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Homebrew Deathrattle Lich


MechaBriZilla

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So I am starting to do a Deathrattle army, but for the moment, they are fairly one dimensional. I want to add some magic to my army. At first, I thought I'd just convert a necromancer to fit stylistically into my army. i.e. replace his head with a skull. But then thinking about it, I've decided to go with a homebrew unit.

 

Here's what I'm thinking, I'd love input. I'm sure you'll all notice that I drew my inspiration from the D&D Lich.

 

The warscroll will essentially be the same as the Necromancer with the following adjustments:

 

Name: Lich


Keywords:

Remove- Necromancer and Deathmage. Add- Bonerattle and Lich.

 

Remove ability- Undead Minions

 

Add Ability- Phylactery
Sometimes very powerful Necromancers, seeing that their dark arts are coming to the end of their ability to prolong their lives, will bind their souls into a Phylactery, ensuring that even in death their will remains tied to the mortal realms. A Phylactery is usually a specially prepared piece of the necromancers own bone or a powerful gemstone, that is hidden away somewhere safely away from his enemies. Upon completion of the ritual the Necromancer dies and the Phylactery allows his spirit to continue to animate his now dead body, creating a Lich. This grants a limited form of immortality. Though his body will continue to decay until all that is left for him to animate will be his bones.

Rules: When a Lich is defeated on the battle field his Phylactery allows him to return his spirit to his body, so that he may rise and do battle again. When the Lich reaches 0 wounds, he may role 1d6 in each hero phase thereafter, keeping track of each die roll. When he totals 6, he may be returned anywhere on the battlefield more than 9" away from any enemy unit.

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it depends how much points you'll use, but you cam insert the battalion warscroll in anpother army deathrattle style, or simply take the general trait and make the wight a mage

 

the rule you proposed is too strong. It would make a model able to cpme back multiple times. If you want a mage who come once there is yet the option with the ring

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At this point, I'm not really concerned with the points, as I plan on using the unit in narrative games rather than competitive games.  So I'm looking for a fluffy rule, that isn't too overpowered.  Though, if I did use him in a competitive game, I'd like to keep his points cost either close to or the same as the Necromancer.  The point here isn't to overshadow the Necromancer, but to build into the Deathrattle army a fluffy caster option.  As for giving the Wight King the general trait to make him a mage, it doesn't really fit in with what I imagine this army too be.  I want my wight to be a more traditional wight king.  The ring also doesn't interest me, as it wouldn't serve the fluff that I imagine for the Lich.  Again, this concept is based heavily on the D&D Lich concept.

I like the idea of the Lich being able to return to battle, but I can see what you mean about the strength of the rule.  I had meant it to be similar in strength to the Undead Minions rule that the Necromancer comes with.

What do you think of the following adjustments.

1.: it may only be used once per game.

2. Increase the total die roll needed to 7, ensuring he wont be back in the following round.

3. I realized I said 'each Hero Phase', what I should have written was 'in each of your Hero Phases.'

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Beh, if it is for a narrative game, everything is ok for its own nature^^

 

Anyway, have you tried to see the "traditional" warhammer liche by the Khemri side?

 

1) is usable, is not so overpowered, but I'd suggest it to be a 1d3 about the number of wounds which it comes back with

2) 7? so what bonus do you add to keep the result? I understood it was a dice only and you can't obtain 7 on 1d6 without bonues

3) obliged modify. You have only to resolve the first 2 iusses.

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I don't think so.  It can still be really annoying to come to a game against an overpowered unit in Narrative play.  Especially if that op unit is homebrew.  That's why I thought to refine the idea before presenting it to a potential opponent.

Yeah, I have a TK army as well.  I'm really trying to keep them out of this one, to maintain the visual cohesion of the army.  I like the Liche Priest and all, but I want this army to feel different.

1.) That could be doable.

2.) I had intended the role to be cumulative from one Hero Phase to the next, but I think that may be to cumbersome.  Instead, I'm thinking about making the target roll 6 in the first Hero Phase, and have it decrease by one in each subsequent hero phase.

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34 minutes ago, MechaBriZilla said:

I don't think so.  It can still be really annoying to come to a game against an overpowered unit in Narrative play.  Especially if that op unit is homebrew.  That's why I thought to refine the idea before presenting it to a potential opponent.

Yeah, I have a TK army as well.  I'm really trying to keep them out of this one, to maintain the visual cohesion of the army.  I like the Liche Priest and all, but I want this army to feel different.

1.) That could be doable.

2.) I had intended the role to be cumulative from one Hero Phase to the next, but I think that may be to cumbersome.  Instead, I'm thinking about making the target roll 6 in the first Hero Phase, and have it decrease by one in each subsequent hero phase.

About the point 2) it's better if the count start from the first own Hero phase after it died. If so the result of 7 can be used (the first one will require a 6 on the die)

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I don't see him being overpowered at all. If he has the same stats as the necromancer he's basically a support caster who would only be targeted as a target of opportunity in the mid to late game by an opponent and most games would be lucky to make it to 5-6 turns so I don't see how an accumulative revive would be OP. 

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