/TG/heim:The Brethren of the Crow (Chaos Marauders): Difference between revisions

From 2d4chan
Jump to navigation Jump to search
1d4chan>Arthur
1d4chan>Arthur
Line 369: Line 369:
25.03.13
25.03.13
Fought to a Draw an Occupy scenario against Igor's Northern Expedition.
Fought to a Draw an Occupy scenario against Igor's Northern Expedition.
25.03.13
Defeated the Blood Legion of Sir Sauvignon ina street fight.

Revision as of 04:09, 26 March 2013

Information

Warband Rating: (# 11 *5)+10 = 125 Treasury: 0gc Wyrdshards: 0 Stored Equipment:


Heroes

Chiefthain Adalbrand

M WS BS S T W I A Ld
4 5 3 4 4 1 5 1 8


Equipment Heavy Armor,Helmet and greataxe


Special rules: 23 Leader: Any Warrior within 6“ of the Marauder Leader: Chieftain may use his Leadership when taking Ld tests.


Experience:

Advances: #(Stat Line Advance 1, Statline Advance 2, etc.), # Skills (Skill 1, Skill 2, etc.)

Skill Lists: Combat,Strength,Speed and Special


Fluff Goes here


Gismund Crow-father

M WS BS S T W I A Ld
4 4 3 3 3 1 4 1 8


equipment Sword and Dagger


Special rules: Mark of Onogal the Crow Onogal the Crow is the Lord of Decay who unleashes pestilence upon the world. Therefore his followers are almost completely immune to diseases and serious wounds. The Seer uses the Nurgle Rituals (see p. 65 in the Empire in Flames Supplement). However, replace the first spell in the list with the Touch of Onogal as described in the Marauders rule set. A Seer of Onogal is immune to poison

Wizard: A Seer is a Wizard and may use the Rituals of Nurgle.

Spells:

Touch of Onogal Difficulty 10 The Seer’s body is covered with smallpox and blisters. His touch can transmit devastating diseases. This spell can be used against one of the Seer’s close combat opponents. If he takes the model out of action in the following hand-to-hand combat phase, that player rolls for Serious Injuries immediately. If the model dies permanently, replace it with a Nurgle Plague Bearer (see Bestiary for rules) for the rest of the game under the Seer’s control. If the Seer is stunned or taken out of action the Plague Bearer disappears into the Realm of Chaos. Note that only one Plague Bearer can be created at a time.

Experience: 10

Advances: #(Stat Line Advance 1, Statline Advance 2, etc.), # Skills (Skill 1, Skill 2, etc.)

Skill Lists: Combat, Academic and Special


Fluff Goes here


Champion Ketil

M WS BS S T W I A Ld
4 4 3 4 3 1 4 1 7


equipment Heavy Armor, Barbed whip and Axe.


Special rules:

Experience: 12 First Advance: Skill ( Step Aside)

Advances: #(Stat Line Advance 1, Statline Advance 2, etc.), # Skills (Skill 1, Skill 2, etc.)

Skill Lists: Combat,Strength and Special


Ketil bested in Combat: Nikolai of Igor's Northern Expidition and the Ghoul Chomper of the Blood Legion.


Holmr

M WS BS S T W I A Ld
4 4 3 4 3 1 4 1 7


equipment Heavy Armor, jewled Sword and Axe.


Special rules:

Experience: 9

Advances: #(Stat Line Advance 1, Statline Advance 2, etc.), # Skills (Skill 1, Skill 2, etc.)

Skill Lists: Combat,Strength and Special


The encounter with the Vampire Knight Sir Sauvagnon pushed him over the edge: Madness(Frenzy)


Sigulf the Condemned

M WS BS S T W I A Ld
4 d6 3 d6 d6 1 4 d3 7


equipment


Special rules: Rolls his stats when needed, causes Fear and can't use equipment.

Experience: Whenever the Condemned would gain Experience, increase one of his variable attributes the player rolls an appropriate die instead. If the player is satisfied with the result, he may set the attribute on that number (e.g. roll a D6 instead of increasing Strength, on a roll of 4 the player may choose to give the model S 4). Otherwise the attribute remains variable (and the advance is lost). The maximum attributes of the Marauders may be exceeded due to the special nature of the Condemned, and this carries through to when the player wishes to set an attribute instead of keeping it random.

Fate: Once all variable attributes are set, the Condemned may use weapons, armour and miscellaneous equipment as usual. But, if he has 90 Experience and still variable attributes, his patron could not save him from his former god's wrath and his soul and body are lost. He turns into a terrifying Spawn of Chaos. If the warband already consists of a spawn, the doomed warrior wanders off into the wastes, never to be seen again.

Experience: 11 First Advance: Skill (Mighty Blows)

Advances: #(Stat Line Advance 1, Statline Advance 2, etc.), # Skills (Skill 1, Skill 2, etc.)

Skill Lists: Strength, Speed and Special


Fluff Goes here



Henchmen

The Vitlof brothers

Chaos Marauders

Hrolf,Gormr and Valis

M WS BS S T W I A Ld
4 5 3 3 4 1 4 1 7


number of Henchmen:2 First Advance (Ws+1)

Gormr killed the Cossack Zakhan.

Equipment Light Armor and two Maces.

Special rules:

Experience: 2

Advances:


Holmr's Dogs

M WS BS S T W I A Ld
7 4 0 4 3 1 3 1 7


number of Henchmen: 3


Special rules:

Animals: Warhounds are animals and never gain Animals: experience.


Notable Moments

Died in Battle

One Warhound.

Record

25.03.13 Fought to a Draw an Occupy scenario against Igor's Northern Expedition. 25.03.13 Defeated the Blood Legion of Sir Sauvignon ina street fight.