Slayers of Bargorash: Difference between revisions

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#REDIRECT [[/TG/heim:Slayers of Bargorash]]
#REDIRECT [[/TG/heim:Slayers of Bargorash]]
===Slayers of Bargorash===
Gold: 0  Warband Rating: 77  Wyrdstone: 0
Special Rules:
Eye of the Gods: An aspiring chaos follower is always watched by the vigilant eyes of the dark gods, who reward the successful generously but punish failures harshly. Roll 2D6 after every battle.
Spawn of Chaos: If you lost the preceding battle add +1 to the roll for each of your Heroes that was taken out of action during the battle. On a total of 12 or more the warband’s leader turns into a Chaos spawn (see rules below). His experience, skills, injuries and equipment are lost.
Mark of Chaos: If you won the battle add +1 for every enemy model the leader took out of action. On a total of 12 or more
you may choose a Mark of Chaos for the winning leader (see Marks of the Dark Gods below).
As soon as the leader receives a Mark of Chaos through the Eye of the Gods special rule this test is no longer taken – until the leader leaves the warband in which case the new leader must prove himself to the Dark Gods the same way his predecessor did. If the warband already includes a Spawn of Chaos the doomed leader is simply erased from the roster. There may never be more than one Spawn of Chaos in a single warband. The Eye of the Dark Gods rule is not in effect if the warband leader did not take part in the previous battle
Hired Swords: Marauders of Chaos may only hire the following Hired Swords: Pit Fighters, Ogres, Norse Shamans and Imperial Assassins plus any other Hired Swords which specify they may be hired by Marauders of Chaos. Witches and Warlocks may be hired except by warbands that include warriors with the Mark of Arkhar.
Reavers: Due to their proximity to the Empire and the frequency of their raiding, the Norse excel at finding the best equipment and supplies quickly. As such, they gain a +1 to their rarity rolls when searching during the post-game sequence.
Pantheon: The Norse worship a myriad of gods, spirits and ancestors. As a result of their wide pantheon the Eye of the Gods special rule's effect (of becoming a Chaos Spawn or receiving a Mark) happens on a result of 13+ instead of 12+.
===Heroes===
==Krargon the Crimson==
'''Cheiftan''': 95
{| border="1" cellspacing="0" cellpadding="5" align="left"
! M
! WS
! BS
! S
! T
! W
! I
! A
! Ld
|-
| 4
| 5
| 3
| 4
| 4
| 1
| 5
| 1
| 8
|-
|}
'''Special Rules:'''
Leader: Any Warrior within 6“ of the Marauder Chieftain may use his Leadership when taking Ld tests.
'''Gear:'''
Sword (10)- Parry
'''Advancement''':
'''Experience''': 20
==Ansemaeus==
'''Bloodfather'": 45
{| border="1" cellspacing="0" cellpadding="5" align="left"
! M
! WS
! BS
! S
! T
! W
! I
! A
! Ld
|-
| 4
| 4
| 3
| 3
| 3
| 1
| 4
| 1
| 8
|-
|}
'''Special Rules:'''
Bloodfather: Take a Leadership test each time a Bloodfather takes an enemy out of action in hand-to-hand combat. If the test is passed add +1 to the Weapons Skill, Strength, Toughness or Initiative of the war-priest until the end of the battle. Each characteristic can be increased only once in this way. A Bloodfather may take Strength skills in addition to those normally available to a Seer.
'''Gear:'''
Sword (10)- Parry
'''Advancement''':
'''Experience''': 8
==Barrok Blackblade==
'''Champion''': 45
{| border="1" cellspacing="0" cellpadding="5" align="left"
! M
! WS
! BS
! S
! T
! W
! I
! A
! Ld
|-
| 4
| 4
| 3
| 4
| 3
| 1
| 4
| 1
| 7
|-
|}
'''Gear:'''
Sword (10)- Parry
'''Advancement''':
'''Experience''': 8
==Velyra Swordsworn==
'''Champion''': 45
{| border="1" cellspacing="0" cellpadding="5" align="left"
! M
! WS
! BS
! S
! T
! W
! I
! A
! Ld
|-
| 4
| 4
| 3
| 4
| 3
| 1
| 4
| 1
| 7
|-
|}
'''Gear:'''
Sword (10)- Parry
'''Advancement''':
'''Experience''': 8
==Ziglund Thrice-Cursed==
'''Condemned''': 45
{| border="1" cellspacing="0" cellpadding="5" align="left"
! M
! WS
! BS
! S
! T
! W
! I
! A
! Ld
|-
| 4
| D6
| 3
| D6
| D6
| 1
| 4
| D6
| 7
|-
|}
'''Special Rules:'''
Inconsistency: The body of the Condemned is mutating permanently. The variable attributes WS, S, T and A are determined whenever needed, once every turn.
Fear: The Condemned’s unnatural appearance makes him cause fear in his enemies.
Experience: Whenever the Condemned would increase one of his variable attributes the player rolls an appropriate die instead. If the player is satisfied with the result, he may set the attribute on that number (e.g. roll a D6 instead of increasing Strength, on a roll of 4 the player may choose to give the model S 4). Otherwise the attribute remains variable (and theadvance is lost). The maximum attributes of the Marauders may be exceeded due to the special nature of the Condemned, and this carries through to when the player wishes to set an attribute instead of keeping it random.
Fate: Once all variable attributes are set, the Condemned may use weapons, armour and miscellaneous equipment as usual. But, if he has 90 Experience and still variable attributes, his patron could not save him from his former god's wrath and his soul and body are lost. He turns into a terrifying Spawn of Chaos. If the warband already consists of a spawn, the doomed warrior wanders off into the wastes, never to be seen again.
'''Gear:'''
'''Advancement''':
'''Experience''': 8
===Henchmen===
==Warhounds==
"'Warhounds x5'" (75)
{| border="1" cellspacing="0" cellpadding="5" align="left"
! M
! WS
! BS
! S
! T
! W
! I
! A
! Ld
|-
| 7
| 4
| 0
| 4
| 3
| 1
| 3
| 1
| 5
|-
|}
'''Special Rules:''' Animals
==Marauders==
'''Marauders x2''': 90
{| border="1" cellspacing="0" cellpadding="5" align="left"
! M
! WS
! BS
! S
! T
! W
! I
! A
! Ld
|-
| 4
| 2
| 2
| 3
| 3
| 1
| 2
| 1
| 5
|-
|}
'''Gear:''' Sword (10) - Parry
'''Total Cost Per Unit''': 45

