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

Sotavasara Special Characters

Keskustelut, jotka liittyvät miniatyyripeleihin mutta jotka eivät sovi muihin keskustelun alueisiin.
DarkStalker
Viestit: 55
Liittynyt: Ti 01.10.2002 19:41
Paikkakunta: Tuusula

Viesti Kirjoittaja DarkStalker »

DarkStalker, Mutated hive-creature 467 ½

DarkStalker can be chosen to a Tyranid army with 1500 points or more. He allways counts as a HQ choise. He can`t be mutated or armed with other bio-weapons as below. He allways carries his box from place to place which is full of unpainted Tyranids.

Skills:

Armybuilding: 6
Tactics: 5
Painting: 5
Modeling:6
Leadership: 10 (9)
Fluff save: 6+ (5+ inv.)



Codex: Tyranids, a bottle of "Mehukatti päärynä" or 7UP, fingernails and a copule of headache medicines.

Special rules

Hates Necrons: DarkStalker allways hates Necrons from the bottom of his heart. He goes frenzy and counts as Tyranid Monstrous creature if he plays against them. (Read "frenzy"-rules from the WHFB-rulebook.)

Mobilephone advantage: DarkStalker can allways call to his brother when he has to use his fluff save. Unfortunately he can be busy or doesn`t know the answer. Darkstalker gets 5+ inv. fluff save.

Mighty whiner: When he fails a very important diceroll, he whines so much that his opponent can go to frenzy for a while. DarkStalkers opponent must take an LD test with 2d6. If he/she fails, he/she gets annoyed for d3 turns. While annoyed opponent gains -1 to his/her tactics. If the throw is successful, nothing will happen.

Itchy headache: Roll a d6 at the start of every turn (DarkStalkers and his opponents). At the first turn DarkStalker can`t get a headache. But at the second turn he gets a headache on 6+ and at the third turn on 5+ and so one. If he gets it you have d3 turns time to get a medicin or the game is over, because DarkStalker counts as surrendered.

Unthrustful fingernails: DarkStalkers hands count as rending claws but they work on 5+, because of his ninja training and quite long and sharp fingernails. He can eaven take off Lego blocks from each other which is very hard.

Unlucky: Because of his bad luck, DarkStalker gets -1 to his leadership throws and -2 to his armoursave throws.
Viimeksi muokannut DarkStalker, Ke 09.04.2003 18:25. Yhteensä muokattu 2 kertaa.
`Oni
Viestit: 90
Liittynyt: Ti 04.03.2003 19:34

Viesti Kirjoittaja `Oni »

Mormo, Gambler Legend


Any event which includes games of chance may include Mormo, Gambler Legend and possibly his Skaven army. If taken, he counts as one of the Legend-choices for the event. He costs 340 points. If taken, roll a D6. On a roll of 6+, he is accompanied by Timpe, Gambler Adept for an additional 200 points and up to 2000 points of his Dark Elves.

Skills:

Armybuilding: 4 (7)
Tactics: 5 (8)
Painting: 2 (4)
Modeling: 2 (5)
Leadership: 7
Wits: 7
Ego: 10D6
GMing: 7
Ward save: 3+

Weapons and armor: Warpstone-green dice-set (+1.5 tactics), 'Moaning Bell' (+1.5 tactics), Sniper-brush (+1 painting), Citadel-paints set (+1 painting), Mormo's Modeling Equipment (+3 modeling), Manuals, Rulebooks and Armybooks (+1 to armybuilding for book up to a maximum of 7).

Special rules

Bad Humour: Mormo, Gambler Legend busts alot of lowsy jokes. Roll a D6 every time he says something even remotely humorous. On a roll of 4+, he causes Terror for 1 minute.

Mature looks: When Mormo, Gambler Legend first appears, each character in sight must succeed a leadership test or believe he is 2 years older.

Sadistic risk addiction: If a choice of action includes a sadistic risk, Mormo, Gambler Legend, must choose that choice.

Gambling Addiction: When Mormo, Gambler Legend, should be doing something worthwhile, roll a D6. On a roll of 1-2, he is too busy gambling to attend.

Lady Luck's favourite: Mormo, Gambler Legend sure has a way with dice. If he rolls triple 6's three times a row on any combat, magic or shooting roll using his own dice, all opponents must suspect him of using fixed dice. Also, his leadership while rolling dice is considered to be 10 and he automatically passes all tests he should take while rolling to represent his endless confidence in his wrist.

