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Post by mattbro on Apr 25, 2021 10:12:50 GMT
After months of work I've finished the first full draft of my Unofficial Tomb Kings Army Book. Set in a post end times world/timeline where the end times happened and ended a little differently, it's got new units, characters, items, magic and mechanics. Basically a total overhaul from the ground up. Free to download pdf version here mega.nz/file/zah3yAoB#ih3-toJil1XmbRiHZgc_UXuEyWZBSwhPy9cnxtom4o4 I'd love to hear what people think
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Post by lordofskullpass on Apr 28, 2021 9:39:10 GMT
After months of work I've finished the first full draft of my Unofficial Tomb Kings Army Book. Set in a post end times world/timeline where the end times happened and ended a little differently, it's got new units, characters, items, magic and mechanics. Basically a total overhaul from the ground up. Free to download pdf version here mega.nz/file/zah3yAoB#ih3-toJil1XmbRiHZgc_UXuEyWZBSwhPy9cnxtom4o4 I'd love to hear what people think What a magnificent tome, every bit the equal of Matthias Eliasson's works! I'm also writing some full-scale books for my unofficial armies, and I'd love to know how you managed to create the cover, because I've had to do mine by taking screenshots of title boxes from PDFs of other army books and constructing the title for my own book by screenshotting individual letters and putting them together, and while it works as a temporary solution it looks messy compared to your effort. I love how you simply resolved the End Times in the same way as Storm of Chaos (Grimgor beating Archaon again), but this time resolved it fully with Grimgor beheading the Everchosen, and ensured the Skaven would return to mess up Nagash's plans once more. Also resurrecting the Incantations mechanic from the 6th Edition book for the Scorpion lore is great, it makes Tomb Kings a bit more unique again and gives them two different unique lores to play with. With regards to the rules themselves, have you written a 9th Edition ruleset for this book to go with? Because it refers to rules that are not present in 8th Edition, such a Unit Strength.
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Post by mattbro on Apr 29, 2021 22:30:15 GMT
After months of work I've finished the first full draft of my Unofficial Tomb Kings Army Book. Set in a post end times world/timeline where the end times happened and ended a little differently, it's got new units, characters, items, magic and mechanics. Basically a total overhaul from the ground up. Free to download pdf version here mega.nz/file/zah3yAoB#ih3-toJil1XmbRiHZgc_UXuEyWZBSwhPy9cnxtom4o4 I'd love to hear what people think What a magnificent tome, every bit the equal of Matthias Eliasson's works! I'm also writing some full-scale books for my unofficial armies, and I'd love to know how you managed to create the cover, because I've had to do mine by taking screenshots of title boxes from PDFs of other army books and constructing the title for my own book by screenshotting individual letters and putting them together, and while it works as a temporary solution it looks messy compared to your effort. I love how you simply resolved the End Times in the same way as Storm of Chaos (Grimgor beating Archaon again), but this time resolved it fully with Grimgor beheading the Everchosen, and ensured the Skaven would return to mess up Nagash's plans once more. Also resurrecting the Incantations mechanic from the 6th Edition book for the Scorpion lore is great, it makes Tomb Kings a bit more unique again and gives them two different unique lores to play with. With regards to the rules themselves, have you written a 9th Edition ruleset for this book to go with? Because it refers to rules that are not present in 8th Edition, such a Unit Strength. Thanks a lot, I'm glad you like it π it definitely was a labour of love, but I've been dissatisfied with the 8th ed book (in both rules and fluff) ever since it came out. Then I heard about the armies project and I got quite excited, but when I read their tk book I found that while they'd tweaked a lot of points and stats, and brought in a few new units, most of the same mechanical issues were all still present. So, I figured I'd better give it a go. I've been a tk player since they were an entry in white dwarf and it felt good to make a contribution to the faction. Fluff wise a lot of things needed to be changed for a post end times setting to work. Nagash couldn't become a god for instance, or kill the Nehekharan gods, since that breaks the setting. Also his plan hinged on sneaking into the afterlife and winning a fight he couldn't actually win on his own, against a God. It was a really illogical plan that frankly should've failed at nearly every stage. His pyramid on the other hand was designed to attract and accumulate dark magic, which I figure it's been doing for the last couple thousand years since his death at the hands of Sigmar. So it made sense to me that when he returned he'd absorb that magic and that's how he ended up with the sort of power he was throwing around when he beat Settra and destroyed Khemri. Likewise Archaon had to be stopped and realistically i couldn't see the usual human/elf/dwarf alliance doing it this time, and the Immortals seemed to be the obvious choice. They finally get the good scrap they've been searching for (so for them it's kind of a happy ending) and both forces essentially neutralize each other, with only Grimgor and a small handful of his boyz surviving and setting off for distant lands and further adventure. It also finally gives Grimgor some proper agency in the storyline of the game, and wiping out Archaon for good opens the field up for someone new to rise rather than just the same bad guy over and over. I've also just started a Bretonnian book, since they never got one and I think a lot of things need to have happened differently there too. Was unit strength not a thing in 8th? I actually thought it was. I'll need to have another look at my book tonight
