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 Possessed god dedicated warbands alternate rules

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Lukeyg

Lukeyg

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PostSubject: Possessed god dedicated warbands alternate rules   rules - Possessed god dedicated warbands alternate rules Icon_minitimeFri 25 Oct 2019 - 15:25

Hi was inspired by the vampire blood lines to try the same for chaos for now have only changed the possessed and the magister would appreciate any feed back but remember this is a rough first draft also would add the rule possessed can't take mutations because of the mark rules - Possessed god dedicated warbands alternate rules Screen10
rules - Possessed god dedicated warbands alternate rules Screen11
rules - Possessed god dedicated warbands alternate rules Screen12
Looking forward to hearing what you all think
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Ironskar
Warrior
Warrior
Ironskar

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PostSubject: Re: Possessed god dedicated warbands alternate rules   rules - Possessed god dedicated warbands alternate rules Icon_minitimeFri 25 Oct 2019 - 21:55

I think its a really good idea. The skills for Possessed Khorne and Nurgle are very apt, all spells for the Tz is a bit good. Same for the Magister really, I think it might be better to give them +1 to cast as per the skill but only one spell? They would then gain more spells with experience? I guess you could pass the same skills onto the respective beastmen although as henchmen I suppose they should not have skills unless they become hero's.
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Lukeyg

Lukeyg

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PostSubject: Re: Possessed god dedicated warbands alternate rules   rules - Possessed god dedicated warbands alternate rules Icon_minitimeFri 25 Oct 2019 - 22:16

I was thinking to make them purely magical they would use there skill advances to roll again on the chaos rituals for an additional plus 1 to cast maybe if I took away combat access that would force it more
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DeafNala
Honour Guard
Honour Guard
DeafNala

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PostSubject: Re: Possessed god dedicated warbands alternate rules   rules - Possessed god dedicated warbands alternate rules Icon_minitimeSat 26 Oct 2019 - 14:58

You probably will get more of a response if I move this thread to the Rules & Gameplay section.
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Lukeyg

Lukeyg

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PostSubject: Re: Possessed god dedicated warbands alternate rules   rules - Possessed god dedicated warbands alternate rules Icon_minitimeSat 26 Oct 2019 - 15:43

Can you do that please first time on the website and didn't know where to put it
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DeafNala
Honour Guard
Honour Guard
DeafNala

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PostSubject: Re: Possessed god dedicated warbands alternate rules   rules - Possessed god dedicated warbands alternate rules Icon_minitimeSat 26 Oct 2019 - 15:47

It is done. What a Face
WELCOME to Fearless Leader Tom's Forum. I hope you have a long & merry stay! cheers
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Rhydderch
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PostSubject: Re: Possessed god dedicated warbands alternate rules   rules - Possessed god dedicated warbands alternate rules Icon_minitimeSat 2 Nov 2019 - 12:02

Ooo, I've been tinkering around with something like this for a while -- interesting to see a different take on it.

Hmm, I'm inclined to agree you've over-powered some of these. Giving the Tzeentch Magister all spells to start with is a massive boost, especially as a campaign develops, & they can just take extra skills instead of using those advances to learn new spells. But giving the Possessed the spells as well means they can start with three spellcasters! I appreciate that fits the theme for Tzeentch, but is likely to unbalance the warband.

Instead, I'd recommend maybe giving the Magister two starting spells, maybe an extra casting skill, & adding an 'apprentice' hero who starts with one spell. Then they only get one Possessed (since they're no longer Cult of the Possessed, that seems fairish), who might be their demon-host.

Nurgle & Khorne seem more solid, & less beardy. For Khorne, I'd also suggest adding Frenzy to all heroes, & maybe devise a 'bloodlust' rule where they might turn on their friends. Oh, I just remembered! Check out the extra rules on the 'Executioner's Hood', Mordheim Rulebook Magical Artefacts table, p141. That'd be flavourful for Khorne, since K-dog cares not from where the blood flows.

It seems like you're struggling to come up with anything really characterful for Slaanesh. I know I struggled with that -- what Slaaneshi stuff can you do on a battlefield? I did have an idea for a 'sadist' special rule/character, who starts weak but gains power from each wound that happens around them, but I've never fully worked it out.

Hope to see more on this in future!
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