"Epäkelpo lomake" tyyliset virheet kirjautumisessa pitäisi olla nyt historiaa. T. ylläpito

Eluminit, Magian Lapset

Miten eri armeijat poikkeavat toisistaan tyyliltään ja pelitavoiltaan. Keskustelua eri yksiköiden käytöstä tilanteiden mukaan.
Marduk Isonda
Viestit: 22
Liittynyt: Ke 07.01.2004 20:56
Paikkakunta: Alajärvi

Eluminit, Magian Lapset

Viesti Kirjoittaja Marduk Isonda »

Tein tämän ihan huvin vuoksi.. ja alkaa special ruleista, sit coresta, jatkuu special, sit rare ja sit characters.... taikaesineet ja loret jossain välissä...



Special Rules:

Hate: All elumins hate Wood Elves, High Elves and Brettonnian.

Battlecry of Dark: Elumin character may unleash a fearsome battlecry that reduces enemy WS by 1.

Natural Magic: Elumin core, rare or special unit, which consist more than 15 units are treated as level one wizards, but only can choose Black Ray from Elements-lore. after throwing powerdice, throw D6. On 4+ the spell succeeds, but on lower than 4, the spell fails. Regiment can't do anything else that turn. On every 2 succeeded spells your models, except wizards, make, you may add 1 dispel or power dice on your pool. You may not cast any more than one Natural Magic spell at your turn.

Core Units:
Fierce warriors called Brothers-In-Arms are regiments trained from civilian-soldiers. Some citizen go training their combat skills several times at week, and when war is waged, these warriors come to serve their country.

Brothers-In-Arms Point Cost: 10/model
Unit Size:10+
Brother-In-Arms M WS BS S T W I A Ld
5 4 4 3 3 1 8 2 8

Weapons and Armour: 2 hand weapons, light armour.

Special Rules: Apprentice, Hate, Natural Magic.

Options:
May be given longbow for +3 points.
equip with shields:+1 point
upgrade one Brother to musician for +4 points
upgrade one Brother to Standard bearer for +8 points.
Promote on Brother to an Apprentice for +15 points
Promote one Brother to an Commander for +9 points.

Apprentice points: 15/model

Apprentices are novice elementalists, trained for combat situations. They are not very tough, or great fighters yet, but when allied with other Elumin regiment, he may boost it's natural magic skills with his own arcane force.

M WS BS S T W I A Ld
0 0 0 0 0 1 0 0 0

Apprentices don't fight as units or single models. Instead, they hide in elumin units that have Natural Magic special skill.
When unit contains Apprentice, the normal 4+ throw to succeed in casting spells, it is now 2+, and they may cast any spell they wish, not just the Black Ray. Notice, that spell still must be a spell from Elements-lore. Any attack can't harm apprentice, but if unit he/she is with is destroyed, he flees from battlefield and cannot be rallied. He is never seen again.

Dark One points:10/model

Dark Ones are daemon reaved elumin. They seek battle, in hoping to get killed to end their eternal curse. Daemon gives elumin unnatural strenght and toughness. Tought, not many elumin live long because their mind generates more arcane power than would normally be healthy. This is reason why their head explodes, or they are driven to madness.

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

Unit Size:5-10

Special Rules: Dark Ones are skirmishers and subject to frenzy. Also, they are Immune To Psychology and cause fear. Daemon-Reaver: Reaved by daemons, you must throw D6 and get 2+. On 1, throw again. On under 4, head of one of the Dark Ones explodes, causing S2 hit on all models in base contact. On 4+, throw again D6. the number you get, so many models are charged nearest enemy. If you get one, throw again. This maybe good thing, for this may cause entire unit to take special move!
In addition, enemy won't get Combat Resolution from outnumberin or flank and rear, hate, stupidity.

Weapon and armour: Daemon-Blade of Morith'Molith. This weapon is who handed weapon, but it does not strike last. Dark Ones wear heavy armour.

Options: Dark Ones are so crazied that they don't waste time on standard bearer, musician or unit champions-

Special Units: 26p./model

Trained in Royal Courts of Molith'Morith, these swift steeds are called Sky Steed for their unbelivable speed. They carry young Star and Sky Riders in battle, and charge of Sky Rider regiment is as fearsome sight as Brettonian Knights. One fearsome feature of them is that Sky Riders are years trained to shoot from movement.

