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==Intro== ==Stats== '''Warband Rating:''' 426 '''Size''': 15/15+3 Mercs '''Gold:''' 4 '''Wyrdstone:''' 7 '''Treasury:''' '''Upkeep:''' 60 '''Special:''' '''Storage:''' Light Armour ===Skill Lists=== '''Pit King Skills:''' Combat, Strength, Speed, Special '''Veteran Skills:''' Combat, Strength, Speed, Special '''Troll Slayer Skills:''' Combat, Strength, Special ==Heroes== ===Spartakus=== '''Pit King''': 80 {| border="1" cellspacing="0" cellpadding="5" align="left" ! M ! WS ! BS ! S ! T ! W ! I ! A ! Ld |- | 4 | 4 | 3 | 4 | 4 | 2 | 4 | 4 | 8 |- |} '''Gear''': Empire style - Helmet/Dagger/Gromril Double-handed Sword (+2S, -2 Armour Save Strike Last, Two-Handed), Lucky Charm (+4 Save), Net (Range 8, no Move or Range penalties, if it hits and the target rolls over Strength, they cannot move, shoot, or run for the turn), Lantern, Gromril Armor and Shield (3+ Armor Save) '''Skills''': Strongman: The warrior is capable of great feats of strength. He may use a double-handed weapon without the usual penalty of always striking last. Work out order of battle as you would with other weapons Grizzled Veteran: The Pit Fighter is used to fighting fearsome monsters and being cornered in the pit when there’s no escape. He has been close to death so many times that he has made his peace and the thought of death no longer bothers him. The Pit Fighter is immune to all psychology. Sprint: Can move three-times normal movement Force of Will: Can get back up from being put Out of Action if roll under Toughness '''Special Rules:''' Leader (Warband Members within 6" May use his Leadership) Pit Fighter - Pit Fighter. The warrior has learned how to fight in enclosed spaces from his time in the dangerous fighting pits of the Empire. He is an expert at fighting in confined areas and adds +1 to his WS and +1 to his Attacks if he is fighting inside buildings or ruins. '''Experience:''' 55 '''Advancements:''' (24) +1 W (28) Strongman (32) +1 A (38) +1 A (42) Grizzled Veteran (46) Sprint (51) Force of Will ===Lugo Rockface=== '''Troll Slayer''': 90 {| border="1" cellspacing="0" cellpadding="5" align="left" ! M ! WS ! BS ! S ! T ! W ! I ! A ! Ld |- | 3 | 6 | 3 | 3 | 5 | 1 | 3 | 1 | 10 |- |} '''Gear''': Dwarf Axe (-1 save, Parry), Dwarf Axem, Luck Charm '''Skills:''' Ferocious Charge: The Slayer may double his attacks on the turn that he charges. He will suffer a -1 to hit penalty on that turn. Monster Slayer: The Slayer always wounds any opponent on a roll of 4+, regardless of Toughness, unless his own Strength (after all modifiers due to weapon bonuses, etc) would mean that a lower roll than this is needed. 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. Mighty Blow: +1 Strength in close combat '''Special Rules:''' Pit Fighter Hard to Kill: Dwarfs are tough, resilient individuals who can only be taken out of action on a roll of a 6 instead of 5-6 when rolling on the Injury chart. Treat a roll of 1-2 as knocked down, 3-5 as stunned, and 6 as out of action. Hard Head: Dwarfs ignores the special rules for maces, clubs, etc. They are not easy to knock out! Hate Orcs and Goblins: All Dwarfs hate Orcs and Goblins. See the psychology section of the Mordheim rules for details on the effects of Hatred. Grudgebearers: Dwarfs hold an ancient grudge against Elves from the days when the two races fought for the supremacy of the Old World. If the Pit Fighters ever hire any kind of Elven Hired Sword, he will leave the Warband immediately, he refuses to fight alongside these pansy Elves! Death Wish: Troll Slayers seek an honourable death in combat. They are completely immune to all psychology and never need to test if fighting alone. '''Experience''': 43 '''Advancement:''' (11) Ferocious Charge (14) Monster Slayer (17) +1 I (20) +1 WS (24) +1 ld (28) +1 T (31) Resilient (36) +1 WS (41) ===Tsipar=== '''Pit Veteran''': 35 {| border="1" cellspacing="0" cellpadding="5" align="left" ! M ! WS ! BS ! S ! T ! W ! I ! A ! Ld |- | 4 | 4 | 3 | 4 | 4 | 2 | 5 | 1 | 7 |- |} '''Gear''': Empire style - Helmet/Dagger/Gromril Double-handed Sword/ Light Armour, Lantern '''Skills:''' Strongman: The warrior is capable of great feats of