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8th Ed. Lizardmen my additional rules and changes

Discussion in 'House Rules' started by ASSASSIN_NR_1, Apr 26, 2015.

  1. ASSASSIN_NR_1
    Carnasaur

    ASSASSIN_NR_1 Well-Known Member

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  2. The Red Devil
    Stegadon

    The Red Devil Defender of Hexoatl Staff Member

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    Looks interesting.

    Will give it a try if I can get anyone agreeing with me using these house rules.
     
  3. talocofxhotl
    Skink

    talocofxhotl Member

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    Nice ideas man. I may have incorporate some of them!
     
  4. ASSASSIN_NR_1
    Carnasaur

    ASSASSIN_NR_1 Well-Known Member

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    You had the idea ;), I just made my take on it, And if you want to incorporate some of it, by all means.

    I just want to fix some "problems" I personally think Lizardmen have. I do not want to make it overpowered, just more fitting to how I see them.
     
  5. The Sauric Ace
    Salamander

    The Sauric Ace Well-Known Member

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    I admire the effort of recreating and changing the army book, I really like your work(s). There's always the issue of overpowering an army book when updating it oneself; the entire problem being that for the most part, you really want to create something unique and most likely have certain passion and liking of the army. It can be difficult to realize that your cool unit/special-rule just won't cut it in an actual game and that it makes the army way to powerful.
    I too think spawnings could be a neat upgrade and seems to be quite a lot of interesting interpretations of the rules into modern games.

    Keep up the good work guys ;-)
     
  6. ASSASSIN_NR_1
    Carnasaur

    ASSASSIN_NR_1 Well-Known Member

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    I have been working some more on the rules.
    I have (almost) made my take on "Kroq-Gar the shimmering saurus"
    If anyone has an idea, suggestion or a critique, the document is open to commentaries.
     
  7. n810
    Slann

    n810 First Spawning

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    @talocofxhotl 's version


    *Wouldn't it be simpler to give the Pachasophalus Cavalry a 6+ ward save instead of a parry save ?
    *Also nice job on fixing the arc of sotec & Kroq-Gar
    *Focussed Ruminations
    Mazdamundi is the most powerful caster in the warhammer world. He may add an additional D3 to the result of any spell cast or dispel attempt. However, if the result is a natural 6, this counts towards irresistible force and miscast.
    (how do you roll a 6 on a D3 ?)

    *Master of Serpents
    Unless mounted, Tehenhuain may join units of Jungle Swarms. When he does this he gains the Unbreakable special rule and the Jungle swarm’s Squish! rule is ignored and they gain Regeneration (5+).
    (you forgot to mention that he could take a steg as a mount)

    *you need to mention that characters on Terradons/Pteranosaur my join Terradon/Pteranosaur riders.

    *you should also clear up whether Lork Kroaks spell / engine of the gods effect only works in the forward arc or is every direction and weather or not it hits engaged units.

    * yay you fixed predatory fighter

    * wait..? can you now take Kroxigor with skirmishing skinks ? (doesn't say non-skirmishing)

    Ps. love all the characters from previous editions.

    Pps. doh, you Forgot our Kroxigor special character though.
     
    Last edited: May 1, 2015
  8. The Sauric Ace
    Salamander

    The Sauric Ace Well-Known Member

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    Chotec's +1 Initiative doesn't seem like so much compared to the other alternatives. Adding to Initiative defiantly fits with the fluff, but perhaps more than just +1? I think there's a fitting niche for all the spawnings and I do love the way you have made Iztl not just a "Learn to ride" skill.


    "Frenzied monsters get +1 to their weapon skill"

    Does this count blood-frenzy of the Carnosaur?
     
  9. talocofxhotl
    Skink

    talocofxhotl Member

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    @n810
    Thanks for the feedback.

    The pachasophalus having parry rather than ward was down to me thinking that their thick skulls would be more in the way during combat but less likely to deflect an arrow strike or something like a cannon ball but it might be ice to extend it to ranged also.

    With the 6 on a D3 I meant that it was when you roll the D6 to determine the D3 result (i.e. before you halve it).

    Good spot on Tehenhuain I'll fix that

    Flying characters may join flying units if they are on the same species of mount.

    Kroak and EotG hit every enemy unit within range regardless of arc or combat status. Possibly only impassable scenery blocks it.

