/TG/heim:Revenants of Sângeluna: Difference between revisions

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==Information==
==Information==
Warband Rating: 120
Warband Rating: 477


Treasury: 35
Size: 15/15 + 3 Mercs


Wyrdshards: 0
Gold: 54
 
Upkeep: 63
 
Treasury: None
 
Wyrdshards: 5


Stored Equipment: None
Stored Equipment: None
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==Heroes==
==Heroes==
===Nilphar Vrokstien===
===Nilphar Vrokstien===
HE IS REBORN.


'''Vampire'''
'''Vampire'''
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'''Equipment:''' Axe, Sword, Shield, Bow (24"), Heavy Armour
'''Equipment:''' Double Handed Gromril Sword, Swag Sword, Swag Dagger, Shield, Bow, Heavy Armour, Elven Cloak, Lucky Charm, Lantern, Unholy Relic (Auto-pass first test)
 
'''All-Seeing Eye of Numas:'''The bearer of the All-seeing Eye can see all models on the table top, even if they are hidden or out of sight. He can guide his fellow warband members through the ruins (this allows you to roll two dice for the bearer after battle when rolling on the Exploration chart). The bearer also has an additional 6+ save (which is not modified by Strength or weapon modifiers) against all shooting attacks and strikes in close combat, as he can sense the attacks before they are made.
 
All animals (such as wardogs, horses, etc) will be affected by frenzy when fighting against the bearer of the All-seeing Eye.


'''Special rules:''' Cause Fear, Immune to Psychology/Poison
'''Special rules:''' Cause Fear, Immune to Psychology/Poison
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No Pain - Vampires treat a 'stunned' result on the Injury chart as 'knocked down'.
No Pain - Vampires treat a 'stunned' result on the Injury chart as 'knocked down'.


'''Experience:''' 70
'''Advances:''' (24) Strongman (28) Jump Up (32) +1 WS (36) Resilient (41) +1 WS (46) Step Aside (51) +1 W (57) +1 T (63) Combat Master (69) Strike t o Injure
'''Skill Lists:''' (Combat, Speed, Strength, Academic,)
'''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.


'''Experience:''' 22
Jump Up. The warrior can regain his footing in an instant, springing to his feet immediately if he is knocked down. The warrior may ignore knocked down results when rolling for injuries, unless he is knocked down because of a successful save from wearing a helmet or because he has the No Pain special rule.


'''Advances:''' #(Stat Line Advance 1, Statline Advance 2, etc.), # Skills (Skill 1, Skill 2, etc.)
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.


'''Skill Lists:''' (Combat, Speed, Strength, Academic,)
Step Aside. The warrior has a natural ability to avoid injury in combat. Each time he suffers a wound in close combat he may make an additional saving throw of 5+. This save is never modified and is taken after all other armour saves.


Combat Master. The warrior is able to take on several opponents at once. If he fights against more than one enemy at a time, he gains an extra Attack in each hand-to-hand combat phase as long as he is fighting two or more enemy models. In addition, the warrior is immune to ‘All Alone’ tests.


Fluff Goes here
Strike to Injure. The warrior can land his blows with uncanny accuracy. Add +1 to all injury rolls caused by the model in hand-to-hand combat.


===Marcellus Vandimus===
===Melara Vandimus===


'''Necromancer'''
'''Necromancer'''
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'''Equipment:''' Dagger, Helmet
'''Equipment:'''Dagger, Staff, Bow, Lucky Charm, Lifestealer Scroll


'''Special rules:''' Wizard
'''Special rules:''' Wizard, Immune to Fear


'''Spells:'''
'''Spells:'''
"Spell of Awakening" Difficulty: Auto. If an enemy hero is killed, then the Necromancer can raise him to fight as a Zombie in his servitude.
"Spell of Awakening" Difficulty: Auto. If an enemy hero is killed, then the Necromancer can raise him to fight as a Zombie in his servitude.


'''Experience:''' 9
"Lifestealer" Difficulty 10.  The Necromancer sucks out the very essence of life from his victim, stealing its vigour for himself. You may choose a single model within 6". The target suffers a wound (no save allowed) and the Necromancer gains an extra wound for the duration of the battle. This may take the Necromancer’s Wounds above his original maximum value. This spell will not affect the Possessed or any Undead models.
 
"Call of Vanhel" Difficulty 6(5).  The Necromancer summons the world of the dead to invigorate his Undead servants. A single Zombie or Dire Wolf within 6" of the Necromancer may immediately move again up to its maximum Movement distance (ie, 9" in the case of Dire Wolves). If this moves them into base contact with an enemy model, they count as charging.
 