Revision as of 01:58, 26 November 2013

Slayers of Bargorash

Gold: 0 Warband Rating: 77 Wyrdstone: 0

Special Rules: Eye of the Gods: An aspiring chaos follower is always watched by the vigilant eyes of the dark gods, who reward the successful generously but punish failures harshly. Roll 2D6 after every battle.

Spawn of Chaos: If you lost the preceding battle add +1 to the roll for each of your Heroes that was taken out of action during the battle. On a total of 12 or more the warband’s leader turns into a Chaos spawn (see rules below). His experience, skills, injuries and equipment are lost.

Mark of Chaos: If you won the battle add +1 for every enemy model the leader took out of action. On a total of 12 or more you may choose a Mark of Chaos for the winning leader (see Marks of the Dark Gods below).

As soon as the leader receives a Mark of Chaos through the Eye of the Gods special rule this test is no longer taken – until the leader leaves the warband in which case the new leader must prove himself to the Dark Gods the same way his predecessor did. If the warband already includes a Spawn of Chaos the doomed leader is simply erased from the roster. There may never be more than one Spawn of Chaos in a single warband. The Eye of the Dark Gods rule is not in effect if the warband leader did not take part in the previous battle

Hired Swords: Marauders of Chaos may only hire the following Hired Swords: Pit Fighters, Ogres, Norse Shamans and Imperial Assassins plus any other Hired Swords which specify they may be hired by Marauders of Chaos. Witches and Warlocks may be hired except by warbands that include warriors with the Mark of Arkhar.

Reavers: Due to their proximity to the Empire and the frequency of their raiding, the Norse excel at finding the best equipment and supplies quickly. As such, they gain a +1 to their rarity rolls when searching during the post-game sequence.

Pantheon: The Norse worship a myriad of gods, spirits and ancestors. As a result of their wide pantheon the Eye of the Gods special rule's effect (of becoming a Chaos Spawn or receiving a Mark) happens on a result of 13+ instead of 12+.

Heroes

Krargon the Crimson

Cheiftan: 95

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



Special Rules: Leader: Any Warrior within 6“ of the Marauder Chieftain may use his Leadership when taking Ld tests.

Gear: Sword (10)- Parry

Advancement:

Experience: 20

Ansemaeus

Bloodfather'": 45

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



Special Rules:

Bloodfather: Take a Leadership test each time a Bloodfather takes an enemy out of action in hand-to-hand combat. If the test is passed add +1 to the Weapons Skill, Strength, Toughness or Initiative of the war-priest until the end of the battle. Each characteristic can be increased only once in this way. A Bloodfather may take Strength skills in addition to those normally available to a Seer.

Gear: Sword (10)- Parry

Advancement:

Experience: 8

Barrok Blackblade

Champion: 45

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



Gear: Sword (10)- Parry

Advancement:

Experience: 8

Velyra Swordsworn

Champion: 45

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



Gear: Sword (10)- Parry

Advancement:

Experience: 8

Ziglund Thrice-Cursed

Condemned: 45

M WS BS S T W I A Ld
4 D6 3 D6 D6 1 4 D6 7



Special Rules: Inconsistency: The body of the Condemned is mutating permanently. The variable attributes WS, S, T and A are determined whenever needed, once every turn. Fear: The Condemned’s unnatural appearance makes him cause fear in his enemies. Experience: Whenever the Condemned would increase one of his variable attributes the player rolls an appropriate die instead. If the player is satisfied with the result, he may set the attribute on that number (e.g. roll a D6 instead of increasing Strength, on a roll of 4 the player may choose to give the model S 4). Otherwise the attribute remains variable (and theadvance is lost). The maximum attributes of the Marauders may be exceeded due to the special nature of the Condemned, and this carries through to when the player wishes to set an attribute instead of keeping it random. Fate: Once all variable attributes are set, the Condemned may use weapons, armour and miscellaneous equipment as usual. But, if he has 90 Experience and still variable attributes, his patron could not save him from his former god's wrath and his soul and body are lost. He turns into a terrifying Spawn of Chaos. If the warband already consists of a spawn, the doomed warrior wanders off into the wastes, never to be seen again.

Gear:

Advancement:

Experience: 8

Henchmen

Warhounds

"'Warhounds x5'" (75)

M WS BS S T W I A Ld
7 4 0 4 3 1 3 1 5



Special Rules: Animals

Marauders

Marauders x2: 90

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



Gear: Sword (10) - Parry Total Cost Per Unit: 45