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

Men of North (Pohjoisen miehet) päivitetty2

Miten eri armeijat poikkeavat toisistaan tyyliltään ja pelitavoiltaan. Keskustelua eri yksiköiden käytöstä tilanteiden mukaan.
valontuoja
Viestit: 71
Liittynyt: Ma 02.04.2007 12:24

Viesti Kirjoittaja valontuoja »

No niin laskin statseja. Mutta mistä pohjoisen miehet tietävät veljeilevätkö ogret kaaoksen kansa ja dragonogre on beast of chaosien yksikkö. Pistän seuraavaksi armeijan yhteiset säännöt.
Viimeksi muokannut valontuoja, Pe 11.05.2007 18:49. Yhteensä muokattu 1 kertaa.
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Dolmot
Valvoja
Viestit: 3545
Liittynyt: Su 04.08.2002 23:10
Paikkakunta: HenkisESti tamperelAinen

Viesti Kirjoittaja Dolmot »

Lopetin lukemisen otsikkoon. Korjaa se aivan ensimmäiseksi. Ehkä kestän sen jälkeen vähän kauemmin niin etteivät silmät ala vuotaa verta.
Peikkojen äly on hitaanlainen ja ne epäilevät kovasti kaikkea mikä on niille uutta.
The_red_prophet
Viestit: 92
Liittynyt: Su 25.12.2005 12:18
Paikkakunta: Vaasa

Viesti Kirjoittaja The_red_prophet »

Maailma EI ala Sigen tulosta!! Sigge onTUHANSIA VUOSIA uudempi juttu kuin kaaos! Alunperin kun liskot palvoivat Old Oneja heidän kävellessään tämän planeetan pinnalla, tuli ongelmia Necrontyrien kanssa ( lue 40k fluffista) ja Old Onet joutuivat jättämään tuon planeetan taakseen karatessaan. Tätä nopeutti myös se että napa-alueilla olleet warpgatet romahtivat ja kaaos tulvi maailmaan. Liskot kävi sotia sellaisia armeijoita vastaan että nykyiset greater demonit ja demoniarmeijat on kuin pieruja saharassa
Tähän väliin pitää mainita, että järkevä teoriahan tuo olisi, muttakun GW on tätä nykyä ilmaissut, ettei 40koolla ja FaBalla ole enää mitään yhteistä paitsi nimet, joka tarkoittaa että kyseessä eivät olleet _juuri_ samat Old Onet. Lukeehan toisaalta siellä yhdessä necron-scenussa että voisi käyttää lissuja mutta kirja onkin nelosedikkaa vanhempi. Mutta anteeksi off-topic, alan puhua asiaa.

Sauna Guard kaipaa yhä heikennystä. S 4 T 4 kuvaa juuri ihmisten eliittiä, viikon saunonutta väkeä. Stubborn on ihan järkevä sääntö näille, ehkä joku vapaavalintainen one use only frenzy joka declarataan vuoron alussa. M on EHDOTTOMASTI pudotettava 4 (ellei nuilla satu olemaan neljää jalkaa tjv) sillä yhdelläkään ihmisfigulla ei taida olla m 5 näiden lisäksi (elleivät lennä). Suosittelisin noille perusjampoille ehkä S 4 mutta ei molempia pääarvoja neloseks. Ihan oikeasti. Ehkä jukka voisi ottaa m s t 5, mutta edes peruslordille en laittaisi toffaa kuin 4 (vrt. Beastlord, uskon että beastit yleensä elää kovemmissa oloissa kuin pohjanmiehesi)

Sitten jossain välissä todettiin maahisten yms pelosta, joka voitaisiin simuloida fear elves-säännöllä (kts goblin entry O & G armybookista).
Pehmustettu joukkoistuin.
Róbó-Tónó
Viestit: 1557
Liittynyt: Ma 03.07.2006 23:41
Paikkakunta: Lahti

Viesti Kirjoittaja Róbó-Tónó »