Moaning Bell: The brass bell carried by Mormo, Gambler Legend allows him to distract those present. He may ring the bell once per roll to telekinetically reduce the score.

Unstopable attitude: Mormo, Gambler Legend is not easily stopped due to his wild spirits. To present this, Mormo, Gambler Legend has a ward save of 5+, combined with his luck save for a total of 3+

Coffee addict: Mormo, Gambler Legend must gain hold of a cup of coffee before turn 6 of any WH match or he will be forced to surrender while he impatiently seeks for coffee.
When all else fails, run like hell.
Andromedus
Viestit: 1968
Liittynyt: Su 06.10.2002 19:57
Paikkakunta: Savonlinna, Itäisten arojen linnake

Viesti Kirjoittaja Andromedus »

ANDROMEDUS, HIGHEST BOUNTYMASTER OF MERCENARY FLEET CROZIUS

Ws Bs S T W I A Ld Sv Points:200

5 5 4(8) 4 3 5(3) 3 10 3+

Andromedus may be taken as one hq choice for Cadian imperial guard army as your commander. He is a special character and may be used with opponents approval.
Wargear:Mastered Plasma Pistol, Doombringer, power armor, trademark item(bounty book), white cape of Baal and jump pack.

Independent Character: Andromedus is an Independent character as described in page 74 in Warhammer 40, 000 rulebook. He may be included in Command Hq for 20+ pts and it includes 4 guardsman but he usually accompanies a group of stormtroopers.
Doombringer: Doombringer is a special kind of power claw, crafted from a ancient power fist which his brother Anaroth carried in battle under the flag of Blood Angels. Then his brother crafted a number of blades in it when he came to side of chaos. When Anaroth was defeated Andromedus took the claw to his own and took of the blades from it and replaced it with new ones and serves him as his bionic arm. Doombringer is counted as a power claw with one exeption, Andromedus always has initiative of 3 when wearing it.
White cloak of Baal: The cape is a gift from Dante to Andromedus after the purging of the orcs from planet Vermantius. It looks like a normal cloak but it has special abilities. It has been made from fabric which is known only as “The Glittering” which is very rare and only found on the outskirts of Blood Angles fortress monastery on Baal. The white cloak rejects any kind of filt and blood etc. Because of this, it is always white. The cape itself protects Andromedus by distracting opponents on its unique way; making its wearers body a blur of movement. Therofore Andromedus receives a 5+ invurneable save against shooting and 6+ invurneable save for closecombat. Combined with the dodge rule, Andromedus has a 4+ invurneable save in close combat.
Mastered Shot: Andromedus is very skilled with plasma pistol and knows what will happen if it overheats. Andromedus doesent have to take eny overheating test while he shoot one shot with his plasma pistol. But when shooting twice, his Plasma pistol is subject to overheating.
Dodge: Andromedus is noted from his lightning fast reflexes and benefits from 5+ invurneable save in close combat.
Feel no pain: Andromedus once was a death company chaplain and learned how to immunise the pain inflicted to him. After a failed armor save(s) you must roll a d6 for him. From a roll of 5+ he unaffected by the wound. But on a roll of 1,2,3 or 4 he must suffer one wound.
Red Thirst: Each round, roll a d6 for Andromedus. On a roll of 2+ he is fine. But on a roll of 1 he is affected by the genecurse of his former chapter. He adds +1 initiative and attack and his feel no pain ability is raised to 4+ save rather than 5+. He always makes the additional attack with his pistol. In addition, he has to charge an enemy unit if they are in attack range. Only bad thing about it is that his opponent will hit him on 3+ in close combat and he only has 5+ invurneable save.
Viimeksi muokannut Andromedus, Su 13.07.2003 16:43. Yhteensä muokattu 1 kertaa.
On se kumma että sain potkut työstäni vaikken mitään tehnyt.
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zaruman89
Viestit: 350
Liittynyt: Ti 07.01.2003 21:55
Paikkakunta: Ilmajoki/Rovaniemi

Viesti Kirjoittaja zaruman89 »

Zaruman89 the painter of dark corners
Armybuilding Skill: 2d3
Painting Skill: 6
Tactics: 2d6
Modelling: 3
Leadership: 7
Fluff Save: 5+(4+)


zaruman may take place in any quiet corner that has table and chair. zaruman may be acompined whit little brother, but if he is then his fluff save is one lesser than normal to represent the tisturbance of little brother. But little brother may inspire zaruman and then he gets to roll failed leedership tests again.

wargear: two citadel fine detail burshes, one citadel detail bursh, piles of dried citadel paints, class of dirty- and fresh water, a lenseclass and pipets.