'''Experience:''' 60
 
'''Advances:''' (14) Life Stealer, (17) +1 BS (20) +1 Ld (24) Wyrdstone Hunter (28) +1 BS (32) Streetwise (36) Sprint (41) Call of Vanhel (46) +1 Ld (51) Scibe (57) Call of Vanhel Upgrade
 
'''Skill Lists:''' (Academic, Speed)
 
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.


'''Advances:''' #(Stat Line Advance 1, Statline Advance 2, etc.), # Skills (Skill 1, Skill 2, etc.)
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).


'''Skill Lists:''' (Academic, Speed)
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.


Sprint. The warrior may triple his Movement rate when he runs or charges, rather than doubling it as normal.


Fluff Goes here
Scribe. The warrior is a natural adept at writing and making scrolls. Any warrior with the ability to cast spells or use prayers may take this skill. It allows them to make a scroll before the battle and inscribe a single spell or prayer upon it that they are versed in. The scroll may be used just before they are about to cast the spell or prayer and allows the caster +2 to his difficulty roll. Once used the scroll will crumble to dust and is useless. Scrolls may not be saved up from battle to battle if they are not used.


===Krieger===
===Orgoff===


'''Dreg (Wight)'''
'''Dreg'''
Kills: 2


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'''Equipment:''' Double-handed Hammer, Sword, Shield, Helmet, Gromril Armour, Lucky Charm, Lantern
'''Special rules:''' N/A
'''Experience:''' 70
'''Advances:''' (2) Fearsome, (4) +1 WS (6) Resilient, (8) Step Aside (11) +1 T (14) Mighty Blow (17) +1 Ld (20) +1 W (24) +1 Attack (28) Combat Master (32) +1 S (36) Pit Fighter (41) +1 WS (46) +1 WS (51) Strike to Injure (57) Unstoppable Charge (63) Web of Steel
'''Skill Lists:''' (Combat, Strength)
'''Skills:''' Fearsome - Causes fear
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.
Step Aside - The warrior has a natural ability to avoid injury in combat. Each time he suffers a wound in close combat he may make an additional saving throw of 5+. This save is never modified and is taken after all other armour saves.
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.
Combat Master - The warrior is able to take on several opponents at once. If he fights against more than one enemy at a time, he gains an extra Attack in each hand-to-hand combat phase as long as he is fighting two or more enemy models. In addition, the warrior is immune to ‘All Alone’ tests.
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. It’s a good idea to define which bits of your terrain collection count as ‘buildings or ruins’ at the start of a battle to avoid confusion later.
Strike to Injure. The warrior can land his blows with uncanny accuracy. Add +1 to all injury rolls caused by the model in hand-to-hand combat.
Unstoppable Charge. When he charges, the warrior is almost impossible to halt. He adds +1 to his Weapon Skill when charging.
Web of Steel. Few can match the ability of this warrior. He fights with great skill, weaving a web of steel around him. The model gains +1 to all his rolls on Critical Hit tables in hand-to-hand combat.
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.
===Vlar===
'''Dreg'''
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'''Equipment:''' Sword, Halberd, Shield, Helmet, Gromril Armour, Lucky Charm
'''Special rules:''' N/A
'''Experience:''' 54
'''Advances:''' (2) +1 W, (4) +1 Ld (8) Resilient (11) +1 WS (14) +1 S (17) Mighty Blow (20) Strep Aside (24) +1 WS (28) Pit Fighter (32) +1 WS (36) Strike to Injure (42) Unstoppable Charge (47) Combat Master (51) +1 I
'''Skill Lists:''' (Combat, Strength)
'''Skills:''' Fearsome - Such is the reputation and physique of the model that he causes fear in opposing models.
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 - 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.
Step Aside - The warrior has a natural ability to avoid injury in combat. Each time he suffers a wound in close combat he may make an additional saving throw of 5+. This save is never modified and is taken after all other armour saves.
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. It’s a good idea to define which bits of your terrain collection count as ‘buildings or ruins’ at the start of a battle to avoid confusion later.
Strike to Injure. The warrior can land his blows with uncanny accuracy. Add +1 to all injury rolls caused by the model in hand-to-hand combat.
Unstoppable Charge. When he charges, the warrior is almost impossible to halt. He adds +1 to his Weapon Skill when charging.
Combat Master - The warrior is able to take on several opponents at once. If he fights against more than one enemy at a time, he gains an extra Attack in each hand-to-hand combat phase as long as he is fighting two or more enemy models. In addition, the warrior is immune to ‘All Alone’ tests.
===Ivor===
'''Dreg'''
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'''Equipment:''' Halberd, Shield, Helmet, Heavy Armour
'''Equipment:''' Halberd, Sword, Shield, Helmet, Gromril Armour, Lucky Charm,


