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So it seems that in a wave of boredom/creativity/nerdyness I've just spent the last 2 hours writing out some ideas for the Magic items we get in the next book. At first it was just for fun and trying to come up with new ideas, but after awhile I got really into the writing of the rules and trying to get them to make sense, set clear parameters and limitations. I've never written my own rules before, but want to get some practice in so i can write up campaigns and such.
Here I share with you these ideas and I am interested in a few different types of feedback. I am curious what people think about the items themselves, what they do and if it's balanced and useful. I also want to know what people think about the articulation of the rules and if/how it can meet "official" standards. Finally, any comments on fluff are also appreciated. I got pretty into that for a little bit, but a bit impatient at the end. I tried to pick items that were staples or classics and stood out as items of true power.
Deamon Sword (75)
The wielder of this sentient sword opens himself to a psychic connection to the deamon trapped within. He has instant access to all the deamon’s knowledge of battle and power in combat, but leaves himself vulnerable to the treachery of deamons, who loath all mortals, especially those who presume to own them.
+1 to all stats, to-hit results of 1 hit the user instead.
Axe of Khorne (50) *mark of Khorne Only*
This axes strikes with the fury of the blood god himself and acts as a direct conduit to his rage. Blood spilled on the handle acts as glue and fuses the hands of the the wearer to it so that he may dispense with Khornes Wrath endlessly.
Great Weapon. Heroic Killing Blow.
[is this worded to include the +2str that is inherent to great weapons?]
Chaos Runeshield (35)
This giant shield is covered with runes made from voidstone, which absorbs the essence of magic from the air around it and converts it into power for the bearer.
Any spells cast, target, or travel through 6” of the shield risk being absorbed into it on the roll of a 5+. The spell has no effect whatsoever and the bearer regains 1 wound. Any attacks made with a magic weapon must be rolled 1 at a time. Each hit rolls a d6, on the result of a 1-4 the hit is resolved as normal. On a 5+ the weapon is destroyed and has no effect and is lost for the remainder of the player’s career.(=P) Units that have the magical attacks rule but do not have magic weapons (such as deamons and forest spirits) take a wound instead.
Pendant of Slaneesh (50) *Mark of Slaneesh Only*
this tiny charm emanates a magic sensation that converts pain into pleasure. Those affected reach for death with a lover’s passion.
The bearer and the unit he joins become unbreakable.
Collar of Khorne (50) *Mark of Khorne Only*
Forged of Khornes loathing of magic, these collars were made to bring ruin to weakling sorceries.
One use only. Immediately dispels a single spell that directly targets and/or effects the bearer or the unit it is in. This can be used to dispel a spell cast with Irresistible Force.
Skull of Katam (60) *Mark of Tzeench Only*
Katam was the greatest tzeenchian mage that the world has yet to see. The knowledge of this filled his head so much that it had to be removed. This allowed the arrogance to drain leaving only the power of Katam within.
One Use only. The Mage loses 1 wound with no saves of any kind allowed and generates 6d6 to cast a single spell. Before the roll is made the player chooses a number. If the casting value is met the spell goes off an additional time for each dice result that matches the one chosen. These additional spells can be dispelled at the base casting cost of the spell. Remains in play spells are cumulative in their effects but are dispelled as a single spell.
Banner of the Gods (125)
This banner appears only when all 4 gods are together in council to witness their will done.
Unmarked models present on the battlefield are considered to have all 4 marks of the gods.
Last edited by Antithesis; December 17th, 2011 at 09:14.
“If you’re in the penalty area and don’t know what to do with the ball, put it in the net and we’ll discuss the options later.” – Bob Paisley
I actually really like the skull of Katam idea. I think that it is nigh broken, much like the old Power Scroll, but it is an interesting idea. What if you made variable power, but have a bigger drawback? Like spend one wound for three dice, two for six, and three for nine dice. This makes it so you can almost for sure get a clutch spell off, but it also kills your character. Or perhaps do something like, casts at two dice, but the caster takes a St 10 hit, if at four dice, center the small template, St 10 and no Look out sir, and at six dice, the large template?
As for the Kollar of Khorne, I think that is actually very reasonable. For instance, look at the Cube of Darkness. At only 15 points more than a normal dispel scroll, it acts as a second dispell scroll, but also has a 50/50 shot at simply ending the magic phase. This has the limitation of only affecting a spell that directly targets the unit. So no using it to stop any buffs, or any AoE hexes like the big cast of soulblight. It's good, but no too good
I don't, however, much care for the demonsword. I like the current one, but add in the choice to put the hit off onto a model in the character's unit. This keeps it from being used on a lone disk rider to hold up units for ever without being a danger to himself,but still usable if in a unit.
Thanks for the feedback so far guys, very interesting things being mentioned.
Antithesis: one thing about these items that I was considering while writing these items is that the new book will likely change the rest of our options aswell and my anticipation of what direction we will go affected alot of the items. For example a few months back I ran a poll/discussion in regards to how the alliance between the gods would work. making the different marks incompatable with one another was a very popular idea, so I've expected that with the new edition you will no longer be able to field a tzeench mage in a unit of khorne warriors, or perhaps khorne warriors cannot be fielded at all under a tzeench general. I'm not sure how far it would go, but I am fairly convinced that due to popular demand, the sun is setting onmixing and matching items/marks/gifts/units/characters.