Nyt alkaa näyttää jo pistehinta statit kunnolta saunaguardeilta, (muistuttaa roskakoreja hiukan) mutta ihmisiksi ne on kuitenki yli hyviä. Esim. vain Kaamos lordeilla ja ritareilla on S5. S4 kuitenki löytyy jo useammalta ihmis yksiköltä (IC, Warrut, Graalit). T4 voisi mennä jopa, mutta silloin nämä olisi warruja kahdella woundilla, ja liian korkealla hinnalla. Paras ratkaisu olisi Greatswordien ja chaos warrujen yhdistäminen ja tunaaminen.
Mitä todennäköisemmin nopista pyörii mitä epätodennäköisempiä lukuja.
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Terminator Sergeant
Viestit: 1975
Liittynyt: Ti 10.05.2005 15:39
Paikkakunta: Helsinki, henkisesti ikuinen savolainen

Viesti Kirjoittaja Terminator Sergeant »

ja muuten, yrityksesi väittää että niistä tulisi kovempia koska ne elelevät saastakivivuorten ympäristössä on hanurista, siis jos väität ettei niillä ole mitään mutaatioita tai vähintään tappavaa keuhkosyöpää joka iikalla. Saastakivi on täysin kontrolloimatonta, puhdasta kaaosta, ja ihmiselle sen lähelläkään oleminen on hengenvaarallista, siihen kosketus polttaa, tappaa ja mutatoi.

Vahvistutko sinä jos ammut itseäsi suuhun liekinheittimellä ja selviät (muka) siitä? Et.
Think of the rivers of blood spilled by all those generals and emperors so that, in glory and triumph, they could become the momentary masters of a fraction of a dot.
- Carl Sagan
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Executioner
Viestit: 925
Liittynyt: Ma 13.06.2005 01:33
Paikkakunta: Alajärvi

Viesti Kirjoittaja Executioner »

Täytyy myöntää, itse temmelsin joskus samantyylisen projektin parissa, mutta en jaksanut viimeistellä. Ihan vain antaakseni ideoita laitan listan tähänkin:

The Frozen North

In the frozen lands of the north, at the northern parts of the Mountains of Mourn, live the people of the North: an ancient, trustful folk, who keep the forces of Chaos, Greenskin tribes and other foes at bay by their sheer power of will and courage alone. Their land was given to them by the Maid of the Ether, whom all living things are born from. They are the Northers, people of winter.

Their land is one of forests, icy lakes and snow, a barren desert of constant blizzards and storms. Few dare to enter the vale they live in, and fewer of those who mean them harm even return. They are friendly, though shy, folk, who have deep bonds of trust in each other, their leaders and the nature itself. They are one with the nature: capable of speaking to animals, making dead things grow again and invigorating the very earth with their singing.

The first of the Northers was Väinämöinen, wisest of all men. He was born from the sea and the stars, winter was his beard and frost was his hair. He took part in creating the lands of the Northers with other old gods: Ug-ho, the over-god, father of skies, lord of clouds and the silvery patron of storms; Adin, the god of the seas and water, and with Tarith, keeper of sacred groves, forests and holy places. They created the mountains, trees, plains and the sun and the moon.

The inhabitants of the North are strong and hardy, with bright, intelligent faces, high cheek-bones, yellow hair in early life, and with brown hair in mature age. With regard to their social habits, morals, and manners, all travellers are unanimous in speaking well of them. Their temper is universally mild; they are slow to anger, and when angry they keep silence. They are happy-hearted, affectionate to one another, and honourable and honest in their dealings with strangers. But beware of their fury when met in the fields of battle: for those who stand against them will suffer the wrath of the Frozen North itself..

Special Characters:

Väinämöinen, the Elder Sage

Väinämöinen, as old as the earth itself, is no more human he once was. Granted immortality as a demigod by Ug-ho, Väinämöinen is the perceptive, ever-vigilant watcher of the Norther people, always ready to come to their aid in times of need, be it war or other hardship. He bears his great zither, made from the bones of a great wyrm Andragoc. In his other hand he bears the Sword of the North, one of the most powerful items ever forged. His great, white beard swirls around him as he cuts down a foe after a foe, singing praise to the lands and the gods with every moment.

