#MALEGHAST HOMEBREW
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they're like a weird mix of deadsouls and carcass; they have a lot of deadsouls's involuntary movement and movement restriction, as well as carcass's focus on ranged combat and stand-your-grounding
but instead of walls they instead inflict slow
and instead of having higher rolls (a la formation) they just get to attack a Lot
Yeah, that's cool!
i am fully expecting to have to nerf some shit for this faction
but i guess i'll find out
I still gotta figure out Soul Abilities and all the ACT Upgrades for the electronecro
i look forward to its eventual completion so i can electrocute people
yeah i kind of let mine diverge a little from the rest of the mechanics
they're still absolutely in line with what works for moonlighters
They're more about vibes yeah
but they don't all directly engage the main mechanic
yeah
i am very happy with how the necro turned out though especially because in the other faction i've done so far, the neuromongers
the necro is
really not great
i ran out of ideas very fast
when i get around to doing the necro for silent sanctuary i hope i can keep up the ideas
I feel a lot better about Galvaniza than I do Rickertock, haha
It's just how it goes; your first product is your clunkiest
i suppose that's true
although rickertock is still badass
and very unique
i think the big issue with neuromongers is they don't really have a special thing they do
at all
I'm glad! But I can already like, Feel how they're a little less coherent
like sure they create a lot of tokens and can distribute them in various ways
but it just feels a lot less interesting than any of the base houses
Can always cycle back and try and revamp later?
i may do, although i will say
i was working with someone who was going to do the art for it and i haven't heard from them in lik
e
three weeks
so i might jsut let that faction lie where it is
ah, oof
I'm just not stressin art right now
any big comms I get would have to be for my Lancer stuff!
i already have spent quite a lot of money on lancer comms
and will invariably spend quite a lot of money on maleghast comms
lmao
tom is responsible for much of my financial situation
it all traces back to him really
But yeah I still gotta get art for the rest of The Scene
i cant come up with a good name for me funni fish people homebrew š
What's the vibes
so you know how salmon keep swimming around decomposing once they finishing doing the deed?
think that, and also they reproduce via religion
fuck yeah
im just having trouble coming up with a maleghassy type name for them
Hmmm
Neat, not sure Iām feeling it
Like I looking for something more āgargamoxā
Sry I should specify
Gargamoxx is a weird one to copy because it's just A Word that has like, vibes, there's no wordplay going on there
so my brain doesn't compute on it lmao
Yeah thatās what I mean
I looking for that jumble that fits the vibe
Thatās fair
š?
To me it kind of evokes Gargle, plus Mox is Latin for "Soon" and also sorta sounds like Pox
I think you could incorporate "ichthys" in some way for a fishy house
Ohh
Yeah alright
So, to clarify; stepping into a Pool gives Lurk, removes the pool, and turns Lurk back off if they already have it?
Itās if you have lurk stepping into a pool removes it
If you donāt you gain it
Mhm mhm
This lasts until the end of the current turn
So if you lost lurk from a pool you gain it back
Interestin
I should also put a clause in there that it happens before other end of turns effects
So if you have ālurk until the end of your next turnā and you step into a pool you still lose it at the end
Thereās also Thalassophobiaā¦
Yeah I dig it
In other salt homebrew news. Kronodores a pretty close to being playtestable
Just gotta fill some more stuff out
Also excited to work on Danse Macabre some more
Those guys are gonna be fun
So I understand, is Lurk basically a temporary "basement level" of the map?
Itās basically lancer intangible
Wylderot necro art, coming in the next update
Ooo
second one
absolutely insane nuke on the enemy necro with very little they can do about it
reworking Kronodores a tad
got rid of the concept of extorted tokens are replaced it with something hopefully more dynamic
Interestin!
just trimmin down some stuff
also getting rid of Rupture on Thargasso. i dont they really need it
Pools and Lurk are interesting enough of their own
just taking the hatchet to a bunch of token generation on these factions (since i got the an idea for another one that does alot of token stuff)
in place of that, they are going to have alot of effect triggers off of foe hp or units being slain and corpses
And thatās the Kronodores Necro completely filled out!
Just gotta come up with the rest of the upgrades for the other units and they should be playtest ready
Hell yeah
Is this a whole new one? Lol
Custom Scenario: Totem Destruction
The yellow-marked spaces are Capture Zones, and in those zones are Totems, one for each player. Each player deploys on a side of their choice that has a totem, and that totem is their totem for the duration of the match. Totems do not fill their space, meaning units can occupy the totem's space. When a unit is adjacent to a totem, they may Act to pick it up, and it becomes a token attached to that unit. The unit must use its Act on each of its turns to continue carrying the totem, otherwise it is dropped in their space. If a unit carrying an enemy totem enters the capture zone on your side of the map, the unit's owner wins.
At the start of each round, a player may redeploy ONE of their slain units (or two, if the unit is a Thrall).
This one's a little more complex in rules compared to other scenarios, but I think the concept is self-explanatory lol.
Also thank you to @lost bough for sharing his assets with everyone in the map Drive, this map was a lot of fun to put together with these!
salt's a hero
I can't wait until Salt releases the token icons for the general tokens, the faction tokens have already been a big help
Salt's a champ, yeah. dude's been going apeshit ever since Maleghast got its hooks in him
Fuck yeah
Already have homeslice
Check the maleghast forum pins
Also yes haha
This is probably gonna be my last one for a bit
The tokens look fantastic, great job!
Ye thanks!
I will be updating those later today
I got some small final edits i want to make
Like what?
The biggest one is that Iām gonna updating the vit token to be slightly more visually distinct from the strength one
Slow, retaliation, phys and super armor are also gonna get some slight changes
Ahh, I see what you mean. I didn't think about how close Vit and Str's silhouettes were til I zoomed out a little lol
Yeah
It is true. I have da hyperfixation 
I must admit, I... can't quite tell what the Slow token is supposed to be...