    Kroxigors may indeed be taken with skirmishing skinks ( happens so much in the fluff)

    I have yet to come up with a way of representing Naka that I'm happy with despite numerous attempts. I'm still working on it though!
    @ASSASSIN_NR_1

    Having read some of the end times fluff and rules and heard reviews of others I've decided to ignore it completely so I'm not really the best person to comment on it but I think possibly heavy magic resistance or immunity to death and plague spells? I've always thought it strange how Spann and Saugus don't die of old age but spells can make them wither and die.
     
  10. ASSASSIN_NR_1
    Carnasaur

    ASSASSIN_NR_1 Well-Known Member

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    Yes the +1 initiative might not be much, but I thought it might be a little too much, if you buff it with bastiladons, as they (in these rules) will be able to reach an initiative of 4. I don't maybe you are right, as it is not very compelling, although you do get +1 WS if you get it army wise.

    And yes the Carnosaur would get +1 to its weapon skill. I did this because of how the rulebook describes a monsters weapon skill "this defines how accomplished or skilled a warrior is with his weapon, or how determined and vicious a monster is"
    I just thought it fitting, besides I do not understand why all monsters have the same weapon skill.
     
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  11. The Sauric Ace
    Salamander

    The Sauric Ace Well-Known Member

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    I always thought Ws 3 was oddly specific, both a common horse would have it and a creature hunting for a living like a wolf and Carnosaur. So the concept feels properly executed when comparing the fluff and the quotations from the rule book ;-)
     
  12. n810
    Slann

    n810 First Spawning

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    Um what I meant is that parry saves only work with infantry wielding hand weapons and shield to gran them a conditional 6+ ward save.

    .... But you are giving it to a calvery mount...so just calling it a 6+ ward save just clears up a lot of impossibles.
     
    Last edited: Jul 27, 2015
  13. talocofxhotl
    Skink

    talocofxhotl Member

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    Ah ok I see. I basically meant it as a 6+ ward save in combat only so yeah that would work.
     
  14. ASSASSIN_NR_1
    Carnasaur

    ASSASSIN_NR_1 Well-Known Member

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    Document updated again :writing:
     
  15. The Sauric Ace
    Salamander

    The Sauric Ace Well-Known Member

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    Any plans for adding more fluff descriptions, its my experience that it enriches the whole creating content process when first added some in-game explanation for the rules in the mechanics behind the scene.
    I was thinking whether or not, you had a fluff piece or special rule name for the +1 Ws for Frenzy among others, I like the rule, especially what it could potentially do for the army as a whole, the reasoning behind it is also completely valid. I was thinking something alike:
    Ferocious Killer/Fighters/strikers
    The hunters of the jungles of Lustria are all well adapted at striking their prey down with deadly precision, however once they become filled with thoughts of blood and battle, their senses heightens even further and they become aware of the fight in a completely other manner. Using their eyes, hearing, smell and every other senses attuned to inflict as sewer a hit as possible.
    Frenzied monsters get +1 to their weapon skill, This includes every blood frenzy and any kind of magically instilled frenzy. Only the affected monster or monstrous cavalry may add this bonus, not any riders of the creatures.

    I know the Fluff could still be better than this. The Rulebook had a great description as you already mentioned, use some of what it says ;-)
     
  16. ASSASSIN_NR_1
    Carnasaur

    ASSASSIN_NR_1 Well-Known Member

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    I will definitely look into that.
    And maybe "steal" some of your text there
     
  17. The Sauric Ace
    Salamander

    The Sauric Ace Well-Known Member

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    Looking forward to that ;-) And you're more then welcome to use some of the fluff I just scrabbled down; it's always good to have multiple heads on a text before it goes into a piece.
     
  18. ASSASSIN_NR_1
    Carnasaur

    ASSASSIN_NR_1 Well-Known Member

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  19. SilverFaith
    Terradon

    SilverFaith Member

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    This looks pretty cool. Might see if anyone would want to try this out in my local group. One thing, though.

    ...I have a D3. As in, a D6 with the numbers 1 to 3 twice. I know a few people who has barrel dice they use for a d3. I actually know very few people who use a d6 and halve the result. Would seem like an odd mechanic to force people to roll a d3 using a d6 to determine a d3 result, but with an additional effect based on the d6 roll...

    I do also think it's a bit odd to add a d3 to the roll, which only gives half the benefit of a full d6, but the exact same downside as a d6. Irresistable force is not a good thing on a 500 point model. Maybe do like Dark Acolyte, were successfully casting the spell (IE. hit the target number) you add a d3 to the cast, making dispels harder?
     
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  20. talocofxhotl
    Skink

    talocofxhotl Member

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    Oh, I've never seen dice like that!

    The rules I am proposing go with the changes to brb which modifies IF rules. I'll post it on the forums soon.
     

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