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==The Rules== ===To be added to as we think of more stuff!=== * ''Rules for Age of Exploration?'' * Consider everything a work-in-progress until stated otherwise. ===Mordheim Scenario: Altdorf=== * '''Special Rules''' ** '''Wild Monster Appears!''' When Altdorf fell, most of the exotic animals of the Imperial zoo were eaten by the besieged or the besiegers or otherwise died in the mayhem of The Fall. However, certain creatures were big enough to do the eating, rather than be eaten. These monstrous, chaos-touched creatures now roam the ruins of Altdorf, feeding on each other and whatever foolish adventurers have wandered into the "Jewel of the Empire." After each Warband has had a turn, roll a D6. On a roll of 2-6, a monster is placed at the center of the map. Roll the artillery die to determine its movement after each turn. It fights whenever it comes into contact with a warband. *** 1 = No monsters appear to be roaming in this part of the city. *** 2 = Griffon. *** 3 = Wyvern *** 4 = Chimera *** 5 = Hydra *** 6 = Something BIG (roll another D6. On 1-3, an Imperial Dragon appears, and on 4-6, the Drakwald Gibberbeast, the Abomination of Stirland, and the Spawn of Hochland (three Chaos Spawn) appear. ===Mordheim Scenario: Talabheim=== * ''To be decided. Stuff we need: rules for movement on skiffs on the Pus Lake of Talabheim crater, rules for monsters swimming in the Talabheim pus lake'' ===Balthasar Gelt's Automatons=== *''These goods need a looksee from somebody who knows their crunch'' * Can be taken by Empire Faction: Nuln. From the clockwork depths of Nuln, new warriors march forth. Designed by the steady hands of Leonardo di Miragliano and imbued with life by the arcane magicks of Balthasar Gelt, the metal men have no fear and feel no pain as they strike down the enemies of the Patriarch. Each of them wears a metal face sculpted to the likeness of their masked master. ''(If you really want to use Sigmarine models)'' * M4 WS4 BS3 S5, T4, W2 I3 A3 LD8, 3+ armor save, 45 pts/model * '''Special Rules''': '''Unbreakable''' '''Structural Integrity,''' '''Incendiary Artifice''' ** STRUCTURAL INTEGRITY: Unstable, Immune to Poison, Immune to Psychology ** INCENDIARY ARTIFICE: Whenever you remove a model from play the unit takes D3 wounds. This may trigger this rule again. ===Vampire Bloodlines=== * As in 6th Edition, we will be returning to differentiating the various Vampire Counts armies by "bloodline" or "dynasty." Different Vampire bloodlines will have access to different rules, items, and army make-ups. * ''Note: If we are going with 8th Ed as a base (I am assuming we are), we will need to heavily edit both the 8th ed army book and this (I took a whack at it, based off of lore/what the armies previously had, and translated it to 8th). Not sure what to do about the Strigoi special unit that are in though, and we need to keep in mind about other people's armies. Feel free to point something out as well. -Grumpyfag'' * ''Note: Rare choices should not be allowed to be taken as core! Particularly Blood Knights. Their sheer power allowing for a total and complete deathstar is too strong. Having 25% for core, 25% for rare, 25% for lords and 25% for heroes allows 100% of your army being one giant deathstar with zero forced chaff is wrong. -AlsoGrumpy'' * Army Characteristics ** '''Von Carsteins''' *** Von Carsteins are vanilla vampires; no stat penalties or bonuses. The only exception is that they can take the bloodline power "Summon Creatures of the Night" for free. ** '''Blood Dragons''' *** Lords: Vampire Lord, The Red Duke (with revamped rules to bring him in line with this edition) *** Heroes: Vampire, Wight King, Necromancer *** Core: Black Knights, (all ''Nightmare mounts'' must have ''barding,'' and if your force is from Bretonnia, they fight in ''Lance Formation''), Grave Guard, Skeleton Bowmen (equipped with hand weapon and bow, 10 points each [Price needs changed, I suggest keep it at five like regular warriors and trade shields for bows. Raise it to 7 with an extra +1WS is also an option.]) *** Special: Skeleton Warriors, Bat Swarms *** Rare: Blood Knights [Units should be able to be taken in 3+.] Black Coach, Dogs of War (if not in Lance Formation), Corpse Cart *** '''Special Rules''' **** +2 to Weapon Skill **** Lords wear full plate armor (4+ armor save) for free, can cast spells wearing armor (as all vampires can, so ignore this), and generate one less power die from their Winds of Magic roll. As well, they cannot channel power dice. **** The Blood Dragon with the highest Leadership in a unit must issue challenges and accept enemy challenges. ** '''Lahmians''' *** Lords: Vampire Lady, Neferata from End Times: Undead (Can be put on a Coven Throne or even on foot) *** Heroes: Vampire, Wight Kings, Tomb Banshee, Cairn Wraith, ''Swains'' (Heroes from any other Warhammer Book, with all of their magical items and equipment. If the Lahmian General, the object of their desire, is destroyed then the Swain gains ''Hatred'' for the rest of the game, even if normally ''Immune to Psychology.'') *** Core: Skeleton Warriors, Bat Swarms, Dire Wolves *** Special: Black Knights, Grave Guard, Spirit Hosts, Hexwraiths *** Rare: Black Coach, Dogs of War, Coven Throne, Terrorgheist, Vargheist, Cairn Wraith *** '''Special Rules''' **** +2 to Initiative **** All units/characters in base contact with a Lahmian Vampire get -1 to their Leadership **** Cannot use mundane weapons and armor. **** -1 to Weapon Skill ** '''Strigoi''' *** Lords: Strigoi Ghoul King, Vampire Lord *** Heroes: Vampire, Necromancers *** Core: Ghouls, Bat Swarms, 0-1 ''Charnel Guard'' (Ghouls with WS4, S4, I4, LD7, 10 pts/model), 0-1 ''Strigany'' (Living servants of the Strigoi: M4, WS3, BS3, S3, T3, W1, I3, A1, Ld7, 5 pt/model, unit size 10+; equipped with two hand weapons, light armor (+1 pt/model), standard bearer (+10 pts), musician (+5 pts), and dommnu/sergeant with 1 extra attack (+10 pts)) *** Special: Crypt Horror, Skeleton warriors, Dire Wolves, Fell Bats, Spirit Host, Vargheist *** Rare: Varghulf, Terrorgheist, Dogs of War *** '''Special Rules''' **** Vampire Lords have +1 attack, ''hatred'', and a +5 ward save. **** Vampires have +1 attack, ''hatred'', and a +6 ward save. **** Cannot use mundane weapons and armor. **** Cannot use any magic items. **** Cannot take any mounts except for Strigoi Ghoul King on Terrorgheist, which can be upgraded as normal. **** Vampires cannot be given a battle standard. ** '''Necrarch''' *** Lords: Vampire Lord, Master Necromancer *** Heroes: Vampire, Wight Lords, Necromancers, Tomb Banshees, Cairn Wraith (''All heroes can ride <s>Winged Nightmares</s> Abyssal Terrors, which can be upgraded as normal'') *** Core: Skeleton Warriors, Zombies, Dire Wolves, Fell Bats *** Special: Black Knights, Grave Guard, Spirit Host, Hexwraiths, Corpse Cart, Cairn Wraith *** Rare: Black Coach, Unridden Zombie Dragon, Terrorgheist, Mortis Engine, Vargheist *** '''Special Rules''' **** +1 to total rolled to cast a spell **** Vampires have + 25 points to buy on magical items. **** Can't choose mundane weapons and armor **** -2 to weapon skill
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