To be clear, I think they are really great and you did a lovely job
Itās a spiked chain
Necrolith Wastes:
As a sandstorm approaches, you and your Black Mass seek shelter in the shadow of a towering necrolith, its corpselike visage staring unblinkingly at you as approach the darkness beneath its feet. You use an old torch to illuminate your surroundings, banishing the darkness, but you find you are not the only one seeking shelter here...
This map can be run as-is, but you may also run it using the following rules:
The white spaces surrounding the center of the map are elevated terrain. In rounds 3 and 4, they are also counted as Adverse terrain. In rounds 5 and 6, they are hazardous terrain.
Lol yep obvious in retrospect
penitent got competition
Here you go
Also tempted to give this faction some hazard gen. Just cuz
Okiedoke, crazy astrophysics cult ASTRAMAUR is ready for your scathing critiques
It's playtestable ready and I'd like to playtest it myself but can't for a few days at least
im am fucking CLEARING through these guys btw
necro is almost done, all units are mostly filled out
probably gonna say upgrades for after a couple of playtests. wanna get some spite games in to see how they play cuz they are complicated
I have been informed that the formatting on this was trash, it is now fixed and actually readable
ye deez dudes are pretty much playtest ready
donāt wanna bout upgrades now
Although I might actually remove the damage sharing on soulbound and make that exclusive to the Polymathās act
I also donāt know how defensive I should make these guys stat wise
https://docs.google.com/document/d/1iREMoOUY2puHs8698UgMnO1SqJl5RlXENVeuESDe-Io/edit?usp=sharing
yo, I made a homebrew faction! All about doing time shenanigans with their unique recall tag to make hit and run attacks. Their unique Temporal Rift token hinders enemy positioning while increasing the survivability and their factionwide unique ability means they gain SOUL when hostile unit is obliterated, at the cost of not gaining SOUL when their own units are destroyed
enjoy! and feel free to tell me it's terrible, I've not been brewing for MALEGHAST 4 very long lol
updated the template
added boxes for erratas, updates, and all unit types
made some temp tokens for these boys
My boy Skelly š
Incredible
Upgrades done!
They ready
Gonna make some temp tokens for them
Nice use of the ICON demons lol
is the one in the top left from p4a??
We cannot disagree.
Apologies if this sounds rude to some of the work - I don't mean to be dismissive - but which would you homebrewers consider the more active/nearly complete homebrew houses? I'm looking at what the scene has explored design-and-aesthetic-wise to try to steer clear from them (or at the very least give a heads up if I'm working on something similar).
No idea what you mean by active but so far archive and wylderot seem the only ones that are fully finished and supplied with art
There are a bunch that are finished but dont have art, and i think one that has art but not yet finished
what are you counting as supplied with art?
like, character tokens plus portraits?
'cause there are a couple finished houses, one of mine included, who have portraits but no tokens
By "active" I mean in active development, including occasional tweaks. I'm not really including houses that someone published then disappeared without engaging with the community about wording, balance concerns, etc.
Which is also why I started with an apology. I don't want to say someone's work is "not a real house" or not good enough, but I'm looking for things that are going (or at least went) through some iterations and haven't been forgotten.
Sounds really cool! Mind telling me a little about what they look and play like? That is, if you were making a spread like every house has in the base game, how would it be?
(If you don't know, that's fine! I'm just trying to not step on anyone's toes here)
Rickertock's mine that I'm happy to update but haven't tested yet; haunted witchy and cannibalistic scarecrows with a playstyle of being persistent debilitators
And then there's Galvaniza which I've been slow to finish drafting; need to sit down and hammer out the soul abilities
Neat! And thanks for the description.
Temporal necromancers who command impossible creatures to rip their foes asunder ranging from the vacant and hollow bodies of those chronomancers who foolishly tried to change time too drastically and were destroyed for it, only to be returned by the city of the dead for an eternity of penance to house CHRONOS to the impossible Could-Have-Been King with terrible power to destroy foes both up close and at range, however they're all soulless and moderately fragile and so fight with hit and run tactics (aided by their time magic) and by obliterating their foes for their SOULs. They have a Thrall, a Scion, a Freak, a Hunter and a Tyrant
Their main mechanics are the Recall tag which returns a unit to the space it started the turn on after completing the ACT, The unique Temporal Rift token which heals allied units at the end of an act but makes hostile units Step 2 in a direction of the CHRONOS' choosing after making their move and finally their factionwide ability: Something From Nothing which allows them to gain SOUL from enemy units getting obliterated but prevent them from gaining SOUL from having their own units perish
I've been working on Astramaur lately, been looking for an opportunity to playtest for the first time. A cult that worships a demon from space, astrophysics mixed with magic. Essentially the demon-induced space madness fries their brain, so they gradually build power ("frequency" tokens, tho I'm not married to that name) until they start to burn out and explode on death. A bit Gargamox, a bit Abhorrer. Particularly proud of the Oracle (Hunter) that can use the hazards it creates as sources of line of sight - essentially peering through mini black holes to snipe foes.
Coneman
Very cool, thanks for the write-ups!
I've heard a lot about Archivists and Wylderot (I think those are the names). Are they done?
ive got an unpushed patch of wylderot, but yes
mainly changing their necro and a 6 soul ability, since it seemed useless
afaik Archive is released but in testing. i've played a few games with them
well any faction is in testing
i would say that archive is as finished as vanilla factions are
you can find both archive and wylderot in the homebrew folder thats pinned in this channel
i just pushed the wylderot update, focusing on making their weaker tools a bit more of an option
I will, thanks. Does it include a short description of what they do? I'll read the actual mechanics, but it's always good to know what's the intended role.
redcap got a portrait too
they are mostly about health management
Two of mine are playtest ready, Kronodores and OzmaāGaiath. Both still need art but Iāll get around to it
Kronodores are also mostly done, exclusing art i think
Maybe they need extensive testing
Jackal is also like that
We got these sick temp tokens tho
Thargasso Necro done
Finally someone added fish
Exile (horror), Oracle (hunter), and Obelisk (tyrant) for house Astramaur
Forbidden Knowledge: At turn start, unit succumbs. May consume a madness token to ignore the effects of any negative token.
changed the occultist trait. now THIS is more interesting
going up to update the archive and scortifiore, anybody wants anything else included/updated in the tabletop sim homebrew?
