/TG/heim:Wicked K's Company (The Restless Dead): Difference between revisions

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==Intro==
==Inventory==
To be filled in
'''
Note: Not accurate, will update when less tired.'''
 
'''Warband Rating:'''184
 
'''Wyrdstone Count:''' 9
 
'''Treasury:''' 12 gold


==Heroes==
==Heroes==
===Karlsbad the Wicked===
===Karlsbad the Wicked===
20+3 Experience
20+17 Experience - 4 Advancements
 
+1 I
+1 A
+1 T
New Skill: Sorcery
 
Sacrificed 1 piece of Wyrdstone to gain +1W
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Lich (125 gold)
Lich (125 gold)
Buckler
Parry


'''Spell of Doom'''
'''Spell of Doom'''
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Difficulty 5
Difficulty 5


One Zombie that went out of action during the last hand to hand combat 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.
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===
===Paul Bearer===
8+1 Experience
8+12 Experience - 4 Advancements
 
+1BS
New Skill: Deathspeaker
New Skill: Warrior Wizard
+1W
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Causes stun on a roll of 2-4
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'''
'''Reanimation'''
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Difficulty 5
Difficulty 5


One Zombie that went out of action during the last hand to hand combat 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.
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===
===Bärd Magnifikusson===
6+1 Experience
6+9 Experience - 3 Advancements
 
New Skill - Resilient
New Skill - Step Aside
+1S
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Shield (5 gold)
Shield (5 gold)


Armor save 6+
Light Armor (20 gold)
 
Armor save 5+


Axe (5 gold)
Axe (5 gold)


-1 to opponent's armor save
-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===
===Zigmund Yorschleit===
6+2 Experience, 1 Advancement
6+12 Experience, 5 Advancements


+1S
+1S
+1WS
New Skill: Resilient
+1A
New Skill: Step Aside
Injury: Nervous condition, -1I
Injury: Nervous condition, -1I
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Shield (5 gold)
Shield (5 gold)


Armor save 6+
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.


Axe (5 gold)
===El Matador===
9 Experience - 4 Advancements


-1 to opponent's armor save
+1A
Lad's got talent, Pit Fighter skill
+1 S
+1 A


===Sir Henry Twospook===
Injury: Leg Wound, -1M
6+1 Experience
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Grave Guard (35 gold)
Wight (30 gold)
 
Bow (10 gold)
 
Range 24 S3


Shield (5 gold)
Shield (5 gold)


Armor save 6+
Light Armor (20 gold)
 
Armor save 5+


Mace (3 gold)
Mace (9 gold)


Causes stun on a roll of 2-4
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.


==Henchmen==
==Henchmen==


===Wight (x3)===  
===Wight (x2)===  
1 Experience
8 Experience - 2 Advancements
 
+1A
Lad's got talent' Wight Archer B was promoted to El Matador, with the Pit Fighter skill, rest of the group gets +1BS
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Wight x3 (90 gold)
Wight x2 (60 gold)


Bow x 3 (30 gold)
Bow x 2 (20 gold)


Range 24 S3
Range 24 S3


Mace x 3 (9 gold)
Mace x 2 (6 gold)


Causes stun on a roll of 2-4
Causes stun on a roll of 2-4


===Zombie (x4)===
===Zombie (x3)===


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-In the post-battle phase, a corpse carrying a paltry sum of 2 gold coins was found, as well as 4 pieces of Wyrdstone.
-In the post-battle phase, a corpse carrying a paltry sum of 2 gold coins was found, as well as 4 pieces of Wyrdstone.


