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 Tk(and Other) House Rules
Posted: Apr 26 2012, 04:16 AM

A bug in the Swarm

Group: Nehekharan
Posts: 42
Member No.: 4,009
Joined: 24-May 11

I was inspired to post about this after reading a couple of posts recently that reminded me of some of the changes we made.

In our group we've recently started a larger set of houserules. A simple shared doc with written ideas and accepted changes to the rules.

Some changes are for fluff, some for balance. In any case it is pretty easy and simple to do as long as you have a written set of rules that can be agreed upon before the battle.

An example for TK is to change the incantations of Protection and Smiting so they both have an 18" aoe when boosted rather than 12" and 24".

An example of general rules changes is to include some of the great ideas from the VC book:
-Spears are free upgrades for HW/Shield models.
-Models with shields that buy "requires two hands"-weapons may get a refund of the shield.

We also considered changing cavalry mount attacks to impact hits on the turn they charge and generally want to revamp all the lores in the book to make some that are overused(shadow), less desireable and others that are underused, more desireable.

I'll post the document with our current suggested changes later when i have translated it to english. There are many more ideas in there. In the meantime, what would you guys change(in any book, but mostly tk of course) for the sake of balance? Fluff?
Posted: Apr 26 2012, 04:33 AM

A bug in the Swarm

Group: Nehekharan
Posts: 39
Member No.: 4,925
Joined: 25-February 12

For the Tomb Kings, there are a couple of things I'd like to see. Not that I've ever tested them:

- If TK units are Steadfast, they suffer half the usual wounds from Unstable. (Round up)
- The Hierophant can choose to ignore a Miscast/IF by taking a 'magic test', rolling equal to or below his level. If passed, the spell simply goes off with no extra effects.
- Warsphinx, Necrosphinx, Ushabti and Colossus all have Light Armour for a 4+ save total.

I'd also prefer to see Skullstorm gone as our 'big 6' spell. I hate it, in terms on concept, execution and power. It just seems silly and completely against the rest of the lore. For those of you who have played Storm of Magic:

Return of the Golden Age- Augment. Targetted unit gains +1 WS, BS, I and Ld. They also lose the Unstable rule, and gain the ability to March and make a Stand & Shoot reaction. (Powered up version for a big AoE)

In terms of other books, I think Skaven Slaves could do with being Unstable. In fact I'd like to see one of our spells make people Unstable as well. Maybe Vengeance, that would be fun.
Chaos Warriors probably deserve I4 with a price reduction, and let the MoSlaanesh restore it.
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