Feel free to comment ideas and Iāll add them there
I should probably run some Kronodores playtests at some point
Doors
I rule doors as walls, but you can spend an action to close or open it.
This is mostlz for tts purposes. as you cannot stand on a door, so we treat it like, if a door is open, you may pass through it for free, and it also "extends" melee attacks coming through it
I meant in the doc itself lol but i see
Sysop, for UmbrealReaver's The Archives
Want some opinions: how much/what sort of buffs you'd expect to make a 1v3 scenario?
Munching down the rules, but i like the layout already.
This simplifies a lot, nice.
I wanted to start home-brewing for Maleghast, what is a good place to start.
I was thinking of making an homebrew unit type for each normal faction as training, like Hunter for GOREGRINDERS or Tyrant for GARGAMOX.
What is a good start?
What do you mean by a good start?
Dunno, some tips to create new things, like what makes a faction or a unit fun to play or things like that
I mean, eh
That's not something folks can really answer for you, y'know?
Or, hmm, well
Maleghast is a very simple system to make stuff for; the units and mechanics are made to be simple and to fit together into a cohesive little strategic whole
If you want to make a faction, just... make a faction!
Get a vibe, get a set of unique mechanics you feel work out
Something that helps me is to think of what the existing house/units have in common, and what sets them apart.
Like most of the houses deal in one or two types of tokens, Strength and one other (speed for Goregrinders, Vitality for Abhorrers) so think about how that plays into the strategy, and then try to put a spin on it.
And same for the units: thralls are generally expendable frontline units, hunters are weak ranged units, horrors are fragile big-hitters, scions are generalists.
So as derp said, start with a concept, then turn that into a general strategy for the house, then think about how some units would utilize that concept.
The answer to this depends on who's answering. What do you find fun? And then go from there
We need a circus themed House and I will make it myself if I have to
Honk honk
Okay so I have a few mechanics lined up for this faction that I think might be interesting.
The first is Laughter: A negative token that forces units afflicted with it to only be able to either Move or Act, not both. It should be a rare thing to get, like the Doom token.
The next is Performance: A tag on certain abilities that lets a unit copy one token it has and share it with an ally. This is meant to tie together with the next feature, Schadenfreude: This one I don't have any specifics for, but I plan for it to be a positive bonus to units that have a negative token attached, like Laughter. So the point is to give yourself negative tokens and get buffs from that, at the risk of being too weak or at a disadvantage
So it's a risk/reward faction
I made units for every faction but I can't get an idea for an IGORRI Scion, got any ideas?
Yeah that's a tough one. Igorri strengths are their adaptability. Maybe a unit that can generate some other tokens (str, spd, vit) to capitalize on any mutation tokens it might gain?
Not to self-advertise but a while back I made an Igorri Scion that could take any Strength or Vitality tokens its allies had and turn them into Weak/Vulnerable tokens that are then applied to an enemy. I did that to address an issue I found of some Igorri units having tons of tokens and very little burst damage.
I'm not saying to do that, but hopefully this might spark your imagination. Another thing you could do is create a Scion that can produce and share mutation tokens, buffing up nearby allies at the cost of their Act. Afaik, most sources of Mutation come from Acts that only grant the tokens to the user
I made someone that can transport Corpses and launch them
When I get home I'll get them in a file and send them
Oooh, that sounds fun as hell!
This is the best idea yet
Do they damage enemies? Or are they for eating lol
Gonna just point this guy right at my Homonculus and hold down the trigger. Lunch time.
They don't damage but he can use the one he transports to deal more damage
Phenomenal
Here it is
In the Kill-9 stats, does Blitz require the Kill-9 to be in Formation with the target, or can it be any unit that is in Formation?
I feel like more mobility really isn't what Goregrinders needed, and I'm not sure how the Treatapult fills the role of a Hunter. Hunters are generally best at single-target damage, but none of the Treatapult's abilities do single-target damage
If you want an example of a unit that does ranged aoe damage at will, I'd look at the Aegis Weapon of CARCASS for how to balance it. The game generally doesn't like to do ranged aoe damage without some kind of drawback, such as Reload or in the case of Deadsoul's Writhing Curse, a potential way to escape it if you play smart
I think I might rework House Thargasso into a slow faction
Thereās already gonna be two speed factions in core (grinders and fucked up bird faction) and slow fits into their gameplan a little better than speed
Oh damn, when did Tom announce new factions?
Less announced, and more like early thinkering inside his head
Thereās fucked up bird faction (which is a speed faction) and vampire spider faction (which is a vit faction)
And also silent hill faction (which is weak)
Huh, I gotcha. Now I'm excited, I can't wait to see how these turn out if he does follow up on them
Any unit that is in formation, but I'm thinking of adding that it can only step closer to that unit
Ah, that makes more sense. In that case, then I would say that you should specify that you only can step closer to the chosen unit. Also, you could save yourself some time by just saying that the Kill-9 can Bodyblock instead of rewriting what Bodyblock does. Since it's an existing mechanic players should be familiar with, you can just refence that for the ability's effects instead of having to write it out in its entirity. So for example:
When an allied unit in range 3 is targeted by an attack, this unit may step 2 towards the allied unit and Bodyblock the attack.