strength. He may use a double-handed weapon without the usual penalty of always striking last. Work out order of battle as you would with other weapons Grizzled Veteran: The Pit Fighter is used to fighting fearsome monsters and being cornered in the pit when there’s no escape. He has been close to death so many times that he has made his peace and the thought of death no longer bothers him. The Pit Fighter is immune to all psychology. Mighty Blow: The warrior knows how to use his strength to maximum effect and has a +1 Strength bonus in close combat (excluding pistols). As his Strength is used for close combat weapons, the bonus applies to all such weapons. 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. Force of Will: When the Pit Fighter loses his last wound and is taken Out-of-Action, he must roll a D6 equal or under his Toughness, each following round he has to roll again on his toughness but then with a -1 modifier for each subsequent round. If he succeeds he gets up and may continue to fight, when he gets taken Out-of-Action a second time he’ll be removed as normal. Sprint: Can run or charge three-times movement '''Special Rules:''' Pit Fighter '''Experience''': 43 '''Advancement:''' (11) Strongman (14) Grizzled Veteran (17) Mighty Blow (20) +1 T (24) Resilient (28) Force of Will (32)+1 W (36) +1 I (41) Sprint ===Epar=== '''Pit Veteran''': 35 {| border="1" cellspacing="0" cellpadding="5" align="left" ! M ! WS ! BS ! S ! T ! W ! I ! A ! Ld |- | 4 | 6 | 3 | 4 | 4 | 2 | 4 | 1 | 7 |- |} '''Gear''': Empire style - Helmet/Dagger/Double-handed Sword/ Light Armour '''Skills:''' Strongman: The warrior is capable of great feats of strength. He may use a double-handed weapon without the usual penalty of always striking last. Work out order of battle as you would with other weapons Grizzled Veteran: The Pit Fighter is used to fighting fearsome monsters and being cornered in the pit when there’s no escape. He has been close to death so many times that he has made his peace and the thought of death no longer bothers him. The Pit Fighter is immune to all psychology. 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. Sprint: Can run or charge three-times movement '''Special Rules:''' Pit Fighter '''Experience''': 40 '''Advancement:''' (11) +1 WS (14) Strongman (17) +1 T (20) Grizzled Veteran (24) +1 WS (28) Resilient (32) +1 W (36) Sprint '''Injury:''' OLD BATTLE WOUND The warrior survives, but his wound will prevent him from fighting if you roll a 1 on a D6 at the start of any battle. Roll at the start of each battle from now on. ===Benjamin=== Pursuer Hero: 25 {| border="1" cellspacing="0" cellpadding="5" align="left" ! M ! WS ! BS ! S ! T ! W ! I ! A ! Ld |- | 4 | 6 | 4 | 3 | 4 | 1 | 3 | 2 | 7 |- |} '''Gear''': Helmet, Trident (First Strike. Parry) and Buckler (Parry), Javelin (Range: 10" Str: User, does not suffer Move n Shoot) '''Experience:''' 34 '''Special Rules:''' Pit Fighter Evade: Pursuers are agile and athletic, well adept at avoiding the heavier Pit Fighters’ charges. When an enemy charges a Pursuer he may choose to try and evade. On a successful Initiative test it is considered a failed charge and the normal rules apply. Mighty Blow: The warrior knows how to use his strength to maximum effect and has a +1 Strength bonus in close combat (excluding pistols). As his Strength is used for close combat weapons, the bonus applies to all such weapons. Grizzled Veteran: The Pit Fighter is used to fighting fearsome monsters and being cornered in the pit when there’s no escape. He has been close to death so many times that he has made his peace and the thought of death no longer bothers him. The Pit Fighter is immune to all psychology. 