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Check out my roomtiles,
usable in any kind of game.
Cutlass’ house rules.
Hello all,
I really don’t want to do this but it seems there are so many rule versions out there
that I have no choice. Players are using other custom rules in my games and that can be
pretty confusing.
I’ll try to keep this as short and clear as possible.
Experience.
I use both XP and gold as experience, mostly you’ll gain XP for doing something really
heroic, for good role-playing and for good ideas. XP can only be used to level up.
For instance: if you possess 1800 gold and 200 experience you can add them together to
become level 2.
Power phase and magic.
Like Old warrior’s rules the power phase at level 1 is exactly how much power a wizard
has, at level 2 this becomes power dice +1.
A Wizard can cast as many spells as he can afford.
For instance: a Level two wizard sees the power dice come up as 3, he gets +1 from his
level and can now cast healing hands twice.
Defensive spells and spells with delayed effect will last a full turn (i.e. the spell
will dissipate just before you cast another.
In order to cast a spell you must be conscious.
Healing.
If you want to use a bandage or a potion you need not be conscious. But you must use is
in the reaction phase of the turn in which you were damaged to 0 wounds.
If you want to heal a comrade by other means than a spell you must be adjacent to him.
Unless of course the item states otherwise.
Death.
Unlike everyone else I use different rules on the death of your warrior. When you drop
to 0 wounds you slip into a coma. A fellow warrior can save you during the reaction phase.
You have until the end of the next round to be saved, if this fails you’re dead.
So: Monster phase; you get a mighty blow and slip into coma. Reaction phase: someone
can heal you. New turn: Warrior’s phase: you can still survive but your friends have to be
fast. Reaction phase: last chance! New turn: you’re dead.
Using weapons and equipment.
Since I’m running/ playing a lot of different games I don’t remember what equipment you
are using and carrying, therefore I’d appreciate is if you state in your orders which
weapon/ item you are using.
Fear:
You’ll only need to roll fear if you attack a monster with fear rating.
If there are several monsters you’ll have to roll for each type.
If you kill all the monsters with fear rating your fear will disappear.
Fear only applies on the monster with fear rating so if for example you have Zombies
and Goblins as foes your –1 to hit only applies to the Zombies.
Tactics:
These are not rules but guidelines; too many Warriors have died because they
disregarded tactics. These are simple and brief.
Survival tip N°1: Huddle in corners!
When you stand in the middle of a room you can be besieged on all sides, when you stick
to corners you cannot. Ideally the Wizard/healer should be in the corner so no one -except
ranged weapons and spears- can hit him. When there’s no healer put a good ranged fighter
in the corner.
Survival tip N°2: Huddle together!
For the same reasons as tip N°1 sticking together reduces the number of foes that can
attack.
Survival tip N°3: Use healing wisely!
Healing should be done when a Warriors is on 0 wounds, not before that. Magical healers
can of course heal whenever they want but should be mindful depending on their available
spell. If for instance you cast healing hands before the monsters attack and someone is on
0 wounds you have only one more chance to revive him.
Survival tip N°4: Corridors are excellent defendable positions!
Standing in the opening of a door instead of going into a room is a great way of
defense especially if you have two ranged fighters in the back! (Or two wizards or a combo
thereof).
That’s it! Happy dungeoneering…
Rules for Altdorf's Arena.
Ok, here are the rules for the dungeon –bowl style game.
These will probably change a bit as we go along.
Try to be lenient on me, this is highly experimental, if you have objections or
suggestions don’t hesitate to let me know.
First of all you’ll be happy to know that weapons are allowed, when you’re holding the
ball you’ll still be able to attack with one –handed weapons.
Secondly you’ll be happy to know that your warrior cannot actually die in the game, a
horde of wizards are constantly monitoring the game, healing and resurrecting when
necessary. If your warrior dies he’ll be placed in the dug-out (the small rooms in the
corners with the iron hatches). You’ll be here one turn before you can move again.
