/TG/heim:The Apothecary (Carnival of Chaos): Difference between revisions

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==Information==
==Information==
Warband Rating: (12 *5)+61= 157
Warband Rating: (14 *5)+103= 173


Treasury: 9gc
Treasury: 23


Wyrdshards: 4
Wyrdshards: 1


Stored Equipment:
Stored Equipment:
Line 38: Line 38:
Equipment:
Equipment:
Jeweled dagger and sword.
Jeweled dagger and sword.
Lucky Charm




Line 102: Line 103:
Strongman
Strongman


Experience: 18
Experience: 19


Advances: Skill: 1.Step aside. 2Skill Resilient
Advances: Skill: 1.Step aside. 2Skill Resilient
Line 138: Line 139:
Equipment:
Equipment:
Greatweapon
Greatweapon
Lucky Charm


Special rules:  
Special rules:  
Strongman
Strongman


Experience: 18
Experience: 20


1st Advance: Ini+1
1st Advance: Ini+1
2 Advance: Skill: Resilient, 2nd Step aside
2 Advance: Skill: Resilient, 2nd Step aside, Strike to injur
 
 
 
 


===Gunther===
===Gunther===
Line 384: Line 382:




Number of Henchmen: 3
Number of Henchmen: 4




Line 435: 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 466: Line 464:
Equipment: Club and Dagger  
Equipment: Club and Dagger  


Exp: 1
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.


See also[edit]

/TG/heim