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==Mercenaries== ===Minevera=== '''Witch''' Cost: 30 Upkeep: 15 {| border="1" cellspacing="0" cellpadding="5" align="left" ! M ! WS ! BS ! S ! T ! W ! I ! A ! Ld |- | 4 | 2 | 2 | 2 | 3 | 1 | 5 | 1 | 7 |- |} '''Equipment:''' Staff '''Special rules:''' Wizard: The Witch has the ability to use magic and casts spells like any other wizard. She has two spells generated at random from the Charms ~ Hexes list. See below for details. Recluse: Witches are very reclusive individuals and therefore difficult to employ. Even when they are found they may be reluctant to aid the warband no matter how much gold they offer. When attempting to hire a Witch the warband leader must roll a D6. If he or she can score a 4+ the Witch can be hired, otherwise the Witch shuns them and they will have to try again after their next battle. Potions: The Witch is an expert as brewing all manner of curious concoctions. A single hero in the warband who have hired the Witch may partake of such a potion before the battle. Roll a D6 to discover the draught's effect. 1 Debilitating: The potion is simply too potent for the hero and weakens them. They are at -1 Toughness for the whole of the next battle until they can roll a 6 on a D6 in the recovery phase to shrug off the ill effects. 2-3 Strength. The hero is infused with strength as he quaffs the potion. He is at +1 Strength until he rolls a 1 on a D6 in the recovery phase. 4-5 Resilience. An inner resilience passes through the hero. He is at +1 to Toughness until he rolls a 1 on a D6 in the recovery phase. 6 Fortitude. The hero's constitution is increased and he feels ready to take anyone on. He gains an extra wound for the whole battle. However, once lost the wound cannot be restored. Reluctant: Whilst she is happy to use her magic to aid the warband, the Witch is reluctant to enter the fray herself. As such the Witch will never charge (although if charged she will defend herself) and will always try to stay at least 8" away from enemy models and must move away if she finds herself within this distance. '''Spells''': Cure: A faint aura extends from the Witch's body. All who are touched by it feel warmth and vitality flowing through their veins. All friendly models within 6" of the Witch have a single wound healed. In addition any Stunned or Knocked Down models may immediately stand up. Difficulty 6 Dust of the Blind: Casting a handful of dust into the air, the Witch blows it around her, blinding her enemies. One enemy model within 16" of the Witch is struck instantly blind. They may not shoot, charge or run, are at half Weapon Skill and will move in a random direction at the start of their turn. The Blindness lasts until the Witch casts another spell or moves. Difficulty 9 Scry: The Witch uses ancient diving crystals to foretell the future and influence the actions of her comrades. For the duration of the turn one hero or henchman may re-roll D3 dice rolls and + or -1 to the result. Difficulty 6 '''Experience:''' 14 '''Advances:''' (2) Scry (5) Wyrdstone Hunter (9) Sorcery (14) +1 I '''Skill Lists:''' (Academic, Charms and Hexes) '''Skills:''' Wyrdstone Hunter. The warrior has an uncanny ability to find hidden shards of wyrdstone. If a Hero with this skill is searching the ruins in the exploration phase you may re-roll one dice when rolling on the Exploration chart. The second result stands. Sorcery. This skill may only be taken by Heroes capable of casting spells. A warrior with this skill gains +1 to his rolls to see whether he can cast spells successfully or not. Note that Sisters of Sigmar and Warrior-Priests may not use this skill. ===Cyrus Fellburne=== '''Grave Robber''' Cost: 45 Upkeep: 18 {| border="1" cellspacing="0" cellpadding="5" align="left" ! M ! WS ! BS ! S ! T ! W ! I ! A ! Ld |- | 4 | 4 | 3 | 3 | 3 | 1 | 4 | 2 | 6 |- |} '''Equipment:''' Pick-axe or shovel (counts as an axe), dagger, lantern, toughened leathers. '''Special rules:''' Hatred: All goodly men despise a Grave Robber, but any model that can use Prayers of Sigmar will hate the Grave Robber. Grave Robbing: During the Exploration phase, a Grave Robber can loot a local cemetery if he wasn’t taken out of action. Roll 2D6 and consult the following chart: 2D6 Result 2 Discovered!: The Grave Robber is discovered and is driven from the cemetery by angry villagers or ghouls or any number of nasty things. Remove the Grave Robber from your warband roster. 3-4 Paupers graves: No significant finds. 5-7 Trinket: A corpse is found wearing a trinket of moderate value. You get D6+3 gold crowns. 8-9 Treasure: A corpse has a copious amount of treasure within its grave. You get D6+8 gold crowns. 10-11 Corpse: No treasure, but you may add a Zombie to your roster provided you have room in your warband. This Zombie is free. The corpse can be sold for D6+2 gold crowns if the player does not wish to keep it as a Zombie. 12 Artefact: A Hero’s tomb. The coffin contains a magical artefact. Immediately roll on whichever magical artefacts chart you have been using in your campaign. '''Experience:''' 14 '''Advances:''' (2) Sprint (5) +1 A (9) Scale Sheer Surfaces (14) +1 WS '''Skill Lists:''' (Combat, Speed) '''Skills:''' Sprint. The warrior may triple his Movement rate when he runs or charges, rather than doubling it as normal. Scale Sheer Surfaces. A warrior with this skill can scale even the highest wall or fence with ease. He can climb up or down a height equal to twice his normal Movement, and does not need to make Initiative tests when doing so. ===Murgog Backbreaker=== '''Ogre Bodyguard''' Cost: 80 Upkeep: 30 {| border="1" cellspacing="0" cellpadding="5" align="left" ! M ! WS ! BS ! S ! T ! W ! I ! A ! Ld |- | 6 | 4 | 2 | 5 | 4 | 3 | 3 | 2 | 7 |- |} '''Equipment:''' Two Swords, Light Armour '''Special rules:''' Fear: Ogres are large, threatening creatures that cause fear. See the Psychology section for details. Large Target: Ogres are Large Targets as defined in the shooting rules. '''Experience:''' 9.5 '''Advances:''' (2) +1 WS (5) +1 S (9) Resilient '''Skill Lists:''' (Combat and Strength) '''Skills:''' Resilient. The warrior is covered in battle scars. Deduct -1 Strength from all hits against him in close combat. This does not affect armour save modifiers.
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