Sky Rider:

Sky Steed: M WS BS S T W A I Ld
9 3 0 4 3 1 1 5 4
Sky Rider: M WS BS S T W A I Ld
4 4 5 3 3 1 1 6 6
Star Rider: M WS BS S T W A I Ld
4 4 4 3 3 1 2 7 7
Unit Size. 5-15

Special Rules. Fast Cavalry, Magical Horseshoes. Sky riders don't take normal 1- penalty for shooting at moving, Hate, Natural Magic, Scout, Skirmisher.

Weapon and Armour: Spear, light armour.

Options:
May be given Longbow for +5 points.
Steeds may be given enchanted horseshoes to boost their movement by D6 for +10 points.
Upgrade one model to Standard bearer for +10 points.
May contain Musician for +10 points.
Promote one Sky rider to Star rider for +15 points.
Promote one Sky Rider to Apprentice for +15 points.


Guardians: 17p./model

Guardians defend cities of elumin from invaders. While not so skillful archers, they are more skilled fighters than any other unit.

Guardian: M WS BS S T W A I Ld
6 5 1 4 3 1 2 8 10
Captain of the Guard: M WS BS S T W A I Ld
6 6 1 4 3 1 2 8 10

Unit Size: 10+

Special Rules: Killing Blow, Hate, Natural Magic, Stubborn, Slayer: Any Guardian or Captain that wounds enemy, can immedietly make another attack if he wishes. This rapid attack is maked with S 2.

Weapon and Armour: 2 hand weapons, heavy armour.

Options. Guardian regiment automatically can have musician and standard bearer for +10 points.
Promote one Guardian to Captain of The Guard for +17 points

Rare Units:

Black Obelisk: 175 points/model

Unit Size: One Black Obelisk and 3 crew.

Black Obelisk: M WS BS S T W A I Ld
- - 6 7 8 4 3 - -

Guard: M WS BS S T W A I Ld
5 4 4 3 3 1 1 7 6

Black Obelisk is massive, towerlike obelisk crafted from black marble. It has ability to shoot out blue rays from the crystal floating top of it.

Special Rules: . When shooting Black Obelisk, treat it like archer. It shoots 3 times with S7 and BS of 6, and no range or soft cover penalties. Hard Cover only makes 1- penalty, instead of normal 2. Obelisk must see it's target. Obelisk hits are worked out like from Rock Lobba or any Catapult: apraise range and throw scatter dice. you may reroll scatter dice once. If hit, place 4" template on unit or model to see which units are hit. models fully under template are hit automatically with no armour saves. Models partially under template are hit on 4+. Hate

Elementals:

These elementals are created by elementalists to serve them.
They are immune to spells they resperent.
Elemental: M WS BS S T W I A Ld
6 5 5 4 4 2 6 2 10

Unit Size: One Elemental

Special Rules: Elemental Types: Fire Elemental; Fire Elementals make double damage to flamable creatures, and can shoot fireballs 3 times at battle. Any unit attacking Fire Elemental must throw D6, if 1, unit is hit by fiery barrier that surrounds elemental and take S3 2 hits. Water Elemental; Water Elementals have no other special rules but they don't have penalty from rough terrain like swamps, rivers etc... They also can regnerate at water. If player wishes, elemental can hide to river that it's base touches. When hiding, there is no way to harm elemental. Air Elemental; Air elementals can fly and shoot thunderbolt once per battle. Throw scatter dice when shooting lightinbolt and wotrk out hits as from war machine. Lighting Bolt template is 4". Earth Elemental; Earth Elementals have +1 strenght and +2 toughness and +1 wound when on mountains, rocky areas or mud. Elementals can only be created by elementalist or archelementalist at game, not before the game and only if army has some free Rare unit entries left. One elementalist or archelementalist can only have 1 elemental at time. Elementals take double damage from opposite element spells and magical weapons if thrown 6 with macigal weapon. Elementals are immune to killing blow. Hate


Characters:

Heroes:

Elementalist: 95points/model

M WS BS S T W I A Ld
5 4 4 3 3 2 8 1 9

Special Rules: Elementalist is level 1 wizard and may choose spells from following lores:Death or Elements. Battlecry of Dark, hate. Maybe upgraded to level 2 wizard for +30 points

Weapons and Armour: hand weapon and heavy armour.

Options. May ride Sky Steed for +60 points. May take 50 points of magic items from Common or Elumin magic item list.

High Master: 72p./model

M WS BS S T A W I Ld
5 6 6 4 4 3 2 7 10

Special Rules: Hate, Battlecry of Dark

Options: May ride Sky steed for +60 points. May take 50 points of magic items from Common or Elumin magic item list.