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Post by lordofskullpass on Apr 30, 2021 17:14:05 GMT
What a magnificent tome, every bit the equal of Matthias Eliasson's works! I'm also writing some full-scale books for my unofficial armies, and I'd love to know how you managed to create the cover, because I've had to do mine by taking screenshots of title boxes from PDFs of other army books and constructing the title for my own book by screenshotting individual letters and putting them together, and while it works as a temporary solution it looks messy compared to your effort. I love how you simply resolved the End Times in the same way as Storm of Chaos (Grimgor beating Archaon again), but this time resolved it fully with Grimgor beheading the Everchosen, and ensured the Skaven would return to mess up Nagash's plans once more. Also resurrecting the Incantations mechanic from the 6th Edition book for the Scorpion lore is great, it makes Tomb Kings a bit more unique again and gives them two different unique lores to play with. With regards to the rules themselves, have you written a 9th Edition ruleset for this book to go with? Because it refers to rules that are not present in 8th Edition, such a Unit Strength. Thanks a lot, I'm glad you like it π it definitely was a labour of love, but I've been dissatisfied with the 8th ed book (in both rules and fluff) ever since it came out. Then I heard about the armies project and I got quite excited, but when I read their tk book I found that while they'd tweaked a lot of points and stats, and brought in a few new units, most of the same mechanical issues were all still present. So, I figured I'd better give it a go. I've been a tk player since they were an entry in white dwarf and it felt good to make a contribution to the faction. Fluff wise a lot of things needed to be changed for a post end times setting to work. Nagash couldn't become a god for instance, or kill the Nehekharan gods, since that breaks the setting. Also his plan hinged on sneaking into the afterlife and winning a fight he couldn't actually win on his own, against a God. It was a really illogical plan that frankly should've failed at nearly every stage. His pyramid on the other hand was designed to attract and accumulate dark magic, which I figure it's been doing for the last couple thousand years since his death at the hands of Sigmar. So it made sense to me that when he returned he'd absorb that magic and that's how he ended up with the sort of power he was throwing around when he beat Settra and destroyed Khemri. Likewise Archaon had to be stopped and realistically i couldn't see the usual human/elf/dwarf alliance doing it this time, and the Immortals seemed to be the obvious choice. They finally get the good scrap they've been searching for (so for them it's kind of a happy ending) and both forces essentially neutralize each other, with only Grimgor and a small handful of his boyz surviving and setting off for distant lands and further adventure. It also finally gives Grimgor some proper agency in the storyline of the game, and wiping out Archaon for good opens the field up for someone new to rise rather than just the same bad guy over and over. I've also just started a Bretonnian book, since they never got one and I think a lot of things need to have happened differently there too. Was unit strength not a thing in 8th? I actually thought it was. I'll need to have another look at my book tonight No, Unit Strength existed in 7th Edition but was deleted in 8th. I really look forward to seeing your Bretonnian book! They certainly deserve an 8th book! What new units were you thinking of including? Also how did you make the title for your Tomb Kings front cover? I've had to make titles for my 8th books by taking screenshots of title boxes from PDFs of other army books and constructing the title for my own book by screenshotting individual letters and putting them together, and while it works as a temporary solution it looks messy compared to your effort.
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Post by mattbro on Apr 30, 2021 22:41:48 GMT
Ah, sorry I wish I could help you there. I didn't do anything special for my front cover, that's literally just the 8th edition TK army book cover. I have the pdf so I literally just yoinked the front page off of it. When I finish my Brets, I'll probably have to do the same thing you're doing.
With the Bretonnians I don't feel they need many new units, since they've already got a lot of what they need, but I'm going to do a few new things.
Men at arms get "quilted armour" (bonus +1 to armour against attacks with a strength lower than 4) and polearms can be wielded as either a Halberd or a spear.
