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==Heroes== ===Krargon the Crimson=== '''Cheiftan''': 95 {| border="1" cellspacing="0" cellpadding="5" align="left" ! M ! WS ! BS ! S ! T ! W ! I ! A ! Ld |- | 4 | 6 | 3 | 4 | 5 | 2 | 5 | 2(4) | 9 |- |} '''Special Rules:''' Leader: Any Warrior within 6“ of the Marauder Chieftain may use his Leadership when taking Ld tests. Mark of Arkhar: The Hero is subject to frenzy from now on. In addition, any spell that targets the Hero fails on a roll of 4+. IMMUNE TO FEAR '''Gear:''' Gromril Great Sword (+2 S, -1 Armour, Strike Last), Shield, Lucky Charm, , Helmet '''Skills:''' Resilient: Deduct -1 Strength from all hits against him in close combat. This does not affect armour save modifiers. Sprint. The warrior may triple his Movement rate when he runs or charges, rather than doubling it as normal. Strongman. '''Advancement''': (24) Resilient (28) +1 A (32) Sprint (36) +1 Ld (41) +1 W (46) +1 T (51) Strongman (57) +1 WS '''Experience''': 57 ===Ansemaeus=== '''Bloodfather''': 45 {| border="1" cellspacing="0" cellpadding="5" align="left" ! M ! WS ! BS ! S ! T ! W ! I ! A ! Ld |- | 4 | 4 | 3 | 5 | 3 | 1 | 4 | 1 | 9 |- |} '''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. Frenzy '''Gear:''' Halberd, Lucky Charm, Helmet '''Skills:''' Resilient: Deduct -1 Strength from all hits against him in close combat. This does not affect armour save modifiers. Fearsome. Such is the reputation and physique of the model that he causes fear in opposing models. Sprint. The warrior may triple his Movement rate when he runs or charges, rather than doubling it as normal. '''Advancement''': (11) Resilient (14) +1 S (17) Fearsome (20) Sprint (24) +1 Ld '''Experience''': 24 ===Velyra Swordsworn=== '''Champion''': 45 {| border="1" cellspacing="0" cellpadding="5" align="left" ! M ! WS ! BS ! S ! T ! W ! I ! A ! Ld |- | 4 | 3 | 3 | 4 | 3 | 1 | 4 | 1 | 8 |- |} '''Gear:''' Halberd, Lucky Charm, Helmet '''Injuries:''' Old Battle wound: D6 at start of game. 1 is not in play. Hand Injury: -1 WS '''Skills:''' Resilient: Deduct -1 Strength from all hits against him in close combat. This does not affect armour save modifiers. Fearsome. Such is the reputation and physique of the model that he causes fear in opposing models. Unstoppable Charge. When he charges, the warrior is almost impossible to halt. He adds +1 to his Weapon Skill when charging. '''Advancement''': (11) Resilient (14) +1 Ld (17) Fearsome (20) Unstoppable Charge '''Experience''': 20 ===Bolg Thunderheart=== '''Champion''': 45 {| border="1" cellspacing="0" cellpadding="5" align="left" ! M ! WS ! BS ! S ! T ! W ! I ! A ! Ld |- | 4 | 4 | 3 | 6 | 3 | 1 | 4 | 1 | 7 |- |} '''Gear:''' Halberd, Heavy Armour (+5 (4 w/shield), -1 Move), Shield, Lucky Charm, Helmet '''Skill:''' Resilient: Deduct -1 Strength from all hits against him in close combat. This does not affect armour save modifiers. Fearsome. Such is the reputation and physique of the model that he causes fear in opposing models. Sprint. The warrior may triple his Movement rate when he runs or charges, rather than doubling it as normal. '''Advancement''': (11) Resilient (14) Fearsome (17) +1 S (20) Sprint (24) +1 S '''Experience''': 24 ===Voltor=== '''Condemned''': 45 {| border="1" cellspacing="0" cellpadding="5" align="left" ! M ! WS ! BS ! S ! T ! W ! I ! A ! Ld |- | 4 | 3 | 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:''' '''Skill:''' Resilient: Deduct -1 Strength from all hits against him in close combat. This does not affect armour save modifiers. '''Injury:''' Old Battle wound: D6 at start of game. 1 is not in play. '''Advancement''': (11)WS (14) - '''Experience''': 14
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