Does this need a bit of hard limit on maximums?.
If not, adding stats of 7 to a model means they can not fail a roll using that stat.
For example if a model has an activation and defense of 7 it is a practically indestructible.
On the other hand that model, with no other "bits" on them costs 10 points, so maybe a mob of cheap fast things might be able to get the relics first, but it starts to make the abilities less meaningful and becomes a stat race.
I don't know, perhaps just a single line saying a model can't have more than 2 stats over 5 (seeing as move already starts at 6).
Insomnicron
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Brute is such an odd ability, as it feels like it equates to the same thing as altering a model's stat block.
By contrast, Mighty also makes a change but throws a condition on that modifier.
With that said, and given that a model being unruly is currently identical to a model that has activated, I wonder if you could do something thematic and alter the brute rule so that a Brutish model gets improved defense when unruly, thus adding a condition to the ability and giving the unruly condition a little more impact.
A brute is one that doesnt behave and is hard to put down, so it feels like it works and makes their mechanics and use a little more interesting.
Just a thought. :)
Mocked up a warcult using Heroforge (so I can order and paint the mini's later) :)
I was intending them to be of The Eternal faction, but I think they ended up being more Pale Druid or Black Maw.
Any way: 3 x Wytches, one with winged arms, one ragged with fur and claws, and one slithering on tentacles, (I'm hoping their Horrifying ability stacks so they can try and lock down their prey. They are joined by (of all things) a Skirmisher as a Leader, just for a very mobile buff to activation.
I have a question about activation.
Is it intended that one player is supposed to attempt to activate and use each of their models, one at a time, with play only passing to an opponent when you are either out of models or whenever one of your models becomes Unruly?
If so is the flow more like this?:
Activation
On their turn a player attempts to activate a model by rolling 2d6:
- Each die that rolls lower than the model’s activation grants that model 1 action.
- If neither die are lower the model's activation, that model becomes is Unruly, (meaning this model can’t activate this round).
- After a model has carried out their actions, the player attempts to activate another model.
Once a player has no more models they can activate OR when a model becomes Unruly play passes to an opponent, provided that opponent has models that could still activate this round.
Note: Play may pass to an opponent when a model becomes Unruly, only to return to them later when an opponents model ALSO becomes Unruly.
When all models on the table have either activated or become Unruly a new round begins, and all models stop being unruly.
Hey Zera. Thanks for the kind words.
Did you have something in mind? At the moment I'm working on another pet project, so won't likely be returning to this for a little while, but I'm interested in what you were looking for.
As for cards with transparent backgrounds, sadly the way I built some of the cards would mean a lot of work to make that possible. (though the zip does have cards with transparent edges if I recall correctly).
Sorry, I know those might not have been the exact answers you were after, but feel free to let me know what you mean by "environmental" and I can mull it over.
Thanks again. :)
Heh, there is a .txt file in the .zip where all the fonts and their licences are outlined, (they are all the same ones from Beak, Feather, & Bone).
All the text is in Pirata One, a google font that's freely available, (but remember to always check the license on a font when publishing things for profit.)
The only thing I didn't list in the .txt file was the Roman Numerals, which are not a font at all, just a series of shapes. :)
Hope this helps.