/TG/heim:Slayers of Bargorash

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Slayers of Bargorash

Gold: 138 Warband Rating: 234 Wyrdstone: 5 Members: 12/14

Warband Inventory:

Special Rules: Eye of the Gods: An aspiring chaos follower is always watched by the vigilant eyes of the dark gods, who reward the successful generously but punish failures harshly. Roll 2D6 after every battle.

Spawn of Chaos: If you lost the preceding battle add +1 to the roll for each of your Heroes that was taken out of action during the battle. On a total of 12 or more the warband’s leader turns into a Chaos spawn (see rules below). His experience, skills, injuries and equipment are lost.

Mark of Chaos: If you won the battle add +1 for every enemy model the leader took out of action. On a total of 12 or more you may choose a Mark of Chaos for the winning leader (see Marks of the Dark Gods below).

As soon as the leader receives a Mark of Chaos through the Eye of the Gods special rule this test is no longer taken – until the leader leaves the warband in which case the new leader must prove himself to the Dark Gods the same way his predecessor did. If the warband already includes a Spawn of Chaos the doomed leader is simply erased from the roster. There may never be more than one Spawn of Chaos in a single warband. The Eye of the Dark Gods rule is not in effect if the warband leader did not take part in the previous battle

Hired Swords: Marauders of Chaos may only hire the following Hired Swords: Pit Fighters, Ogres, Norse Shamans and Imperial Assassins plus any other Hired Swords which specify they may be hired by Marauders of Chaos. Witches and Warlocks may be hired except by warbands that include warriors with the Mark of Arkhar.

Reavers: Due to their proximity to the Empire and the frequency of their raiding, the Norse excel at finding the best equipment and supplies quickly. As such, they gain a +1 to their rarity rolls when searching during the post-game sequence.

Pantheon: The Norse worship a myriad of gods, spirits and ancestors. As a result of their wide pantheon the Eye of the Gods special rule's effect (of becoming a Chaos Spawn or receiving a Mark) happens on a result of 13+ instead of 12+.

Heroes

Krargon the Crimson

Cheiftan: 95

M WS BS S T W I A Ld
4 6 3 4 5 2 5 2(4) 9




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

Mark of Arkhar: The Hero is subject to frenzy from now on. In addition, any spell that targets the Hero fails on a roll of 4+.

IMMUNE TO FEAR

Gear: Gromril Great Sword (+2 S, -1 Armour, Strike Last), Shield, Lucky Charm, , Helmet

Skills: Resilient: Deduct -1 Strength from all hits against him in close combat. This does not affect armour save modifiers.

Sprint. The warrior may triple his Movement rate when he runs or charges, rather than doubling it as normal. Strongman.

Advancement: (24) Resilient (28) +1 A (32) Sprint (36) +1 Ld (41) +1 W (46) +1 T (51) Strongman (57) +1 WS

Experience: 57

Ansemaeus

Bloodfather: 45

M WS BS S T W I A Ld
4 4 3 5 3 1 4 1 9




Special Rules:

Bloodfather: Take a Leadership test each time a Bloodfather takes an enemy out of action in hand-to-hand combat. If the test is passed add +1 to the Weapons Skill, Strength, Toughness or Initiative of the war-priest until the end of the battle. Each characteristic can be increased only once in this way. A Bloodfather may take Strength skills in addition to those normally available to a Seer.

Frenzy

Gear: Halberd, Lucky Charm, Helmet

Skills: Resilient: Deduct -1 Strength from all hits against him in close combat. This does not affect armour save modifiers.

Fearsome. Such is the reputation and physique of the model that he causes fear in opposing models.

Sprint. The warrior may triple his Movement rate when he runs or charges, rather than doubling it as normal.

Advancement: (11) Resilient (14) +1 S (17) Fearsome (20) Sprint (24) +1 Ld

Experience: 24

Velyra Swordsworn

Champion: 45

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




Gear: Halberd, Lucky Charm, Helmet

Injuries: Old Battle wound: D6 at start of game. 1 is not in play.