If you die while holding the ball it will scatter 1d6 squares, if you die by falling in a
pit, fire chasm or by teleporting teh ball will instantly be teleported to the center of
the dungeon.
Object of the game: the first team to get the ball in the enemy team end zone three times
wins. Winners get an objective room treasure each and 1500 Gold; losers will still get 1d6
times 100 gold for participation.
Turn events and power phase: Each turn monsters are placed; these will always be the
minimum amount and are placed near the teleport number defined by the power phase die.
The event die will either help or thwart your team. This is what will happen:
1 (unexpected event) you drop the ball and it scatters throughout the room like a long
pass, if no one holds the ball more monsters are placed.
2 The offensive team each roll a d6 on a score of 1-2 they step upon a mine trap and
receive 1d6 damage with no deductions, 3-4 your warrior is webbed for 3 turns, 5-6 nothing
happens.
3 The defensive team has +2 movement.
4 The offensive team has +2 movement.
5 Each player of the offensive team adds 1d6 to his movement.
6 The players of the offensive team each chose 1 option: passes of the warrior
automatically succeed or the warrior gains 1d6 wounds.
Catching and throwing the ball: If you throw the ball to your fellow player both must
succeed in a BS roll. If one player fails the ball will scatter, depending on who fails…
Quick passes (max. 2 squares) no need to roll.
Short passes (max 4 squares) roll your BS +2 scatter 1d6 squares
Medium passes (between 5 and 7 squares) Roll BS scatter 1d6+3 squares
Long passes (8+ squares) Roll a 6! Scatter 2d6 squares.
It goes without saying you’ll need LOS on your team member to make a pass. Remember 1 is
always miss 6 always succeeds.
If you miss a throw and an enemy player is in the passing zone he may opt to intercept the
ball using a BS test only…
Teleporter holes:
The numbered squares are teleport holes if you step into one roll a d6, that’s where you
teleport, you can do nothing else for that turn. If you teleport on an occupied space
you’ll end up dead (in the dug out).
If you teleport on the same number as the one you want to teleport from roll another D6
1-2 you are vaporised on the spot!
3-4 you recieve 1d6 magical damage not deductable from armour & toughness
5-6 the teleporter is out of order until another warrior attempts the same hole.
Jumping, pushing and tackling.
To jump over a chasm you need to roll a d6 + Initiative, you need 7+ to succeed (yes
dwarves are crappy jumpers). Jumping over two squares gives you a –1 on this roll.
Pushing players or monsters requires a roll of 2d6 on the following table:
2- Attacker is knocked over (needs a turn getting up and is at +2 to hit while down.)
3-4 Attacker is stunned (no further actions this turn)
5-6 Nothing happens
7 Both players knocked over
8-12 Defender is pushed back
You may push mid -move.
Tackling
This action may be performed mid-move, i.e. you may tackle when someone moves past you.
To tackle successfully you need to hit your opponent who may then roll a toughness test
(without armour add-ons) against 7+
If you hit and your opponent fails his Toughness test the tackled player is down.
If you fail to hit however, you must roll a Toughness test yourself or fall down.
Players who fall, get tackled or get pushed (blocked) while holding the ball will drop it,
scattering 1d6 squares.
Falling into a pit or the fire chasm will kill you, falling into a spiked pit will deal
1d6 damage, no deductions and one round to climb out.
Treasure chests will contain treasure! You may open one chest only when here, opening a
second chest will result in you getting killed by explosive magics.
Monsters will not carry treasure…
That’s it for now, may the best team win!
Villains and enemy character encounters.
To add some flavor to your games you can add these enemy personas to your games, mostly
you’ll want to place them in the Objective room but you can use them wherever you want to
add some extra challenge to your dungeon. Together with special rules and scores I’ve also
set a suggested battle level. This is just a suggestion; if you feel that these
antagonists are too strong or too weak just adjust the scores; don’t forget to adjust the
gold value as well.