Väinämöinen takes a Lord and a Hero choice, and costs 560 pts.

Väinämöinen:
M5 WS8 BS3 S5 T5 W3 A5 I7 Ld10

Weapons and Armour: Väinämöinen wields the Zither of Dragonbone, Sword of the North and the Grovestone of Tarith.

Magic: Väinämöinen is a Level 4 Wizard who may take spells from either the Lore of Life, Lore of Beasts, Lore of the North or Lore of the Lands.

Special Rules:

Demigod: Väinämöinen is partly a god, and thus, has many supernatural abilities. He has a 5+ Ward Save that may not be used against Magical Attacks, and is Immune to Psychology. He also gains +1 to Cast when using either the Lore of the North or the Lore of the Lands.

Magic Items:
Zither of Dragonbone: This magnificent zither fashioned from the wyrm Andragoc’s jawbone is the finest musical instrument ever created. When played by Väinämöinen, it can greatly hamper his enemies or aid his allies.

Once per Magic Phase, Väinämöinen may play his Zither. Select from the following table, and cast them as Bound Spells at Power Level of 3:

Song of Woe: Cast at an enemy unit within 12”. Väinämöinen plays a sad melody, making enemies cry and weep. The target must take a Panic test. Does not affect troops Immune to Psycholgy.

Song of Blizzard: Magic Missile, Cast at an enemy unit within 24”. Väinämöinen plays a magical tune, which summons a great blizzards at the enemy. The enemy unit takes 2D6 S3 hits. However, even though this spell is considered as a Magic Missile, it counts as Mundane damage, and thus cannot harm Ethereal beings, for example.

Song of Victory: Cast at an ally unit within 18”. Väinämöinen plays a cheering song of past heroes and glorious deeds. The target unit becomes Immune to Psychology until the player’s next Magic Phase.

Song of Bane: Cast at an ally unit within 18”. Väinämöinen plays a magical song that imbues his allies’ weapons with magical energies. The unit gains Magical Attacks until the player’s next Magic Phase.

Sword of the North: Forged by the great blacksmith who forged the sun and the moon at the dawn of time, Ilmarin. The blade has been imbued with the power of the winter, capable of shattering enemies into pieces of ice with even the slightest touch
.

The Sword of the North grants Väinämöinen the Killing Blow special ability. In addition, the Sword ignores Armour Saves.

The Grovestone of Tarith: This fabled gemstone, taken from a sacred grove of Tarith, the god of woodlands, holds the ability to invigorate it’s bearer and protect him from all danger.

While within 8” of a forest or other woodland feature, Väinämöinen has the Regeneration Special Rule. The Grovestone also gives him 3+ Ward Save if even partially inside a forest or woodland. This stacks with his Regeneration.

Core Troops:

Shadelanders.. 9 pts/model

The Shadelanders are those Northers who live at the northest part of the North. They are grim and suspicious folk compared to the other Northers, mostly because of constant Chaos invasions and corruptions of their homeland. They are adept woodland rangers and often scout ahead a Norther horde, warning the army of dangers that lie in front of them.

Shadelander:
M4 WS3 BS4 S3 T3 W1 I4 A1 Ld8

Weapons and Armour: Hand Weapons, Light Armour, Bows

Unit Size: 5+

Options:
May take a Musician for +5 pts.
May take a Trackmaster for +10 pts. He has +1 BS.
May take Longbows for +1 pts/model.

Special Rules: Scouts

Norther Warriors.. 7 pts/model

These adept warriors are fabled of their skills at arms and bravery in the field of battle. They will fight to the bitter end if their homeland is in danger, which is most of the time. The warriors come from many different Norther tribes, all bearing different kinds of warpaint, furs and emblems of their tribe, but fighting as one.

