![]() This is a BEAST of a book, clocking in at 1,400+ pages prior to formatting (probably going to be ~1,000 when we are done). SO much more (weapons, diseases, deities, game mastery sections, races, etc!) Dozens and dozens of alternate rules and subsystems! 1 extensive alternate class! (Hey there Berzerker.) Path product together into one massive, revamped, insane, retooled, expanded, book that is being beautifully illustrated by a handful of our collaborators! We've been working for months on it already. Specialisations make a big difference to playstyle too! Have fun.Real talk- this is happening. ![]() If you look at the wiki you can see the various race options and what they contain, and if you click through to the classes you can see how races modify class units beyond their usual modifications. Other cool options are frostlings/goblins for a new damage type you can't access otherwise, tigrans for sun shield crusaders and orcs for tireless crusaders or war cry exalted.Īt the end of the day you can just tinker and experiment till you find something you like or even pick because a combination that looks/feels awesome or has great roleplaying potential! Exalted get charge, crusaders get improved wall climbing. They also get armored evangelists and shields on their exalted.ĭraconians: Much like humans their evangelists actually receive a ranged attack but here it is fire, which allows for some damage diversification. While in this game pretty much every combination has it's upsides, I do have some favourites for theocrats.ĭwarves: Their crusaders not only have naturally higher tank stats, but they get defensive strike which has great synergy with the defender ability they already get.
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