Weapon and armour: Hand weapon, heavy armour.

Lords:
Arch Elementalist: 220p./model

M WS BS S T W A I Ld
5 3 3 3 3 4 2 5 7

Special rules: Hate, Battlecy of Dark

Options:May take 10 points of magic items from Common or Elumin magic item list. May ride Sky Steed for +60 points. May take magic items for 100 points from Common or Elumin item list.

Magic: level 3 wizard. Maybe upgraded to level 4 wizard for +30 points

Weapon and Armour: Staff, sword(count as 2 hand weapons.) and heavy armour

High Lord: 300p./model

M WS BS S T A I W Ld
7 8 5 4 5 4 9 4 9

Special Rules: hate, Battlecry of Dark. Level 2 wizard

Options: May ride Sky Steed for +60 points. Common or elumin magic items for 100 points.

Weapons and armour: 2 hand weapons, heavy armour.


Lore of Elements:

Elumin wizards always get 1+ to their dispel dice throws and have magic Resistance of 1.

1.........Black Ray.......5+
2.........Flamethunder......6+
3.........Black Nova...........8+
4........Fire Shield.............10+
5........Create Elemental...15+
6........Dark Bolt.................15+

Black ray is magic missile which makes D6 strenght 4 hits with range of 28".

Flamethunder unleashes flaming bolt of lighting from casters hand. Makes S3 10 hits. Double damage to flammable creatures. Range of 25"

Black Nova is freezing attack that makes S7 one hit with 4" template. Models completly under template get no armour save, and models partially under it are hit on 5+.
Range of 20".
Fire shield: Casted on friendly unit anywhere on table. Attacks on unit under the spell must throw D6. If 3+, attacking unit takes S5 hit. Double damage on flamable creatures.
Create Elemental: Creates an elemental. Caster may choose which type of elemental is created. Rules for elementals are shown above.
Dark Bolt: Dark Bolt can be cast on any unit on table. All models on unit take S4 hit with Killing Blow special ability. Can't be cast on unit which consist more than 17 models.

laitan lisää kun kerkiän, esineitä, sotavaunun ja parantelen vanhoja, muttaah...
~Immune To Psychology~
weis
Viestit: 667
Liittynyt: Su 08.02.2004 10:42
Paikkakunta: Raahe
Viesti:

Viesti Kirjoittaja weis »

Millä perustein nuo vihaa welffejä, helffejä ja brettejä. Ei tämä kyllä tasapainoinen ole (ei millään pahalla). Suurin osa yksiköistä on aivan liian hyviä tehoihinsa nähden mutta kivaa että joku jaksaa kirjottaa ;)
[11:24] <Dalamar> äiti ilmeisesti pitää minua seksiorjana
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Teonanacatl
Viestit: 2035
Liittynyt: Su 26.01.2003 19:10
Paikkakunta: Joensuu, "fluffipelaajien luvattu karkkimaa"

Viesti Kirjoittaja Teonanacatl »

JA onko Pimeyden sotahuuto pysyvä, vai kestääkö vain yhden vuoron/combatin/jonkun ajan?
"Kuunnelkaa lapset Teonanacatlia, joka tietää asiasta
hieman kauemmin pelanneena..."
- Illumina
"Teonanacatl ounaa."
- Usermaatra
"Något sagt i latin låter djupt."
-Trad.
Huuhkaja
Viestit: 411
Liittynyt: Ke 30.07.2003 18:13
Paikkakunta: Järvenpää
Viesti:

Viesti Kirjoittaja Huuhkaja »

Kivahan tuo. Tuohon väsäät figut, niin kiva tulee.
"Stay where you are... You're making me look amazingly brilliant."
Maedhros
Viestit: 1055
Liittynyt: Ma 02.02.2004 22:14
Paikkakunta: Helsinki

Viesti Kirjoittaja Maedhros »

Oletkos lukenut itse tuon spellilistan läpi. Minäkin haluaisin käyttää sitä, mutta kukapa ei haluaisi, sen verran tasapainoton kun on (Ykkösspellinä tuo on pirun hyvä, kakkonenkin on kova, kolmonen ampuu täysin yli, nelonen on kanssa kova, vitosesta en tiedä, kun en elementaleja vielä ole lukenut) ja kutonenkin on jotain, mitä ei sallisi pelissä olevan).

Lordi on karmea mättökone, mutta Lordi tason maagi ei voi taikoa :D.