Warrior:
M4 WS4 BS3 S3 T3 W1 A1 I4 Ld8

Weapons and Armour: Hand Weapons

Unit Size: 10+

Options:
May Skirmish for +1 pts/model.
May take Halberds for +1 pts/model
May wield Light Armour for +1 pts, or Heavy Armour for +2 pts.
May carry a Shield for +1 pts.
May upgrade one model into a Musician for +5 pts.
May upgrade one model into a Standard Bearer for +10 pts.
May upgrade one model into a Chief for +10 pts. He has +1 Attacks.

Special Units:

Berserkers.. 16 pts/model

These feral warriors wear animal furs, warpaint and wield axes or swords in both hands. Before the battle they roar and swing their weapons, and then charge at the enemy with lighting speed. In battle, however, they fight with unmatched skills, striking decapitating blows at the enemies, slaying them like flies. The Berserkers are feared and dangerously adept fighters.

Berserker:
M4 WS5 BS3 S4 T4 W1 I4 A1 Ld9

Weapons and Armour: Two Hand Weapons

Unit Size: 5-20

Options:
May take Light Armour for +1 pts/model
May upgrade one model into a Musician for +7 pts
May upgrade one model into a Standard Bearer for +12 pts. He may carry a Magic Standard worth up to 50 pts of value.
May upgrade one model into Slayer for +7 pts. He has +1 Attacks.


Glade Watchers.. 15 pts/model

These mysterious watchers are the guardians of the sacred glades and groves of the North. Ever-vigilant, they stand ready to fight all who dare to enter the glades without their permission. They are a religious order, and thus, they are completely dedicated to their cause.

Watcher:
M4 WS5 BS3 S4 T3 W1 I4 A1 Ld9

Weapons and Armour: Battle-axes (count as Halberds), Light Armour

Unit Size: 10+

Options:
May upgrade one model into a Musician for +7 pts
May upgrade one model into a Standard Bearer for +12 pts. He may carry a Magic Standard worth up to 50 pts of value.
May upgrade one model into Guardian for +7 pts. He has +1 Attacks.

Special Rules:

Guardians of the Sacred Sites: The Glade Watchers are not deployed at the start of the game. Instead, secretly nominate one terrain feature within the table to be sacred, and make a note of that site. When an enemy enters it, the Watchers are deployed into base contact with it and count as Charging. From that turn on, they will act normally.

On the turn they are discovered, they will always Strike First and gain +2 Combat Resolution due to their sudden ambush. Only one unit may ever hide within a single piece of terrain.

Dedicated: The Watchers are completely dedicated to their cause. They are Stubborn and Immune to Psychology.

Hiisi.. 70 pts/model (Take two Special Choices instead of one)

The Hiisi are huge, bigger than Ogres, and much more intelligent. They are bearded, wise creatures who watch the sacred places, also known as Hiite by the Northers. They are also known to carry large rocks from places to another in order to create strange landmarks. The Hiisi sometimes join a Norther armies to drive back intruders from defiling the Norther’s sacred places.

Hiisi:
M6 WS3 BS2 S6 T5 W3 A3 I3 Ld9

Weapons and Armour: Hand Weapons

Unit Size: 1+

Options:
May have a Hiisi Elder for +20 pts. He has +1 Attacks.

Special Rules: Large Target, Cause Fear

Guardians of the Sacred Sites: The Hiisi are guardians of holy groves, glades and areas. They are not deployed at the start of the game, but secretly make a note of a piece of terrain where the Hiis are hiding in. When an enemy unit comes within that terrain, the Hiisi will awaken and assault them, gaining +2 Combat Resolution and Strike First for that round only. Only one unit may ever hide within a single piece of terrain.

Rare units:

Winter Rangers.. 14 pts/model

The Winter Rangers are expert foresters and archers who roam the forests, borders and mountains of the wintry North. They keep Spawns, Beasts and Marauders away from their homeland, and are adept at laying ambushes. They wear white cloaks, robes and can blend to the terrain of their homeland with deadly skill.