Special rules

"the chance of failure"

ewery time that zaruman decides to try a new thing he hust pass a leedership test to see if he can make it. If the roll is failiure then the miniature is ruind.

"shaking hands"
every time that zaruman starts to paint a new colour his hands start to shake. to represent this he must make a fluffsave every time that he starts a new colour.
Mechanized Eldar since 01/08/07
W 78- L 34 - D13
Ikuinen hopeamitalisti .
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Guardsman
Viestit: 2053
Liittynyt: Ti 21.01.2003 17:49
Paikkakunta: Salo
Viesti:

Viesti Kirjoittaja Guardsman »

City Fighter, Codename: Guardsman

If you decide to take him he counts as being one of your Elite choices or HQ choices. If you choose to take him as HQ unit he cannot lead the army, but he must accompany the Command HQ.

Army building Skill: 6(8)
Modeling Skill: 6(7)
Painting Skill: D6 +1
Tactics: 6(9)
Leadership: 8
Fluff Save: 4+

Wargear: City Fight Codex, Imperial Guard Codex, carapace fluff armour (save already modified above), Medi-pack. In addition he may have Master Crafted Leatherman minitool for extra D6 points of cost.

Special Rules:

City Fight Command Rule:
In City Fight he is better than in normal game. So for army building and tactical skill purposes he has better value in those areas. If he is accompanying the Command HQ during City Fight he has the Summary Execution rule and he can take control of the army.

Master Crafted Leatherman minitool:This is a great piece of equipment and if he has it with him he gets extra +2 for Modeling skill.

Medi-pack: When he looses fluff save, place him on his side and at the beginning of the next turn throw fluff save again. If he looses again remove him from the room, but otherwise he’s back in the action.
Our navigators consider it highly probable that they'll end up here.
Kuusikeiju
Viestit: 312
Liittynyt: To 28.11.2002 17:12
Paikkakunta: Hämeenlinna

Viesti Kirjoittaja Kuusikeiju »

Kuusikeiju

Kuusikeiju korvaa yhden raskaan tukivalinnan tai harvinaisen joukon. Hänet voi valita mihin tahansa armeijaan edellyttäen että armeijalistaan kuuluvista figuureista vähintään 5% on jonkun muun firman kuin GW:n tuotantoa ja armeijalistan pitää sisältää ainakin osittainen suomenkielinen käännös.

Army Building 6 Modelling 8 Painting 8
Tactics 5 Leadership 9 Fluff-save: immuuni höhnälle

Varusteet: Kynä, joka on miekkaa mahtavampi (kuten käsiase, mutta antaa lisäksi 2 voimanoppaa).
Erikoissäännöt:

Katukuran ystävä: kaikki rivimiehet 12" säteellä Kuusikeijusta saavat +1 ld, kaikki sankarit ja johtajat -2 ld.
Ei riitannuta hovioikeuteen: Kuusikeiju saa kerran kierroksessa ehkäistyä yhden sääntökiistan nopanheitolla. Tuloksella 1-3 kiista ratkeaa kannaltasi kehnosti, tuloksella 4-6 vastustajan kannalta kehnosti.
Taiteentuntija: jos vastustajan armeija on maalattu paremmin kuin se, johon Kuusikeiju on debonoitu, joudut heittämään d6 aina kun mikä tahansa yksikkösi 6" säteellä Kuusikeijusta yrittää loitsia tai avata tulenb vihollista vstaan. Tuloksella 1 Kuusikeiju onnistuu vakuuttamaan joukot siitä, että moinen väkivallanteko olisi kulttuurihistoriallisesti turmiollista ja joukot eivät voi offensoida sillä vuorolla.
Himmeitä junnuja: Kuusikeijun ollessa armeijassa saat ilmaiseksi 3d6 kappaletta kummallisesti gonffattua apumiestä, jotka ilmestyvät skenaariosta riippumatta satunnaisesta pelilaudan maastokohteesta vuorolla neljä. Tämä apuyksikkö saattaa koostua kaaoskääpiöiden sinkomiehistä, pygmeistä, porsaisiin kytketyistä bolttereista tms öhlöpöllöistä, jotka arvotaan satunnaisesti d666 heitolla Kadotetuista Kirjoituksista.
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Abu
Peliporukkavalvoja
Viestit: 1290
Liittynyt: Ti 27.08.2002 23:24
Paikkakunta: Espoo
Viesti:

Viesti Kirjoittaja Abu »

Abu the Colathirster

Abu may be taken in any battle, no matter the points. If he is taken, he counts as heavy support choise.