I8 Core tyypeillä? WTF?

Skirmishaavia, Scout Cavalryä? Täh? Ja D6" lisää vauhtiin. Marssiin vai normaaliin? Eli onko 30" liikkuminen mahdollista?

Eli näin yhteenvetona, kun kaiken olen lukenut, armeija ampuu todella pahasti yli, sillä puolet Core uniteistakin löisi ennen 60% vihollisarmeijoiden kenraaleista. Magia on aivan uskomatonta, liian tehokasta.

Jos listaa muuttelet, älä paranna mitään, vaan aloita reilu stattien laskeminen. Kannattaa muuten testata ja miettiä, voisivatko nämä pärjätä vihollista vastaan ja voisivatko viholliset pärjätä näitä vastaan? Tässä listassa toteutuu eniten ensimmäinen kohta.
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Cannonball
Viestit: 898
Liittynyt: Ke 12.11.2003 18:55
Paikkakunta: turku

Viesti Kirjoittaja Cannonball »

No ihan suoran sanoen tuo lista on prlikelpoinen... Jos pistät perusjannun maksamaan vähintään 20pinnaa ja Lordielementalistin 500pointsii. Järkyttävä lista. Miksei samantien Lordit 10pinnaa/kpl ja ilmaiset magic itemit? Unbreakable perusjalkaväki, jota saa yhdellä pointsilla 20 ukon rykmentin? Ainoa mahdollisuus, millä joku suostuu pelaamaan tätä vastaan, on että itse otat esm. 1000pts armeijan, kun vastustajalla on 4000pts. Tajuatko jo mistä ongelma löytyy, vai jatkanko vielä?
Väitä vastaan, olen mestari.
"Routiolainen Kirjailijanalku joka pitää Pahis-sitruunoista."
I'm just a soul whos intentions are good, oh Lord, don't let me be misunderstood.
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Murhe
Valvoja
Viestit: 3640
Liittynyt: Pe 13.09.2002 09:33
Paikkakunta: Lappeenranta

Viesti Kirjoittaja Murhe »

Kylläpä elementalistit kasvavat oppivuotensa aikana. Aprenticen stattirivi on mieletön M0 Ws0 Bs0 S0 T0 W1 I0 A0 Ld0 ja aikuisella M5 Ws4 Bs4 S3 T3 W2 I8 A1 Ld9. Bonuksena harjoittelija estää yksikkönsä liikkeen totaalisesti pelin aikana lukuun ottamatta pursue/overrun/flee -liikkeitä.

Sinällään olisi hauska tietää edes mitä nämä magian lapset ovat. Nyt kyseessä on pelkkä rivi sääntöjä ja numeroita. Eikä näillä säännöillä ja numeroilla näytä olevan kovin kummoisesti päätä tai häntää. Suotavaa, että stattirivi olisi jatkuvasti sama nyt hyökäyksen ja initiativen paikka heittelee.

Sinällään positiivista, että joku yrittää jotain uutta. Toivoisi vain perusasioiden olevan kohdallaan.
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Poerisija
Viestit: 243
Liittynyt: La 14.06.2003 22:19

Viesti Kirjoittaja Poerisija »

Ja harjoittelija aloittaa pelin kuolleena, toughness 0 ja strenght 0.
Kirjoitusvirheet hämäsivät myös. En nipota, vaan en oikeasti vaikeuttivat lukemista.
Ja liian kovia ukkoja.
Evolution was never true
Of all the lies they feed to you
What you see is what you do
Monkey me and monkey you
Scar-Veteran
Viestit: 288
Liittynyt: La 18.10.2003 17:05

Viesti Kirjoittaja Scar-Veteran »

Tuo lore. Se on liian hyvä. Sillä kun tekee heavy magicin niin jo on. Siis. Lore mielummin kokonaan pois!
"So long as there is light, there is a shadow"
zakug_the_insane
Viestit: 778
Liittynyt: To 05.09.2002 15:50
Paikkakunta: Jyväskylän mlk

Viesti Kirjoittaja zakug_the_insane »

Pidän ideasta, mutta toteutusta voisi hioa.
Ostan Tomb Kingejä ja necroneita! Lähetä YV.
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Kauppias
Viestit: 574
Liittynyt: To 17.07.2003 15:27
Paikkakunta: Helsinki

Viesti Kirjoittaja Kauppias »

Tosiaan toi lore on aika sairas. 8+ onnistuva S7 template taika. Ainakin 14+ ja range 12". Sit noí muutki taiat on ihan mystisen hyviä. Eniten ihmettelen I8. Mitä ihmeen Annoitedeja noiki on. Obeliski on ideana ihan hyvä mutta, aika sairaan hyvä (listan mukaan).

