12:51:30]]> GMT</pubDate>
				<author><![CDATA[ 4M2A]]></author>
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