Skills:
Armybuilding 4
Tactics D6(+D6)
Painting D3(+1)
Modelling 4
Leadership 8
Fluff save 4+ (re-roll)

WARGEAR
Bottle of cola, Army builder, official GW-briefcase, big brother.

Special rules

Bottle of cola: Abu can't be taken without cola, so he needs at least a bottle of it for game. With cola, Abu's tactics-skill gets additional D6.

Official GW-briefcase: The look of big black briefcase raises Abu's morale so he starts painting he's models more carefully.

Big Brother: Abu can ask difficult fluff-questions from he's brother, so Abu can re-roll failed fluff-saves.

Little over-weight: Abu is little bit of overweight, so when he moves on the battlefield you need to roll a D6 to see how fare he can move.
"Eikö ole aika hyvä muodostaa mielipiteensä sillä tavalla, että katsoo mitä mieltä joku urpo on, ja on itse eri mieltä."
_mursu
Viestit: 166
Liittynyt: Su 25.05.2003 03:08

Viesti Kirjoittaja _mursu »

_mursu

No need for rules: In the end, _mursu wins. You lose.
_mursu
Viestit: 166
Liittynyt: Su 25.05.2003 03:08

Viesti Kirjoittaja _mursu »

ja vielä..
Looks: Ninnu can distract opposing males. This skill is partially represented in her high leadership. If event includes other female characters count Ninnu's leadership as 8. However in Ropecon events Ninnu's leadership is always 10.
Hehheh. Dream on in Thine Dreams. :)
neo
Viestit: 251
Liittynyt: Pe 18.04.2003 01:01

Viesti Kirjoittaja neo »

Vili "Neo" Urpilainen

Vilillä ei yleisesti ottaen ole elämää kun kerta pystyy tälläsii kirjotteleen.. joo.. tai... no joo... maalaus jotain.. en mä tiiä.. ehkä 2... tai 1...

wargear: joskus vaatteet, harvemmin alusvaatteet
Special rules: Puhuu liikaa.
neo kirjoitti:enkä puhu
ja luulee olevansa joku.
Nippe
Viestit: 190
Liittynyt: Pe 16.05.2003 17:33
Paikkakunta: Espoo

Viesti Kirjoittaja Nippe »

Nippe the Offspring of Satan

Armybuilding Skill: 4
Painting Skill: 4
Tactics: 2
Modelling: 2
Leadership: 10
Ward suoja: 2+

Hämeestä: Nippe on kotoisin Hämeestä joten hänellä on pari erikois ominaisuutta kuten.
Hän tekee kaikki asiat muita myöhemmin. Hän sanoo "ketä" kun pitäs sanoo "kuka".

Hidas älynen: Jos Nipelle esitetään kysymys/vitsi hän saa 2d6 min miettimis aikaa

Itsepäinen: Mielipide on ja pysyy samana

Tempperamentti: Kun Nippe raivostuu kaikki 100m säteellä saavat S10 osuman ilman mitään suoja heittoja. Kun Nippe suuttuu hän muuttu kaikkia vihaavaksi ja murtumattomaksi.

Ruma: KAIKKI Nippeä vastaan hyökkäävät joutuvat tekemään Paniikki ja Murtumis-testin -9 Ld
(jopa Murtumattomat, Psykologialle immuunit ja Itsepäiset)

Hiki: Jos lämpötila on +20 C niin Nippe erittää ainetta nimeltä Hiki. Kaikki kahden metrin säteellä tai kaikki puhumista yrittävät joutuvat tekemään Paniikki-testin.

Päästöt: Pieru: -5 ajatteluun, osumiseen ja havaitsemiseen.
Virtsa hätä: Jos Nippe juo jotain hänen täytyy poistua pelipaikalta vähäksi aikaa.
Vastustaja saa tehdä mittauksia ja valehdella ettei tehnyt mitään sillä välin.

