ZP- Project Changelog

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Keldane

Ghoul
Mar 1, 2010
133
Zombies
145
Saturday, March 27th:

General:
Proposed by Lord of Ravens, very slightly adapted by myself, and given more formal wording by DoN, we have our alternative to both crumbling and raising:
Disciple of Nagash said:
The Tide of Battle
Insert fluff
At the end of combat, calculate CR as normal.
If the enemy unit wins, for each point of CR they win by the Zombie Pirate unit suffers a wound, with no armour saves allowed.
If the Zombie Pirate unit wins, for each point of CR they win by they heal / raise one wound. Models raised in this fashion are equipped in exactly the same way as the rest of the unit. If any of the command group are dead, then they must be resurrected first. If they unit has multi-wound models, this can resurrect models with only partial wounds (i.e if the models has 3 wounds, a model can be resurrected with just one wound). However before resurrecting any new models, existing models in the unit must be fully healed. Zombie Pirate characters may be healed in this fashion, however vampires characters etc cannot. Only core units can raise past their starting size this way.

Characters:
It has been suggested that, due the nature of the magic system of this army, hero level Vampires should not be able to innately cast spells, but should be able to upgrade to Hero-level casters. Similarly, lord level Vampires should count as Hero level casters, unless they purchase an upgrade.

Core:
Zombie Slaves up in the air. Some discrepancy in the school of thought concerning Zombie Pirates and available weapon options seems to have come to the fore. Should they have lots of weapon options, limited by which champion they select? Should they have few weapon options, regardless of champions? If you'd like to weigh in on this issue, please click here to jump to the Core Units discussion thread.

Special:
Ball and Chain ammunition proposed for cannons, and a bolt/harpoon thrower is still on the table as a possible addition.

Rare:
No update.
 
RE: ZP- Project Overview and Changelog

It's been a while since I updated this thread, and this is due to the sudden drop off in posting rate on this project.


Updates:

Characters:
Infamous Aliases have been put forth, and thus far met with approval. These would be vaguely akin to Vampire Powers, in that they are available for selection separately from magical items, and apply some sort of special benefit.

Core:
No change. Zombie Pirates unit has been given its own thread for discussion.

Special:
Mer/Fish-men have been adapted to a flexible role, upgradable into either a defensive or offensive focus.
The idea of zombie whalers is being tossed about to flesh out the Special selections.

Rare:
Initial list finalized for individual unit implementation discussion: Kraken, Sea Serpent, Ghost Ship, Queen Bess, and Siren
 
Updates as of June 21, 2010:


Both Bloated Corpses and the Siren have now been given their own thread for discussion. General consensus appears to have been that the Siren should act more as a moving bound spell than as a banshee, and this is still open for debate.

Over the next few weeks, I will be opening a new unit thread every three days. Discussion in each appears to stay fired up for about that long each time a new one goes up, so my intent is to take advantage of that enthusiasm and attempt to work through the list in cycles.
 

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