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==Heroes== ===Karlsbad the Wicked=== 20+17 Experience - 4 Advancements +1 I +1 A +1 T New Skill: Sorcery Sacrificed 1 piece of Wyrdstone to gain +1W {| border="1" cellspacing="0" cellpadding="5" align="left" ! M ! WS ! BS ! S ! T ! W ! I ! A ! Ld |- | 4 | 2 | 2 | 2 | 3 | 5 | 5 | 2 | 8 |- |} Lich (125 gold) Buckler Parry '''Spell of Doom''' Difficulty 9 Chose one enemy model within 12”. The model must immediately roll equal to or less than his Strength on a D6 or the dead emerging from the earth will rend him with supernatural power. If he fails, you may roll on the Injury table to see what happens to the unfortunate warrior. '''Reanimation''' Difficulty 5 One Zombie that went out of action during the last hand to hand combat or shooting phase immediately returns to battle. Place the model within 6” of the sorcerer. The model cannot be placed straight into hand to hand combat with an enemy model. This spell can be used on Grave Guards and Wights to restore 1 lost wound (should they have more than one). This cannot be used to bring Scarecrows, Grave Guards, Wights and Skeletons back to life if they are taken out of action the way Zombies can. ===Paul Bearer=== 8+12 Experience - 4 Advancements +1BS New Skill: Deathspeaker New Skill: Warrior Wizard +1W {| border="1" cellspacing="0" cellpadding="5" align="left" ! M ! WS ! BS ! S ! T ! W ! I ! A ! Ld |- | 4 | 3 | 4 | 3 | 3 | 2 | 3 | 1 | 7 |- |} Necromancer (40 gold) Bow (10 gold) Range 24 S3 Mace (3 gold) Causes stun on a roll of 2-4 Shield (5 gold) Light armor (20 gold) Armor save 5+ Helmet (10 gold) Stun save 4+ Lucky Charm (found) Invulnerable save 4+ against the first succesful hit of the match. '''Reanimation''' Difficulty 5 One Zombie that went out of action during the last hand to hand combat or shooting phase immediately returns to battle. Place the model within 6” of the sorcerer. The model cannot be placed straight into hand to hand combat with an enemy model. This spell can be used on Grave Guards and Wights to restore 1 lost wound (should they have more than one). This cannot be used to bring Scarecrows, Grave Guards, Wights and Skeletons back to life if they are taken out of action the way Zombies can. '''Deathspeaker''' At the start of the battle, the undead player may deploy D3 Zombies for free. These zombies do not count towards the maximum number of models in the warband, but increase the warband’s rating as normal. Zombies created in this way may not be used as Corpse Bombs. These Zombies only last for the duration of the battle. ===Bärd Magnifikusson=== 6+9 Experience - 3 Advancements New Skill - Resilient New Skill - Step Aside +1S {| border="1" cellspacing="0" cellpadding="5" align="left" ! M ! WS ! BS ! S ! T ! W ! I ! A ! Ld |- | 4 | 3 | 2 | 4 | 3 | 1 | 2 | 1 | 6 |- |} Grave Guard (35 gold) Shield (5 gold) Light Armor (20 gold) Armor save 5+ Axe (5 gold) -1 to opponent's armor save '''Wight Blades''' Grave Guards carry weapons laden with evil magic. All close combat ‘to hit’ rolls of a 6 will automatically wound. You may roll ‘to wound’ as normal to determine if it is a ‘critical hit’, but even a failed ‘to wound’ roll will still cause a wound if a 6 was rolled first ‘to hit. ===Zigmund Yorschleit=== 6+12 Experience, 5 Advancements +1S +1WS New Skill: Resilient +1A New Skill: Step Aside Injury: Nervous condition, -1I Injury: Nervous condition, -1I {| border="1" cellspacing="0" cellpadding="5" align="left" ! M ! WS ! BS ! S ! T ! W ! I ! A ! Ld |- | 4 | 4 | 2 | 4 | 3 | 1 | 0 | 2 | 6 |- |} Grave Guard (35 gold) Shield (5 gold) Light Armor (20 gold) Armor save 5+ Sword (10 gold) Parry '''Wight Blades''' Grave Guards carry weapons laden with evil magic. All close combat ‘to hit’ rolls of a 6 will automatically wound. You may roll ‘to wound’ as normal to determine if it is a ‘critical hit’, but even a failed ‘to wound’ roll will still cause a wound if a 6 was rolled first ‘to hit. ===El Matador=== 9 Experience - 4 Advancements +1A Lad's got talent, Pit Fighter skill +1 S +1 A Injury: Leg Wound, -1M {| border="1" cellspacing="0" cellpadding="5" align="left" ! M ! WS ! BS ! S ! T ! W ! I ! A ! Ld |- | 3 | 2 | 2 | 4 | 3 | 1 | 2 | 3 | 6 |- |} Wight (30 gold) Bow (10 gold) Range 24 S3 Shield (5 gold) Light Armor (20 gold) Armor save 5+ Mace (9 gold) Causes stun on a roll of 2-4 '''Wight Blades''' Grave Guards carry weapons laden with evil magic. All close combat ‘to hit’ rolls of a 6 will automatically wound. You may roll ‘to wound’ as normal to determine if it is a ‘critical hit’, but even a failed ‘to wound’ roll will still cause a wound if a 6 was rolled first ‘to hit.
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