Archers can upgrade their arrows to either bodkins (standard AP-1, goes up to -3 on a wound roll of 6), or swallow-heads (+1 to wound vs cavalry or MC). Defensive stakes force the charging unit to take a dangerous terrain test.
New unit "Scofflaws". Standard skirmishing scout archers.
New hero level character "Scofflaw Brigand". He has the scouts and vanguard rules, and can call Scofflaws that are waiting in reserve into play (so no need to roll), but they have to be placed in cover within 12" of him (I really want to call this rule "Oh, merrimen!...).
New unit "Peasant mob". Standard militia stats, no armour, hand weapons, skirmish, cheap as chips. Upgrade to have two hand weapons.
New hero "Friar Mendicant" similar to a priest of sigmar. Moderate combat stats plus the ability to deliver one of several Sermons per turn, with various effects ranging from immune to fear and terror, stubborn, frenzy etc. Couples well with peasant mob.
New unit. Siege Ram. Can be taken in a unit of men at arms (similar to cauldron of blood and doombell etc). Gives them an armour buff and inflicts nasty impact hits on the charge.
New unit. Ballistae. Just as normal.
New unit. Hunting Hounds. War beasts. Can be run as a vanguard or tied to a unit of knights (if the latter, they can declare counter charge against any charging unit).
New special character "Syr Jon le GΓ©ant" a giant who saw a certain watery broad in a dream, and got inspired to go and do good things, and look for a big shiny cup.
New special character "The Piper of Parravon" comes with a rat swarm (up to 10 bases at normal cost), can also inflict one of several effects per turn on any war beasts, monstrous beasts, monsters, MC and MI nearby.
Fey Enchantress gets boosted to monster size stats and abilities (that'll make sense in the fluff im writing).
A few classic characters will make a comeback, like Bertrand le Brigand etc
Finally a new lore of Magic, The Lore of Mists and a new table of "Destinies" you can buy for your general, in addition to their virtues. Classic fairytale stuff basically "Witch-hexed form" "seventh son of the seventh son" "crown shaped birthmark" "Prophecied Fate" etc
So that's a short list of the new stuff I'm planning, along with a whole new version of the Bretonnian end times
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Post by mattbro on May 1, 2021 5:47:17 GMT
Oh and peasant archers can upgrade to longbow, and men at arms can swap their shields and polearms for crossbows and pavisse
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Post by mattbro on May 2, 2021 3:49:31 GMT
Oh and if you want a cover page for your brets, you can have a copy of mine if you like. It's the 8th edition font over top of the 5th edition cover art.
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Post by thegoat on Aug 31, 2021 17:38:21 GMT
The download link seems to be dead. Can you re-post this?
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Post by grandmasterwang on Mar 18, 2022 4:07:11 GMT
As above, download link doesn't work. Would love to give this a squizz.
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Post by mattbro on Apr 21, 2022 22:12:48 GMT
As above, download link doesn't work. Would love to give this a squizz. Hi, sorry about the late reply. I've been gone for a few months traveling and working on several new projects (including a Bretonnian book and a Mousillon book). I took the old link down because I've been making some changes based on player feedback and I've got a new version ready now. Some points and a few other numbers have been tweaked and the magic item List expanded. I'll attach a link to the new version tonight
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Post by mattbro on Apr 22, 2022 7:46:29 GMT
The download link seems to be dead. Can you re-post this? Sorry for not getting back, I haven't been on in quite a while. Got side tracked with several other projects and forgot to check up on my EEFL messages. If you're interested here's the link to the most recent version mega.nz/file/mOogkAyD#BpE6dJQg0FHn6aOXcSnOHLMNl0MK4sPyjG8APKeEKtM comments and feedback always welcome
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Post by mattbro on Apr 22, 2022 7:47:55 GMT
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Post by mattbro on Apr 22, 2022 7:49:19 GMT
One thing you might notice is that skeleton warriors are listed as having the "Horde" rule. In the corebook I've started working on, Horde isn't a generic rule everything has, it's a rule that only specific units have. It also functions differently. But if you're a fan of horde in your games, you can obviously just ignore that
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Post by bastardfromhell on Nov 8, 2023 13:39:20 GMT
Can anyone please reupload this document? The old link expired. Looking for a way to power up the TK army of a friend.
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Post by darkwood2027 on Dec 13, 2023 13:52:35 GMT
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