Ranger:
M4 WS4 BS5 S3 T3 W1 I4 A1 Ld9

Weapons and Armour: Hand Weapons, Longbows

Unit Size: 5-15

Options:
May upgrade one model into a Musician for +7 pts
May upgrade one model into a Sentry for +12 pts. He has +1 Ballistic Skill.

Special Rules: Scouts

White Death: The Winter Rangers are greatly feared even by Chaos forces who constantly try to invade the North. The Winter Rangers, or “the White Death” can kill any man with but a single arrow from incredible distances.

The Winter Rangers suffer no penalties for shooting at Long Range or at Skirmishers and Single models.

Aiatar… 120 pts/model (0-1)

Aiatar is an evil spirit of the woodlands, possessing many strange and wicked abilities, such as the ability to transform into a horde of snakes or take the shape of a man’s deepest desires. They delight in strangling their victims with their thin, long-fingered hands and tearing flesh with their claw-like nails. They are fey creatures, unearthly beautiful but also deadly. Their black, mane-like hair flows around them as they elegantly approach their transfixed prey, their naked bodies as perfect as the gods themselves. When the need is dire, Northers may ask the Aiatar for aid. The spirits will aid the Northers in battle, for a price..

Aiatar
M8 WS4 BS0 S5 T3 W3 A3 I7 Ld8

Weapons and Armour: Hand Weapons

Unit Size: 1

Special Rules: Cause Terror

Woodland Spectre: The Aiatar is an evil spirit of the forests, and thus, they can appear from unusual places to slay their enemies. At deployment, Aiatar is not places on the table. Instead, from the first turn onwards, roll a D6. On the second turn she will appear on a roll of 4+, on the third round on a 3+ and so on. On the turn she appears, she may be deployed into any terrain feature within the table, and may move normally. If there are enemies within the terrain feature she appears in, then she will count as Charging.

Spirit of the Forest: As a spectre, Aiatar may become insubstantial at will. She counts as Ethereal.

Transfix: Such is the beauty of Aiatar, that mere mortals become charmed by her unnatural beauty. Enemies in base contact with Aiatar must take a Leadership test or may not attack her.

Soul Sap: Aiatar can also drain life force from those around her. Soul Sap is a Bound Spell at Power Level 3 and does a Single S3 hit at every model within 8” of the Aiatar, friend or foe. May be cast in Close Combat.

Spirit Walkers.. 19 pts/model (The army must have either a Sage or a Spellsinger)

The Spirit Walkers are mighty warriors, having trained their whole lives in the use of their blades. They have been chosen from birth, and the Sage of the village has told them the lore and history of the Northers. They walk at the borders between the real and the spirit world, and are capable of reading future from the movements of water, breezes of air and the land itself. They are used as the bodyguard of the Sages and Spellsingers, and some of them even become Spellsingers themselves at an older age.

Spirit Walker:
M4 WS4 BS3 S4 T3 W1 I4 A1 Ld9

Weapons and Armour: Hand Weapons, Halberds

Unit Size: 10+

Options:
May upgrade one model into a Musician for +10 pts.
May upgrade one model into Standard Bearer for +15 pts. He may carry a Magic Standard worth up to 75 pts of value.
May upgrade one model into a Spirit Seer for +10 pts. He has +1 Attacks.

Special Rules:

At the Borders of the Spirit World: The Spirit Walkers walk the path between shadow and light, constantly balancing at the edge of being devoured of their souls by daemons of the cold north. They may momentarily shift to the Aethyr to avoid blows and enemy spells. The Spirit Walkers have a 4+ Ward Save.

Apprentice Shamans: The Spirit Walkers are Sage initiates, and thus, they know the basics of spell casting. An unit of at least 5 Spirit Walkers counts as a Level 1 Sage who always uses the Lore of the North.

Heroes:

Leader of the Tribes.. 90 pts/model

The Leaders of the Tribes are the mightiest warriors of the village. They are adept swordsmen, hunters and leaders. Because the Northers must constantly struggle to live in the cold north, the Leaders must be strong, vigilant and powerful before they are accepted.

