Eluminit, Magian Lapset
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Marduk Isonda
- Viestit: 22
- Liittynyt: Ke 07.01.2004 20:56
- Paikkakunta: Alajärvi
Tajuaako? eka tehdään omasta mielestä valmiiksi, sitten pistetään tänne ja KUUNNELLAAN rakentavaa kritiikkiä. jos ei niin ei.Marduk Isonda kirjoitti:Fluffia on tulossa, kun jaksan kirjoittaa, ja sääntöjäkin parantelen. Jos ei jaksa odottaa, pitäköön turpansa tukossa.
P.S runen ville666 on vauhdissa.
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Alioppilas
- Viestit: 72
- Liittynyt: La 20.09.2003 20:48
- Paikkakunta: Helsinki
Tämä aihe on toistaiseksi ollut mitä huvittavinta luettavaa.
Ehkäpä (toivottavasti) se kääntyy seuraavaksi myös hyödylliseksi luettavaksi ja oikeuttaa olemassaolonsa muunakin kuin ylipitkänä vitsinä.
Kannattaa tosiaan ottaa listaa kommentoineiden neuvoista vaarin. Oikeastaan on syytä varmasti aloittaa ihan alusta ja miettiä, mitä tälläisella armeijalla oikein haetaan. Ehkä kaikkein paras ratkaisu olisi kuitenkin pelata vielä muutama hetki olemassa olevilla armeijoilla ja päästä WH-pelimekaniikkaan ja -tasapainoon paremmin sisälle.
Hauskaa alkanutta elokuuta kuitenkin.
Ehkäpä (toivottavasti) se kääntyy seuraavaksi myös hyödylliseksi luettavaksi ja oikeuttaa olemassaolonsa muunakin kuin ylipitkänä vitsinä.
Kannattaa tosiaan ottaa listaa kommentoineiden neuvoista vaarin. Oikeastaan on syytä varmasti aloittaa ihan alusta ja miettiä, mitä tälläisella armeijalla oikein haetaan. Ehkä kaikkein paras ratkaisu olisi kuitenkin pelata vielä muutama hetki olemassa olevilla armeijoilla ja päästä WH-pelimekaniikkaan ja -tasapainoon paremmin sisälle.
Hauskaa alkanutta elokuuta kuitenkin.
"Life is not a rehearsal." -The Verve
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Marduk Isonda
- Viestit: 22
- Liittynyt: Ke 07.01.2004 20:56
- Paikkakunta: Alajärvi
Hate: All elumins hate Wood Elves, High Elves and Brettonnian.
Battle-trained: All elumin wizards may use armour.
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 6 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
7 1 1 1 1 1 11 6
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 Rule: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. It affects all movement.
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
Wolf Knight: 19p./model
Wolf Knights are heavily armoured soldiers who ride massive Wolf-like macigal creatures.
Knight:M-WS-BS-S-T-I-A-W-Ld
5--4---4---3-3-6-1-1--8
Wolf: M-WS-BS-S-T-W-I-A-Ld
7--3---0--4-4-1-9-1--5
Special Rules: There are different types of wolves Wolf Knights ride.
White Wolf: White Wolves are freezy creatures that may breathe coldness front of them as breath weapon. Coldness makes S5 attack. Unit causing casualties from it may not shoot next turn.
Grey Wolf: Grey Wolves have +2 Movement and +1 strength and Toughness because of their enormous stamina.
Black Wolves: When riding Black Wolf, Knight and Wolf become sbject to Frenzy. Black Wolves have poison attack.
Silver Wolf: Silver Wolves have 1+ attack and killing blow.
All Wolves have two hand weapons: Claws and teeth.
Hate affects both Wolf and Rider.
Weapon and Armour: Claws, Teeth and sword.
Options: May be given shield for +2 points. May be given lance for+ 5 points. Promote one Knight to Alpha Wolf Rider. Alpha wolves have +1 strenght. Upgrade one Wolf Knight to Standard bearer for 13+ 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: 30p./model
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
You may create two elementals as one rare choice.
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 15
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 Costs 1400 Points.
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
Unholy Frenzy: If Unit Dulan is with destroys enemy unit, creature or character completly, Dulan comes subject to Frenzy. Frenzy lasts two turns and while frenzy lasts Dulan is Immune To Psychology.
Hate.
Unchallenged Leader: If Dulan is in your army, he MUST be your general.
Ausgihiel the Slayer of Morith'Molith 1200
Ausgithiel is Dulans closest friend and his bodyguard. He and Dulan have been on many battles, sometimes alone, sometimes againts army. Always they have won, and Ausgithiel belives that nothing can harm him or Dulan never.
