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		<title><![CDATA[Latest posts for the thread "Wheel of Warhammer, a Wheel of Time adaptation for Warhammer Fantasy!"]]></title>
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		<description><![CDATA[Latest messages posted in the thread "Wheel of Warhammer, a Wheel of Time adaptation for Warhammer Fantasy!"]]></description>
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				<title>Wheel of Warhammer, a Wheel of Time adaptation for Warhammer Fantasy!</title>
				<description><![CDATA[ For those of you who dont know, the Wheel of Time is a series of best-selling books by the late Robert Jordan. It is set in an epic high fantasy world, with numerous warring factions and much epicness C:<br /> <br /> <a href="http://en.wikipedia.org/wiki/The_Wheel_of_Time" target="_blank" rel="nofollow">http://en.wikipedia.org/wiki/The_Wheel_of_Time</a><br /> <br /> Anyway, my plan is to create a system using Warhammer Fantasy rules that represents the different factions of the Wheel of Time world and the titanic battles that rage across it. However, I need help. I would welcome any suggestions the good WoT fans of Dragonmount have, and together we can make WoWH (Wheel of WarHammer) great!   <img src="/s/i/a/5d13fa41280d6fdef786d41bc175d3f6.gif" border="0"><br /> <br /> ]]></description>
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				<link>http://www.dakkadakka.com/dakkaforum/posts/preList/402178/3412495.page</link>
				<pubDate><![CDATA[Thu, 6 Oct 2011 07:28:50]]> GMT</pubDate>
				<author><![CDATA[ Blackhoof]]></author>
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				<title>Wheel of Warhammer, a Wheel of Time adaptation for Warhammer Fantasy!</title>
				<description><![CDATA[ Since WoT is all about channellers, I'd suggest using the Storm of Magic supplement to represent the various channellers duking it out over angreal of various kinds. Obviously though, there wouldn't be any great big monsters or any of that.<br /> As far as miniatures go, Gors make passable trollocs, though more variation using the lizardman range would work, too. Ogres might provide a better basis rules wise though, representing their huge size and durability. Fades would be best modelled after Dark Elf assassins I imagine. <br /> <br /> Then you've just got lots of human armies to work on- Carhien, the Band, the Two Rivers folk, Borderlanders, Aeil... there's a lot of them to do.]]></description>
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				<pubDate><![CDATA[Thu, 6 Oct 2011 17:19:59]]> GMT</pubDate>
				<author><![CDATA[ Da Boss]]></author>
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				<title>Wheel of Warhammer, a Wheel of Time adaptation for Warhammer Fantasy!</title>
				<description><![CDATA[ channelers of course will be very powerful, and i will have to tweak the magic rules to make channelers more powerful than standard Warhammer magicians (by introducing more magic levels mainly) but they will be more expensive and they will not be fighting Warhammer mages anyway]]></description>
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				<pubDate><![CDATA[Fri, 7 Oct 2011 07:50:47]]> GMT</pubDate>
				<author><![CDATA[ Blackhoof]]></author>
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				<title>Wheel of Warhammer, a Wheel of Time adaptation for Warhammer Fantasy!</title>
				<description><![CDATA[ ...You do know that wizards in Storm of Magic are already powerful enough to alter the tides of battle, correct? Are any of Rand's epic stunts much more than pulling the Lore of Heavens dominance spell?]]></description>
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				<pubDate><![CDATA[Sun, 23 Oct 2011 00:36:55]]> GMT</pubDate>
				<author><![CDATA[ AnomanderRake]]></author>
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