/TG/heim:The Apothecary (Carnival of Chaos): Difference between revisions
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==Information== | ==Information== | ||
Warband Rating: ( | Warband Rating: (14 *5)+103= 173 | ||
Treasury: | Treasury: 23 | ||
Wyrdshards: | Wyrdshards: 1 | ||
Stored Equipment: | Stored Equipment: | ||
Line 38: | Line 38: | ||
Equipment: | Equipment: | ||
Jeweled dagger and sword. | Jeweled dagger and sword. | ||
Lucky Charm | |||
Line 49: | Line 50: | ||
Rituals. See the Magic section for details. | Rituals. See the Magic section for details. | ||
Buboes Difficulty 7 | Buboes Difficulty 7(-1) | ||
The Master bestows the gift of pus-filled buboes upon his enemies. | The Master bestows the gift of pus-filled buboes upon his enemies. | ||
This spell has a range of 8" and affects a single enemy warrior. The warrior must | This spell has a range of 8" and affects a single enemy warrior. The warrior must | ||
pass a Toughness test or lose a Wound. No Armour saves are allowed. | pass a Toughness test or lose a Wound. No Armour saves are allowed. | ||
Scabrous Hide Difficulty 8 | |||
The Master’s skin becomes tough and leathery like that of his patron god. | |||
The Master has an armour save of 2+ which replaces any normal Armour save. | |||
The Scabrous Hide lasts until the beginning of his next Shooting phase. | |||
Experience: 33 | |||
Skill Lists: 1st Advance: Skill (Sorcerer +1 on Spells) | |||
Skill Lists: 1st Advance: Skill (Sorcerer +1 on Spells); 2nd Spell( Buboes (again); 3nd Spell (Scabrous hide) | |||
Fluff Goes here | Fluff Goes here | ||
===Goliath the Warden=== | ===Goliath the Warden=== | ||
Line 99: | Line 103: | ||
Strongman | Strongman | ||
Experience: | Experience: 19 | ||
Advances: Skill: 1.Step aside. | Advances: Skill: 1.Step aside. 2Skill Resilient | ||
Ws+1 | Ws+1 | ||
Line 135: | Line 139: | ||
Equipment: | Equipment: | ||
Greatweapon | Greatweapon | ||
Lucky Charm | |||
Special rules: | Special rules: | ||
Strongman | Strongman | ||
Experience: | Experience: 20 | ||
1st Advance: Ini+1 | 1st Advance: Ini+1 | ||
2 Advance: Skill: Resilient | 2 Advance: Skill: Resilient, 2nd Step aside, Strike to injur | ||
===Gunther=== | ===Gunther=== | ||
Line 168: | Line 169: | ||
| 4 | | 4 | ||
| 2 | | 2 | ||
| | | 5 | ||
| 1 | | 1 | ||
| 7 | | 7 | ||
Line 183: | Line 184: | ||
Already in the Stats. | Already in the Stats. | ||
Experience: | Experience: 12 | ||
Advances: 1 | Advances: ini+1,ini+1 3 Skill | ||
Skill Lists: Step Aside; Resilient | Skill Lists: Step Aside; Resilient, Mighty blows | ||
Fluff Goes Here | Fluff Goes Here | ||
Line 212: | Line 213: | ||
| 2 | | 2 | ||
| 3 | | 3 | ||
| | | 2 | ||
| 8 | | 8 | ||
|- | |- | ||
Line 227: | Line 228: | ||
Already in the stats. | Already in the stats. | ||
Experience: | Experience:11 | ||
Advances: | Advances: .+1Ld, +1 attack | ||
Skill: Resilient | Skill: Resilient, Mighty blows, Step Aside | ||
Skill Lists: | Skill Lists: | ||
Fluff Goes Here | Fluff Goes Here | ||
===Assistant Ugo=== | ===Assistant Ugo=== | ||
Line 260: | Line 259: | ||
| 3 | | 3 | ||
| 1 | | 1 | ||
| | | 5 | ||
| 1 | | 1 | ||
| 7 | | 7 | ||
Line 270: | Line 269: | ||
Equipment: Club and Dagger Bow | Equipment: Club and Dagger Bow | ||
Exp: | Exp: 8 | ||
Skill List: Shooting,Academic, Combat? | |||
First Advance: Lad's got Talent and Ini+1, ini +1 | |||
Quick shot; Wyrdstone Hunter | |||
==Henchmen== | ==Henchmen== | ||
===Fly-Eyes and Colonus=== | ===Fly-Eyes and Colonus=== | ||
Line 380: | Line 382: | ||
Number of Henchmen: | Number of Henchmen: 4 | ||
Line 431: | Line 433: | ||
===Assistants=== | ===Assistants=== | ||
Siebert and Karl | |||
Brethren | Brethren 2 | ||
{| border="1" cellspacing="0" cellpadding="5" align="left" | {| border="1" cellspacing="0" cellpadding="5" align="left" | ||
Line 462: | Line 464: | ||
Equipment: Club and Dagger | Equipment: Club and Dagger | ||
Exp: | Exp: | ||
Latest revision as of 14:49, 25 June 2023
Information[edit]
Warband Rating: (14 *5)+103= 173
Treasury: 23
Wyrdshards: 1
Stored Equipment:
Heroes[edit]
The Apothecary[edit]
Carnival Master
M | WS | BS | S | T | W | I | A | Ld |
---|---|---|---|---|---|---|---|---|
4 | 4 | 4 | 3 | 3 | 1 | 3 | 1 | 8 |
Equipment:
Jeweled dagger and sword.