Surkea maalari mestari: Kun Nippe esittelee figujaan vastustajan on tehtävä johtamiskyky-testi. Jos epäonnistuu niin totuus tulee ilmi jos taas onnistuu niin selviää pienellä valheella että ukot olisi muka hienoja. Jos valhe paljastuu Nippe menettää Tempperamenttinsä ja ei puhu kenellekkään koko päivän.

Tummat silmät ja hiukset: Nippeä luullaa manneksi ja hän saa porttikiellon tärkeisiin paikkoihin.

Wannabe Hevari: Nippe ei välttämättä pukeudu mustaan vaan pistää Havaji/Kaulus paidan (jos on +25C). Vihaa poppia,nu-metallia,pomppu-heviä, hip-hoppia ja räppiä jos kyseisiä musiikkeja soitetaan Nipen aivot tilttaa ja 1000km säteellä olijat saavat S100 hitin jota vastaan ei voi suojautua mitenkään.

Outo persoona: Ystävystyy helposti ja on ystävällinen. Et voi vahingoittaa Nippeä fyysisesti koska tällä on silmälasit mutta henkinen tappo vois vaikka onnistua.

THE END (Luojan kiitos)
Oskari
Viestit: 1478
Liittynyt: Ma 19.05.2003 10:36
Paikkakunta: Helsinki

Viesti Kirjoittaja Oskari »

Magnus: Primarch Of Thousand Sons, Chosen Of Tzeentch, Master Juntti

cost: 666 points

Armybuilding Skill: 3
Painting Skill: 4
Tactics: 3
Modelling: 2
Leadership: 10
Fluff save: 2+

Wargear: Pitkä nahkatakki (toimii kuten Daemonic Armour), New Rock bootsit ( toimivat kuten power fisti pari), Thoorin vasara riipus ( toimii kuten Personal Icon), Paljon leyjä ( näiden avulla saatat jopa hyötyä "true Metal Maniac" säännöstä), paljon maaleja yms tarpeeellista roinaa ja figuja (näitä käytetään Imperiumin ja muiden kaamos jumalien joukkojen murskaamiseen).

Ärsyttävä persoona: Magnuksella on tapana v.......a kaikille, ja muutenkin heittää typerää läppää josta kukaan ei ymmärrä yhtään mitään, joitakin pelkkä Magnuksen läsnä olo ärsyttää, kaikkien Magnuksen lähellä olevien pitää heittä Leadership testi, jos se menee pieleen heille tulee hillitön himo vetää Magnusta turpiin.

Rakastaa talvea ja vihaa kesää: kesällä magnus saa -2 kaikkiin skilleihinsä ja talvella +2. Keväällä taas -1 ja syksyllä +1.

True Metal Maniac: jos Magnus joutuu kuuntelemaan poppia, rockkia, hiphopia, rappia tai nu-metallia/power metallia, Magnuksen on tehtävä Leadership testi, jos se menee pieleen Magnuksen saa -1 kaikkiin skilleihinsä, Jos Magnus kuuntelee mitä tahansa muuta metallia hän saa +1 kaikkiin skillehinsä, mutta silloin myös Magnuksen on heitettävä leadership testi, tai hän aloittaa älyttömän moshhaamisen ja ei pysty tekemään mitään muuta, tämän jälkeen häin ei pysty maalaamaan 1D3 päivään niska kipujen takia.

Aina nälkäinen: Magnuksen on saatava syötävää vähintään kolmen tunnin välein, jos hän ei nuku, jos Magnus ei saa syötävää hän saa kaikkiin skilleihinsä -1.

Itsenäinen ja Itsepäinen: kukaan tai mikään ei voi muuttaa Magnuksen mielipidettä tai näkemystä.

Kebaaaaaaaaaab: on Magnuksen lempi ruokaa, jos hän ei saa sitä vähintää kerran viikossa, hän saa kaikkiin skilleihinsä -1. Magnus on valmis tekemään mitä tahansa kebabista ranskalaisilla.