'''Special rules:''' N/A
'''Special rules:''' N/A


'''Experience:''' 3
'''Experience:''' 46
 
'''Advances:''' (2) Fearsome (4) Resilient (6) +1 Attack (8) Mighty Blow (11) +1 ld (14) +1 T (17)+1 WS (20) Step Aside (24)+1 WS (28) +1 WS (32) Pit Fighter (36) Combat Master (41) +1 I (46) +1 S
 
'''Skill Lists:''' (Combat, Strength)


'''Advances:''' #(Stat Line Advance 1, Statline Advance 2, etc.), # Skills (Skill 1, Skill 2, etc.)
'''Skills:'''


'''Skill List''': Combat, Strength
Fearsome - Such is the reputation and physique of the model that he causes fear in opposing models.


'''Skills:''' Fearsome - Causes fear
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 - 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.


Fluff Goes here
Step Aside - The warrior has a natural ability to avoid injury in combat. Each time he suffers a wound in close combat he may make an additional saving throw of 5+. This save is never modified and is taken after all other armour saves.


===Drom===
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. It’s a good idea to define which bits of your terrain collection count as ‘buildings or ruins’ at the start of a battle to avoid confusion later.


'''Dreg (Wight)'''
Combat Master - The warrior is able to take on several opponents at once. If he fights against more than one enemy at a time, he gains an extra Attack in each hand-to-hand combat phase as long as he is fighting two or more enemy models. In addition, the warrior is immune to ‘All Alone’ tests.


===Forscythe Jones===
'''Ghoul'''
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'''Equipment:''' Halberd, Sword, Shield, Helmet, Heavy Armour
'''Experience:''' 51
 
'''Special rules:''' Cause Fear
 
'''Skill Lists:''' (Speed, Strength)


'''Special rules:''' N/A
'''Advances:''' (2) +1 WS (5) +1 ld (9) Mighty Blow (11) Pit Fighter (14) +1 WS (17) Resilient (20) +1 T (24) Jump Up (28) +1 W (32) Sprint (36) +1 A (41) +1 W (46) +1 WS (51) Leap
 
'''Skills:'''
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.


'''Experience:''' 0
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. It’s a good idea to define which bits of your terrain collection count as ‘buildings or ruins’ at the start of a battle to avoid confusion later.


'''Advances:''' #(Stat Line Advance 1, Statline Advance 2, etc.), # Skills (Skill 1, Skill 2, etc.)
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.


'''Skill Lists:''' (Combat, Strength)
Jump Up. The warrior can regain his footing in an instant, springing to his feet immediately if he is knocked down. The warrior may ignore knocked down results when rolling for injuries, unless he is knocked down because of a successful save from wearing a helmet or because he has the No Pain special rule.


Sprint. The warrior may triple his Movement rate when he runs or charges, rather than doubling it as normal.


Fluff Goes here
Leap. The warrior may leap D6" in the movement phase in addition to his normal movement. He may move and leap, run and leap, or charge and leap, but he can only leap once per turn. A leaping warrior may jump over opposing man-sized models, including enemies, and obstacles 1" high, without penalty. The leap may also be used to leap over gaps, but in this case you must commit the warrior to making the leap before rolling the dice to see how far he jumps. If he fails to make it all the way across, he falls through the gap (see page 28).


==Henchmen==
==Henchmen==
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'''Number:''' 10
'''Number:''' 2
 
'''Special rules:''' Cause Fear, May not run, Immune to Psychology/Poison, No Pain, No Brain
 
===Montgomery===
'''Cost''': 40 + EXP x 2
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'''Equipment:''' None


'''Special rules:''' Cause Fear, May not run, Immune to Psychology/Poison, No Pain, No Brain
'''Experience:''' 14


'''Experience:''' #
'''Special rules:''' Cause Fear


'''Advances:''' #(What your actual advances bought are)
'''Advances:''' (2) +1 WS (5) +1 ld (9) +1 WS (14) +1 S