M4 WS6 BS5 S4 T4 W2 I5 A3 Ld9

Weapons and Armour: Hand Weapons

Options:
May take either a Great Weapon for +4 pts, a Spear for +1 pts, an additional Hand Weapon for +4 pts or a Halberd for +2 pts. May also have Light Armour for +2 pts, or Heavy Armour for +4 pts.
May also carry a Shield for +1 pts.
May take Magic Items worth up to 50 pts of value.
May be the Battle Standard Bearer for +25 pts. If he is, then he may take a Magic Banner with no points limit.

Sage.. 120 pts/model

The Sages, or Village Elders, are powerful wizards who use the land and the coldness of their homeland to cast vicious spells upon their enemies. They are lore keepers, wise men and spiritual leaders of their people, aware of the will of the gods and spirits of the woods. They are also responsible for making sacrifices in the Fens every month to honour the gods. They have an unusual method of casting spells by poem-singing.

M4 WS3 BS3 S3 T3 W2 I3 A1 Ld9

Weapons and Armour: Hand Weapon

Magic: The Sage is a Level 1 Wizard who may use the Lore of Beast or Lore of the North.

Options:
May be upgraded into a Level 2 Wizard for +40 pts.
May take Magic Items worth up to 50 pts of value.

Lords:

Spellsinger.. 210 pts/model

The Spellsingers are the wisest of Sages, eldest and greatest amongst their kind. They have become so close with the nature that they share a portion of it’s life force, able to draw power from the very earth itself. They carry zithers and play them with fey skill, singing of past deeds and glorious battles. They are lore masters of the Northers, remembering hundred of old stories and poems. Many of them are a couple of human lifetimes old, and thus, they are skilled at all manner of arcane arts and druidism.

M4 WS4 BS3 S4 T3 W3 I5 A2 Ld10

Weapons and Armour: Hand Weapon

Magic: A Spellsinger is a level 3 Wizard who uses either the Lore of Life, Lore of Beasts, Lore of the North of Lore of the Lands.
Options: May be upgraded into a Level 4 Wizard for +40 pts.
May have Magic Items up to 100 pts of value.

Special Rules:

Forest Spirit: The Spellsingers are something more (or less) than humans. They share close bonds with nature, sharing it’s life force. The Spellsingers have a 5+ Ward Save that cannot be used against Magical Attacks.

Heroes of North.. 200 pts/model

Heroes of North are legendary figures, chosen by the gods of their people. They are able to slay Chaos Lords in single combat, and easily fending off lesser enemies. They are the true defenders of the North, undaunted and fearless.

M4 WS8 BS6 S5 T5 W3 A5 I8 Ld10

Weapons and Armour: Hand Weapon

Options:
May take either a Great Weapon for +6 pts, a Spear for +1 pts, an additional Hand Weapon for +6 pts or a Halberd for +4 pts. May also have Light Armour for +4 pts, or Heavy Armour for +6 pts.
May also carry a Shield for +2 pts.
May take Magic Items worth up to 100 pts of value.

Special Rules:

Chosen of the Gods: May have one of the following abilities:

Chosen of Ug-ho: The model becomes Stubborn and has Magical Attacks.

Chosen of Tarith: Has 5+ Ward Save within forests and other woodland terrain.

Chosen of Adin: The model can Regenerate while standing in a Water-based terrain.

Chosen of Tuonetár: Has the Killing Blow special ability.

Norther Magic:

The Magic of the people of the North is mystical one, that draws power from the Winds of Life and Beasts. The Sages and Spellsingers are one with nature, and their will is the will of the land and the gods. They cast their spells by chanting with clear voices, and it is well known by Marauders of Chaos, that when a Norther sings, the end is near.

