fredag den 2. april 2010

Version 8.0 is up!

Version History from 7.9 to 8.0

Changed typos and inaccuracies in Unique Spells. Link to version 0.7

Link to the full rules version 8.0

Now for some reason it is pretty hard to download these newer PDF-files if you already have the old ones in your browser cache. So please check that all version numbers are correct. (If not, you need to empty your browser cache.)

Enjoy ;D

4 kommentarer:

  1. I like this change to movement. Looks very promising. I'm a bit puzzled you didn't change the Fleet Footet skill around a bit though. This change almost halfs the effectiveness of the skill.

    Anyway, it looks good and i'm looking forward to trying it out. I really like what you've done overall with this game.

    Oh and i'm looking forward to seeing the unique spells once they're worked through completely. The fatigue system makes some spells rather irrelevant :)

    SvarSlet
  2. Please elaborate on fatigue and relevance :)

    SvarSlet
  3. The Cabal Ritual Spell gives +1 on all spell casting roles. With no other benefit and the -1 from fatigue this spell is completely useless.

    The necromancy spell Lichborne is partly useless as it does the same, though it adds the undead feature as well.

    In any case, i feel that fatigue drastically reduces the power of spell casters and therefor the spells could be slightly more powerful. They have a very short range anyway.

    While we're at these spells i want to address the "stun" spell. how does spells like these interact with models with more than one wound? I feel it would be overpowered if you're able to knock down or stun a model with several wounds remaining.

    So far we have decided in my gaming group to go with the advanced spells, but to ignore fatigue. Mostly because we feel spell casters become underpowered. We haven't played a lot of games yet with your rules though.

    SvarSlet
  4. Very good and duely noted. Will probably remove fatigue.

    SvarSlet