Ihan hyvä idea, mutta tota pitäs viilata aika lailla, sit sun pitäs pistää jotain fluffia noille.
Hedelmälepakoiden pitäisi kuolla sukupuuttoon...
Marduk Isonda
Viestit: 22
Liittynyt: Ke 07.01.2004 20:56
Paikkakunta: Alajärvi

Viesti Kirjoittaja Marduk Isonda »

Special Rules:

Hate: All elumins hate Wood Elves, High Elves and Brettonnian.

Battlecry of Dark: Elumin character may unleash a fearsome battlecry that reduces enemy WS by 1.

Natural Magic: Elumin core, rare or special unit, which consist more than 15 units are treated as level one wizards, but only can choose Black Ray from Elements-lore. after throwing powerdice, throw D6. On 4+ the spell succeeds, but on lower than 4, the spell fails. Regiment can't do anything else that turn. On every 2 succeeded spells your models, except wizards, make, you may add 1 dispel or power dice on your pool. You may not cast any more than one Natural Magic spell at your turn.

Core Units:
Fierce warriors called Brothers-In-Arms are regiments trained from civilian-soldiers. Some citizen go training their combat skills several times at week, and when war is waged, these warriors come to serve their country.

Brothers-In-Arms Point Cost: 10/model
Unit Size:10+
Brother-In-Arms M WS BS S T W I A Ld
5 4 4 3 3 1 8 2 8

Weapons and Armour: 2 hand weapons, light armour.

Special Rules: Apprentice, Hate, Natural Magic.

Options:
May be given longbow for +3 points.
equip with shields:+1 point
upgrade one Brother to musician for +4 points
upgrade one Brother to Standard bearer for +8 points.
Promote on Brother to an Apprentice for +15 points
Promote one Brother to an Commander for +9 points.

Apprentice points: 15/model

Apprentices are novice elementalists, trained for combat situations. They are not very tough, or great fighters yet, but when allied with other Elumin regiment, he may boost it's natural magic skills with his own arcane force.

M WS BS S T W I A Ld
0 0 0 0 0 1 0 0 0

Apprentices don't fight as units or single models. Instead, they hide in elumin units that have Natural Magic special skill.
When unit contains Apprentice, the normal 4+ throw to succeed in casting spells, it is now 2+, and they may cast any spell they wish, not just the Black Ray. Notice, that spell still must be a spell from Elements-lore. Any attack can't harm apprentice, but if unit he/she is with is destroyed, he flees from battlefield and cannot be rallied. He is never seen again.

Dark One points:10/model

Dark Ones are daemon reaved elumin. They seek battle, in hoping to get killed to end their eternal curse. Daemon gives elumin unnatural strenght and toughness. Tought, not many elumin live long because their mind generates more arcane power than would normally be healthy. This is reason why their head explodes, or they are driven to madness.

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

Unit Size:5-10

Special Rules: Dark Ones are skirmishers and subject to frenzy. Also, they are Immune To Psychology and cause fear. Daemon-Reaver: Reaved by daemons, you must throw D6 and get 2+. On 1, throw again. On under 4, head of one of the Dark Ones explodes, causing S2 hit on all models in base contact. On 4+, throw again D6. the number you get, so many models are charged nearest enemy. If you get one, throw again. This maybe good thing, for this may cause entire unit to take special move!
In addition, enemy won't get Combat Resolution from outnumberin or flank and rear, hate, stupidity.

Weapon and armour: Daemon-Blade of Morith'Molith. This weapon is who handed weapon, but it does not strike last. Dark Ones wear heavy armour.

Options: Dark Ones are so crazied that they don't waste time on standard bearer, musician or unit champions-

Special Units: 26p./model

Trained in Royal Courts of Molith'Morith, these swift steeds are called Sky Steed for their unbelivable speed. They carry young Star and Sky Riders in battle, and charge of Sky Rider regiment is as fearsome sight as Brettonian Knights. One fearsome feature of them is that Sky Riders are years trained to shoot from movement.