===Battle 2 - Chance Encounter vs. Kalmar's Acquisitions Inc.===
-One of the Wight Archers took out Olaf with a well-placed shot. The merchant's guard unfortunately lives to fight another day.
-After a heated exchange of taunts, Zigmund Yorschleit was told to "Eat pike!" by Grieg. He did, and managed to chew on it for an entire combat turn unfazed, until a second stab sent it through the back of his skull, taking him out of the battle. He later got back up with no real complications.
-The merchant Kalmar himself drove his wagon through the flank of the big melee skirmish. Bärd Magnifikusson and two zombies got run over. This sent the Graveguard and one of the mindless undead flying, and breaking several bones. The Graveguard's fractures healed quickly and without complication, and this incident only served to improve his constitution. The zombie recovered just fine.
-Mr. Sir Henry Motherfucker was hit in his spinal column by a crossbow bolt fired by Decker, ending his unlife permanently and prematurely.
-In the post-battle phase, 2 pieces of Wyrdstone were scrounged up on the retreat.
===Battle 3 - Skirmish vs. Da Proud Toofs===
-Paul Bearer shot one of the choppa boyz right in the head, causing the tough ork to lose consciousness for the rest of the battle. The necromancer is getting noticeably better with his bow.
-Karlsbad the Wicked once again struck down the opponent's spellcaster, Weirdboy Toofsnatcha, with his summoned hands of skeletal doom. However, they've failed to cause any permanent injury.
-Once the building in which the Wight archers were stationed was invaded by rampaging Orks, and there were no more suitable targets visible outside the window, the skeletal soldiers ran downstairs, beating a Stabba boy nearly to death with their maces. Nearly. He later recovered.
-In the last moments of battle, before Boss Snazzchomper sounded the retreat, the remaining Stabba boy tripped Zigmund Yorschliet with his poleaxe, and a Choppa boy managed to cause some small but significant fractures on the Grave Guard's forearms. He's gonna have trouble swinging his weapon as quickly as before. The Stabba boy impressed his boss enough to promote him, or whatever it is that orks do. The Choppa boy packed on some more muscle by swinging his choppa around real good.
-In the post-battle phase, 3 pieces of Wyrdstone were found in the ruins around the battlefield.
===Battle 4 - Skirmish vs. Iron Biters===
-Total loss, all the Graveguards were taken out of action, a zombie was taken apart by the Ogres for toothpicks, and a replacement had to be animated. At least the Guards recovered fully, and learned a lesson from that brutal, full-contact training session from hell.
- In the post-battle phase, 2 pieces of wyrdstone were found at the bottom of a well. Paul Bearer was none too happy about having to fish them out.
===Battle 5 - Wyrdstone Hunt vs. Blood Hoof's Raiders===
-Paul Bearer shot a dog, Slaughter, to death.
-Wight Archer B killed another dog, Maim, with a well-placed shot. This triggered his awakening into a fully sentient undead Hero.
-Zigmund Yorschliet cut the beastman Gnarl open with his sabre, and guts spilled out onto the street. Although he tried to stuff them back in, the furry later died of infection.
-Karlsbad the Wicked once again jumped off the roof, and strangled Sharp Horn nearly to death. It doesn't get much more metal than that, so Sharp Horn is now immune to fear.
-A zombie was killed by one of the dogs, no replacement was bought, but Paul Bearer can beef up the numbers with his Deathspeaker skill.
-In the post-battle phase, 4 more pieces were looted in addition to the 2 grabbed in battle, as well as a ruined armoury containing 1 shield. 1 wyrdstone was used to empower Karlsbad the Wicked.
===Battle 6 - Occupy vs. Barret's Privateers and Sergei's Soldiers===
-Mad Maximillian of Sergei's Soldiers was put out of action by an arrow from Wight Archer A. Unfortuantely, Mad Maximillian made a full recovery and will return to rid the world of all undead.
-A disastrous hail of lead raked through the ranks of the Company in the form of Blunderbuss-firing Youngbloods Clyde and Kyle. One of the zombies, Wight Archer B, and Paul Bearer were put out of action by this assault, and several others were knocked down. The zombie recovered fine. The Wight was irreparably damaged, and a replacement was procured at considerable expenses. Paul Bearer, most fortunately, came out unharmed, and with a great deal of wisdom - don't cluster up the soldiers when the opponent has blunderbusses.
-One of the temporarily summoned zombies was shot by one of Sergei's marksmen. Its short chance at unlife ended almost sooner than it began.
-Koschei Rakvich was also hit by an unfortunate arrow, and left behind during the retreat. He recovered in the Pits, where he fought as an exotic challenge to a pit fighter, who was unfortunately undeterred by the fearsome Grave Guard. Battered, but unbroken, he made his way back to base camp, stripped of his gear. He was reprimanded, and replacements for his lost equipment were procured.
-3 pieces of Wyrdstone were found in the one building the Company didn't give up on during the battle.
===Battle 7 - The Lost Prince vs. Da Proud Toofs and Toofy Crows===
-Stabba took out Wight Archer B with a crit, recovered.
-Toofsnatcha took out El Matador, -1 movement.
-Snipaboy took out Paul Bearer with a critical Quick Shot, robbed, a replacement mace and bow were bought, as well as a helmet and a shield.
-Choppa Boy A took out Expendable Zombie B, vanished.
-One of the zombies took out Choppa boy B with a great crit.
-Zigmund knocked down Choppa boy A and took him out.
-In the post-battle phase, A shop containing 1 gold piece and a lucky charm was found, as well as 3 pieces of Wyrdstone. Lucky Charm was given to Paul Bearer.
===Battle 8 - Skirmish, allied with Toofy Crows vs. Wu's Manchu allied with Giacomo's Gravediggers===
-Bärd tripped Wessel, and Wicked K. finished him off. Plucked his eye out.
-Dong Long shot expendable zombie A with a crossbow. It got back up, but disappeared after the match anyway.
-A hail of arrows hit Wicked K., putting him down. He's fine.
-Rakvich took out Maceman 2 with a meaty crit.
-Giacomo shot Rakvich with his pistol in retaliation. He's dead for good.
-Two zombies mauled Nico the Halberdier.
-Giacomo and Vittorio shot Zigmund. Nervous condition AGAIN.
-Somebody took out Paul Bearer, I don't even know. Recovered fine.
-Somebody took out Bärd too. Recovered fine.
-In the post-battle phase, a single piece of wyrdstone was pulled out of the ruins.
==The Crypt==
===Sir Henry Twospook===
'''Cause of Death:''' Was hit by a single crossbow bolt and got snuffed out like a pussy. May he rot in hell.
6+1 Experience
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Grave Guard (35 gold)
Shield (5 gold)
Armor save 6+
Mace (3 gold)
Causes stun on a roll of 2-4
===Zombie (x2)===
'''Cause(s) of Death:'''-One was brutally taken apart by Ogres.
-One was chewed on by a beastman dog until it stopped moving permanently.
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===Temporary Zombie (x2)===
'''Cause(s) of Death:'''-One was shot through the heart. A marksman's to blame, but it's okay, because it was a temporary summon.
-One was made into mincemeat by an ork choppa.
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===Experienced Wight Archer (x1)===
5 Experience - 2 Advancements
'''Cause(s) of Death:'''Torn to bits by a blunderbuss shot.
+1A
+1BS
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Wight x2 (60 gold)
Bow x 2 (20 gold)
Range 24 S3
Mace x 2 (6 gold)
===Koschei Rakvich===
6+6 Experience - 2 Advancements
+1 WS
+1S
Cause of death: Skull shattered by a pistol shot.
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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.
Causes stun on a roll of 2-4
==See also==
==See also==
[[/TG/heim]]
[[/TG/heim]]