Lucky Charm
Special rules:
Leader: Any models in the warband within 6" of the Master may use his Leadership instead of their own. Wizard: The Master is a wizard and uses Nurgle Rituals. See the Magic section for details.
Buboes Difficulty 7(-1) The Master bestows the gift of pus-filled buboes upon his enemies. This spell has a range of 8" and affects a single enemy warrior. The warrior must pass a Toughness test or lose a Wound. No Armour saves are allowed.
Scabrous Hide Difficulty 8 The Master’s skin becomes tough and leathery like that of his patron god. The Master has an armour save of 2+ which replaces any normal Armour save. The Scabrous Hide lasts until the beginning of his next Shooting phase.
Experience: 33
Skill Lists: 1st Advance: Skill (Sorcerer +1 on Spells); 2nd Spell( Buboes (again); 3nd Spell (Scabrous hide)
Fluff Goes here
Goliath the Warden[edit]
Brute
M | WS | BS | S | T | W | I | A | Ld |
---|---|---|---|---|---|---|---|---|
4 | 5 | 0 | 4 | 4 | 1 | 2 | 2 | 7 |
Equipment:
Greatweapon
Special rules: Strongman
Experience: 19
Advances: Skill: 1.Step aside. 2Skill Resilient
Ws+1
Second Warden Samson[edit]
Brute
M | WS | BS | S | T | W | I | A | Ld |
---|---|---|---|---|---|---|---|---|
4 | 4 | 0 | 4 | 4 | 1 | 3 | 2 | 7 |
Equipment:
Greatweapon
Lucky Charm
Special rules: Strongman
Experience: 20
1st Advance: Ini+1 2 Advance: Skill: Resilient, 2nd Step aside, Strike to injur
Gunther[edit]
Tainted One.
M | WS | BS | S | T | W | I | A | Ld |
---|---|---|---|---|---|---|---|---|
3 | 3 | 3 | 3 | 4 | 2 | 5 | 1 | 7 |
Equipment: Heavy Armor and a Halberd
Special rules:
Bloated Foulness
The Tainted One is a huge, disgusting mass of diseased, flabby folds. It gains +1
Wound and +1 Toughness but has its Movement reduced by -1.
Already in the Stats.
Experience: 12
Advances: ini+1,ini+1 3 Skill
Skill Lists: Step Aside; Resilient, Mighty blows
Fluff Goes Here
Victor[edit]
Tainted One.
M | WS | BS | S | T | W | I | A | Ld |
---|---|---|---|---|---|---|---|---|
3 | 3 | 3 | 3 | 4 | 2 | 3 | 2 | 8 |
Equipment:Halberd
Special rules:
Bloated Foulness The Tainted One is a huge, disgusting mass of diseased, flabby folds. It gains +1 Wound and +1 Toughness but has its Movement reduced by -1. Already in the stats.
Experience:11
Advances: .+1Ld, +1 attack Skill: Resilient, Mighty blows, Step Aside
Skill Lists:
Fluff Goes Here
Assistant Ugo[edit]
Brethren Hero
M | WS | BS | S | T | W | I | A | Ld |
---|---|---|---|---|---|---|---|---|
4 | 3 | 3 | 3 | 3 | 1 | 5 | 1 | 7 |
Equipment: Club and Dagger Bow
Exp: 8 Skill List: Shooting,Academic, Combat?