Sky Rider:

Sky Steed: M WS BS S T W A I Ld
9 3 0 4 3 1 1 5 4
Sky Rider: M WS BS S T W A I Ld
4 4 5 3 3 1 1 6 6
Star Rider: M WS BS S T W A I Ld
4 4 4 3 3 1 2 7 7
Unit Size. 5-15

Special Rules. Fast Cavalry, Magical Horseshoes. Sky riders don't take normal 1- penalty for shooting at moving, Hate, Natural Magic, Skirmisher.

Weapon and Armour: Spear, light armour.

Options:
May be given Longbow for +5 points.
Steeds may be given enchanted horseshoes to boost their movement by D6 for +10 points.
Upgrade one model to Standard bearer for +10 points.
May contain Musician for +10 points.
Promote one Sky rider to Star rider for +15 points.
Promote one Sky Rider to Apprentice for +15 points.


Guardians: 17p./model

Guardians defend cities of elumin from invaders. While not so skillful archers, they are more skilled fighters than any other unit.

Guardian: M WS BS S T W A I Ld
6 5 1 4 3 1 2 8 10
Captain of the Guard: M WS BS S T W A I Ld
6 6 1 4 3 1 2 8 10

Unit Size: 10+

Special Rules: Killing Blow, Hate, Natural Magic, Stubborn, Slayer: Any Guardian or Captain that wounds enemy, can immedietly make another attack if he wishes. This rapid attack is maked with S 2.

Weapon and Armour: 2 hand weapons, heavy armour.

Options. Guardian regiment automatically can have musician and standard bearer for +10 points.
Promote one Guardian to Captain of The Guard for +17 points

Rare Units:

Black Obelisk: 175 points/model

Unit Size: One Black Obelisk and 3 crew.

Black Obelisk: M WS BS S T W A I Ld
- - 6 7 8 4 3 - -

Guard: M WS BS S T W A I Ld
5 4 4 3 3 1 1 7 6

Black Obelisk is massive, towerlike obelisk crafted from black marble. It has ability to shoot out blue rays from the crystal floating top of it.

Special Rules: . When shooting Black Obelisk, treat it like archer. It shoots 3 times with S7 and BS of 6, and no range or soft cover penalties. Hard Cover only makes 1- penalty, instead of normal 2. Obelisk must see it's target. Obelisk hits are worked out like from Rock Lobba or any Catapult: apraise range and throw scatter dice. you may reroll scatter dice once. If hit, place 4" template on unit or model to see which units are hit. models fully under template are hit automatically with no armour saves. Models partially under template are hit on 4+. Hate

Elementals:

These elementals are created by elementalists to serve them.
They are immune to spells they resperent.
Elemental: M WS BS S T W I A Ld
6 5 5 4 4 2 6 2 10

Unit Size: One Elemental

Special Rules: Elemental Types: Fire Elemental; Fire Elementals make double damage to flamable creatures, and can shoot fireballs 3 times at battle. Any unit attacking Fire Elemental must throw D6, if 1, unit is hit by fiery barrier that surrounds elemental and take S3 2 hits. Water Elemental; Water Elementals have no other special rules but they don't have penalty from rough terrain like swamps, rivers etc... They also can regnerate at water. If player wishes, elemental can hide to river that it's base touches. When hiding, there is no way to harm elemental. Air Elemental; Air elementals can fly and shoot thunderbolt once per battle. Throw scatter dice when shooting lightinbolt and wotrk out hits as from war machine. Lighting Bolt template is 4". Earth Elemental; Earth Elementals have +1 strenght and +2 toughness and +1 wound when on mountains, rocky areas or mud. Elementals can only be created by elementalist or archelementalist at game, not before the game and only if army has some free Rare unit entries left. One elementalist or archelementalist can only have 1 elemental at time. Elementals take double damage from opposite element spells and magical weapons if thrown 6 with macigal weapon. Elementals are immune to killing blow. Hate


Characters:

Heroes:

Elementalist: 95points/model

M WS BS S T W I A Ld
5 4 4 3 3 2 8 1 9

Special Rules: Elementalist is level 1 wizard and may choose spells from following lores:Death or Elements. Battlecry of Dark, hate. Maybe upgraded to level 2 wizard for +30 points

Weapons and Armour: hand weapon and heavy armour.

Options. May ride Sky Steed for +60 points. May take 50 points of magic items from Common or Elumin magic item list.

High Master: 72p./model

M WS BS S T A W I Ld
5 6 6 4 4 3 2 7 10

Special Rules: Hate, Battlecry of Dark

Options: May ride Sky steed for +60 points. May take 50 points of magic items from Common or Elumin magic item list.

Weapon and armour: Hand weapon, heavy armour.