Latest revision as of 14:52, 25 June 2023

Inventory[edit]

Note: Not accurate, will update when less tired.

Warband Rating:184

Wyrdstone Count: 9

Treasury: 12 gold

Heroes[edit]

Karlsbad the Wicked[edit]

20+17 Experience - 4 Advancements

+1 I +1 A +1 T New Skill: Sorcery

Sacrificed 1 piece of Wyrdstone to gain +1W

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[edit]

8+12 Experience - 4 Advancements

+1BS New Skill: Deathspeaker New Skill: Warrior Wizard +1W

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[edit]

6+9 Experience - 3 Advancements

New Skill - Resilient New Skill - Step Aside +1S

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[edit]

6+12 Experience, 5 Advancements

+1S +1WS New Skill: Resilient +1A New Skill: Step Aside

Injury: Nervous condition, -1I Injury: Nervous condition, -1I

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[edit]

9 Experience - 4 Advancements

+1A Lad's got talent, Pit Fighter skill +1 S +1 A

Injury: Leg Wound, -1M

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.

Henchmen[edit]

Wight (x2)[edit]

8 Experience - 2 Advancements

+1A Lad's got talent' Wight Archer B was promoted to El Matador, with the Pit Fighter skill, rest of the group gets +1BS

M WS BS S T W I A Ld
4 2 3 3 3 1 2 2 6




Wight x2 (60 gold)

Bow x 2 (20 gold)

Range 24 S3

Mace x 2 (6 gold)

Causes stun on a roll of 2-4

Zombie (x3)[edit]

M WS BS S T W I A Ld
4 2 0 3 3 1 1 1 5




Zombie x4 (60 gold)

Battle History[edit]

Battle 1 - Street Fight vs. Sulemain's Magnificent Menagerie[edit]

-Karlsbad the Wicked took out Sulemain with the Spell of Doom, causing a deep wound that will require the Magister to miss three battles.