Hand Injury: -1 WS

Skills: Resilient: Deduct -1 Strength from all hits against him in close combat. This does not affect armour save modifiers.

Fearsome. Such is the reputation and physique of the model that he causes fear in opposing models.

Unstoppable Charge. When he charges, the warrior is almost impossible to halt. He adds +1 to his Weapon Skill when charging.

Advancement: (11) Resilient (14) +1 Ld (17) Fearsome (20) Unstoppable Charge

Experience: 20

Bolg Thunderheart

Champion: 45

M WS BS S T W I A Ld
4 4 3 6 3 1 4 1 7




Gear: Gromril Axe, Heavy Armour (+5 (4 w/shield), -1 Move), Shield, Lucky Charm, Helmet

Skill: Resilient: Deduct -1 Strength from all hits against him in close combat. This does not affect armour save modifiers.

Fearsome. Such is the reputation and physique of the model that he causes fear in opposing models.

Sprint. The warrior may triple his Movement rate when he runs or charges, rather than doubling it as normal.

Advancement: (11) Resilient (14) Fearsome (17) +1 S (20) Sprint (24) +1 S

Experience: 24

Voltor

Condemned: 45

M WS BS S T W I A Ld
4 3 3 D6 D6 1 4 D6 7




Special Rules:

Inconsistency: The body of the Condemned is mutating permanently. The variable attributes WS, S, T and A are determined whenever needed, once every turn.

Fear: The Condemned’s unnatural appearance makes him cause fear in his enemies.

Experience: Whenever the Condemned would 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 theadvance 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.

Gear:

Skill: Resilient: Deduct -1 Strength from all hits against him in close combat. This does not affect armour save modifiers.

Injury: Old Battle wound: D6 at start of game. 1 is not in play.

Advancement: (11)WS (14) -

Experience: 14

Henchmen

Warhounds

Warhounds x5 - 15 Each

M WS BS S T W I A Ld
7 4 0 4 3 1 3 1 5




Special Rules: Animals

Marauders

Largo, Morgor

Marauders

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




Gear: Halberds (+1 S)

Advancement: (2) +1 S (5) +1 WS

EXP: 6

Total Cost Per Unit: 52 each

Hired Swords

Ashella Moontide

Dark Elf Apprentice Assassin: 70 + 25 Upkeep

M WS BS S T W I A Ld
5 5 5 4 4 1 7 1 8




Special Rules:

Perfect Killer: All attacks made by the Apprentice Assassin, whether in shooting or close combat, have an extra -1 save modifier to represent his skill in striking at unarmoured spots.

Kindred Hatred: Dark Elves have an unyielding hatred towards any Elf warriors including Elf Hired Swords.

Excellent Sight: Elves have eyesight unmatched by mere humans. The Apprentice Assassin spots hidden enemies from twice his Initiative value in inches away.

Infiltration: The Apprentice Assassin can Infiltrate. A model with this skill is always placed on the battlefield after the opposing warband and can be placed anywhere on the table as long as it is out of sight of the opposing warband and more than 12" away from any enemy model. If both players have models which infiltrate, roll a D6 for each, and the lowest roll sets up first.

Gear: Dark Elf Blade (Parry, +1 to Crits, 2-4 Stun), dagger, repeating crossbow, dark venom, light armour and Elven cloak (shooters get -1 BS)

Skill: Dark Elf Skills, Combat, Shooting and Speed

Advancement: (2) Infiltration

Experience: 2

The Dead

Barrock Blackblade - Fell to the Cult of the Abhorred, sacrificed to their devilish god, Tzeentch.

Ziglund - Went stark raving mad after the battle of the Cult, Krargon decided to put him out of his misery.

Rorgrar - Mulled by cultists.

Multoc - Orc'd.

Ansemaeus's Sanity - Thanks Tzeentch.

Garmr - DAMN YOU CULTIST-CHAAAN.

Warhound - You were nameless, you made a good distraction.