===Zombie Gottri===
'''Total Cost:''' 66


===The Goon Squad===
Rocky, Boris, Natasha
'''Cost''': 40 + EXP x 2
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'''Experience:''' 14
'''Special rules:''' Cause Fear
'''Advances:''' (2)+1 S (5)+1 A (9)+1 WS (14)+1 I
'''Total Cost:''' 60
===Porthos===
'''Cost''': 40 + EXP x 2
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'''Number:''' 1
'''Experience:''' 0
'''Special rules:''' Cause Fear
'''Advances:''' (2)+1 WS (5)+1 A (9)+1 S
'''Total Cost:''' 58
===Aramis and Athos===
'''Cost''': 40 + EXP x 2
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'''Experience:''' 0
'''Special rules:''' Cause Fear
'''Advances:'''
'''Total Cost:''' 40
===Dire Wolves===
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'''Experience:''' N/A
'''Equipment:''' None
'''Special rules:'''  Cause Fear, May not run, Immune to Psychology/Poison, No Pain, Unliving
Charge: Dire Wolves are slavering creatures that overpower their opponents when they charge. Dire Wolves fight with 2 attacks instead of 1 during the turn they charge.
==Mercenaries==
===Minevera===
'''Witch''' Cost: 30 Upkeep: 15
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'''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
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'''EXP''': 11
'''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


'''Equipment:''' Handgun, Dwarf Axe
'''Advances:''' (2) Sprint (5) +1 A (9) Scale Sheer Surfaces (14) +1 WS


'''Special rules:''' Cause Fear, May not run, Immune to Psychology/Poison, No Pain, No Brain
'''Skill Lists:''' (Combat, Speed)


'''Experience:''' Gains None
'''Skills:'''


'''Advances:''' Gets no Experiences
Sprint. The warrior may triple his Movement rate when he runs or charges, rather than doubling it as normal.


==Mercenaries==
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.


===Merc Name===
===Murgog Backbreaker===


'''Ogre Bodyguard''' Cost: 80 Upkeep: 30
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Equipment goes here








Special rules:


Experience:  
'''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:  
'''Advances:''' (2) +1 WS (5) +1 S (9) Resilient


Skill Lists:  
'''Skill Lists:''' (Combat and Strength)


Fluff Goes Here
'''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.


==Notable Moments==
==Notable Moments==
Cool stuff goes here.
 
Every time a zombie gets a crit, he is possessed by the spirit of Bruce Lee.


==Your Dead==
==Your Dead==
Whoever dies goes here.
Lest we forget.
 
===Nilphar Vrokstien===
 
''While fighting the Novus Potentia, Nilphar fell to their hired Ogre, Yogutt.  Naught but dust, Nilphar's faithful servant Melara shall attempt to revive his dark remain when the time is right.''
 
'''Vampire'''
 
{| border="1" cellspacing="0" cellpadding="5" align="left"
! M
! WS
! BS
! S
! T
! W
! I
! A
! Ld
|-
| 5
| 4
| 4
| 5
| 5
| 3
| 6
| 2
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'''Equipment:''' Gromril Sword, Shield, Bow (24"), Heavy Armour, Lucky Charm, Lantern
 
'''Special rules:''' Cause Fear, Immune to Psychology/Poison
 
Leader - Any models in the warband within 6" of the Vampire may use his leadership instead of their own.
 
No Pain - Vampires treat a 'stunned' result on the Injury chart as 'knocked down'.
 
'''Experience:''' 64
 
'''Advances:''' (24) +1 I, (28) Expert Swordsman, (32) Dodge, (36) Combat Master, (41) +1 Ld (46) Wyrdstone Hunter (51) +1 S (57) +1 W  (63)+1 T
 
'''Skill Lists:''' (Combat, Speed, Strength, Academic,)
 
'''Skills:'''
 
Expert Swordsman. This warrior has been expertly taught in the art of swordsmanship. He may re-roll all missed attacks if he is using a sword in the hand-to-hand phase of the turn that he charges. Note that this only applies when they are armed with normal swords or weeping blades, and not with doublehanded swords or any other weapons.
 
Dodge. A warrior with this skill is nimble and as fast as quicksilver. He can avoid any hits from a missile weapon on a D6 roll of 5+. Note that this roll is taken against missiles as soon as a hit is scored to see whether the warrior dodges it or not, before rolling to wound, and before any effects from other skills or equipment (such as lucky charms).
 
Combat Master. The warrior is able to take on several opponents at once. If he fights against more than one enemy at a time, he gains an extra Attack in each hand-to-hand combat phase as long as he is fighting two or more enemy models. In addition, the warrior is immune to ‘All Alone’ tests.
 
