/TG/heim:Slayers of Bargorash: Difference between revisions

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===Slayers of Bargorash===
==Slayers of Bargorash==


Gold: 230  Warband Rating: 0  Wyrdstone: 0
Gold: 230  Warband Rating: 0  Wyrdstone: 0
Line 19: Line 19:
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+.
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===
==Heroes==


==Krargon the Crimson==
===Krargon the Crimson===


'''Cheiftan''': 95
'''Cheiftan''': 95
Line 57: Line 57:
'''Experience''': 20
'''Experience''': 20


==Ansemaeus==
===Ansemaeus===


'''Bloodfather'": 45
'''Bloodfather'": 45
Line 94: Line 94:
'''Experience''': 8
'''Experience''': 8


==Ziglund Thrice-Cursed==
===Ziglund Thrice-Cursed===


'''Champion''': 45
'''Champion''': 45
Line 127: Line 127:
'''Experience''': 8
'''Experience''': 8


==Barrok Blackblade==
===Barrok Blackblade===


'''Champion''': 45
'''Champion''': 45
Line 162: Line 162:




===Henchmen===
==Henchmen==


==Zombie Hoard==
===Zombie Hoard===


A group of ragged zombies.
A group of ragged zombies.
Line 200: Line 200:
'''Special Rules:''' Immune to Psych, Immune to poison, No Pain, Cause Fear, May not run, No brain
'''Special Rules:''' Immune to Psych, Immune to poison, No Pain, Cause Fear, May not run, No brain


==Skeleton Bowmen==
===Skeleton Bowmen===


A skeleton of the Berric retainers.
A skeleton of the Berric retainers.
Line 239: Line 239:




==Scarecrows==
===Scarecrows===


A duo of ragged scarecrows.
A duo of ragged scarecrows.

Revision as of 00:37, 26 November 2013

Slayers of Bargorash

Gold: 230 Warband Rating: 0 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

Ziglund Thrice-Cursed

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

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


Henchmen

Zombie Hoard

A group of ragged zombies.

"'Zombies x5'" (75)

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




Special Rules: Immune to Psych, Immune to poison, No Pain, Cause Fear, May not run, No brain

Skeleton Bowmen

A skeleton of the Berric retainers.

Skeleton x1: 20

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




Special Rules: Immune to psych, Immune to Poison, No pain, May not Run, No brain, Cause fear

Gear: Axe (5), Bow (10)


Scarecrows

A duo of ragged scarecrows.

Scarecrows x2 (130)

M WS BS S T W I A Ld
5 3 0 3 3 (6 vs shooting) 1 3 2 10




Special: Immune to psych, Immune to poison, No substance, Flammable, Cause Fear, No pain, No brain, Construct