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Made in us
Been Around the Block






Gorak da Hittiest

Seed from the loins of Gork (Or was it Mork?), Gorak has an insatiable blood lust. Once he eyes even a spec of blood, the Savage Orc rages like a thousand of the hottest furnaces in the Empire.

Cost - 325


M: 5 WS: 7 BS: 2 S: 5 T: 5 I: 5 A: 5 W: 3 Ld: 9

Special Rules Frenzy, We neva said he was da leadiest!, All eyes on me!, Independent Character, Immune to Psychology
Equipment: Muncha and Cruncha, Elf-Hide Light Armor

We neva said he was da leadiest!: Gorak cannot be your army's general. When resolving Ld for rallying other troops other than Gorak, count his Ld as 2. He is far too busy maiming and killing to bovva wit dem gitz.

All eyes on me!: When Gorak challenges a special character into combat, every unit within 12" must stop close combat, shooting, and casting to watch the battle unfold. These units cannot attack until this combat has been resolved. If Gorak wins by slaying his opponent or otherwise wins, every Orc and Goblin within 12" gains +1 Leadership (with a maximum of 10) for the rest of the game, and the enemies within 12" gain -1 Ld for the rest of the round. If the enemy character wins, Every Orc and Goblin gain -1 Ld for the rest of the game and the enemies within 12" gain +1 Ld (with a maximum of 10) for the rest of that round. When the combat has been resolved continue all phases as normal. If the enemy rejects the challenge, resolve this as per the Warhammer rulebook.

Independent Character: Gorak cannot join any other regiment. Joining any regiment, in his eyes, slows down da killin'.

Muncha and Cruncha: Muncha gives -1 to armor save, and Cruncha gives -1 to ward save.

Elf-Hide Armor: The skins of 100 elves are adorned by Gorak, and gives him an unnatural speed and finesse. Gives Gorak +1 M and +1 I; light armor

This message was edited 4 times. Last update was at 2009/12/12 06:12:54


 
Made in us
Been Around the Block






Gartain Ke-Bow

Some western commoners often find themselves staring out into the bright blue ocean, hoping for wonder, excitement, and a better well-being. But the ocean itself is not immune to the influence of Chaos. The wind blows strong and cold over the open seas, and where their is wind, there is the great master, Tzeentch. None know the sea much like the Mage-Pirates of the mystical Cathay. Powerful though they are, even they are no match for the influences brought by the Changer of Ways. Gartain Ke-Bow, a rogue Mage-Pirate is as cutthroat as they get. Able to mutate at will, he often takes the forms of of the most dreaded creatures of the untraveled seas, only to murder unsuspecting trade cogs or military vessels. Aboard his daemon ship the Kidu Khan, the Dread Captain terrorizes the open waters with an iron fist and slithering appendages...



Cost - 555



M: 4 WS: 5 BS: 3 S: 4 T: 4 I: 5 A: 3 W: 3 Ld: 10

Special Rules: Mark of Tzeentch, Polymorph, Cannons of the Kidu Khan, Mage-Pirate
Equipment: Dragonfire, Heavy Armor

Gartain Ke-Bow is a level 2 wizard. You must take Pandemonium as one of your spells.

Polymorph: Before deployment, roll a D6 to determine which sea creature you take attributes from.
_______________________________________________
1-2 Human: You retain your human form and gain no benefits.

3 Squid : +1 Wound, -1 Toughness, D3+1 Attacks, Black Ink: when Gartain and his unit breaks,you may use this ability (only once per game). The unit that breaks you cannot run you down, as they are stuck in a black goopy mess.

4 Shark: +1 Movement, +1 Strength, +1 Initiative, -3 Ld, Always Strikes First

5 Kraken: Unbreakable, +4 Ward Save, -2 Movement

6 Hydra: Fear, +3 Ward save, Stupidity, Frenzy
_______________________________________________


Cannons of the Kidu Khan

Gartain Ke-Bow has unloaded his hellcannons from his dreaded daemon ship the Kidu Khan. Hellcannons cost 50 points less, and count as a special unit choice instead of a rare choice. When resolving rampage, if Gartain is within 18" of the cannon, use his Leadership instead.

Mage-Pirate

At any point during the game, Gartain may sacrifice a would to add +1 to his army's power dice. He cannot do this more than once per turn, and cannot do this if he has 1 Would left.

Dragonfire

An ornate and powerful weapon dating back since the creation of the first of Cathay's empires, this behemoth burn with the souls of 10,000 kings. Flaming Attacks



This message was edited 1 time. Last update was at 2009/12/12 06:09:24


 
 
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