EDIT: hahmosta tehty "realistisempi". :)
Viimeksi muokannut Oskari, Pe 08.08.2003 20:16. Yhteensä muokattu 1 kertaa.
First law: You can't win
Secod law: You can only lose
Third Law: You can't get out of the game
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attor
Viestit: 1348
Liittynyt: Ti 20.05.2003 10:33
Paikkakunta: Raisio

Viesti Kirjoittaja attor »

Attor, EiHyväNimi, Slaaneshin valitsema (oliski)

Cost: 2d6*10

Armybuilder TM Skill: 8
Painting Skill: d3
Tactics: d6+3
Modelling: 4

ws bs s t w i a ld
6 3 3 5 3 7 d3+1 2

Equipment: Army washed shorts (3 cover save), 20€ sword from greece ( roll d6 in start of turn

1: Sword is now brokén
2: Not so sharp -1a
3-4: d3 extra spells
5: Thats not sword thats a bolt thrower!
6: Closest enemy dies with no saves off anykind

Special rules:

Level two wizard

Immune to psychology (ei jaksa juosta karkuun, turhaa energian tuhlaust)

Likes pain (+1t)

Sormien naksuttelu (radius 3, ld test or enemies flee)

Inhoaa esiintymistä (if more than 20 models in enemy unit must make ld test or lose one point from characteristics)

Lime limonaadi (can be drinked before magic phase, gains d3 power dices, one use only)

Metal loving ( if he heards good finnish metal in the battle:
Ensiferum: may re roll everything
Finntroll: gains +1s
Norther: ws 10

Hates HE and fubu niggers (niit semmosii pussihousu tyyppejä)
Kun mä kuolen kaikki baneni sä saat
Link

Viesti Kirjoittaja Link »

Sawage Ork Big Boss Gorgath Bladefist

Cost:500+1d3pts takes one Hero choise and one rare choise

Armybuilding skill:5
Painting skill:5
Tactics:1
Modeling:3
Leadership:10

Equiment:My first Startter Brush, Dices, Army/rulebooks, Citadel paint set, Litle sister,

Special rules:Stupid, full painting army, easy won, bad loser, strong start, hates all what he see, he dont have time,

Litle sister:+1 tactis(koska se sekoittaa vastustajan huudolla ja muutenkin ärsyttävä pikku riiviö)
joonasar
Viestit: 13
Liittynyt: Ti 10.06.2003 16:05

Viesti Kirjoittaja joonasar »

Joonasar,the fiendish warehouse hunchback

maybe taken as elite or fast attack choice.

Armybuilding skill:3
painting skill:3
tactics:2
modelling:5
leadership:8


equipment:thousands of figures,medieval sword,several armies in 40k and WHB

OLD SCHOOL MINIATURE EMPATHY:at the start of the turn,if there are any old school miniatures within 12" joonasar must make a will save or buy them all

POOR AS HELL:joonasar has wasted his money for the last 16years in miniatures.joonasar cant save money as a standard action.

IRRATIONAL HATERED FOR STUPID QUESTIONS:if somebody asks a stupid question about joonasars figures or claims that his old shcool figures are not official GW miniatures he will fly into a killing freny demanding a duel to the death.

FIRST STRIKE STILL DEADLY:over 10 years of martial arts training makes joonasar some what difficult opponent in a duel.

MINION OF THE DARK GODS:joonasar works at fantasiapelit and is there fore hated for takeing other gamer money.

GOOD CONVERSIONS BUT LOUSY PAINTING:joonasar can make a good conversion out of most material available on a roll of 3+ but painting these works only if he rols 6+
only a fool knowsno fear,a hero shows no fear
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attor
Viestit: 1348
Liittynyt: Ti 20.05.2003 10:33
Paikkakunta: Raisio

Viesti Kirjoittaja attor »

Pitäisköhän näil pelata sotavasaralaisten miitis? :)
Kun mä kuolen kaikki baneni sä saat
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Mysterous
Viestit: 2228
Liittynyt: La 16.11.2002 18:24

Viesti Kirjoittaja Mysterous »

Tehdään vain skirmish peli jossa käytetään näitä charrui. Joku viisaas kyllä saa sen keksiä.
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Peltimarsu
Viestit: 153
Liittynyt: Pe 08.11.2002 08:56

Viesti Kirjoittaja Peltimarsu »

Peltimarsu

Armybuilding Skill: 4
Painting Skill: 5
Tactics: N/A
Modelling: 3
Leadership: 10
Fluff Save: 5+

Wargear:

GW Dice set and Attitude

Special rules:

Cold blooded : Peltimarsu will allways test against leadership with 3d6 and choose 2 lowest scores.

Stubborn : Peltimarsu will allways take leadership tests with his unmodified leadership.

Small : Peltimarsu will get 2+ save in crowded areas and enemy wishing to shoot at him will get -2 to hit as if Peltimarsu would be in hard cover.