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.
 
'''Injuries:'''
 
Leg Wound: -1 M
 
===Zombie Lorinda Mann===
''Once a girl of peace, Lorinda became a warrior after being taught the necessity of war in cleaning up the world. Despite her background, she's just as likely to tear you to shreds as any other sister. Now she's a zombie. And now she's dead. For good.''
{| border="1" cellspacing="0" cellpadding="5" align="left"
! M
! WS
! BS
! S
! T
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! I
! A
! Ld
|-
| 4
| 6
| 3
| 3
| 3
| 1
| 3
| 1
| 7
|-
|}
 
 
 
 
 
 
'''Experience:''' 19
 
'''Equipment:''' Steel Whip), Light Armor), Shield, Sling
 
'''Special rules:'''  Cause Fear, May not run, Immune to Psychology/Poison, No Pain, No Brain
 
===Zombie Gottri===
 
{| border="1" cellspacing="0" cellpadding="5" align="left"
! M
! WS
! BS
! S
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|-
| 3
| 4
| 3
| 3
| 4
| 1
| 2
| 1
| 9
|-
|}
 
 
 
 
 
 
'''EXP''': 11
 
'''Equipment:''' Dwarven Axe, Hand Gun
 
'''Special rules:''' Cause Fear, May not run, Immune to Psychology/Poison, No Pain, No Brain
 
=== Zombie Hachrand Schenkopf===
{| border="1" cellspacing="0" cellpadding="5" align="left"
! M
! WS
! BS
! S
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|-
| 4
| 3
| 3
| 3
| 3
| 1
| 3
| 1
| 7
|-
|}
 
 
 
 
 
 
'''Experience:''' 6
 
'''Equipment:''' Sword, Shield, Helmet, Light Armor


==Record==
'''Special rules:'''  Cause Fear, May not run, Immune to Psychology/Poison, No Pain, No Brain
Record the battles, against who, and victories here.


==See also==
==See also==
[[/TG/heim]]


[[/TG/heim: JT and Friends Private League]]
* [[:/TG/heim:JT and Friends Private League]]
* [[:/TG/heim]]

Latest revision as of 14:48, 25 June 2023

Information[edit]

Warband Rating: 477

Size: 15/15 + 3 Mercs

Gold: 54

Upkeep: 63

Treasury: None

Wyrdshards: 5

Stored Equipment: None

Heroes[edit]

Nilphar Vrokstien[edit]

HE IS REBORN.

Vampire

M WS BS S T W I A Ld
6 6 4 4 5 3 5 2 8




Equipment: Double Handed Gromril Sword, Swag Sword, Swag Dagger, Shield, Bow, Heavy Armour, Elven Cloak, Lucky Charm, Lantern, Unholy Relic (Auto-pass first test)

All-Seeing Eye of Numas:The bearer of the All-seeing Eye can see all models on the table top, even if they are hidden or out of sight. He can guide his fellow warband members through the ruins (this allows you to roll two dice for the bearer after battle when rolling on the Exploration chart). The bearer also has an additional 6+ save (which is not modified by Strength or weapon modifiers) against all shooting attacks and strikes in close combat, as he can sense the attacks before they are made.

All animals (such as wardogs, horses, etc) will be affected by frenzy when fighting against the bearer of the All-seeing Eye.

Special rules: Cause Fear, Immune to Psychology/Poison

Leader - Any models in the warband within 6" of the Vampire may use his leadership instead of their own.

No Pain - Vampires treat a 'stunned' result on the Injury chart as 'knocked down'.

Experience: 70

Advances: (24) Strongman (28) Jump Up (32) +1 WS (36) Resilient (41) +1 WS (46) Step Aside (51) +1 W (57) +1 T (63) Combat Master (69) Strike t o Injure

Skill Lists: (Combat, Speed, Strength, Academic,)

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.

Jump Up. The warrior can regain his footing in an instant, springing to his feet immediately if he is knocked down. The warrior may ignore knocked down results when rolling for injuries, unless he is knocked down because of a successful save from wearing a helmet or because he has the No Pain special rule.

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.

Step Aside. The warrior has a natural ability to avoid injury in combat. Each time he suffers a wound in close combat he may make an additional saving throw of 5+. This save is never modified and is taken after all other armour saves.

Combat Master. The warrior is able to take on several opponents at once. If he fights against more than one enemy at a time, he gains an extra Attack in each hand-to-hand combat phase as long as he is fighting two or more enemy models. In addition, the warrior is immune to ‘All Alone’ tests.

