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

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==Information==
==Information==
Warband Rating: (10 *5)+Exp
Warband Rating: (12 *5)+52= 112


Treasury: 9gc
Treasury: 9gc
Line 6: Line 6:
Wyrdshards: 22
Wyrdshards: 22


Stored Equipment:  
Stored Equipment:
 


==Heroes==
==Heroes==

Revision as of 09:58, 31 March 2013

Information

Warband Rating: (12 *5)+52= 112

Treasury: 9gc

Wyrdshards: 22

Stored Equipment:

Heroes

The Apothecary

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.


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 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.

Experience: 23

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

Skill Lists: (What Skills you can GET)


Fluff Goes here


Goliath the Warden

Brute

M WS BS S T W I A Ld
4 4 0 4 4 1 2 2 7



Equipment: Greatweapon

Special rules: Strongman

Experience: 11

Advances: Skill: 1.Step aside.


Second Warden Samson

Brute

M WS BS S T W I A Ld
4 4 0 4 4 1 2 2 7



Equipment: Greatweapon

Special rules: Strongman

Experience: 10

Advances: Skill:



Gunther

Tainted One.

M WS BS S T W I A Ld
3 3 3 3 4 2 3 1 7

Equipment: Heavy Armor and a Halberd



Special rules:

Experience: 2

Advances: 1.Skill

Skill Lists: Step Aside

Fluff Goes Here


Victor

Tainted One.

M WS BS S T W I A Ld
3 3 3 3 4 2 3 1 8

Equipment:Halberd



Special rules:

Experience:

Advances: 1.+1Ld

Skill Lists:

Fluff Goes Here


Henchmen

Fly-Eyes and Colonus

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

M WS BS S T W I A Ld
4 3 0 3 2 1 3 1 10


Number of Henchmen: 3


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

Alois and Karl

Brethren

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


Equipment: Club and Dagger

Exp: 1



Notable Moments

Cool stuff goes here.

Your Dead

Whoever dies goes here.

Record

30.03.13: Fought and won in an occupy scenario against the Thunder Hammers.


See also

/TG/heim