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

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==Inventory==
==Inventory==


'''Warband Rating:'''134
'''Warband Rating:'''145


'''Wyrdstone Count:''' 6
'''Wyrdstone Count:''' 8


'''Treasury:''' 54
'''Treasury:''' 9 gold


1x Mace
1x Mace
Line 11: Line 11:
==Heroes==
==Heroes==
===Karlsbad the Wicked===
===Karlsbad the Wicked===
20+8 Experience - 2 Advancements
20+12 Experience - 3 Advancements


+1 I
+1 I
+1 A
+1 A
+1 T
Sacrificed 1 piece of Wyrdstone to gain +1W
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! M
! M
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| 2
| 2
| 2
| 2
| 2
| 3
| 4
| 5
| 5
| 5
| 2
| 2
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Lich (125 gold)
Lich (125 gold)
Light Armor (20 gold)
Armor save 6+
Buckler
Parry


'''Spell of Doom'''
'''Spell of Doom'''
Line 60: Line 71:


===Paul Bearer===
===Paul Bearer===
8+5 Experience - 1 Advancement
8+7 Experience - 2 Advancements


+1BS
+1BS
New Skill: Deathspeaker
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! M
! M
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===Bärd Magnifikusson===
===Bärd Magnifikusson===
6+4 Experience - 1 Advancement
6+5 Experience - 2 Advancements


New Skill - Resilient
New Skill - Resilient
New Skill - Step Aside
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! M
! M
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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)
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===Zigmund Yorschleit===
===Zigmund Yorschleit===
6+5 Experience, 1 Advancement
6+7 Experience, 3 Advancements


+1S
+1S
+1WS
+1WS
New Skill: Resilient


Injury: Nervous condition, -1I
Injury: Nervous condition, -1I
Line 200: Line 216:
Shield (5 gold)
Shield (5 gold)


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


Sword (10 gold)
Sword (10 gold)
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===Koschei Rakvich===
===Koschei Rakvich===
6+2 Experience - 1 Advancement
6+3 Experience - 1 Advancement


+1 WS
+1 WS
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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.
===Wight Hero===
5 Experience - 2 Advancements
+1A
Lad's got talent, Pit Fighter skill
{| border="1" cellspacing="0" cellpadding="5" align="left"
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! T
! W
! I
! A
! Ld
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| 4
| 2
| 3
| 3
| 3
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| 6
|-
|}
Wight x3 (90 gold)
Bow x 3 (30 gold)
Range 24 S3
Shield (5 gold)
Light Armor (20 gold)
Armor save 5+
Mace x 3 (9 gold)
Causes stun on a roll of 2-4


'''Wight Blades'''
'''Wight Blades'''
Line 270: Line 349:


===Wight (x3)===  
===Wight (x3)===  
4 Experience - 1 Advancement
5 Experience - 2 Advancements


+1A
+1A
Lad's got talent' Wight Archer B was promoted to *to be announced*, with the Pit Fighter skill, rest of the group gets +1BS
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| 3
| 3
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- 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.
- 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,


==The Crypt==
==The Crypt==
Line 426: Line 520:
Causes stun on a roll of 2-4
Causes stun on a roll of 2-4


===Zombie (x1)===
===Zombie (x2)===


'''Cause(s) of Death:'''-One was brutally taken apart by Ogres.
'''Cause(s) of Death:'''-One was brutally taken apart by Ogres.
-One was chewed on by a beastman dog until it stopped moving permanently.


{| border="1" cellspacing="0" cellpadding="5" align="left"
{| border="1" cellspacing="0" cellpadding="5" align="left"

Revision as of 13:11, 18 March 2013

Inventory

Warband Rating:145

Wyrdstone Count: 8

Treasury: 9 gold

1x Mace

Heroes

Karlsbad the Wicked

20+12 Experience - 3 Advancements

+1 I +1 A +1 T

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)

Light Armor (20 gold)

Armor save 6+

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

8+7 Experience - 2 Advancements

+1BS New Skill: Deathspeaker

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




Necromancer (40 gold)

Bow (10 gold)

Range 24 S3

Mace (3 gold)

Causes stun on a roll of 2-4

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.

Bärd Magnifikusson

6+5 Experience - 2 Advancements

New Skill - Resilient New Skill - Step Aside

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)

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

6+7 Experience, 3 Advancements

+1S +1WS New Skill: Resilient

Injury: Nervous condition, -1I

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+

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.

Koschei Rakvich

6+3 Experience - 1 Advancement

+1 WS

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

Wight Hero

5 Experience - 2 Advancements

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

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




Wight x3 (90 gold)

Bow x 3 (30 gold)

Range 24 S3

Shield (5 gold)

Light Armor (20 gold)

Armor save 5+

Mace x 3 (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

Wight (x3)

5 Experience - 2 Advancements

+1A Lad's got talent' Wight Archer B was promoted to *to be announced*, 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 x3 (90 gold)

Bow x 3 (30 gold)

Range 24 S3

Mace x 3 (9 gold)

Causes stun on a roll of 2-4

Zombie (x4)

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




Zombie x4 (60 gold)

Battle History

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

-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.

-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,

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

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)

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





See also

/TG/heim