Because of their power I also suggest you deal out an extra treasure card for the defeat
of these villains.
Some of the enemies have the special abillity that gives a +1 morale and resist fear
bonus. Morale in this case is anything that has to with bravery or mental resolve (such as
resisting intimidation and the like). If you don't use these rules just ignore them and
subtract 10% of the creature's gold value.
Akinohoro. Beastman Champion.
Akinohoro is a renowned champion of the Redskull clan. He often accompanies raiding bands
of beastmen to teach them the tactics of fear.
This champion is an expert in ambushes and intimidation; furthermore his battle skill
often inspires his fellow raiders to perform feats they did not think possible.
Akinohoro is also in possession of a magical amulet that induces a blood frenzy to himself
and his followers. He attacks using two axes.
When using this enemy, replace a normal beastman with the hero. The special rules he
provides only applies to the beastman troupe he’s leading. Any other beastman model does
not enjoy these bonuses.
When Akinohoro dies the other models lose their bonuses.
| M |
WS |
BS |
S |
T |
W |
I |
A |
Gold |
Arm. |
DMG |
LVL |
| 4 |
5 |
4+ |
5 |
4 |
35 |
3 |
2 |
700 |
2 |
1D6 |
2-5 |
Special Rules:
Due to his renown, Akinohoro provides a +1 morale and resist fear bonus.
Battle Skill: when Akinohoro succeeds in both his attacks, he gives a +1 to hit bonus to
his troupe. Furthermore he gives his troupe the ambush 5+ special ability.
Magical amulet: each turn roll a d6 before the beastmen attack: on a 1 to 4 nothing
happens, on a 5 all models within the troupe receive a –1 WS and a +2 damage, on a 6 all
models receive an extra attack at –1 to hit.
Behalzerben, Beastman Shaman.
Just Like Akinohoro, Behalzerben will always be accompanied by a troupe of beastmen. They
will protect their shaman at all times, positioning themselves in the most obstructive way
whenever possible. The Shaman is responsible for the protection of his tribes Herdstone,
if he is in the vicinity of one add +2 to his magic rolls. Furthermore Behalzerben has his
own magic tome from which he casts his own set of spells. He is also blessed with a set of
wings and will take flight once the warriors break through his bodyguards, the fact that
he’s a flying spellcaster could prove a real challenge for any band of heroes.
| M |
WS |
BS |
S |
T |
W |
I |
A |
Gold |
Arm. |
DMG |
LVL |
| 4 |
4 |
5+ |
3 |
5 |
30 |
3 |
1 |
720 |
0 |
1D6 |
3-7 |
Special Rules:
Due to his renown, Behalzerben provides a +1 morale and resist fear bonus.
Fly, gives the special ability ‘guard’ to his troupe. Magic dispel 5+. Cloak of shadows
(gives warriors a –1 to hit).
Behalzerben’s magic. (Roll 2d6)
2-6 Failure. The Shaman fails to cast a spell.
6 Battle rage. The Shaman gives an extra 1d6 Attacks to the Monsters in combat with the
Warriors, distributed as evenly as possible.
7 Blue Flames. A burst of blue fire bursts from each of the Shaman's palms towards two
Warriors. Draw two Warrior counters to determine which Warriors are hit. The flames
inflict 1d6 Wounds, with no modifiers for Toughness or armour.
8 Curse of chaos The Shaman may select any single adjacent Warrior. If there is more than
one eligible target take a Warrior counter to determine which one the Shaman attacks. Roll
1D6 for the chosen Warrior and add his Toughness to the score. Roll 2D6 for the Shaman and
add his Toughness to the score. The highest score wins. If the Warrior wins the spell
fails. If the Shaman wins the Warrior suffers 1d6+2 damage and receives a –1 on his
Toughness for the rest of the adventure. A warrior cannot receive more than one curse this
way. If the same warrior is targeted twice, draw a new counter. If all the warriors are
already cursed reroll this result.
