Posted 16 January 2014 - 04:34 AM
Posted 16 January 2014 - 04:49 AM
there's a fans' project on whinvasion forum reffering to Bretonnians. I do believe that special ability for this faction is going to be sth like: "You can start the game with any quest already in play". You can also go and check out few created cards.
Posted 16 January 2014 - 06:34 AM
I do believe that special ability for this faction is going to be sth like: "You can start the game with any quest already in play". You can also go and check out few created cards.
That is wonderful but i wanted to pick the ideas of everyone on here.
Please don't take this the wrong way but I would like to look into some fresh ideas (along with others on here) rather than read the thread that has been discussed, created and here's what's what by the other forum.
Thank you for linking the page though.
Edited by meggypeggs, 16 January 2014 - 08:19 AM.
Posted 16 January 2014 - 10:15 PM
Me too, i was thinking about some other neutral races/factions like Bretonnians
For example, the special rule for the Brets capital could be "If You have at least 1 unit on a quest, all Your other quests are considered to have a unit questing on them"... this way you can continue to place resources and activate quest abilities even without a unit. However, there should be an additional drawback like "You cannot have more units on Your battlefield or Kingdom zones than in Your quest zone", so not to abuse the ability above. I don't see Bretonnians having any particular keyword/power like lizardmen and undead... even Skaven and Asrai didn't get one; perhaps some units could be immune to corruption, others to the nearly-forgotten fear keyword, and so on.
Instead, i thought of two "new" (almost ) keywords for Ogre and Khemri, two races that would be considered non-aligned-neutral (at least according to the latest WHFB rulebook).
For the voracious Ogres i derived the "Devour" keyword from the Skulltaker's experience ability; when an Ogre with the Devour ability survives a combat, it can attach on itself (facedown, like experience) an opponent's unit or attachment support card (well, Ogres eat anything ) that was destroyed in the same combat. Obviously, Ogres gain various abilities (more power, more hit points, toughness, etc.) by keeping or discarding the devoured cards.
Khemri/Tomb Kings are similar to Undead/Vampire Counts, but i see them as more resilient and less depending on necromancy, so i decided for the "Regeneration X" keyword (i admit that Blood Bowl helped a lot ); once a Khemri unit is destroyed, it doesn't leave play but it's turned 90-degrees and face down (like insane cards in the Call of Cthulhu LCG). On the next turn's capital phase, the owner must turn the unit on a normal position and put a resource token on the unit; Khemri units lose abilities (power, hit points, actions, etc.) with tokens on them, and once the number of tokens exceeds the X indicated, the unit is finally destroyed and put in the discard pile). While the ability is quite powerful (you don't have to pay again for these units like necromancy), there are drawbacks too; units with the Regeneration ability cannot be sacrificed by any mean, copies of unique units cannot be played until the "original" regenerating unit is destroyed, and lesser regenerated units cannot do nothing more than be cannon-fodder.
Now, if only i could think of something good for Chaos Dwarfs too...
Edited by Silent Wolf, 16 January 2014 - 11:11 PM.
Posted 17 January 2014 - 04:43 AM