Ausgithiel: M-WS-BS-S-T-I-A-W-Ld
6--7----7--3-3-8-5-4--10
Weapon and Armour: Ausgithiel is armed with Blade of Slayer and wears Armour of Immortal.
Blade of Slayer: Blade of slayer allows killing blow with 5+ instead of normal 6. Always when inflicted wound on enemy, victim must throw leadership test or became subject to Stupidity.
Armour of Immortals: When wearing this armour, Ausgithiel may regnerate and has ward save of 1+. he also has 5+ armoursave.
Fear: Ausgithiel is Merciless Slayer, but in his childhood he has traumatic experience with Bretonnian Trebutchet. Because of this, Augithiel Fears War Machines of any kind.
Terror: Ausgithiel causes Terror whenever he has more than 2 hitpoints.
Companies: If You have both Dulan and Ausgithiel in your army, they must always stay within 2" of each other.
Battle-trained: All elumin wizards may use armour.
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 6 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
7 1 1 1 1 1 11 6
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 Rule: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. It affects all movement.
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
Wolf Knight: 19p./model
Wolf Knights are heavily armoured soldiers who ride massive Wolf-like macigal creatures.
Knight:M-WS-BS-S-T-I-A-W-Ld
5--4---4---3-3-6-1-1--8
Wolf: M-WS-BS-S-T-W-I-A-Ld
7--3---0--4-4-1-9-1--5
Special Rules: There are different types of wolves Wolf Knights ride.
White Wolf: White Wolves are freezy creatures that may breathe coldness front of them as breath weapon. Coldness makes S5 attack. Unit causing casualties from it may not shoot next turn.
Grey Wolf: Grey Wolves have +2 Movement and +1 strength and Toughness because of their enormous stamina.
Black Wolves: When riding Black Wolf, Knight and Wolf become sbject to Frenzy. Black Wolves have poison attack.
Silver Wolf: Silver Wolves have 1+ attack and killing blow.
All Wolves have two hand weapons: Claws and teeth.
Hate affects both Wolf and Rider.
Weapon and Armour: Claws, Teeth and sword.
Options: May be given shield for +2 points. May be given lance for+ 5 points. Promote one Knight to Alpha Wolf Rider. Alpha wolves have +1 strenght. Upgrade one Wolf Knight to Standard bearer for 13+ 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: 30p./model
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
You may create two elementals as one rare choice.
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 15
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 Costs 1400 Points.
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
Unholy Frenzy: If Unit Dulan is with destroys enemy unit, creature or character completly, Dulan comes subject to Frenzy. Frenzy lasts two turns and while frenzy lasts Dulan is Immune To Psychology.
Hate.
Unchallenged Leader: If Dulan is in your army, he MUST be your general.
Ausgihiel the Slayer of Morith'Molith 1200
Ausgithiel is Dulans closest friend and his bodyguard. He and Dulan have been on many battles, sometimes alone, sometimes againts army. Always they have won, and Ausgithiel belives that nothing can harm him or Dulan never.
Ausgithiel: M-WS-BS-S-T-I-A-W-Ld
6--7----7--3-3-8-5-4--10
Weapon and Armour: Ausgithiel is armed with Blade of Slayer and wears Armour of Immortal.
Blade of Slayer: Blade of slayer allows killing blow with 5+ instead of normal 6. Always when inflicted wound on enemy, victim must throw leadership test or became subject to Stupidity.
Armour of Immortals: When wearing this armour, Ausgithiel may regnerate and has ward save of 1+. he also has 5+ armoursave.
Fear: Ausgithiel is Merciless Slayer, but in his childhood he has traumatic experience with Bretonnian Trebutchet. Because of this, Augithiel Fears War Machines of any kind.
Terror: Ausgithiel causes Terror whenever he has more than 2 hitpoints.
Companies: If You have both Dulan and Ausgithiel in your army, they must always stay within 2" of each other.
~Immune To Psychology~
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hyytelöperuna
Koko lista on ylitehokas superlista, jossa ei ole mitään järkeä. Sääntöjä on liikaa, ja ne yliajavat toisensa. Special Charrut eivät vie paikkoja, ja ovat ihan idioottimaisia. Tavalliset yksiköt hakkaisivat minkä tahansa yksikön hammereissa, muista en sano mitään.
Suosittelen poistamaan koko roskan, ja lue niitä muiden ihmisten viestejä. Ja sääntökirja olisi kiva kapistus.
Suosittelen poistamaan koko roskan, ja lue niitä muiden ihmisten viestejä. Ja sääntökirja olisi kiva kapistus.
- Henri Ketonen
- Viestit: 3346
- Liittynyt: Ke 16.10.2002 22:22
- Paikkakunta: Turku
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Alioppilas
- Viestit: 72
- Liittynyt: La 20.09.2003 20:48
- Paikkakunta: Helsinki