If these come out that would be crazy. Iāve always wanted a vampire house
So this is the barest bones of the Cirque de Necros, the carnival of death. I haven't tested the balance of any of this against base MM so things may be wonky, but I'll adjust the stats later lol. What do ya'll think?
https://docs.google.com/document/d/1nUsvR-ZiOSFlOOOQ1euTy5FBr6-gY73yWTUFoXsGrIE/edit?usp=drivesdk
Looks really fun, the only thing is Saw in Half needs to specify allied unit
The Cirque De Necros is ready to begin testing! The only issue is the need for placeholder unit images, but otherwise... the circus is in town š¤”
https://docs.google.com/document/d/1tJu-Fl3mtzBsbT3OW59vGrkU9momI9EfBVwaMjBofeY/edit?usp=drivesdk
i really need to get back to working on my homebrews; i need to playtest moonlighters sometime soon and actually do any work on silent sanctuary
i need to play more maleghast in general but mostly just finish these projects tbh
okay we're finally gonna get around to actually MAKING our Maleghast homebrew
Fraid not, but there is formatting templates
House design is pretty simple though
2-3 unique mechanics/tags, 5 units (missing one of the 'classes'), and the necro plus all their upgrades
Nice
I forgor about finishing the electric cultists actually
I just couldn't compute any SOUL Abilities for the necro
I am going to make parts of dead elder gods or some corpses just jammed full of gears and tech
The Scionās name can wait until after I actually make the units.
Were are the formatting templates?
They were pinned in here but they changed how Pins work
I hate that.
Found the pins. They are in settings for some reason?
yeah this pain is only on mobile
The mobile layout sucks but I can finally make the actual rule cards. Now time to decide if the wrought is the freak or the thrall.
Dang thatās fast. I donāt think itās even out yet. (The bird guys I mean)
all i need is vibes and i can work with anything
I need to tinker with my Gearborn house. I am turning them from fast tanks to attrition warfare.
Idea : Clown Faction
damn, someone thought of it before i did
@lethal echo Your cirque de necros has a lot of text that's lost in the sidebar, so it is hard to read
What do you mean lost in the sidebar? I haven't looked at the document on a computer, I made the faction on the Docs app on mobile
strange, there was a bug but i guess it fixed itself, nothing's wrong now
But what I meant is that, the bit to the left was too much on the left and was lost into the side of the page
Ey anyone know who made Fortigore? Someone just did a game and funnily enough they are the only ones to type out the word in the discord
The holy land has been found
For whoever made Fortigore, Iāve tried it out on a good 3-way conflict and would like to give critique if your open to it.
Also is there a template for creating your own factions and stuff like that?
Oh nvm I found it in pins
Was thinking of making a steampunk faction reminiscent of hellboyās kroenen style
You know, without the whole Nazi vibe of course
Airships and such
yep
check out the drive in the pins
Ye found em earlier, thank ye homeslice
Ok it is very bare bones and im sure alot of it is unbalanced but i need to get some opinions on House Zeitlos so i can better Nerf, Buff or Tweak certain units.
i should mention a unit may only have 4 morale at a time. Anyways, thoughts?
Zeitlos is all about numbers and thus gains an additional thrall choice while missing out horrors and hunters
Utilising lesser units for their quantity
Trenchfoots are ur infantrymen, frontlining until they can dig their trenches
Morserteams are all about covering off allied units from afar with sand-gas to smoke their entry while dropping the occasional explosive, but are absolute garbage at close
Hmmmm
Duchessās replace the cogs seems too powerful I think
Probably replace it with
Replace the Cogs: Remove all negative tokens and heal 1HP on a transported unit
Puts them into a sort of support tyrantā¦.and maybe replace super armour with physical or have no armour but increase HP
OK! sorry to clutter, but having some tweaking and alot of changes, i have a solid framework to work with
ive also made a doodle base of the Trenchfoot (I'll try to learn how to do the style once all is complete and add some Egyptian iconography)
i just need some very blunt or helpful critique if anyone is offering to read through. Oh and ignore Reinforcements soul ability, Iām removing that.
Thats pretty sick ngl
Ye thatās pretty nice art
yeah I don't have any mechanicl insight but I love the art :v
Much obliged friends
Did some testing, and sand-gas deployment is broken, not because of its effect but itās ability to deploy anywhere, so I tried testing with only deploying on allied units and it was a pretty balanced matchup
hmm okay I should probably actually finish Galvaniza
gonna sit down today and wrap up this necro come hell or high water
oh, sure
I got stuck on the necro's SOUL abilities like a month ago and just never got back to it
question
so from what im getting on the thrall they get 1 voltage per round on their own?
How do you mean?
well
All of the faction's units get a Voltage after moving
it says flash is a move
is that additional to their normal move?
meaning they'd get 2 voltage from it?
The next time they MOVE will be Flash; it's a modifier, not an extra
gotcha
Like how Free movement is a modifier on movement
fair
so far Empolyte is good and balanced i think, having thralls be the ones u wanna keep alive to sue a battery generation is a smart idea
tho the Schizmatic is a little broken
Teslamelt and the Matyr upgrade specifically
Teslamelt I do wanna change the volt trigger on but wasn't sure what to do with it
Martyr, ehh
I think it's fine
nah its just the obliteration of terrain, hazards and walls
your denying two houses bread and butter
I think that's fine, in my book
Teslamelter should do a little less of it but being able to go 'fuck you' to Hazards is not a tool anybody else has
that means gargamoxx and deadsouls are at an extreme disadvantage
moreso than i think they should be
Not necessarily; they have tricks outside of those things
I'd rather see how a match up goes before automatically discounting it
1 plus 3 irreducible Splash damage for an upgrade at volt 6 and killing the unit is the kind of big damage that I think justifies itself
Martyr basically gives you Splash Devil Damage
Nahh, Devil Damage Obliterates too
its not the obliteration
its the fact nobody can do anything about it
its irreducable
And then it kills the unit and they also have to get to volt 6
(Mind you, I don't have a frame of reference for how quickly voltage can be gained in play yet but that's supposed to be a high threshold)
just having an ability that has no counter is what some might call "bullshit"
(i mean this in the most respectful way)
You could say the same thing about a lot of other ACTs that Just Work
ye but alot of those acts can be reduced or altered
i just hope u give it some thought when ur in the tweaking or balancing phase
I'm just of the thought that things should be allowed to go a little too hard sometimes
that is true but ya gotta be careful of the players ability to abuse it
Martyr might see changes to make it less awkward but i doubt from it being too strong
if u want recommendation why not have it that it can never be reduced below 1
Perhaps! We shall see
consistent hitter
But nothing in the game can reduce 3 damage to 0 anyway, I think
hmmmm
its not that
its more for the early game when they have no voltage
denies weak tokens that might be put on the schizmatic
is there a limit to how much zappies they can hold?