Lords:
Arch Elementalist: 220p./model

M WS BS S T W A I Ld
5 3 3 3 3 4 2 5 7

Special rules: Hate, Battlecy of Dark, level 3 wizard

Options:May take 10 points of magic items from Common or Elumin magic item list. May ride Sky Steed for +60 points. May take magic items for 100 points from Common or Elumin item list.

Magic: level 3 wizard. Maybe upgraded to level 4 wizard for +30 points

Weapon and Armour: Staff, sword(count as 2 hand weapons.) and heavy armour

High Lord: 300p./model

M WS BS S T A I W Ld
7 8 5 4 5 4 9 4 9

Special Rules: hate, Battlecry of Dark. Level 1 wizard

Options: May ride Sky Steed for +60 points. Common or elumin magic items for 100 points.

Weapons and armour: 2 hand weapons, heavy armour.


Lore of Elements:

Elumin wizards always get 1+ to their dispel dice throws and have magic Resistance of 1.

1.........Black Ray.......10+
2.........Flamethunder......12+
3.........Black Nova...........10+
4........Fire Shield.............10+
5........Create Elemental...15+
6........Dark Bolt.................15+

Black ray is magic missile which makes D6 strenght 4 hits with range of 28".

Flamethunder unleashes flaming bolt of lighting from casters hand. Makes S3 10 hits. Double damage to flammable creatures. Range of 25"

Black Nova is freezing attack that makes S7 one hit with 4" template. Models completly under template get no armour save, and models partially under it are hit on 5+.
Range of 20".
Fire shield: Casted on friendly unit anywhere on table. Attacks on unit under the spell must throw D6. If 3+, attacking unit takes S5 hit. Double damage on flamable creatures.
Create Elemental: Creates an elemental. Caster may choose which type of elemental is created. Rules for elementals are shown above.
Dark Bolt: Dark Bolt can be cast on any unit on table. All models on unit take S4 hit with Killing Blow special ability. Can't be cast on unit which consist more than 17 models.


Character: Dulan O'dier The Wandering Lord

Dulan O'dier is leader of all elumin. He is very young, only 22 years old. He rised on throne when he killed his father with Dagger of Doom. Not much is known from Wandering Lord. He travels much to other countries in search of magical items.

Dulanthiel Tamorathas O'dier

M-Ws-Bs-S-T-A-I-W-Ld
5--6---6--3-3-3-9-4--10

Mount: Skysteed Night

M-Ws-Bs-S-T-A-I-W-Ld
9--3----0-3-3-2-8-2--6

Weapon and Armour: Filirín The Darkness, Staff of Blackness and Amulet of Lords. Counts as 2 hand weapons.

Filirín The Darkness: Darkness is sword forged from Black Iron with Thunderhammer and in Fire of Crystal Dragon. It ingores armour save, does double damage on flamable creature and gives wielder +1 Strenght.

Staff Of Blackness: Staff of Blackness gives 2 additional attacks

Amulet of Lords: Ward save of +3 and MR of 1.

Special Rules: Demonic Thoughts: Dulan is so evil that his enemies take -1 Combat Resolution.



Lisääh....
~Immune To Psychology~
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Sipulih
Viestit: 377
Liittynyt: To 18.09.2003 20:57

Viesti Kirjoittaja Sipulih »

[OT] Vois vähentää siitä WarCraftista niitten ideoitten oton [OT]

Muuten: Edelleen hyvin juustokasta. 20" päähän S7 template on edelleen inhottava, varsinkin Lohikäärmeelle tai Giantille.
Ja meillä on edelleen Magic Level 3 Maageja jotka eivät voi taikoa, sääntökirja kannattaa myös olla ennen omia listoja.
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Teonanacatl
Viestit: 2035
Liittynyt: Su 26.01.2003 19:10
Paikkakunta: Joensuu, "fluffipelaajien luvattu karkkimaa"

Viesti Kirjoittaja Teonanacatl »

Ja paljon Dulan maksaa? Muuten on kyllä aikamoista emmentalia koko lista.
"Kuunnelkaa lapset Teonanacatlia, joka tietää asiasta
hieman kauemmin pelanneena..."
- Illumina
"Teonanacatl ounaa."
- Usermaatra
"Något sagt i latin låter djupt."
-Trad.
verLoren
Viestit: 491
Liittynyt: Ti 29.04.2003 19:08
Paikkakunta: Imatra

Viesti Kirjoittaja verLoren »