9 Burning Wind. The Shaman summons a storm of blue fire. Every warrior on the board
suffers 1D6 Wounds, with no modifiers for Toughness or armour.
10. Magical null field. No spells the warriors cast will work this turn.
11. Behalzerben’s summoning of the herd. A black cloud issues from the Shaman's mouth,
engulfing the Warriors in darkness. When the cloud dissipates 1d3 Beastmen have
appeared.
12 Malediction of Nagash. The Shaman causes cuts to open up on the body of one of the
Warriors. Draw a Warrior counter to determine which Warrior is hit. For 1 turn that
Warrior is unable to move, fire a missile weapon, and is at -2 to all of his to hit rolls
in close combat. Now, and at the start of each subsequent turn, the same Warrior loses (1
x the Dungeon level) Wounds with no modifiers for Toughness or armour, until the Shaman is
dead.
Raktator, Black Orc Warboss
Raktator is a Warboss, he does not roam around his dungeon but sits upon his throne in the
objective room. He has an unbridled hate versus elves that will send him into rage. He
also knows the power of the Waagh! and carries a magical axe.
Special Rules:
Hate Elves.
Axe of Mork: Ignores 1 point of armour, does an extra 1D6 damage on a to hit roll of 5+.
Power of the Waagh! : roll a D6 each turn, on a 5+ Rakator invokes this power.
Waaagh! Roll 2D6 for each Warrior spellcaster on the board. If the score is equal to or
greater than the Warrior's Battle-level he is knocked to the ground for 1 turn, during
which time he may do nothing.
| M |
WS |
BS |
S |
T |
W |
I |
A |
Gold |
Arm. |
DMG |
LVL |
| 4 |
5 |
4+ |
5 |
4 |
20 |
3 |
2 |
450 |
2 |
1D6/2D6 (5+) |
1-6 |
Gorkblat, Black Orc Drummer.
Gorkblat just loves noise; therefore he carries his war drum with him at all times. He’ll
bang away at the drum invoking splitting headaches to enemies and a rowdy party atmosphere
in his fellow orcs. Gorkblat will always accompany a war band of orcs and he will keep his
distance whenever possible, banging away on his magic drum, whenever a warrior comes
closer he’ll attack him with his ‘eadbutt.
| M |
WS |
BS |
S |
T |
W |
I |
A |
Gold |
Arm. |
DMG |
LVL |
| 4 |
4 |
4+ |
4 |
4 |
12 |
3 |
1 |
250 |
1 |
1D6 |
1-5 |
Special Rules:
Each turn roll a D6 to see what rhythm Gorkblat comes up with.
1. Outta Sink. No extra effect.
2. Bloody Cadence. Gorkblat’s allies (and himself) each heal 1 wound and lose any
fear or morale modifiers they might suffer.
3. Shattertune. The music causes extreme headaches to all non –greenskins, friend and
foe alike. They all suffer a –1 to hit.
4. Basha’ Tempo. Gorkblat and his war band receive a +1 to hit.
5. ‘Ere We Go. Gorkblat and his war band receive an extra attack.
6. Waaagh! Gorkblat’s allies (and himself) lose any fear or morale modifiers they
might suffer. Furthermore they receive an extra attack while his enemies get a –1 to hit.
‘Eadbutt: This attack work in the same way as a regular attack, however, due to his size
Gorkblat has difficulties hitting smaller characters like dwarves and halflings. He is at
–1 to hit such characters.
Sir Maechwech, Chaos Champion of Tzeentch.
Sir Maechwech is one of Tzeentch most loyal champions. He frequently leads special
missions for the Changer of Ways and as a true puppet master he can be found leading a
band of any kind of evil creature. Just add him as an extra foe to deal with. Sir
Maechwech is both a wizard and a warrior, a combination that makes him a cunning leader
and powerful enemy, consider using him as a reoccurring villain.