Nah
Just like there's no limit to any other token
But using a Voltage trigger means it drops all of your Voltage, so it shouldn't get ridiculous and there's (mostly) no reason to make it ridiculous either
Conduit is a very good support
not sure on Voltaic Mist
already powerful support as is and having 3 constant weak is just gonna murder any other houses chances of doing damage since almost every unit also inflicts weak
Surgent is straight up too powerful
Fulmination holy shit
and body electric
Fulmination is Very Funny
It's a lotta Splash I'll grant you that but the second attack is behind voltage 3 and you need to roll to hit for each one
If you use body electric then you likely aren't using the voltage trigger for fulmination as much
I probably should drop the effect roll for the extra damage
both options are nightmares XD
and voltage is so easy to gain from what ive noticed
might i offer an idea to prevent it from getting out of hand?
It's Intended to generally take 1-2 turns before a unit can use bigger and bigger Voltage triggers, unless you're specifically targeting boosting up one guy
The rates at which it can be gained is something I can't gauge without testing, frankly
Yeah, then you burn that using the Abilities and would then need to spend another round of setup to get back to that point
doesnt amtter, would have fried the enemy team by round 2
The idea is that it's a lot of power you repeatedly charge up to over the fight
my thought is recieving damage removes 1 voltage from the target
making voltage a momentum sort of system
It's an Idea but I'll again wait to see testing beforehand
making Electric Maidens Faraday gown become a snowball unit
once she's peaked u better run :3
honestly i like your house homie
cant wait to zap some homies when you have perfected everything ā¤ļø
might i ask a favour?
mind being as brutal for with my homebrew? i just finished the second iteration of balancing
I can look at it, sure
Trenchfoot:
I like it, a good 'build up the frontline' type of Thrall
Ration The Fallen's action cost feels too much for what it does, and Trench Shotgun feels too specific. Both upgrades are, regardless, way too weak compared to Booby-Trapped.
Moserteam:
Same deal, I like em.
Kathunk is fun but the Obliterate is real mean. Feels like the Trench should be an easier effect, too, especially if it stays at -1D.
From The Grave feels like a weird upgrade for a unit that is very slow and very long-ranged.
Barghest:
Rust Rain is real nasty; 2+ damage whacks are common for Scions, but still worth noting.
Hunker Down isn't Bad, but presuming the cover is just for you it feels a little like I wouldn't really bother to ever do this, and if it's for allies then it feels like it cops too hard from CARCASS's Enforcer.
Ironman, as written, also gives Morale to foes.
Staubbetruger:
Does Mirage mean its MOVE can be split before and after an ACT?
Does From High Command still give you the extra morale?
Duchess:
fascinating. The idea is fun but really really encourages Thrall nonsense more than anything else, which I'm not sure about.
Rust Baron:
Not sure about At The Helm. It encourages almost always taking a Tyrant unless you have the trait that just replaces this one, and also putting your Necro inside the Duchess makes the already bulky Necro, equivalent to Operator, fuckin hard to kill
@stuck canopy
not gonna dig too hard into the soul and act upgrades
A faction having two Thralls to choose from is something I would kinda raise my eyebrows at and maybe Moserteams would be better served as a Hunter (probably could lower their damage otherwise though)
But I think this works
Don't feel the need to reply to all this either, I'm just pointing stuff out that you can use or ignore at your leisure
for the trenchfoot i wanna encourage different playstyles, Trench shotgun acts similiar to warhead cleave and is about doing maximum amount of damage, while Ration the fallen is all about slowly building up ur strength so u can snowball later
booby trap is for the cheeky cunts who prefer to roadblock and section off
Ration The Fallen does technically work as that but it's a whole action spent for one token
lot of lost momentum there
Trench Shotgun felt like it demands too specific positioning for an attack that Already wants very specific positioning
trench shotgun is essentially a range increase aswell
positioning is this groups focus
their playstyle is mobilsation and trench warfare
plus a chance to ignore damage
good range option for cutting down thralls that get mouthy
but ig et what u mean for ration the fallen
thing is i dont wanna make it too powerful
I'd look at the similar upgrade the Carcass Gunwights have
hell yeah
the big trick with maleghast is that it's a game very much built to keep the ball rolling no matter what
you miss an attack, you still deal damage
most ACTs are deterministic
that kinda thing
fair
any given ACT should still be letting a unit advance its gamestate or setup or whatever
in terms of the Kathunk! i want it to be high risk and high reward, requiring you to use ur other units to make its job easier
also keep in mind, Booby trap cant be applied to Moserteam trenches made with kathunk!
and the obliterate is to counter how support based they are
they still deal 2 damage though
like getting a hit with a -D is hard shit :3
they also have no melee attack and barely any movement
getting close to these fuckers usually means they arent gonna survive
basically they are a support crutch
so half the time kathunk isnt worth it
when u can use sand-gas blanket to cover ur allies
ur assessment for from the grave is right
its very counter to their playstyle, but thats what is so good about it
thralls are weak
they will die
this allows them to do a hail mary in their final moments
I would personally make it 'you can use kathunk as a melee attack and then die' as a last ditch fuck off move if somebody jumps your backline
Giving Thralls a 'kill me, you won't' ability is always funny in my book
in terms of Barghest, they are the crowbars to your army, the backbone as it were. The Hunker down cover is for allies directly behind the Barghest.