Army Command : Peltimarsu's army doesn't have a general therefore Peltimarsu has to check against leadership every turn to do something. If he fails the test he must move directly towards the nearest enemy and his shooting and magic phase are lost.

Nimble : Peltimarsu gets +2 to his dice roll when testing against difficult ground.

Mindless : Peltimarsu needs to be in 24" vicinity of friendly characters or he gets -5 leadership and if he fails the leadership test next turn he has to flee towards the nearest exit.
Tuska hälvenee, mutta hulluus on ikuista. "Myös sotavasarassa"

Käyttäjä #602 ja ylpeä siitä.
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JarLoz
Viestit: 1367
Liittynyt: Su 27.07.2003 18:20
Paikkakunta: Helsinki
Viesti:

Viesti Kirjoittaja JarLoz »

JarLoz, High King of the Newbies


JarLoz may never be army's general, cause he doesn't want to.

Armybuilding skill: 3
Painting skill: 2
Tactics: N/A
Leadership: 8
Fluff Save: 6+

Wargear
Big Mouth, Bad Attitude



Special rules


Bad Painter
Because of JarLoz's lack of painting skill, everyone who has painting skill more than 4 and is nearer than 3m. of him, must take a Leadership test. If failed, victim must flee.

Motormouth
JarLoz is very fast talker, and in close combat, enemy gets -1 on their Fluff Save roll.

Rap Addict
JarLoz can stun enemies by playing Rap music awful loud.

Low on money
Because JarLoz has very little money, he always chooses plastic miniatures when possible

"Sprite on rocks, please"
JarLoz can boost his Painting skill by sitting on couch and drinking cold Sprite with ice for one turn.

Honest
JarLoz is, for some twist of fate, very reliable.

Guts
JarLoz isn't afraid to challenge older and better players to fight, so he gets +1 to all his rolls when playing against better player.

High King of Newbies
Although JarLoz is a newbie, he thinks he is better than other newbies, so he gets +2 when arquing with other newbies.

Newbie
JarLoz is a newbie, so he afraids Ninnu the Conitress and everyone in Sotavasarus Moderatus and always loses all fluff-, rules-, and painting battles against them.
Decrepify
Viestit: 134
Liittynyt: To 17.04.2003 23:13
Paikkakunta: Espoo
Viesti:

Viesti Kirjoittaja Decrepify »

Stube I (cost 100000€)

Armybuilding Skill: 7
Painting Skill: 1
Tactics: 1
Modelling: 1
Leadership: 8
Fluff Save: 6+

Wargear: Hirttoköysi, kännykkä josta on loppunut n.10e saldo.

Selittelijä: Roll 2d8 at everytime Stube is talking to someone. If you get 11+ the one who Stube is talking to must take d20+2 str. 7 hits.

Velkainen: Sometimes some NPCs might attack against Stube cause he had borrowed something from they. Everytime this happens you must make leadership test, and if it succeeded Stube causes d6 str. 3 hits to himself.

Vihaa pikkuveljiään: If some of Stube's little brothers appeares to LOS, Stube every turn must charge d6 meters directly to direction where he's little brother is. When Stube's little brother have noticed Stube he must must take leadership test. When Stube reach he's little brothers, the little brother automatically takes 100 str. 10 hits.

Huono maalaaja: Everytime Stube has the painting feeling you must roll d20 (1-2=The miniatyre will be painted well, 3-9=The miniatyre will be badly painted, 10-20=The miniatyre will painted very badly and in about 5 minutes.)

Musiikki: If Stube hears BLACK METAL, DEATH/GRIND, GRINDCORE or THRASH METAL roll 50#d6 and every 1, 3 and 6's you get roll d20 for each, and calculate the score together. All people who don't like the following GENRES above must take X=(the score you got) wounds and these wounds cannot be saved by any ward saves or magical items/abilities.

Orja: Stube has a slave who is following him to every places and do everything what he wants. If Stube says to slave: "Miksi sä seurailet kokoajan? Hanki elämä!", The slave starts to cry and he runs away and will never be back again.

Tietokone: If stube gets computer to his hands he starts to using C/C++/PASCAL programming languages to "make" the computer better. Roll d2, if you get 1 the computer explodes cause of too many programs and you must take leadership test. If you get 2 stube has created a totally new operating system with totally new platform.

Rest of the Stube I rules are explained at BLACK BIBLE at page 93939554397593487532496426432, part 3, section 4.
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