The Champions powers come from the magic symbol he carries like a standard; it is attached
to his magic armour.
| M |
WS |
BS |
S |
T |
W |
I |
A |
Gold |
Arm. |
DMG |
LVL |
| 4 |
7 |
auto |
5 |
4 |
15 |
8 |
3 |
1250 |
2 |
1D6 |
4-10 |
Special rules:
Chaos Armour. Every time the wearer is struck roll 1D6. On a score of 4, 5 or 6 the blow
causes no damage. In addition, the wearer has Magic Resistance 5+.
Magic Sword of Tzeentch: when Maechwech rolls a 6 to hit the powerful magic of the sword
temporary mutates the affected warrior, the effect lasts until the warrior has visited a
temple. Roll a D6 and reduce the afflicted score by 1. 1: Movement, 2: Weapon Skill, 3:
Ballistic Skill, 4: Strength, 5: Toughness, 6: roll twice, rerolling further sixes.
Chaos Magic 1
Maledich Redblade, Darkelf master assassin.
Maledich is one of the most feared Dark elf assassins of the Nagarroth. He frequently
trains groups of new assassins in the killing arts, a commonly used tactic is to pit the
newbie assassins against a band of adventurers. Maledich is always accompanied by a group
of assassins. When 3/4th of this troupe is killed Maledich will attempt to flee, if this
succeeds he’ll try to get his revenge on the responsible warriors later.
| M |
WS |
BS |
S |
T |
W |
I |
A |
Gold |
Arm. |
DMG |
LVL |
| 5 |
9 |
auto |
4 |
4 |
15 |
10 |
2 |
550 |
0 |
1D6 |
5-8 |
Special Rules:
Due to his renown, Maledich provides a +1 morale and resist fear bonus to all Dark elves
on the board.
All dark elf assassins Maledich leads receive Ambush, magic 4+
Maledich himself has the following abilities:
Ambush, magic 4+, Assassinate 5+, Dodge 5+, Hate Elves, Weeping blades, never pinned,
Flees if 3/4th losses.
Gnakshi Trickmurder, Goblin hero.
Gnakshi is a crazy and very courageous Goblin. He has mastered the special combat skill of
drive-by attacking enemies with his unicycle. To use his skill he needs to have enough
room so you’ll only encounter him in corridors or large rooms. He is usually accompanied
by (hob-) goblin or orc archers who pepper their enemies while Gnakshi rides around doing
drive- by’s. Gnakshi is a proud member of the Evil Sunz Clan, a clan of orcs that are
especially known for their love of speed. Evil Sunz are such a restless bunch that rarely
remain in the same place for long. Hence you can find them almost everywhere in the Old
World.
| M |
WS |
BS |
S |
T |
W |
I |
A |
Gold |
Arm. |
DMG |
LVL |
| 8/4 |
3 |
3+ |
4 |
3 |
6 |
2 |
1 |
110 |
2 |
1D6 |
1-4 |
Special Rules:
Split movement: Gnakshi may keep some of his movement and finish it after his attack, when
using this option he must roll 3+ on a D6 or fall from his unicycle.
Fight in ranks, Parry (with shield) 5+, Immune to fear, Never pinned.
When Gnakshi falls from his unicycle he may not attack and has –1 WS, he may jump on the
cycle and move away only.
Be carefull in placing this Goblin hero in large rooms and corridors only, too many
occupied squares can severly hinder the movement of Gnakshi. In heavy populated rooms
consider letting him wait in the back untill he has enough room to move.
The Master of Carnage.
