A lot of people want more information of what we’ve changed.
The following is a brief summary.
Turn Structure:
- Cleaned-up the terminology to make it very clear what you can do, and what happens when.
- Leads to searching for hidden treasure and/or secret doors taking up more time, making the choice to do so (or not) more relevant.
Combat:
- All weapons can now attack diagonally, weapons that could originally do this may attack at a range of one square (with a few restrictions).
- Attacks may be made through friendly models, with some restrictions and risks.
- Updated to-hit tables for game balance.
- Updated weapon and Armour charts for more options.
Movement:
- Diagonal moves now permitted.
- May pass through friendly figures.
- Movement restrictions by Death Zones are simplified.
General Rules:
- Cleaned up terminologies to make them clear, and also applicable in all cases.
- Added more options.
- Dungeon Counters now more common as the dungeon goes on.
- Doors are now two spaces wide.
- Injury Rules clarified.
- Updated Solo Play for updated rules set.
Mystic Powers:
- Four existing Spell colleges rationalised against each other.
- Four additional (Warhammer) colleges added.
- Dark and Necromantic magic expanded into full “Colleges”.
- Spell-casting added to Dungeon Counters.
- Added priestly Prayers for six of the good Young Gods from Warhammer.
- And for two of the evil Young Gods.
Campaigns:
- Updated the Quest Rewards table.
- Revised costs of training.
- Limited training opportunities to make character creation matter.
- Updated town even chart to be more relevant & balanced.
Heroes:
- Brand new Hero creation system, allowing any kind of Hero to be designed and all Heroes to be (broadly) balanced.
Henchmen:
- Brand new Henchman creation system, allowing any kind of Henchman to be designed and all Henchmen to be (broadly) balanced.
Hazards:
- Extra Hazards from White Dwarf added.
- Hazard tables cleaned up and clarified to ensure they auto-scale with the Hero advancement where needed.
- Hazard effects clarified.
Traps:
- Extra Traps from White Dwarf added.
- Trap effects clarified.
Treasure:
- Extra Treasure from White Dwarf and Terror in the Dark added.
- Extra treasures to accommodate new character types and game options added.
- Treasure Tables re-balanced.
- Excessively powerful treasures toned down.
- “Charge” items replaced with Exhaustion system for less book-keeping.
- Treasures now get better as the heroes go deeper into the dungeon.
- De-linked loot from what specific enemies show up. Only general cases matter.
Exploration:
- Integrated principals of Terror in the Dark’s tables for Dungeon Rooms.
- Fewer long dungeon passages, empty passages, etc, for a more interesting dungeon.
- Extra passage features.
- Extra Quest Room options.
- Extra variation in room sizes (large hazards, for example).
Monsters & Bestiary
- Matrices replaced with generic matrices, based on PV and number of figures.
- Matrices now scale with experience of the Heroes
- More and better figures turn up in deeper levels and/or later expeditions.
- Revised stats.
- Expanded bestiary, pulling in as many suitable figures from Warhammer as possible.
- Clear demarcation of enemy types and rules.
- Revised rules for when Sentries turn up.
- “Specialists” now turn up as a result of Dungeon Counters instead of at random.
Quests
- Quest Generator updated.
- Quests updated for new system.
- Updated Quests fixed to auto-scale with Hero progress.
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