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AoS Sud's Thunder Lizard Rules - With Testing Now!

Would the buff persist for rippers until the combat phase if used during the shooting phase? If not, it should probably be used during the combat phase...?
just have the buff last untill your next hero phase that way it hits both but since you can only swoop down or shoot in your turne it only aplise to your shoot/fight phase
 
we need to clarify living cover a bit, "hidden"... what do you mean? gets the +1 terrain save? or no LOS (line of sight)? because if the ripper and the enemy re both on the left side of the TL no LOS makes no sense lol.

your command ability could be called "Command the Skies" it also adds a bit much, and should be toned down. I personally would go with

"Command the skies: during your hero phase your TL may order the skinks in the TL howdah to assist nearby flying units. if he does, until the start of your next turn Ripperdactyl and Terradon units within 12" of the TL automatically receive the terrain bonus to save rolls. Additionally add 1 to the attack characteristic of the terradons sunleach bolas and -2 rend for ripperdactyls Vicious beaks until the end of your turn, as the skinks supply the Terradons with additional ammunition, while distracting the targets of the ripperdactyls allowing them to more easily tear into their foes. do not make attacks during the shooting phase this turn with the TL Meteoric Javelins"
 
holy hell between reading and responding you guys filled up a page of posts lmao
 
we need to clarify living cover a bit, "hidden"... what do you mean? gets the +1 terrain save? or no LOS (line of sight)? because if the ripper and the enemy re both on the left side of the TL no LOS makes no sense lol.

your command ability could be called "Command the Skies" it also adds a bit much, and should be toned down. I personally would go with

"Command the skies: during your hero phase your TL may order the skinks in the TL howdah to assist nearby flying units. if he does, until the start of your next turn Ripperdactyl and Terradon units within 12" of the TL automatically receive the terrain bonus to save rolls. Additionally add 1 to the attack characteristic of the terradons sunleach bolas and -2 rend for ripperdactyls Vicious beaks until the end of your turn, as the skinks supply the Terradons with additional ammunition, while distracting the targets of the ripperdactyls allowing them to more easily tear into their foes. do not make attacks during the shooting phase this turn with the TL Meteoric Javelins"

I would still keep the -2 Rend on the successful rerolls of the two attack profiles, then just a blanket -2 Rend, cause that could be real nuts, lol
 
-2 rend on the bolas is hard to justify... they are basically Molotov cocktails. with the ammunition mechanic a thing in Total War, I figured it would be interesting to export it to table top in some fashion. additionally since bolas only have 1 attack on 4+, its all or nothing. they effectively only do 0.5 wounds a turn against a 4+ save.
 
scratch that, they wound on 4+ so they effectively only do 0.25 wounds each agasint a 4+. in a unit of 3 that's not even a wound a turn.
 
scratch that, they wound on 4+ so they effectively only do 0.25 wounds each agasint a 4+. in a unit of 3 that's not even a wound a turn.
I was specifically referring to Ripper's Vicious Beaks and the Claws, but I see your points on Bolas too.
 
oh. lol I figured -2 rend on all the attacks was too much. I figure keep it on the beaks where all of our buffs already go.
 
additionally I would just keep it a blanket -2, not only on the rerolls... that's just a complexity that isn't required, and would cause arguments at the table.
 
additionally I would just keep it a blanket -2, not only on the rerolls... that's just a complexity that isn't required, and would cause arguments at the table.
I would disagree. There are other units with equally as complex, if not more so, dice rules. Applying -2 Rend to successful rerolls of Beaks and Claws seems more balanced than just applying to all Beak attacks, as -2 Rend on exploding hits can absolutely decimate most units in game.
 
but that devastation comes at the price of a command point and a 1000 point investment in the TL.
 
and the 140 per 3 cost of the rippers
 
Mehn, I am trying to catch up on this topic, but the posts are being added whilst reading ;)

I like what i see, rule-wise and feedback-wise. Nice cooperation ;)

I have a small thing to add:

Celestial Lightning: *From atop of the head of the beast a Star Priest calls down a massive lightning strike against a foe from across the battlefield* During the shooting phase pick a unit within 24” roll a number of dice as per the wound table. If the roll is equal to or more than the bravery of the unit, that unit takes D6 mortal wounds.

Doesn't it need to see: Pick an Enemy unit within 24"?

Or is this obvious.

Gr, Imrahil
 
Mehn, I am trying to catch up on this topic, but the posts are being added whilst reading ;)

I like what i see, rule-wise and feedback-wise. Nice cooperation ;)

I have a small thing to add:



Doesn't it need to see: Pick an Enemy unit within 24"?

Or is this obvious.

Gr, Imrahil
no LOS required. its basically a breath attack coming from so high up that the TL can see over that wall your trying to hide behind lol
 
oh you are talking about the ENEMY portion not the SEE portion. yes it needs to be an ENEMY UNIT.
 
Sorry, catching up myself lol

I'll edit the celestial lightning and read more on the -2 rend stuff as I am torn between the two as both make sense to me
 
I can see why Rend wouldn't make the most sense on the bolas, i'm also still not sure about a blanket -2 rend as I feel that might turn people off to the rule set I agree that -2 on reroll for both attacks seems more balanced, but what arguments do you think would come from that?
 
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