Fiends of Bleakwood: Difference between revisions

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Stats:
Stats:


Gold: 500 Warband Rating: 0 Wyrdstone:0
Gold: 180 Warband Rating: 0 Wyrdstone:0


==Heroes==
==Heroes==
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'''Experience''': 20
'''Experience''': 20


==Grark==
===Grark===


Shaman (45)
Shaman (45)
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'''Experience''': 11
'''Experience''': 11


===Maera Oldstein===
===Torqol===


Another of the Lady's handmaidens, she has thick black blood in her veins that burns her with constant pain from the inside out.
Bestigor (45)
 
Mutant (25 + 30 = 55)
{| border="1" cellspacing="0" cellpadding="5" align="left"
{| border="1" cellspacing="0" cellpadding="5" align="left"
! M
! M
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! Ld
! Ld
|-  
|-  
| 5
| 4
| 4
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| 2
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| 1
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| 3
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'''Special Rules:''' Mutant, Missing eye (-1 BS), Chaos Armour (+4 armour)
'''Gear:''' Sword (10)- Parry
 
'''Advancement''':
 
'''Experience''': 8
 
===Barshak===
 
Bestigor (45)
{| border="1" cellspacing="0" cellpadding="5" align="left"
! M
! WS
! BS
! S
! T
! W
! I
! A
! Ld
|-
| 5
| 4
| 3
| 4
| 4
| 1
| 3
| 1
| 7
|-
|}
 
 


'''Mutations''' Black Blood (S3 hit to all cc units on a wound)


'''Gear:''' Daemon Rapier (+1 WS, +1 S), Bow (15)


'''Advancement''': 1) Rewards (Chaos Armour) 2) Rewards (Daemon Weapon)


'''Experience''': 4


==Henchmen==
'''Gear:''' Sword (10)- Parry
 
'''Advancement''':


===Cultists of Shade===
'''Experience''': 8


Four dedicated cultists with a few minor mutations of no worth among them, they live to fight for and serve the lady.
===Voltor===


Bretheren x4 (100)
Centigor (80)
{| border="1" cellspacing="0" cellpadding="5" align="left"
{| border="1" cellspacing="0" cellpadding="5" align="left"
! M
! M
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! Ld
! Ld
|-  
|-  
| 8
| 4
| 4
| 3
| 3
| 4
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| 1
| 3
| 1
| 1
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'''Special Rules:''' None
'''Special Rules:'''
Drunken: Centigors are inclined to drink vast quantities of noxious beer and looted wine and spirits before battle, working themselves up to a drunken frenzy. Roll 1D6 at the start of each turn. On a roll of 1, they must test for stupidity that turn. On a 2-5 nothing happens and on the roll of a 6 they become subject to frenzy for that turn. Whilst the subject to both stupidity or frenzy they are immune to all other forms of psychology.
 
Woodland Dwelling: Centigors are creatures of the deep, dark forests. They suffer no movement penalties for moving through wooded areas.
 
Trample: As well as their weapons, Centigors use their hooves and sheer size to crush their enemies. This counts as an additional attack, which does not benefits from weapon bonuses or penalties.
 
'''Gear:''' Sword (10)- Parry
 
'''Advancement''':
 
'''Experience''': 8
 
==Henchmen==
 
===Warhounds of Chaos===
 
Warhounds x3 (45)
{| 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
|-
|}
 
 
 


'''Gear:''' Axe x4 (25), Shortbow x 4 (40)


'''Advancement''': 1) +1 BS


'''Experience''': 4


===Sers Gor===
'''Special Rules:''' Animal


A massive Beastman who marks himself for every kill.
===Gor===


Beastman (45)
Gor x 3 (105)
{| border="1" cellspacing="0" cellpadding="5" align="left"
{| border="1" cellspacing="0" cellpadding="5" align="left"
! M
! M

Latest revision as of 04:31, 21 June 2023

Fiends of Bleakwood[edit | edit source]

Stats:

Gold: 180 Warband Rating: 0 Wyrdstone:0

Heroes[edit | edit source]

Kraz Karuk[edit | edit source]

Chieftain (65)

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




Special Rules: Leader

Gear: Sword (10)- Parry

Advancement:

Experience: 20

Grark[edit | edit source]

Shaman (45)

M WS BS S T W I A Ld
5 4 3 3 4 1 3 1 6




Special Rules: Wizard

Spells: Dark Blood Difficulty 8 The Chaos Mage cuts his palm and his blood spurts out, burning flesh and armour. This attack has a range of 8" and causes D3 S5 hits. It hits the first model in its path. After using this spell the Chaos Mage must roll on the Injury table for himself to see how dangerous the wound is, though treat the out of action result as stunned instead.

Gear: Sword (10)- Parry

Advancement:

Experience: 11

Torqol[edit | edit source]

Bestigor (45)

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




Gear: Sword (10)- Parry

Advancement:

Experience: 8

Barshak[edit | edit source]

Bestigor (45)

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




Gear: Sword (10)- Parry

Advancement:

Experience: 8

Voltor[edit | edit source]

Centigor (80)

M WS BS S T W I A Ld
8 4 3 4 4 1 2 1(2) 7




Special Rules: Drunken: Centigors are inclined to drink vast quantities of noxious beer and looted wine and spirits before battle, working themselves up to a drunken frenzy. Roll 1D6 at the start of each turn. On a roll of 1, they must test for stupidity that turn. On a 2-5 nothing happens and on the roll of a 6 they become subject to frenzy for that turn. Whilst the subject to both stupidity or frenzy they are immune to all other forms of psychology.

Woodland Dwelling: Centigors are creatures of the deep, dark forests. They suffer no movement penalties for moving through wooded areas.

Trample: As well as their weapons, Centigors use their hooves and sheer size to crush their enemies. This counts as an additional attack, which does not benefits from weapon bonuses or penalties.

Gear: Sword (10)- Parry

Advancement:

Experience: 8

Henchmen[edit | edit source]

Warhounds of Chaos[edit | edit source]

Warhounds x3 (45)

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




Special Rules: Animal

Gor[edit | edit source]

Gor x 3 (105)

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




Special Rules: None

Gear: Axe (5), Bow (15)

Advancement: 1) +1 Leadership

Experience: 2