The creature only known as The Master of Carnage is somewhat of an enigma. No one knows
what kind of creature it is or how it came to be in its current state. Sometimes he is a
leader of monsters while at other times he is a tool of destruction used by different
kinds of foul beings. One thing is sure, the Master is a powerful foe and a brutal fighter
whose eyes burn like red-hot coals and whose hunger for blood is unfathomable. Stories
tell that the creature is in fact immortal, as numerous adventurers have claimed its
demise by their hand yet he seems to resurface every now and then. Others have suggested
that there are in fact several different Masters of Carnage; the truth remains to be seen.
| M |
WS |
BS |
S |
T |
W |
I |
A |
Gold |
Arm. |
DMG |
LVL |
| 5 |
5 |
4+ |
4 |
5 |
17 |
4 |
2 |
610 |
1 |
2D6 |
2-6 |
Special Rules:
Fear: 6
Haraguum, Beastman Champion of Nurgle.
Haraguum is a war veteran from the battle of Blighted Pass. During this battle he has
served under a Great Unclean One. His service for this foul being marked Haraguum for life
and he now carries the plague. Whenever Haraguum takes control of a new herd, the plague
quickly spreads through his ranks, however, due to it’s magical nature and the goodwill of
Nurlge himself few beastmen ever succumb to the sickness.
When using this enemy, replace a normal beastman with the hero. The special rules he
provides applies to all the beastmen on the board, even after his death. Beastmen placed
after his demise will not recieve the Plague.
| M |
WS |
BS |
S |
T |
W |
I |
A |
Gold |
Arm. |
DMG |
LVL |
| 4 |
5 |
3+ |
4 |
4 |
30 |
4 |
2 |
700 |
0 |
1D6/2D6(5+) |
3-8 |
Special rules: Plague, gives plague to fellow beastmen.
Throws Javelin, S:4
Xarvox, Champion of Nurgle.
Xarvox is a renowned champion of chaos, gifted with several gifts of Nurgle, the god of
rot. He leads a small band of demonic forces with which he frequently raids small
defenseless villages. His main weapon is an enormous double-handed sword that looks like
it’s been dipped in acid. His armour has been fused with his flesh and out of the front of
his helmet grows a small horn. Before his conversion Xarvox was a knight of the Royal
Order. He remembers much of this time, including the ways of the Imperial forces, roads
used by imperial messengers and stockpiles of the Army. This knowledge he uses to his
advantage to raid or evade imperial troops.
| M |
WS |
BS |
S |
T |
W |
I |
A |
Gold |
Arm. |
DMG |
LVL |
| 4 |
7 |
na |
5 |
3 |
15 |
7 |
3 |
1120 |
4 |
1D6/2D6(5+) |
4-9 |
Special Rules:Plague, Acid sword (on a 6 to hit, reduce opponent’s Armour value
permanently by 1 unless it’s magic), Fear 5.
Bwark, Chaos Troll of Nurgle.
Bwark is a cunning creature (for a troll) who often uses his brute power to gain control
of a group of monsters such as orcs or beastmen. He loves treasure and gold and will use
the creatures under his control to gain more trinkets of value. Like Haraguum this Troll
has fought together with greater daemons of Nurgle and has received “gifts” from his
collaboration.
Unfortunately for him, one of these gifts has ruined his eye so clever adventurers can use
this knowledge to their advantage.
| M |
WS |
BS |
S |
T |
W |
I |
A |
Gold |
Arm. |
DMG |
LVL |
| 6 |
3 |
6+ |
5 |
4 |
35 |
1 |
3 |
700 |
0 |
2D6 |
3-6 |
Special Rules:
Fear 7, Regenerate 2, Vomit, Stench (-1 to hit the Troll), Blind spot: any warrior who
stand in front of the troll may roll a d6, on a 5+ they stand in Bwark’s blind spot and
cannot be attacked by him. Off course Bwark can still hear them so he’ll try to move so
that he can see his enemies.
