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willpell common
Joined: 29 Nov 2008 Posts: 180

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Posted: Sun Dec 07, 2008 5:50 am GMT Post subject: Hybrid Dragon Breaths |
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It's going to be a long avraam time before I'm willing to drop $100 on 22 dice, no matter how awesome they are. But for those flush enough that doing such a thing was within acceptible parameters, I was thinking they deserved a little added value. So I've been thinking, while it's nice and easy to say that they just do the same two breaths as if they were two separate dragons of their particular colors, and you can use that rule whenever you don't want to have to think too hard, you should also have the option of going above and beyond. Therefore, for the 11 different hybrid dragons that exist to date, I propose the following combination breaths, which are generally similar to the existing effect, but where possible have been streamlined and synergized into something especially cool.
This is off-the-cuff and some of these abilities may be broken; folks are welcome to playtest them (or just take a guess) and let me know how they look. If you think they're cool but a little unbalanced, feel free to rule that summoning a hybrid dragon costs 8 magic if these breath rules are in effect; if your opponent has a no-commons army, it'll be totally worth it.
* Earth/Air: Sandstorm (10 health must save or be killed; army may roll only for saves and maneuvers for next turn, and those rolls are halved)
* Fire/Death: Ghostfire (5 health of target units are killed with no saves; 5 health more must save or be killed. Then 5 health of the killed units are buried.)
* Water/Fire: Acid (10 health must save to avoid being killed and buried; halve all the army's missile rolls for next turn.)
* Death/Air: Freeze (10 health must roll a non-ID save to avoid being killed; for next turn, army ignores ALL roll results other than non-ID saves.)
* Death/Water: Stench (10 health must save to avoid being killed and buried; halve all ID results during all rolls and all results during missile for that army until next turn.)
* Death/Earth: Ossify (10 health must save or be killed; halve all ID results during all rolls and all results during maneuver until next turn.)
* Death/Ivory: Soulblast (10 health are killed and buried, no saves possible.)
* Earth/Water: Liquefy (10 health must save to avoid being killed and buried; halve ALL the army's rolls until next turn.)
* Fire/Earth: Parching Heat (10 health must save to avoid being killed and buried; halve all maneuver rolls until next turn.)
* Water/Air: Asphyxiate (five UNITS must save or be killed; army cannot roll except for saves next turn.)
* Fire/Air: Steam (10 health are killed and 5 of them buried, with no saves; army cannot roll except for saves until next turn) _________________ Designer of Hybrid Dragon Breaths, the Enchant Element spell, new colored Dragonkin Breaths, and various homebrew races and dragons. If you want to know where to find them...good luck, I don't remember anymore. |
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