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| Destandor, Jailor of Hated Magic; Personal house rules | |
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| Tweet Topic Started: Aug 6 2011, 02:13 AM (452 Views) | |
| Destandor | Aug 8 2011, 01:04 AM Post #16 |
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Jailor of Hated Magic
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Hm, I hav enever thought about the lord being overpriced, but perhaps that's true, others I have discussed this with think his chain cloak is overpowered, but maybe that would weigh it up... Or even if i should lowen the price a tad? |
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| Samael | Aug 8 2011, 03:52 AM Post #17 |
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The Chosen
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Why heroic killing blow against mages? Most are man size so it doesn;t help, apart from special characters and ogres. What about heroic killing blow (5+) against mages. (wright kings have killing blow 5+). I am also not sure about the spell breaking. they few armies that can spell break have to spend 50pts for a one off 4+. What about about some miscast effect. Wizards miscast on a double 1, 2 or 6 when casting at you. Now you have made me wnat to make a me charcter. |
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| Destandor | Aug 8 2011, 04:11 AM Post #18 |
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Jailor of Hated Magic
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And usual greater daemon wizards, but it's true, there's not much more.
They have? Hum, maybe Guilliotine will change back then slightly?
Really, the one thing I want to keep is an ability to entrap magic in some way or another. wait... What if it should instead be some sort of drain magic-effect, i.e. that if there's a wizard within X inches the enemy gain fewer power dice - along with it also being a one-use-only, weaker, spell destoyer? |
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| Samael | Aug 8 2011, 04:37 AM Post #19 |
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The Chosen
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wright kings have to pay for it. It is 25pts to increase their killing blow from 6+ to 5+. As for the cloak, what about some sort of feedback. The mage and their unit suffers D3 S2 hits per powerdice used, distributed as per shooting. Kind of like the feedback scroll. However the wizard only suffers if they are on their own. Otherwise mortal servants take the bullet |
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| Destandor | Aug 8 2011, 05:31 AM Post #20 |
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Jailor of Hated Magic
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Ah, ok.
While it is a generally good ability, it does not feel like an imprisonment of magic, rather a punishment for using magic (which of course fits rather well, but he prefers to just decapitate them). |
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| Samael | Aug 8 2011, 05:35 AM Post #21 |
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The Chosen
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Remove D3 power dice from the pool? The wizard counts as stupid until their next magic phase? |
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| Eta | Aug 8 2011, 10:29 PM Post #22 |
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Exalted Guardian
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The first one is a bit too good, the second option is hardly any good because most of the time you'll get a BSB reroll against the stupidity test. Perhaps a -1/-2 modifier for the casting value of the enemy wizard could work. |
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| Destandor | Aug 10 2011, 03:52 AM Post #23 |
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Jailor of Hated Magic
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Spoke to a guy today with knowledge about developing rules. He told me it is a fact that something with homemade rules need to be tested lots of times to see whether it works. I gave him some of my versions of the chains, and he thought something like this was the best (best balanced and best for a WoC character): - When a wizard (friendly or enemy*) within 12/18" of Destandor casts a spell, the spell's casting value is heightened by 3/D3+1. or - When a wizard (friendly or enemy*) within 12/18" of Destandor casts a spell, the total of the casting will be lowered by 3/D3+1 and then a Magic Resistance, which I am not decided on how much it should be, as MR(3) is very expensive. *That is, if an army with Destandor is allowed to take wizards. |
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| Tome | Aug 10 2011, 06:06 AM Post #24 |
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Seeker of the Winds
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If you take the overpriced Talismans from the BRB, yes. The Collar of Khorne offers MR at a much more reasonable price. |
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| Blood-Spattered Angel | Aug 10 2011, 12:33 PM Post #25 |
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The Chosen
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Short of testing constantly, the BRB is a good judge of value. Collar of Khorne rules were written when MR(2) worked totally different than they do now. Lowering the amount of the casting roll makes more sense than increasing casting cost because increasing the casting cost will mean that a cast spell will be harder to dispel, and implies that they are throwing magical energy to overwhelm the chain, rather than the chain syphoning magic power. As for MR3, it is sound fluff-wise, and you should still be able to get it within the original projection of 430pts. |
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| Tome | Aug 10 2011, 11:12 PM Post #26 |
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Seeker of the Winds
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Yes, the Collar was written when MR was actually worth something. :P Outside of Storm of Magic, MR barely ever comes up in 8th Edition. It does nothing against the the really nasty spells. Only thing it helps against are Magic Missiles and Direct Damage spells, which are the least threatening sorts of spells in the game at the moment - outside of dedicated Lore of Fire use, which can do okay. I'd say keep the MR (3). |
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| Destandor | Aug 11 2011, 03:57 AM Post #27 |
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Jailor of Hated Magic
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You are right, MR rarely makes any difference (at least not in my games), but it's quite fluffy so I'll keep it. I agree with Bloodspattered too that the second version is probably the better one. I'll try and see if I can find anyone willing to play a game to test him, will tell you then how it worked out. This then would be his profile: Destandor - 430 pts M:4 WS:9 BS:3 S:5(6) T:5 W:3 I:7 A:5(6) Ld:9 Equipment: Guilliotine (Magic Weapon) This was the first and mightiest Axe of Khorne, forged in the pyre of a dead Daemon Prince of Khorne and quenched in said mans blood. It cuts of any victims head as clean as its namesake, and also just as bloody. This axe gives Destandor +1 Strength and +1 Attack (included above) and the Killing Blow special rule. Chains of the Spell Prison (Enchanted Item) This cloak is made of several chains with their origin in the fabled Spell Prison - a tomb where Khorne wishes to entrap all magic and then execute it, banishing all hated spells once and for all. They drain the winds of magic close to Destandor, making it nearly impossible for wizards to make use of them. Destandor have Magic Resistance (3). Also, when a wizard (friendly or enemy) within 18" of Destandor casts a spell, it suffers a -D3 penalty to cast the spell. Chaos Armour. Special Rules: The Will of Chaos Eye of the Gods Mark of Khorne Mage Hunter: Destandors task is to to hunt down and entrap the magic so hated by his patron god. He Hates all wizards. In addition, as long as he is Frenzied he may not take a leadership test to prevent charging should he have the possibility to charge a wizard or a unit joined by one. Note also that he may not charge another unit instead of the wizard (or its unit) if he are within charging range of more than one unit. Rendurok: Rendurok is a Juggernaut with the Devastating Charge special rule. He also has +1 Strength the turn he charges. What has changed: Guilliotine gives +1 attack (couldn't figure out anything else) and the Chains now lower wizards casting total. Also changed the Chains wording to be more like to Standard of the Sundering, to avoid confusion. |
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10:46 PM Jul 11