Jungle Swarm
Von Reinhart
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Our gaming group counts only a few players, including my buddy who runs lizardmen. We house-ruled 8th quit a bit and are returning to the game. As such, we've decided on trying to come up with a specific Lore for LM. Asking for any opinions/suggestions/comments. Note, we toned down the magic phase a bit (a few less PD/no bonus for caster's level), so casting values are a bit lower, much like T9A. Level 0 spells are cannot be dispelled and cost 1 PD to cast. For your consideration:
Lore of the Old Ones
0 Commune
1 PD n/a Instant 0"
add d3 to one casting, this phase only
1 Venomous Tide
4+ [6+] Direct Damage Instant 16" [24"]
targeted unit takes (4 + caster's level)d6 Poisoned Attacks [(6 + caster's level)d6]
2 Entangle 6+ Hex one turn 24"
-1 to hit (melee & shooting), (-d3) penalty to any Movement.
3 Born Predator 10+ Augment Remains in Play 18"
re-roll all Melee to hit rolls of '1'
4 Respawning 12+ [14+] Augment Instant 36"
restores d3+ (caster's level) wounds/models [restores d6 + (caster's level)]
5 Meteor Swarm 15+ Direct Damage Instant 24"
Roll D6: on 3+ choose an additional target within 6” of the original target. Continue rolling until you roll a ‘1’ or a ‘2’, choosing new targets within 6” from the previous one. No unit can be targeted twice. Afterwards, each target suffers (D3+ caster's level) Strength 6 hits, Flaming Attacks.
6 Comet 18+ [24+] Area of Effect Special 36"
Choose a point anywhere on the table and place a counter there. At the end of each subsequent Magic Phase roll a dice; if 1-3 is rolled add another counter to the same spot. If a 4-6 is rolled, the Comet arrives. When it does, each unit within (2d6*x)" suffers 2d6 STR (4+x) hits, where x=number of counters. The spell then ends and all counters removed.
[Any friendly units under the AoE are uneffected by the Comet.]
Lore of the Old Ones
0 Commune
1 PD n/a Instant 0"
add d3 to one casting, this phase only
1 Venomous Tide
4+ [6+] Direct Damage Instant 16" [24"]
targeted unit takes (4 + caster's level)d6 Poisoned Attacks [(6 + caster's level)d6]
2 Entangle 6+ Hex one turn 24"
-1 to hit (melee & shooting), (-d3) penalty to any Movement.
3 Born Predator 10+ Augment Remains in Play 18"
re-roll all Melee to hit rolls of '1'
4 Respawning 12+ [14+] Augment Instant 36"
restores d3+ (caster's level) wounds/models [restores d6 + (caster's level)]
5 Meteor Swarm 15+ Direct Damage Instant 24"
Roll D6: on 3+ choose an additional target within 6” of the original target. Continue rolling until you roll a ‘1’ or a ‘2’, choosing new targets within 6” from the previous one. No unit can be targeted twice. Afterwards, each target suffers (D3+ caster's level) Strength 6 hits, Flaming Attacks.
6 Comet 18+ [24+] Area of Effect Special 36"
Choose a point anywhere on the table and place a counter there. At the end of each subsequent Magic Phase roll a dice; if 1-3 is rolled add another counter to the same spot. If a 4-6 is rolled, the Comet arrives. When it does, each unit within (2d6*x)" suffers 2d6 STR (4+x) hits, where x=number of counters. The spell then ends and all counters removed.
[Any friendly units under the AoE are uneffected by the Comet.]