Edam on parempaa.... niin, nyt tuntuisivat nuo loren perustaiat liian huonoilta. Jos laskisit kantamaa vähän niin voisit laskea power leveliä... paljonko nuo elementalit maksavat?
Ajattele ajattelua ajattelemisesta.
Maedhros
Viestit: 1055
Liittynyt: Ma 02.02.2004 22:14
Paikkakunta: Helsinki

Viesti Kirjoittaja Maedhros »

Cheddaria, brietä, gorgonzolaa (tjsp), ihan sama, mutta sitä lista voisi edelleen muuttaa noitten unittien osalta. Tosin jos noita Apprenticeja ottaa, eivät osa uniteista pääse liikkumaan minnekään. Silti 10 pisteeseen M5 WS4 BS4 S3 T3 W1 I8 A2 Ld8 kuulostaa kovalta, kun attackeja tulee kolme per jätkä (2 hand weapons) ja Iniative hipoo taivaita. Nythän tuo jo näyttää magian osalta siedettävämmltä, mutta lähdepä Elementalistilla noita spellejä heittelemään. Vähennä ennemminkin tehoa, kun teet niistä jo omillekin lähes mahdottomia.
Durthu
Viestit: 37
Liittynyt: Ti 27.07.2004 13:25

Viesti Kirjoittaja Durthu »

Eihän tuossa Black Obelisk:n kuvauksessa ole päätä eikä häntää, ymmärsikö joku sen toimintaperiaatteen?
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Rune
Peliporukkavalvoja
Viestit: 6376
Liittynyt: Ma 06.01.2003 14:18
Paikkakunta: Joensuu

Viesti Kirjoittaja Rune »

Järkyttävän sekavasta selityksestä huolimatta, ja Durthun erinomaisesta loogisen ajattelun kyvystä, ymmärsin tämän verran (joka oli aika ihmeellisestä selvityksestä vaikeasti kasaan revittyä):

Obeliski ampuu Bs 6:lla, ja sääntöjen mukaan osuu melkein aina 2+. Tämä aiheuttaa 40k:n blastaseiden mukaan osuneen yksikön päälle pienen blast markin, joka sitten skatteroituu jonnekin. Osuneisiin yksiköihin tämä blast tekee str7 osumia. Selvityksen lopussa on sana Fear. Minkäköhän takia en ole oikein vakuuttunut...? ;)

edit\\ Durthu, nyt kun ajattelen uudestaan, ei tuossa kuvauksessa ole mitään järkeä... Olet oikeassa. Tämän kerran. ;)
Viimeksi muokannut Rune, Pe 30.07.2004 14:04. Yhteensä muokattu 1 kertaa.
#Ostium
http://cabal-ostium.blogspot.fi/

For a Pessimist, I'm pretty Optimistic
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Tanan
Viestit: 1926
Liittynyt: Ke 28.04.2004 14:10
Paikkakunta: Oulu

Viesti Kirjoittaja Tanan »

Maedhros kirjoitti:Cheddaria, brietä, gorgonzolaa (tjsp), ihan sama, mutta sitä lista voisi edelleen muuttaa noitten unittien osalta. Tosin jos noita Apprenticeja ottaa, eivät osa uniteista pääse liikkumaan minnekään. Silti 10 pisteeseen M5 WS4 BS4 S3 T3 W1 I8 A2 Ld8 kuulostaa kovalta, kun attackeja tulee kolme per jätkä (2 hand weapons) ja Iniative hipoo taivaita. Nythän tuo jo näyttää magian osalta siedettävämmltä, mutta lähdepä Elementalistilla noita spellejä heittelemään. Vähennä ennemminkin tehoa, kun teet niistä jo omillekin lähes mahdottomia.
Unohdat, että apprenticen voi ottaa joka rykmenttiin ja silloin ne heittää mitä tahansa loitsua 2+.
Olihan näitä superyksikköjä kiva tehdä joskus 7 vuotta(?) sitten. Muistuu mieleen edellisen edikan 24" ratsastava Slaanesh lordi, jolla oli 3 ward savea...
Oulun Höyryliiga Ropeconissa (taas). Katso raportti ja kuvat!
Durthu
Viestit: 37
Liittynyt: Ti 27.07.2004 13:25

Viesti Kirjoittaja Durthu »

Kohta "apraise range and throw scatter dice" hieman hämäsi. Ensin puhutaan BS:n mukaan osumisesta ja sen jälkeen aletaan arvioimaan matkaan ja heittämään scatter dicea.
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