I'll try and respond point-by-point:
+1 to all stats would include a wound aswell
Axe of Khorne
I wanted the axe to grant the bonus str of a GW and the HKB but have a drawback to make it a bit more balanced. so it's taking +1 str and KB and basically doubling it's power at the cost of the off-hand and being ASL for 5 more points. This also acomplishies the character being offense orriented, as a berserker of khorne would be. I thought about making it cost more to eliminate high ward saves, but don't feel that the power justifies the cost.
I was worried that the Runeshield would be overpowered, but wasn't sure by how much. First off, i am anticipating that MoT will not be granting +1 to ward saves in the new book (it's just too good!). I do you think that if the point cost was increased to 60 or more (so ToP can't be taken) would make it (more) balanced? Chaos by fluff should have a powerful magic phase and we just don't measure up with what we have, and I wanted something creative and different. The other thing I'll mention is that the shield affects friendly spells too, so no buffs for anyone or missiles flying thru it.
Pendant of Slaneesh
While I think you might be right in that we don't need unbreakable in the army, this was more to change the tone of Slaneeshi upgrades. Fluffwise, he is the seductive god that promises pleasure and power, luxury and torment. He is NOT the god of speed. As much as I love having his ASF for anything, it just doesn't fall under those categories. If we were to fluff it, MoT would be the one to grant AsF with seeing/changing the future of their combat. Unbreakable seems to be very slaneeshi to me; those who are obsessed with pain/pleasure would never run from sharp things. The original idea for the item was something similar to the current lash of slaneesh, but the way i was thinking it would work involved far too many LD tests and would slow things down too much.
Collar of Khorne
again, the Collar of Khorne was written spesifically for people who wanted to run an all-khorne list. Afterall, how on earth can they survive without a token caster? I did consider allowing duplicates of the item if it was an all khorne list, but that is too much speculation to make: this is for items only, not composition rules.
Skull of Katam
The skull of katam was pure frustration. Tzeench mages should be the pimp sorcerers of sorceres, the followers of the god of magic from the origin of magic itself! I suspected that the wording wasn't tight enough, it's a complicated effect but i didn't want to be long winded. Example:
I use this item to cast gateway. I take 6d6 (not from my power pool) into my hands and choose 5. I roll the 6 dice and get the following results: 1, 6, 5, 4, 5, 6. The total that is rolled is higher than the casting value, so gateway is cast. furthermore, I called 5's and there are two of them (one addional result), so gateway goes off again. that means he gets hit with 2d6 str2d6 twice. If I had rolled 4x 5's, it would be 4 times at him. They would each be dispelled as separate instances. You will also note that 2x6's were rolled, this has no affect for IF/Miscast (too powerful, bound item), nor does it duplicate (any doubles was an idea and was just retarded good). I guess that part about RiP being cumulative wasn't necessary since the only tzeench spell that is RiP couldn't have cumulative effects. That is because I originally didn't tag it as MoT only, adding it in afterwords as it seemed to fit his nature.
Banner of the gods
Nice, got one right! =P ty =)
but again remember that the marks might change, so the balance of it is in the air.
I'm not sure on how broken it would be, i figure calling duplicates wasn't high on the likelyhood, keeping it random enough so it wasn't crazy. Now I'm thinking a constant varible. What if it was something simple, like it allows him to cast any of his spells as many times as he wants (like old vampires), but each time he attempts one he already tried he takes a s3 hit? I like the idea of having a single spell going off more than once in a single instance, but the potential power is pretty high. I don't want the downsides to be too great for it, like i mentioned earlier we should have very adapt casters that stand out from other armies. Other than the puppet, what do we have that no one else does?
I actually did intend for it to stop the aoe everythings. "dispels a single spell that directly targets and/or effects the bearer or the unit it is in.". Still good without being too good? Again, see above for my thinking about this item.
@ 75pts he isn't going to have much access to ward saves so he's probably vulnerable enough to prevent him from being lonely like that. Even if he was, so what? other armies get all kinds of silly things, whats so wrong with one of our warriors standing tall against endless waves of puny mortals? High elves get untouchable mages, lizardmen get catchable salamanders, why shouldn't we have something silly that is flavorful. That is a really good idea about adding the option to pass the wound off, it does encourage him leading units in a very simple manner.
I will just say something about two of them: Runeshield, as it was said, is way too good. I like it, but imagine any hero could have it and be totally shielded against magic, magic items and magical attacks. It should be around 70 points at least, maybe more, and perhaps on 6s, not 5s? Also, I'm not sure the part "targeted or travelling 6'' of the bearer" would be clear in every situation.
The Skull of Katam is crazy: additional spell two-three times more potent than originally, almost impossible to dispel (average casting value would be 20 or so, and you still have all other spells), capable of taking out strongest units, while for 1 wound now you get a chance to take out one wizard (Black Tongue or something?). Besides, you would have up to 48 power dice at one moment, while maximum is 12, it's quite a difference. Idea of sacrificing something for power is good, maybe something like Papa said.
But the Banner of the Gods is great, at least with the marks that are now in use.