Strike to Injure. The warrior can land his blows with uncanny accuracy. Add +1 to all injury rolls caused by the model in hand-to-hand combat.

Melara Vandimus[edit]

Necromancer

M WS BS S T W I A Ld
4 3 5 3 3 1 3 1 9




Equipment:Dagger, Staff, Bow, Lucky Charm, Lifestealer Scroll

Special rules: Wizard, Immune to Fear

Spells: "Spell of Awakening" Difficulty: Auto. If an enemy hero is killed, then the Necromancer can raise him to fight as a Zombie in his servitude.

"Lifestealer" Difficulty 10. The Necromancer sucks out the very essence of life from his victim, stealing its vigour for himself. You may choose a single model within 6". The target suffers a wound (no save allowed) and the Necromancer gains an extra wound for the duration of the battle. This may take the Necromancer’s Wounds above his original maximum value. This spell will not affect the Possessed or any Undead models.

"Call of Vanhel" Difficulty 6(5). The Necromancer summons the world of the dead to invigorate his Undead servants. A single Zombie or Dire Wolf within 6" of the Necromancer may immediately move again up to its maximum Movement distance (ie, 9" in the case of Dire Wolves). If this moves them into base contact with an enemy model, they count as charging.

Experience: 60

Advances: (14) Life Stealer, (17) +1 BS (20) +1 Ld (24) Wyrdstone Hunter (28) +1 BS (32) Streetwise (36) Sprint (41) Call of Vanhel (46) +1 Ld (51) Scibe (57) Call of Vanhel Upgrade

Skill Lists: (Academic, Speed)

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. 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.

Sprint. The warrior may triple his Movement rate when he runs or charges, rather than doubling it as normal.

Scribe. The warrior is a natural adept at writing and making scrolls. Any warrior with the ability to cast spells or use prayers may take this skill. It allows them to make a scroll before the battle and inscribe a single spell or prayer upon it that they are versed in. The scroll may be used just before they are about to cast the spell or prayer and allows the caster +2 to his difficulty roll. Once used the scroll will crumble to dust and is useless. Scrolls may not be saved up from battle to battle if they are not used.

Orgoff[edit]

Dreg

M WS BS S T W I A Ld
4 5 2 4 4 2 3 2 8




Equipment: Double-handed Hammer, Sword, Shield, Helmet, Gromril Armour, Lucky Charm, Lantern

Special rules: N/A

Experience: 70

Advances: (2) Fearsome, (4) +1 WS (6) Resilient, (8) Step Aside (11) +1 T (14) Mighty Blow (17) +1 Ld (20) +1 W (24) +1 Attack (28) Combat Master (32) +1 S (36) Pit Fighter (41) +1 WS (46) +1 WS (51) Strike to Injure (57) Unstoppable Charge (63) Web of Steel

Skill Lists: (Combat, Strength)

Skills: Fearsome - Causes fear

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.

Step Aside - The warrior has a natural ability to avoid injury in combat. Each time he suffers a wound in close combat he may make an additional saving throw of 5+. This save is never modified and is taken after all other armour saves.

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.

Combat Master - The warrior is able to take on several opponents at once. If he fights against more than one enemy at a time, he gains an extra Attack in each hand-to-hand combat phase as long as he is fighting two or more enemy models. In addition, the warrior is immune to ‘All Alone’ tests.

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. It’s a good idea to define which bits of your terrain collection count as ‘buildings or ruins’ at the start of a battle to avoid confusion later.

Strike to Injure. The warrior can land his blows with uncanny accuracy. Add +1 to all injury rolls caused by the model in hand-to-hand combat.

Unstoppable Charge. When he charges, the warrior is almost impossible to halt. He adds +1 to his Weapon Skill when charging.

Web of Steel. Few can match the ability of this warrior. He fights with great skill, weaving a web of steel around him. The model gains +1 to all his rolls on Critical Hit tables in hand-to-hand combat.

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.

Vlar[edit]

Dreg

M WS BS S T W I A Ld
4 5 2 4 3 2 4 1 8




Equipment: Sword, Halberd, Shield, Helmet, Gromril Armour, Lucky Charm

Special rules: N/A

Experience: 54

Advances: (2) +1 W, (4) +1 Ld (8) Resilient (11) +1 WS (14) +1 S (17) Mighty Blow (20) Strep Aside (24) +1 WS (28) Pit Fighter (32) +1 WS (36) Strike to Injure (42) Unstoppable Charge (47) Combat Master (51) +1 I

Skill Lists: (Combat, Strength)

Skills: Fearsome - Such is the reputation and physique of the model that he causes fear in opposing models.