-Zigmund Yorschleit took out Sister Murmur with a critical hit from his axe, which resulted in a miraculous recovery for that bitch, as well as earning him a +1 to Strength.

-In the post-battle phase, a corpse carrying a paltry sum of 2 gold coins was found, as well as 4 pieces of Wyrdstone.

Battle 2 - Chance Encounter vs. Kalmar's Acquisitions Inc.[edit]

-One of the Wight Archers took out Olaf with a well-placed shot. The merchant's guard unfortunately lives to fight another day.

-After a heated exchange of taunts, Zigmund Yorschleit was told to "Eat pike!" by Grieg. He did, and managed to chew on it for an entire combat turn unfazed, until a second stab sent it through the back of his skull, taking him out of the battle. He later got back up with no real complications.

-The merchant Kalmar himself drove his wagon through the flank of the big melee skirmish. Bärd Magnifikusson and two zombies got run over. This sent the Graveguard and one of the mindless undead flying, and breaking several bones. The Graveguard's fractures healed quickly and without complication, and this incident only served to improve his constitution. The zombie recovered just fine.

-Mr. Sir Henry Motherfucker was hit in his spinal column by a crossbow bolt fired by Decker, ending his unlife permanently and prematurely.

-In the post-battle phase, 2 pieces of Wyrdstone were scrounged up on the retreat.

Battle 3 - Skirmish vs. Da Proud Toofs[edit]

-Paul Bearer shot one of the choppa boyz right in the head, causing the tough ork to lose consciousness for the rest of the battle. The necromancer is getting noticeably better with his bow.

-Karlsbad the Wicked once again struck down the opponent's spellcaster, Weirdboy Toofsnatcha, with his summoned hands of skeletal doom. However, they've failed to cause any permanent injury.

-Once the building in which the Wight archers were stationed was invaded by rampaging Orks, and there were no more suitable targets visible outside the window, the skeletal soldiers ran downstairs, beating a Stabba boy nearly to death with their maces. Nearly. He later recovered.

-In the last moments of battle, before Boss Snazzchomper sounded the retreat, the remaining Stabba boy tripped Zigmund Yorschliet with his poleaxe, and a Choppa boy managed to cause some small but significant fractures on the Grave Guard's forearms. He's gonna have trouble swinging his weapon as quickly as before. The Stabba boy impressed his boss enough to promote him, or whatever it is that orks do. The Choppa boy packed on some more muscle by swinging his choppa around real good.

-In the post-battle phase, 3 pieces of Wyrdstone were found in the ruins around the battlefield.

Battle 4 - Skirmish vs. Iron Biters[edit]

-Total loss, all the Graveguards were taken out of action, a zombie was taken apart by the Ogres for toothpicks, and a replacement had to be animated. At least the Guards recovered fully, and learned a lesson from that brutal, full-contact training session from hell.

- In the post-battle phase, 2 pieces of wyrdstone were found at the bottom of a well. Paul Bearer was none too happy about having to fish them out.

Battle 5 - Wyrdstone Hunt vs. Blood Hoof's Raiders[edit]

-Paul Bearer shot a dog, Slaughter, to death.

-Wight Archer B killed another dog, Maim, with a well-placed shot. This triggered his awakening into a fully sentient undead Hero.

-Zigmund Yorschliet cut the beastman Gnarl open with his sabre, and guts spilled out onto the street. Although he tried to stuff them back in, the furry later died of infection.

-Karlsbad the Wicked once again jumped off the roof, and strangled Sharp Horn nearly to death. It doesn't get much more metal than that, so Sharp Horn is now immune to fear.

-A zombie was killed by one of the dogs, no replacement was bought, but Paul Bearer can beef up the numbers with his Deathspeaker skill.

-In the post-battle phase, 4 more pieces were looted in addition to the 2 grabbed in battle, as well as a ruined armoury containing 1 shield. 1 wyrdstone was used to empower Karlsbad the Wicked.

Battle 6 - Occupy vs. Barret's Privateers and Sergei's Soldiers[edit]

-Mad Maximillian of Sergei's Soldiers was put out of action by an arrow from Wight Archer A. Unfortuantely, Mad Maximillian made a full recovery and will return to rid the world of all undead.