like the trench foot i wanna encourage strategy choices
gas thrusters if for the all in strategist ( and a personal fuck you to Gargamoxx players)
ironman is defence above all else
and bunker buster is "get off my fuckin porch"
Straubtruger is all about the saboteur lifestyle
yes they can move before AND after an act
allows them to be quite a nuisance with hit and run tactics
Yes From high command still proccs
reworded it because it wasnt clear
while the duchess
this took me a while to put a handle on it cuz i liked the idea of it
The duchess by itself usually acts as a portable headquarters
no armour so easy to chip away
and having units inside it just makes it an even larger target
its why it only has 1 attack
a Support tyrant
its hp might need a small nerf tho
ill change it to 6
@tawdry root
"A faction having two Thralls to choose from is something I would kinda raise my eyebrows at and maybe Moserteams would be better served as a Hunter (probably could lower their damage otherwise though)"
i gave this thought when i was making them
but i wanted them to be a numbers game
the Abhorrers reversed in that instead of an extra non-thrall unit
u get an extra thrall choice
never, youve been a major help so far and i appreciate ur candid perspective
oh and @ivory bane
i vs'd ur forest undead peeps
and if ur ok with criticism
Corpsefly: Sap Strength is scary
maybe its because they can activate the round they are made
but wildcaller just sending in tons of corpse flies for easy damage
got a little salty after that cuz when i destroyed 1 corpsefly another just activates immediatly and attacks again
and since they activate that round its hard to prep for it
meanwhile u can feed the wildcaller with vitality no problem and keep making endless amounts
thats my crit
but im sure u only heard big baby noises 
ye but they are usually way in the back and getting through them is near impossible
just so much flies
this didnt come up much in our test games since a wild caller either died too early, or the flies were negligible, so i personally mainly played around them as a source of fuel for other abilities.
but yes, flystack is real
i just say that it is counterable because ive seen people do it xd
the splash is what kills me
What was the matchup?
Deadsouls, Gore and Tree corspes
splash requires them to already have a bit token or they die
if they are summons
i was deadsouls
they kept putting vit tokens on the flies
constant splashing as soon as they are spawned
like a windup toy
How did they put a vit token on a fly?
Its been some time but i dont remember ways to put vitality on others in anybody except for the fly
fly is not a swarmling so its only source of vit is an action spent on attacking
extract from earth
ye
taking feed the soil action obliterates the fly
:v
flies accumulate vitality easily, but are pretty fragile even with it, so the idea of this action allows the fly to not waste vitality, since the factions gimmick is like
muliganning hp i guess
hmmm so corpseflies are prioirty one
wildcallers, i would say
still hard to deal with cuz sap strength is just automatic hit
it depends on the build
it wasnt the first time around but it was so weak i changed it xd
it might just be my bad luck
i tried to make sure that there are multiple ways to play the house, and i think theres at least one way to play around each unit as the gimmick
oh, bullfrawg, if you want to test something I made that's actually done, check out rickertock
which is both in ye big homebrew folder and on the TTS (thanks eule)
might be because deadsouls isnt a good matchup
i was building my fortress in that game :3
Didnt test against deadsouls sadly
ye i had a look at them but not gonna lie, the fact that they had no tokens turned me off (im a vain little shit) so i tried archive instead
main ways i see them played is
- flyball (stack flies and overwhelm the action economy)
- moth+bloodtrail (feed flies to mothman and bloodtrail to output high damage at range)
- discount goregrinders
discount goregrinders
2 gnatknights and lance of mocking decay
really funny
yeah but little guys
Woah homebrew talk
i sadly dont remember if rickertock on tabletop is latest ver
theya re the witch ones if i remember?
ye, give this a look if ur down
Yeah, haunted witch scarecrows that turn into thralls on death
i still need to update the archive for umbral, but ever since i finished my finals i got into cyberpunk 2077 and get out of it only to make some tea
wait theres 2 coven factions?
hah, no worries
Maybe!
coven is plant zombies, rickertock is scarecrows
I haven't actually updated Rickertock at all
Since as far as I know nobody has tested it
If somethin does change I'll let you know
covens key mechanic is overgrowth, which is integrated into corpses. if you hover a corpse and place 2 or 3, you will switch its states - coven mechanics
its another necrodruid house, but if wylderot is more about insects and animals, this one is more plant based
no art tho :<
ye coven definitly needs some tokens is all to popularise it
Leshy's are always cool
Rickertock's gimmick is eating allies to fuel powerful ACTs with Harvest
And turning into thralls when killed for the first time
Oh! How'd it go?
How so?
Mhm
The thralls themselves aren't especially hot stuff, but yes
2 hp 5+ DF thrall with MV 4
with splash curse +debuff and Pins and needles
bastards are hard to kill
The debuff does murk the thrall but making them squishier is a fair idea
What were you playing?
i was playing Carcass and a friend was playing abhorrers while the third was rickertock
Innnterestin
the whole ghoulcore just kinda made it impossible
Hmmm
Making Soultickers less good is fair but I also don't want to devalue them so hard that you wouldn't take them alone in a build at all...
fair call yeah
and ghoulcore only makes 1 HP variants
Hmmm
You know what, that does actually work
i would go one step further
they can only use Ghoulic Overclock if they are spawned by ghoulcore
turns them into suicide bombers
Mmm, maybe
But good to hear that it was too strong tbh, I was worried that the cannibal economy of Harvest would make the faction too anemic
Though probably will need more testin
How often Did the player use Harvest stuff? What was the build?