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 - 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.

Step Aside - The warrior has a natural ability to avoid injury in combat. Each time he suffers a wound in close combat he may make an additional saving throw of 5+. This save is never modified and is taken after all other armour saves.

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. It’s a good idea to define which bits of your terrain collection count as ‘buildings or ruins’ at the start of a battle to avoid confusion later.

Strike to Injure. The warrior can land his blows with uncanny accuracy. Add +1 to all injury rolls caused by the model in hand-to-hand combat.

Unstoppable Charge. When he charges, the warrior is almost impossible to halt. He adds +1 to his Weapon Skill when charging.

Combat Master - The warrior is able to take on several opponents at once. If he fights against more than one enemy at a time, he gains an extra Attack in each hand-to-hand combat phase as long as he is fighting two or more enemy models. In addition, the warrior is immune to ‘All Alone’ tests.

Ivor[edit]

Dreg

M WS BS S T W I A Ld
4 4 2 4 4 1 3 2 8




Equipment: Halberd, Sword, Shield, Helmet, Gromril Armour, Lucky Charm,

Special rules: N/A

Experience: 46

Advances: (2) Fearsome (4) Resilient (6) +1 Attack (8) Mighty Blow (11) +1 ld (14) +1 T (17)+1 WS (20) Step Aside (24)+1 WS (28) +1 WS (32) Pit Fighter (36) Combat Master (41) +1 I (46) +1 S

Skill Lists: (Combat, Strength)

Skills:

Fearsome - Such is the reputation and physique of the model that he causes fear in opposing models.

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 - 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.

Step Aside - The warrior has a natural ability to avoid injury in combat. Each time he suffers a wound in close combat he may make an additional saving throw of 5+. This save is never modified and is taken after all other armour saves.

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. It’s a good idea to define which bits of your terrain collection count as ‘buildings or ruins’ at the start of a battle to avoid confusion later.

Combat Master - The warrior is able to take on several opponents at once. If he fights against more than one enemy at a time, he gains an extra Attack in each hand-to-hand combat phase as long as he is fighting two or more enemy models. In addition, the warrior is immune to ‘All Alone’ tests.

Forscythe Jones[edit]

Ghoul

M WS BS S T W I A Ld
4 5 2 4(5) 5 3 4 3 6




Experience: 51

Special rules: Cause Fear

Skill Lists: (Speed, Strength)

Advances: (2) +1 WS (5) +1 ld (9) Mighty Blow (11) Pit Fighter (14) +1 WS (17) Resilient (20) +1 T (24) Jump Up (28) +1 W (32) Sprint (36) +1 A (41) +1 W (46) +1 WS (51) Leap

Skills: 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.

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. It’s a good idea to define which bits of your terrain collection count as ‘buildings or ruins’ at the start of a battle to avoid confusion later.

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.

Jump Up. The warrior can regain his footing in an instant, springing to his feet immediately if he is knocked down. The warrior may ignore knocked down results when rolling for injuries, unless he is knocked down because of a successful save from wearing a helmet or because he has the No Pain special rule.

Sprint. The warrior may triple his Movement rate when he runs or charges, rather than doubling it as normal.

Leap. The warrior may leap D6" in the movement phase in addition to his normal movement. He may move and leap, run and leap, or charge and leap, but he can only leap once per turn. A leaping warrior may jump over opposing man-sized models, including enemies, and obstacles 1" high, without penalty. The leap may also be used to leap over gaps, but in this case you must commit the warrior to making the leap before rolling the dice to see how far he jumps. If he fails to make it all the way across, he falls through the gap (see page 28).

Henchmen[edit]

Zombies[edit]

M WS BS S T W I A Ld
4 2 0 3 3 1 1 1 5




Number: 2

Special rules: Cause Fear, May not run, Immune to Psychology/Poison, No Pain, No Brain

Montgomery[edit]

Cost: 40 + EXP x 2

M WS BS S T W I A Ld
4 4 2 4 4 1 3 2 6




Experience: 14

Special rules: Cause Fear

Advances: (2) +1 WS (5) +1 ld (9) +1 WS (14) +1 S

Total Cost: 66

The Goon Squad[edit]

Rocky, Boris, Natasha Cost: 40 + EXP x 2

M WS BS S T W I A Ld
4 3 2 4 4 1 4 3 5




Experience: 14

Special rules: Cause Fear

Advances: (2)+1 S (5)+1 A (9)+1 WS (14)+1 I

Total Cost: 60

Porthos[edit]