-A disastrous hail of lead raked through the ranks of the Company in the form of Blunderbuss-firing Youngbloods Clyde and Kyle. One of the zombies, Wight Archer B, and Paul Bearer were put out of action by this assault, and several others were knocked down. The zombie recovered fine. The Wight was irreparably damaged, and a replacement was procured at considerable expenses. Paul Bearer, most fortunately, came out unharmed, and with a great deal of wisdom - don't cluster up the soldiers when the opponent has blunderbusses.

-One of the temporarily summoned zombies was shot by one of Sergei's marksmen. Its short chance at unlife ended almost sooner than it began.

-Koschei Rakvich was also hit by an unfortunate arrow, and left behind during the retreat. He recovered in the Pits, where he fought as an exotic challenge to a pit fighter, who was unfortunately undeterred by the fearsome Grave Guard. Battered, but unbroken, he made his way back to base camp, stripped of his gear. He was reprimanded, and replacements for his lost equipment were procured.

-3 pieces of Wyrdstone were found in the one building the Company didn't give up on during the battle.

Battle 7 - The Lost Prince vs. Da Proud Toofs and Toofy Crows[edit]

-Stabba took out Wight Archer B with a crit, recovered.

-Toofsnatcha took out El Matador, -1 movement.

-Snipaboy took out Paul Bearer with a critical Quick Shot, robbed, a replacement mace and bow were bought, as well as a helmet and a shield.

-Choppa Boy A took out Expendable Zombie B, vanished.

-One of the zombies took out Choppa boy B with a great crit.

-Zigmund knocked down Choppa boy A and took him out.

-In the post-battle phase, A shop containing 1 gold piece and a lucky charm was found, as well as 3 pieces of Wyrdstone. Lucky Charm was given to Paul Bearer.

Battle 8 - Skirmish, allied with Toofy Crows vs. Wu's Manchu allied with Giacomo's Gravediggers[edit]

-Bärd tripped Wessel, and Wicked K. finished him off. Plucked his eye out.

-Dong Long shot expendable zombie A with a crossbow. It got back up, but disappeared after the match anyway.

-A hail of arrows hit Wicked K., putting him down. He's fine.

-Rakvich took out Maceman 2 with a meaty crit.

-Giacomo shot Rakvich with his pistol in retaliation. He's dead for good.

-Two zombies mauled Nico the Halberdier.

-Giacomo and Vittorio shot Zigmund. Nervous condition AGAIN.

-Somebody took out Paul Bearer, I don't even know. Recovered fine.

-Somebody took out Bärd too. Recovered fine.

-In the post-battle phase, a single piece of wyrdstone was pulled out of the ruins.

The Crypt[edit]

Sir Henry Twospook[edit]

Cause of Death: Was hit by a single crossbow bolt and got snuffed out like a pussy. May he rot in hell.

6+1 Experience

M WS BS S T W I A Ld
4 3 2 3 3 1 2 1 6




Grave Guard (35 gold)

Shield (5 gold)

Armor save 6+

Mace (3 gold)

Causes stun on a roll of 2-4

Zombie (x2)[edit]

Cause(s) of Death:-One was brutally taken apart by Ogres.

-One was chewed on by a beastman dog until it stopped moving permanently.

M WS BS S T W I A Ld
4 2 0 3 3 1 1 1 5






Temporary Zombie (x2)[edit]

Cause(s) of Death:-One was shot through the heart. A marksman's to blame, but it's okay, because it was a temporary summon. -One was made into mincemeat by an ork choppa.

M WS BS S T W I A Ld
4 2 0 3 3 1 1 1 5






Experienced Wight Archer (x1)[edit]

5 Experience - 2 Advancements

Cause(s) of Death:Torn to bits by a blunderbuss shot.

+1A +1BS

M WS BS S T W I A Ld
4 2 3 3 3 1 2 2 6




Wight x2 (60 gold)

Bow x 2 (20 gold)

Range 24 S3

Mace x 2 (6 gold)

Koschei Rakvich[edit]

6+6 Experience - 2 Advancements

+1 WS +1S

Cause of death: Skull shattered by a pistol shot.

M WS BS S T W I A Ld
4 4 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.

Causes stun on a roll of 2-4

See also[edit]

/TG/heim