it was worded weirdly
it says u have to kill an adjacent unit meaning you had to do it during the round
does the unit merc them or is it as long as its dead
the harvest stuff got lost in translation
The unit proccing Harvest is killing the ally during the ACT
devouring form was way too much tho
ye that is hard to pull off
mighta been easier to understand with "while adjacent to a corpse gain harvest and discard the corpse"
or something like that
less technical and momentum dont cease
That's just Spare Parts
as a player i like when everything simplified
But yes the idea is that you are straight up killing an adjacent ally to use a Harvest ability
thats my point, harvest is just a complicated version of spare parts
alternativly, maybe "attacking a target adjacent to a corpse procc harvest"
it allows u to procc harvest more constantly
Changing how Harvest triggers mixes up the entire idea of the faction, I'm afraid
I can word it more clearly, but
and the idea of scarecrows hanging around corpse is creepy :3
The concept of Harvest is that the scarecrows are shredding each other to fuel doing big stuff with the scraps
thats fine, homie its just rickertock definitly needs an overahul in some direction
u can get confused easily with it
Mmm. I'll make Soultickers (and thus by extension Ghoulcore) weaker and try to figure out how to make Harvest's wording more clear
how it procc is my advice
maybe they need to end their move on the corpse or something
i dunno
i do like the theme
gives me Fiddlesticks vibes
if u ever do rehaul having a sort of mark (similiar to doom) which proccs one use of ahrvest
or if u jsut wanna slightly change it
maybe having a unit slain whether it be yours or your enemies killed by one of ur units gives a harvest token
translation:
one of ur unit dies: recieve harvest token
one of ur units kills another unit: gain a token
kicker is
slaying ur own unit with another allied unit:
2 tokens
Hmm hmm. I'll get some more testing and see if the current idea just isn't gonna work
But if it doesn't, we'll see
im just an idea-man >:3
but rewarding shredding ur own units is super cool
and it makes more sense of the ghoulcore (with the mentioend changes ofcourse)
Yeah, the idea is that you kill your own guys but you still have A Guy after killing them (and then you can kill that one too. as a treat)
sacrificial double-dipping
there's a reason soultickers get Last Shriek as an upgrade!
ye we made sure t cut any misunderstanding cuz it was clear in the form
since they arent the same unit
so if the document is taken at face value, theres nothing stopping ur from getting a 2 soul
so maybe sneak it in to the ghoulcore meaning
I thought it was tbh
Nah, you're right, it's not explicit where it should be
as in, it's correct RAW (units don't give a second Soul for dying again, which soultickers count as)
but easy to misinterpret
if your opponent was doubledipping soul no wonder it was horrifying
thing is
that wasnt the horrifying part
we made a house rule the second we saw rickertock
so she didnt get to doubledip thank god
also need a personal opinion
Barghests are gonna be diesalpunk mechs and was wondering what type i should do
ive got 3 base references
If you're drawing from WW1 aesthetical shit...
could cop a vibe from the Gutterman in Ultrakill
also Bioshock's Big Daddies, in the same vein
Nah, zeitlos is more diesalpunk
Their tyrant is a literal zeppelin š¤
Fair nuff!
Galvaniza is a bunch of tesla coil ghoul freak cultists
And Rickertock is, well, haunted junk scarecrows
the Electric Maiden is a person encased in a hovering iron maiden-equse shell
ampolytes are robed little LEDheaded ghouls, Schismatics are engineer-cultists in welder masks and a huge battery built into their back, Conduits are hooded mechanicus looking buggers with inbuilt speakers, and Surgents are fried hovering corpses with a generator in their chest and shackled limbs
Mechanicus, gotcha XD
Conduits lean into it the most, everybody else is more scrappy than that
yeah lmao
time to doodle big boi
how broken would it be for a scion to be 2x2?
Very
Also really hard to design maps in account for
Since people could be running 3 2x2 Units
4 actually if you still have a tyrant
Yeah
I wouldn't do it
fair point
Barghest unit placeholder
big guy
not sure on the visible pilot but ah well
gotta be big if wanna protect the homies >;3
they are the papabears of trenchfoots
Barghest life
I realise I don't think I posted this faction here oops
https://docs.google.com/document/d/11fkBENFRROf4N-cU6IuJxxD1cJKzf6u0jBBDnN-Cf8o/edit?usp=sharing
I love it....... š®
Why placeholder tho? Seems pretty good to me, even if needs some shading
because when i have time to copy the art style i can redo it and give it some love
i just do these on my lil coffee breaks
tho i might want ur opinion
@ivory bane
should the necromancer (Baron) be a waifu or a husbando?
Tough choice
I think a husbando might be clichƩ for the aesthetic youve chosen
Thinking gunther from scythe and such
Id personally go with an andro design but uhhhh thats because i always do that lmao
hmmm
maybe
and if worse comes to worse i can just make two versions like u did with mosquito squad
will give the male one the ciaphas cain look
Alfabusa ciaphas look or? :p
Mhm!
Thinking the female is more aristocratic and strategic with a nice revolver
A revolver shot could be a fun 1 soul ability š¤
Thats sorta the problem, sadly
People in my experience dont seem to like playing factions with no fancy tokens
I am kinda proud that i made one of the first homebrew factions that had full art to them 
I think archive was actually the first
I should ask the creator tbh
š
wanna feel like a special snowflake :3
archive?
nah soul abilities is already done
the first soul ability is telling a sniper somewhere to take a shot if someone moves
Red bag on the tts, the archive
Figuring out Soul ACTs for Galvaniza really is kicking my ass
I've beaten Voltage and Extolling as a mechanic to do stuff with to death, so these are mostly just gonna be thematic things
But I'm absolutely dry on more thematic things to do with lightning, cyborgs and cult fervor :P
i reccomend fully balancing everything before getting to upgrades
galvanzina is pretty broken right now
Most of the balance stuff brought up I'm ruling as 'can't know until actually tested'
And there's no testin till the necro is done
oh no im aware just asking if that was th first
To my knowledge at least, yes
I might be able to contest that claim with rickertock but it's hard to say
I think as far as people around me are aware, archive was the first ever, wylderot was the second, then its messy
I should show all my temp art here
Sure!
I will need to get home because I only have the necromancer
I like the design :3
They are Bloodborn + Ultrakill + the mechanicus combined.
@stuck canopy i want to diversify wildcallers portfolio by giving them more function than just fly spam, think this will help?
The logic here is to shift focus from children of the swarm
One way to completely kill flyballing imo would be to remove the swarmling trait, but i dont think its that strong of a strategy universally
Hmmmmmm thing is it makes to wild-caller ignore itās roll as a freak
I don't know if giving it a new offensive tool is quite the answer that's true
Ye
You have practically made the wild-caller even more powerful and also have made it ignore the role of a support which all freaks are
True, but I am unsure on what the third ability should be
Hmmmmm
It has a summon and a debuff. A simple give-token buff could fit, but I think it will offset the economy too much
Adverse terrain generation?