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. Body Slam: Instead of making a normal charge, the Pit Fighter may attempt to slam his opponent to the ground, he burrows his shoulder deep into his opponent’s stomach. Instead of making his normal attacks the Pit fighter may make a single attack resolved as following: +1Str, +1 to Hit, no weapon bonuses or abilities. Critical hit on a 5+. Step Aside: Can dodge melee attacks on a 5+ Sprint: Can run or charge three-times movement '''Advances''': (Pit Fighter, Strength) (2) +1 WS (4) Mighty Blow (5) Grizzled Veteran (8) Resilient (11) +1 WS (14)Body Slam (17) +1 WS (20) +1 A (24) Step Aside (28) +1 T (35) ===Anthony=== Pursuer Hero: 25 {| border="1" cellspacing="0" cellpadding="5" align="left" ! M ! WS ! BS ! S ! T ! W ! I ! A ! Ld |- | 4 | 5 | 4 | 3 | 3 | 1 | 4 | 1 | 8 |- |} '''Gear''': Helmet, Trident (First Strike. Parry) and Buckler (Parry), Javelin (Range: 10" Str: User, does not suffer Move n Shoot) '''Experience:''' 31 '''Special Rules:''' Pit Fighter Evade: Pursuers are agile and athletic, well adept at avoiding the heavier Pit Fighters’ charges. When an enemy charges a Pursuer he may choose to try and evade. On a successful Initiative test it is considered a failed charge and the normal rules apply. Mighty Blow: The warrior knows how to use his strength to maximum effect and has a +1 Strength bonus in close combat (excluding pistols). As his Strength is used for close combat weapons, the bonus applies to all such weapons. Grizzled Veteran: The Pit Fighter is used to fighting fearsome monsters and being cornered in the pit when there’s no escape. He has been close to death so many times that he has made his peace and the thought of death no longer bothers him. The Pit Fighter is immune to all psychology. 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. Body Slam: Instead of making a normal charge, the Pit Fighter may attempt to slam his opponent to the ground, he burrows his shoulder deep into his opponent’s stomach. Instead of making his normal attacks the Pit fighter may make a single attack resolved as following: +1Str, +1 to Hit, no weapon bonuses or abilities. Critical hit on a 5+. Sprint: Can run or charge three-times movement '''Advances''': (Pit Fighter, Strength) (2) +1 WS (4) Mighty Blow (6) +1 ld (8) Grizzled Veteran (11) Body Slam (14)+1 I (17)+1 WS (20) +1 BS (24) Sprint ==Henchmen== ===Pursuer=== '''2 Pursuers:''' 25 Each Carmine and Fredrick {| border="1" cellspacing="0" cellpadding="5" align="left" ! M ! WS ! BS ! S ! T ! W ! I ! A ! Ld |- | 4 | 4 | 3 | 4 | 3 | 1 | 4 | 2 | 7 |- |} '''Gear''': Helmet, Trident (First Strike. Parry) and Buckler (Parry), Javelin (Range: 10" Str: User, does not suffer Move n Shoot) '''Experience:''' 14 '''Special Rules:''' Pit Fighter Evade: Pursuers are agile and athletic, well adept at avoiding the heavier Pit Fighters’ charges. When an enemy charges a Pursuer he may choose to try and evade. On a successful Initiative test it is considered a failed charge and the normal rules apply. '''Advances''': (2) +1 WS (5) +1 A (9) +1 Strength (14) +1 I '''Total Cost:''' 60 ===Pursuer II=== '''3 Pursuer:''' 25 Each Daniel, Edward, George {| border="1" cellspacing="0" cellpadding="5" align="left" ! M ! WS ! BS ! S ! T ! W ! I ! A ! Ld |- | 4 | 5 | 3 | 3 | 3 | 1 | 4 | 2 | 7 |- |} '''Gear''': Helmet, Trident (First Strike. Parry) and Buckler (Parry) '''Experience:''' 14 '''Special Rules:''' Pit Fighter Evade: Pursuers are agile and athletic, well adept at avoiding the heavier Pit Fighters’ charges. When an enemy charges a Pursuer he may choose to try and evade. On a successful Initiative test it is considered a failed charge and the normal rules apply. '''Advances''': (2)+1 I (5)+1 WS (9) +1 WS (14) +1 A '''Total Cost:''' 72 ===Pit Fighter Squad=== '''2 Pit Fighters:''' 35 Each Angron, Crixus {| border="1" cellspacing="0" cellpadding="5" align="left" ! M ! WS ! BS ! S ! T ! W ! I ! A ! Ld |- | 4 | 5 | 3 | 4 | 3 | 1 | 3 | 2 | 7 |- |} '''Gear''': Helmet, Dagger, Spiked Gauntlet, Sword '''Experience:''' 12 '''Special Rules:''' Pit Fighter '''Advances''': +1 WS (2) +1 A (5) +1 S (9) '''Total Cost:''' 70 ===Metatron the Warhound=== '''Wardog:''' 15 Each {| border="1" cellspacing="0" cellpadding="5" align="left" ! M ! WS ! BS ! S ! T ! W ! I ! A ! Ld |- | 4 | 4 | 3 | 3 | 3 | 1 | 3 | 1 | 7 |- |} '''Gear''': Jaws and brutality! Warhounds never use or need weapons and armour. '''Experience:''' 0 '''Special Rules:''' Animals: Warhounds are animals and thus do not gain experience. '''Advances''': N/A '''Total Cost:''' 0 ===Chum Lee=== '''Pit Fighter Ogre:''' 1 {| border="1" cellspacing="0" cellpadding="5" align="left" ! M ! WS ! BS ! S ! T ! W ! I ! A ! Ld |- | 6 | 4 | 2 | 4 | 4 | 3 | 4 | 3 | 7 |- |} '''Gear''': Sword, Swag Sword, Helmet '''Experience:''' 11 '''Special Rules:''' Pit Fighter Fear: Ogre Pit Fighters are large, threatening creatures that cause Fear. See the Psychology section for details. Large: Ogre Pit Fighters are huge, lumbering creatures and therefore make tempting targets for archers. Any model may shoot at the Ogre Pit Fighter, even if he is not the closest target. Skills: An Ogre Pit Fighter who becomes a Hero as a result of The Lad’s Got Talent may choose from the Combat, Strength and Pit Fighter Special Skills. Slow Witted: Although Ogres are capable of earning experience and bettering themselves, they are not the smartest creatures. Ogres only gain advances at half the rate of everyone else (ie, they must accrue twice as much experience as normal to get an advance). '''Advances''': (2)+1 A (5) +1 WS (9) '''Total Cost:''' 175 ==Hired Swords== ===Bertha=== '''Witch''' Cost: 30 Upkeep: 15 http://www.webring.org/l/rd?ring=mordheim;id=11;url=http%3A%2F%2Fwww%2Emordheimer%2Ecom%2Findex%2Ehtm {| border="1" cellspacing="0" cellpadding="5" align="left" ! M ! WS ! BS ! S ! T ! W ! I ! A ! Ld |- | 4 | 2 | 2 | 2 | 4 | 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''': 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 Warrior's Bane: Muttering a dark and malicious incantation the Witch causes a warrior's grip to loosen, making it almost impossible for them to attack. One enemy model within 18" of the Witch will be unable to use any of their weapons as they perpetually slip from their grasp. They will be unable to shoot and count as fighting with fists in hand-to-hand combat. The enchantment lasts for the duration of this and their next turn. Difficulty 7 '''Experience:''' 14 '''Advances:''' (2)+1 I (5) Streetwise (9) +1 T (14) Sorcery '''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. Streetwise. A warrior with this skill has good contacts and knows where to purchase rare items. He may add +2 to the roll that determines his chances of finding such items (see the Trading section). Sorcery: -1 Spell Difficulty ===Michael=== '''Witch''' Cost: 40 Upkeep: 15 http://www.webring.org/l/rd?ring=mordheim;id=11;url=http%3A%2F%2Fwww%2Emordheimer%2Ecom%2Findex%2Ehtm {| border="1" cellspacing="0" cellpadding="5" align="left" ! M ! WS ! BS ! S ! T ! W ! I ! A ! Ld |- | 4 | 4 | 4 | 4 | 3 | 2 | 4 | 1 | 8 |- |} '''Equipment:''' Sword, dagger, pistol, crossbow, heavy armor, helmet, rope hook and lantern. '''Special rules:''' Capture: The Bounty Hunter will always be on the lookout for the outlaw he is pursuing. Such contracts are numerous, especially in Mordheim so at the start of each battle nominate one of your opponent's heroes as the Bounty Hunter's mark. The Bounty Hunter gets a +1 to hit this model and must always move towards them (if he can see them), unless he can shoot (in which case choose). If the Bounty Hunter successfully takes the hero 'Out Of Action' he gains the hero's gold value as payment (of which he gives the warband half) +D3 experience if he survives the game and the Bounty Hunter's side wins. After the battle do not roll on the serious injury table for the hero, he simply counts as captured. '''Experience:''' 14 '''Advances:''' (2) +1 BS (5) +1 W (9) Nimble (14) Trick Shooter '''Skill Lists:''' (Combat, Strength, Speed, Shooting) '''Skills:''' Nimble (Can run and shoot) Trick Shooter (Ignore cover) ===Bob the Psycho=== '''Ogre Bodyguard''': 80 + 30 upkeep {| border="1" cellspacing="0" cellpadding="5" align="left" ! M ! WS ! BS ! S ! T ! W ! I ! A ! Ld |- | 6 | 3 | 2 | 4 | 4 | 3 | 3 | 2 | 7 |- |} '''Gear''': Club x2, Light Armor Special Rules: Fear: Ogres Fighters are large, threatening creatures that cause Fear. See the Psychology section for details. Large: Ogres are huge, lumbering creatures and therefore make tempting targets for archers. Any model may shoot at the Ogre Pit Fighter, even if he is not the closest target. Experience: 0 Skills: Skill List: Strength, Combat Advancess: ==See Also== [[:/TG/heim: JT and Friends Private League]] [[:/TG/heim]]
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