Cost: 40 + EXP x 2

M WS BS S T W I A Ld
4 3 2 4 4 1 3 3 5




Number: 1

Experience: 0

Special rules: Cause Fear

Advances: (2)+1 WS (5)+1 A (9)+1 S

Total Cost: 58

Aramis and Athos[edit]

Cost: 40 + EXP x 2

M WS BS S T W I A Ld
4 2 2 3 4 1 3 3 5




Experience: 0

Special rules: Cause Fear

Advances:

Total Cost: 40

Dire Wolves[edit]

M WS BS S T W I A Ld
9 3 0 4 3 1 2 1 4




Experience: N/A

Equipment: None

Special rules: Cause Fear, May not run, Immune to Psychology/Poison, No Pain, Unliving

Charge: Dire Wolves are slavering creatures that overpower their opponents when they charge. Dire Wolves fight with 2 attacks instead of 1 during the turn they charge.

Mercenaries[edit]

Minevera[edit]

Witch Cost: 30 Upkeep: 15

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[edit]

Grave Robber Cost: 45 Upkeep: 18

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[edit]

Ogre Bodyguard Cost: 80 Upkeep: 30

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.

Notable Moments[edit]

Every time a zombie gets a crit, he is possessed by the spirit of Bruce Lee.

Your Dead[edit]

Lest we forget.

Nilphar Vrokstien[edit]

While fighting the Novus Potentia, Nilphar fell to their hired Ogre, Yogutt. Naught but dust, Nilphar's faithful servant Melara shall attempt to revive his dark remain when the time is right.

Vampire

M WS BS S T W I A Ld
5 4 4 5 5 3 6 2 9




Equipment: Gromril Sword, Shield, Bow (24"), Heavy Armour, Lucky Charm, Lantern

Special rules: Cause Fear, Immune to Psychology/Poison

Leader - Any models in the warband within 6" of the Vampire may use his leadership instead of their own.

No Pain - Vampires treat a 'stunned' result on the Injury chart as 'knocked down'.

Experience: 64

Advances: (24) +1 I, (28) Expert Swordsman, (32) Dodge, (36) Combat Master, (41) +1 Ld (46) Wyrdstone Hunter (51) +1 S (57) +1 W (63)+1 T

Skill Lists: (Combat, Speed, Strength, Academic,)

Skills:

Expert Swordsman. This warrior has been expertly taught in the art of swordsmanship. He may re-roll all missed attacks if he is using a sword in the hand-to-hand phase of the turn that he charges. Note that this only applies when they are armed with normal swords or weeping blades, and not with doublehanded swords or any other weapons.

Dodge. A warrior with this skill is nimble and as fast as quicksilver. He can avoid any hits from a missile weapon on a D6 roll of 5+. Note that this roll is taken against missiles as soon as a hit is scored to see whether the warrior dodges it or not, before rolling to wound, and before any effects from other skills or equipment (such as lucky charms).

Combat Master. The warrior is able to take on several opponents at once. If he fights against more than one enemy at a time, he gains an extra Attack in each hand-to-hand combat phase as long as he is fighting two or more enemy models. In addition, the warrior is immune to ‘All Alone’ tests.

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.

Injuries:

Leg Wound: -1 M

Zombie Lorinda Mann[edit]

Once a girl of peace, Lorinda became a warrior after being taught the necessity of war in cleaning up the world. Despite her background, she's just as likely to tear you to shreds as any other sister. Now she's a zombie. And now she's dead. For good.

M WS BS S T W I A Ld
4 6 3 3 3 1 3 1 7




Experience: 19

Equipment: Steel Whip), Light Armor), Shield, Sling

Special rules: Cause Fear, May not run, Immune to Psychology/Poison, No Pain, No Brain

Zombie Gottri[edit]

M WS BS S T W I A Ld
3 4 3 3 4 1 2 1 9




EXP: 11

Equipment: Dwarven Axe, Hand Gun

Special rules: Cause Fear, May not run, Immune to Psychology/Poison, No Pain, No Brain

Zombie Hachrand Schenkopf[edit]

M WS BS S T W I A Ld
4 3 3 3 3 1 3 1 7




Experience: 6

Equipment: Sword, Shield, Helmet, Light Armor

Special rules: Cause Fear, May not run, Immune to Psychology/Poison, No Pain, No Brain

See also[edit]