As base
And damage as upgrade
Adverse terrain generation feels like ur plugging weaknesses
In my biased opinion it would make wild-caller extremely hard to get to
Hmmm, true
The problem is that the ability needs to be useful, so I am looking at the aspects the faction lacks currently, so you could shift focus from its role as a summoner
Feast Swarm: basically an ability that allows you to repurpose your corspeflies into something more supportive
Hmm?
While I understand u wanna diversify, freaks usually have 2 abilities that are focused on their gimmick and one that is more or less an alternative option for their gimmick
U misunderstand
What u need is something to repurpose corpseflies
Convert them into tokens or an effect for teammates or something else
Maybe some more "obliterate ally" but this time for a buff of sorts? š¤
This way all 3 "forest" units get some sort of "sacrifice ally" mechanic
feels thematically appropriate
Potentially broken, but since we are brainstorming
Obliterate ally to gain a soul? š¤
Since the faction struggles with souls even more than abhorrers
Mmmmnah, itās definitely gotta be something else
Okie
Straight up receiving souls without death is always broken
Does wylderot suffer from covering ground?
Oh no-no, it is with death. You kill an ally unit, then gain a soul.
That just means more corpsefly spam
That is true
Which u wanted to avoid
As in?
Does wylderot suffer when you get up close, or does it struggle with getting up close?
The second
Its a mixed answer on both
Gnat knights, flies and mothman easily gets up close and often want to be up close, while wildcaller and hunter kinda struggle with it majorly
actually, speaking roughly, as they are now
Gnats need to be upclose
WIldcaller and bloodtrail need to be as far as possible
Mothman and flies are ambivalent and have different uses up close and far
An ability that converts a corpsefly within a certain range to become a hazard?
Like create swarm nest or something
Ur still spamming corspeflies but ur repurposing them
Or just adverse terrain maybe
I think thats nice, but I think a single hazard is a bit too weak for the cost that is potential a potential 2 hp difference
It all comes down to math, kinda
A fly is either +1 hp to your calculation, or -0 (you pay 1 to create it, but it has 0, so net 0), but then it attacks and deals 1 damage, tipping hp scale 1 into your favor
Its not really that much of a hole tbh, its just a bit one-sided
If you think it actually needs a nerf, then making the fly activate only on next round would be fine
But this kinda blines it into the strategy of eating flies up for abilities, while I think using them offensively should still be a valid option
Personally ye, but thatās just my biased opinion built on corpsefly ptsd 
To be fair that person misread the rules xd
Still the straight up activation on spawn coupled with mourning, ooof
Even if it wasnt getting obliterated on using that action, the fly would not have vitality anyway
the upgrade is just like
"gain 1 vitality, then resolve the effect"
but the effect in question is
"give all your tokens to a target in range"
which includes the vit you just got
its meant to be a buff for converting summoned flies into vitality, since this way they can do so turn 1
What about buffing adjacent units with speed tokens
Oh yea theres no speed in this faction at all
Like swarm-walk or something
I wanted to avoid it tho, since they already have pretty mobile units
Hmmmmm
No speed, gotcha
Strength is a no-go because u can just make corpseflies that much more powerful
Neither is vitality
hmm?
Rot the earth is too powerful but song of decay is decent
Rot the earth allows to extract vitality off the fly before it gets killed
I think it works personally
just in case
Whatās feed the soil do again?
the idea is that corpseflies can stock up on vitality and then poof out of existence and give vit to somebody more useful
The problem is that I actually never ever ended up using it
Since the flies never manage to live long enough to actually stock up
This would provide some indirect use to it
should sap strength be an on hit....
oh yeah just in case
wylderot was sitting on exact 50/50 in terms on win/loss rate
2 wins, 1 draw, 2 losses
Then I nerfed it heavily
Ye that was our house rule
Removed armor off flies and gnat knights (flies had physical armor!)
Now last time somebody reached out to me about the faction, they told me they lost every single game xd
but i genuinely think it was just a skill issue since they misread how the gnat knight works
Sure, ill add that in
In that case Ill keep rot the earth as is š¤
Especially since flies gaining vit is now not a guaranteed effect
Ye
Youāve managed to give corpseflies an additional function rather than flies go boom
I like
@stuck canopy
how clear is this? replaced "no friendly fire" upgrade for sap strength with miyasis too
Honestly with all the changes and having sap strength be melee attack
I think itās justified having their defence be 3+
Sure
Is miyasis fine?
I think ill keep it at 2+, but if you ever want to test it with 3+, let me know how it goes
Sure, sent the changes to my wylderot fren
ill upload the update today, i just want to get an answer from the archive creator on whether or not they want any links included in the update
Question
If I finish the placeholder doodles, think I might be able to squeeze in Zeitlos?
Itās practically playable
On the tts?
Ye
You dont even have to finish them, i have generic placeholders too
I can just add whatever art you already did and have the missing ones be supplemented with generic placeholders
example given
New house with spiffy tokens right outta the box
If you want anything like token art, hit me up
Nah I got that covered XD
But thanks for the offer
Just gotta follow the style of the other tokens
Their colour is definitely gonna be sand yellow
Maybe with black bases tho
But thatās for when itās done
i wanted generic placeholders to be more abstract since it needs to fit different factions without breaking your head too much
All I have left is placeholder doodle for morserteam, baron, trench tiles and sand-gas tokens
But the white and black+accents makes them fit fine even despite the abstractness
I mean like the colouring and comic book shading
Ooooh
Oh, btw, did anyone here play with sellswords or nah?
The one with gnomes?
sellsword rules are made by the creator of the archive faction, i just felt inspired and made mercs of my own to go along with it when i decided to add it to the tts
so yea the gnomes
Opened up and there were only red and blue caps
Are they their own faction or a supplement?
Ok so they are supplement units
mhm
Nah never played, only skimmed