First Advance: Lad's got Talent and Ini+1, ini +1 Quick shot; Wyrdstone Hunter
Henchmen[edit]
Fly-Eyes and Colonus[edit]
Plague Bearers
M | WS | BS | S | T | W | I | A | Ld |
---|---|---|---|---|---|---|---|---|
4 | 4 | 3 | 4 | 4 | 1 | 2 | 2 | 10 |
Number of Henchmen: 2
Special rules:
Cloud of Flies: Plague Bearers are surrounded
by a cloud of flies, which buzz around them and
their combat opponent. They do not affect the
Plague Bearer but distract foes by buzzing into
eyes, nostrils and mouths. A Plague Bearer’s close
combat opponent suffers a -1 to hit modifier on all
attacks.
Stream of Corruption: Plague Bearers can spew forth a grotesque stream of maggots, entrails and filth. This is counted as a shooting attack with a range of 6" and is resolved at Strength 3 with no saves for armour.
Demonic: Plague Bearers are Daemons of the lord of disease, Nurgle, and are not made of living flesh but the eternal and unchanging forces of Chaos. Therefore they never gain Experience. Immune to Poison: Plague Bearers are the Daemonic embodiment of disease and pestilence. They are totally immune to all poisons and diseases.
Immune to Psychology: Plague Bearers are Daemons and do not know the concept of fear. They automatically pass any Leadership-based test they are required to take.
Cause Fear: Plague Bearers are horrifying supernatural creatures and therefore cause fear.
Daemonic Aura: Due to the magical, intangible nature of Daemons they have a special Armour save of 5+. This is modified by the Strength of the attack as normal and is completely negated by magic weapons and spells. Plague Bearers’ attacks are considered as magical also.
Daemonic Instability: Plague Bearers are bound to the world by Dark Sorcery that is highly volatile and unstable. If taken out of action a Plague Bearer is banished and effectively destroyed on a D6 roll of 1-3 (do not roll for injury). In addition, if the warband routs then every Plague Bearer in the warband must take an immediate Leadership test. If this test is failed, then the Plague Bearer counts as destroyed.
Nurgling Swarm[edit]
M | WS | BS | S | T | W | I | A | Ld |
---|---|---|---|---|---|---|---|---|
4 | 3 | 0 | 3 | 2 | 1 | 3 | 1 | 10 |
Number of Henchmen: 4
Special rules:
Cloud of Flies: Nurglings are surrounded by a cloud of flies, which buzz around them and their combat opponent. They do not affect the Nurglings but distract foes by buzzing into eyes, nostrils and mouths. A Nurgling’s close combat opponent suffers a -1 to hit modifier on all attacks.
Swarm: You may summon as many Nurglings as you wish (ie. you may have more than five Nurglings in a Henchman group).
Daemonic: Nurglings are Daemons of the diseased Lord Nurgle and are not made of living flesh but the eternal and unchanging forces of Chaos. Therefore they never gain Experience. Immune to Poison: Nurglings are the Daemonic embodiment of disease and pestilence. They are totally immune to all poisons and diseases.
Immune to Psychology: Nurglings are Daemons and do not know the concept of fear. They automatically pass any Leadership-based test they are required to take.
Daemonic Aura: Due to the magical, intangible nature of Daemons they have a special Armour save of 5+. This is modified by the Strength of the attack as normal and is completely negated by magic weapons and spells. Nurglings’ attacks are also considered as magical.
Daemonic Instability: Nurglings are bound to the world by Dark Sorcery that is highly volatile and unstable. If taken out of action a Nurgling is banished and effectively destroyed on a D6 roll of 1-3 (do not roll for injury). In addition, if the warband routs then every Nurgling in the warband must take an immediate Leadership test. If this test is failed, then Nurgling counts as destroyed.
Assistants[edit]
Siebert and Karl
Brethren 2
M | WS | BS | S | T | W | I | A | Ld |
---|---|---|---|---|---|---|---|---|
4 | 3 | 3 | 3 | 3 | 1 | 3 | 1 | 7 |
Equipment: Club and Dagger
Exp:
The Cart[edit]
Plague Cart
Notable Moments[edit]
Cool stuff goes here.
Your Dead[edit]
Assitant karl was killed by a foul vampire and her henchmen, also a nurgling.
Record[edit]
30.03.13: Fought and won in an occupy scenario against the Thunder Hammers. 31.03.13: Fought A hidden treasure scenario and lost to baroness von Arnesbergs men.