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==Heroes== ===Sabra'Korr, the Scarlet Savage=== ''As is fitting of the chieftain of any herd, Sabra'Korr cuts a large, intimidating figure. How he came by his striking scarlet fur is unsure, the beasts of his herd simply don't care, and rumors among men and dwarfs range from his being born in the light of a red Morrslieb on Geheimnisnacht to daily bathing rituals in the blood of his less fortunate slaves. His largest set of curving horns are adorned with gold and brass baubles he has traded slaves for or simply looted from his victims. Long-healed and fresh scars alike trace the dark, leathery hide where his fiery mane doesn't touch, some battle-inflicted, others ritual in nature. He carries with him a mighty glaive, crude and rusting, but deadly nonetheless.'' {| border="1" cellspacing="0" cellpadding="5" align="left" ! M ! WS ! BS ! S ! T ! W ! I ! A ! Ld |- | 5 | 4 | 3 | 4 | 4 | 1 | 4 | 1 | 8 |- |} Beastman Chieftain: 65 gc Halberd: 10 gc Helmet: 10 gc '''Total: 85 gc''' Inventory: Dark Venom (+1 S to coated weapon for duration of game) Experience: 27 exp Advances: +1 Ld Special Rules: Leader Skills: None Injuries: None ===Fulmayne, Wild Mystic=== ''Beastmen practitioners of the dark arts are usually crippled or misshapen things, forced into their roles by a lack of any other options available to them besides a grisly death at the hands of their betters. Fulmayne is an alarming exception, a virile and muscle-bound example of the species. Many of Sabra'Korr's herd believe that were it not for their chieftain's ferocity and Fulmayne's strange cunning, the shaman would be leading the herd. As it is, the mystic satisfies himself with being the Scarlet Savage's seer and attendant. His chaos rituals are brutal even by the standards of his peers, and he always takes on the duty of killing any sacrifice required himself - no small task as he is often called to spill the blood of another beastman for such magic.'' {| border="1" cellspacing="0" cellpadding="5" align="left" ! M ! WS ! BS ! S ! T ! W ! I ! A ! Ld |- | 4 | 5 | 3 | 3 | 4 | 1 | 3 | 1 | 6 |- |} Beastman Shaman: 45 gc Mace: 3 gc '''Total: 48 gc''' Special Rules: Wizard Experience: 16 exp Advances: +1 WS Spells: '''Lure of Chaos''': ''The spell has a 12" range and must be cast on the closest enemy model. Roll a D6 and add the caster's Leadership to the score. Then roll a D6 and add the target's Leadership to the score. If the caster beats his opponent's score he gains control of the model until the model passes a Leadership test in his own recovery phase. The model may not commit suicide, but can attack models on his own side, and will not fight models from the caster's warband. If he was engaged in hand-to-hand combat with any warriors of the caster's warband, they will immediately move 1" apart.'' '''Difficulty: 9''' Skills: None Injuries: Leg Injury (-1 M) ===Gurrdrok, Tusked Brute=== ''Possessing a short stature by beastmen standards, Gurrdrok is merely as tall as most men. However, he is twice again as wide and girthy, and completely covered in shaggy fur. His head is a mix of a ram and a wild swine's, cruel tusks curving at odds with each other from between his rubbery lips. Of sour disposition and sourer stench, Gurrdrok is a beast among beastmen.'' {| border="1" cellspacing="0" cellpadding="5" align="left" ! M ! WS ! BS ! S ! T ! W ! I ! A ! Ld |- | 5 | 4 | 3 | 4 | 4 | 1 | 4 | 1 | 7 |- |} Bestigor: 45 gc Halberd: 10 gc Helmet: 10 gc '''Total: 65 gc''' Experience: 14 exp Advances: Skill, +1 I Skills: Resilient Injuries: None Notable kills: Piktak, Skink Brave. ===Abagorr, Slavemaster=== ''Abagorr is gifted with a patience and creativity unheard of among beastmen, and it is these qualities that make him suited for maintaining and conditioning the slaves Sabra'Korr keeps. Being of an impatient and dull-witted species, however, his natural talents merely put him on the level of the most depraved and cruel human slavers. He collects the pinky toes of his charges, where applicable, and wears several necklace lengths adorned with the bones from his collection.'' {| 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 | 8 |- |} Bestigor: 45 gc Halberd: 10 gc Helmet: 10 gc '''Total: 75 gc''' Experience: 12 exp Advances: +1 Ld Skills: None Injuries: None ===Grandok Kurgen=== ''Fur black as midnight, a thickly muscled torso on the body of an oxen, it's feet mutated and swollen almost comically. Grandok is the free spirit of Sabra'Korr's tribe, traveling in their wake but never making camp or meals with his fellow beastmen. His head echoes that of man more closely than other gors, but it is still animalistic and ugly. Often he will ignore his chieftain's call to arms in order to gallop off in search of alcohol or other base urges.'' {| border="1" cellspacing="0" cellpadding="5" align="left" ! M ! WS ! BS ! S ! T ! W ! I ! A ! Ld |- | 8 | 3 | 3 | 4 | 4 | 1 | 2 | 1 | 7 |- |} Centigor: 80 gc Halberd: 10 gc '''Total: 90 gc''' Experience: 9 exp 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.'' Skills: None Injuries: Hand Wound (-1 WS)
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