Skelhat, Ogre Marauder
Skelhat is an ugly, lazy and fat Ogre who hates everything. He uses his strength to bully
lesser creatures into working and gathering food for him. He wears a magical necklace that
gives him the power to absorb spells cast at him, actually he doesn’t know the power of
this amulet and just wears it because he took it from a slain enemy. Cowardly Skelhat
always surrounds himself by minions however, the loyalty of these minions may shift
rapidly if the see that the Ogre is losing a battle.
| M |
WS |
BS |
S |
T |
W |
I |
A |
Gold |
Arm. |
DMG |
LVL |
| 4 |
3 |
5+ |
4 |
5 |
15 |
3 |
2 |
500 |
1 |
1D6/2D6(5+) |
1-5 |
Special Rules:
Magic Dispel 6+. Fear 5+.
Once Skelhat is defeated the surrounding monsters on the same board section gain Break.
Tulorkos, Ogre Tyrant.
Tulorkos is a Tyrant, an Ogre Tyrant is generally the biggest, strongest, fiercest and
most commanding of the Ogres in a given area. Tulorkos always carries an enormous hammer
and wears the tusks of some large beast as banner. This big and menacing creature is
always accompanied by a band of fellow ogres and a band of snotlings. The latter don’t
actually fight but are instructed to obstruct enemies and try to steal their gear.
Tulorkos also carries a warpstone he stole from a band of Skaven, therefore it is possible
that adventurers encounter skaven in search of their stone while in Tulorkos’ Dungeon.
| M |
WS |
BS |
S |
T |
W |
I |
A |
Gold |
Arm. |
DMG |
LVL |
| 4 |
4 |
na |
5 |
5 |
24 |
3 |
2 |
620 |
1 |
2D6 |
2-5 |
Special Rules: Fear 5, Snotling harassment, whenever 2 or more snotling
surround a warrior, he has –1 on his to hit rolls, Snotling thievery, every turn as long
as there are snotlings on the board roll a d6 on a 5+ one random warrior loses one random
treasure. remove a Snotling in this case as it runs away with the treasure.
Srryn, Skaven hero.
Sryyn is a renown skaven hero with some skills in alchemy. He is usually accompanied by a
troupe of Skaven Specialists such as Jezzails, Plague monks or the like. These will guard
the hero to the death. Srryn carries six warpfire grenades, once per turn he can throw
these causing a massive burst of warpfire energy. Jealously guarding his secret, he will
never part with his grenades (luckily for the adventurers).
Srynn is also an excellent infiltrator, tunneler and saboteur, prefering to poison enemy
drinking wells.
| M |
WS |
BS |
S |
T |
W |
I |
A |
Gold |
Arm. |
DMG |
LVL |
| 5 |
4 |
3+ |
4 |
3 |
15 |
5 |
2 |
320 |
2 |
2D6 |
2-8 |
Special Rules:
Due to his renown, Srryn provides a +1 morale and resist fear bonus. Gives the special
ability ‘guard’ to his troupe.
Using BS, Srynn throws warpfire grenades every turn; he carries six of these but will only
throw one per turn until depleted. Upon impact the grenades will deal 1d6 damage to a 4x4
square with no deductions for toughness or armour.
Fensschitt, Stormvermin Champion.
Every self respecting lowlife clanrat just loves Fenschitt. He is a veritable celebrity in
skavenland, as a veteran warrior he has countless victories on his name, including the
slaying of a Dragon Ogre.
The Champion is always accompanied by a group of Stormvermin who are under his
command.
| M |
WS |
BS |
S |
T |
W |
I |
A |
Gold |
Arm. |
DMG |
LVL |
| 5 |
5 |
4+ |
4 |
3 |
15 |
5 |
2 |
220 |
2 |
1D6 |
1-8 |
Special Rules:
Due to his renown, Fensschitt provides a +2 morale and resist fear bonus.
Magic weapon: Sword of Pain, ignores non magical armour and 3 points of magical
armour.
When Fenschitt brings a warrior to 0 wounds, all adjacent skaven receive an extra attack
of inspiration at –1 to hit.
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