Norther Wizards have access to the following special lores, as told in their description:

Lore of the Lands

1.. Cry of the Raven
2.. Call of Nature
3.. Rime of the Wilds
4.. Chant of the Skies
5.. Song of the Maiden
6.. Howl of the Wolf

Cry of the Hawk.. +4

The Sage calls upon the ravens of his homeland to assail his enemies. Target one enemy unit within 24” of the Wizard. If the spell succeeds, that unit may not Shoot it’s missile weapons on it’s next turn and moves at half speed.

Call of Nature.. +5

The Sage commands the trees, vines and the very earth itself to hinder his enemies. One enemy unit within 18” cannot move in their next moving phase,

Rime of the Wilds.. +5

The Sage sings a song of encouragement to the forest, asking it to maul those who would wish harm to the people of the North. One enemy unit at least partially within a wood takes D6 S5 hits.

Chant of the Skies.. +6

The Sage raises his voice in a high-pitched scream, asking Ukko, god of thunder and storms for help to defeat his enemies. He gains a temporary ability to hurl thunderbolts at his enemies. This spell is a Magic Missile with Range of 12” and that does S4 hits equal to the distance of the enemy unit from the wizard. For example, if the enemy unit that was the target of the spell was 7” away, then the spell would do 7 S4 hits.

Song of the Maiden.. +7
Lasts 2 Turns.

The Sage sings a sad story of a beautiful maiden slain by his foe and his wrathful lover. Friendly Northers within 6” of the Wizard become Stubborn.

Howl of the Wolf.. +8

The Sage howls in a manner of the wolf, calling his feral brothers to aid him in battle. When casting this spell, the Wizard must be alone within a wood. One enemy unit within 12” of that Wood is assaulted by a vicious pack of wolves, who deal 2D6 S4 hits. If the unit suffers any damage, it must take a Panic test.

Lore of the North

1.. Assault of Ice
2.. Charge of Frost
3.. Blades of Cold
4.. Shield of Snow
5.. Chill of Death
6.. Wrath of Winter

Assault of Ice.. 6+

The Sage conjures a wall of snow and frost, and sends it upon his enemies. Range of 18” and requires Line of Sight. All models in the front rank of the enemy unit take 1 S4 hit.

Charge of Frost.. 6+

The Sage hides one of his allies into a cold winter breeze and sends him at his foes, taking them by surprise. One allied model within 12” of the Wizard can make a normal Flight move. He can Charge by using this special move.

Blades of Cold.. 8+

The Sage enchants the weapons of his allies with bitter coldness. Affects one allied unit within 12”. If cast, the unit can re-roll failed rolls to Wound in Close Combat on the turn they Charge.

Shield of Snow.. 8+

The Sage conjures a great whirlwind of snow, confusing his enemies and concealing his allies. All friendly units within 12” of the caster have 4+ Ward Save against missile weapons of any kind.

Chill of Death.. 10+

The Sage makes one enemy unit to feel the chill touch of the grave, freezing the blood in his veins and stopping his heart. One enemy model within the caster’s line of sight suffers one S7 Killing Blow hit.

Wrath of Winter.. +12

The Sage conjurers a mighty blizzard and ghostly screams from the distance. Enemy units within 18” of him must take a Panic test. If they succeed, they cannot March until the caster’s next Magic Phase. In addition, all friendly units within 18” of the Wizard until the player’s next Magic Phase cause Fear. If they already cause Fear, they cause Terror instead.



Magic Items:

Magical Weapons:

Fen Blade.. 80 pts
This magnificent axe is imbued by the Spellsingers with the energies of the sacred sites of the Northers. It can strike the enemies of the Northers down with supernatural speed and ferocity.


The Bearer of the Fenblade has S7 and +D3 Attacks. Requires Two Hands.

Sword of Ukko.. 50 pts
This blade has been imbued with the powers of storms and sky. It can cleave through armour like air.

The Sword of Ukko ignores Armour Saves.

Schyte of Death.. 50 pts ( Hero with Chosen of Tuonetár only)
This massive warschyte is rumoured to belong the goddess Tuonetár, guide of the dead and keeper of Otherworld. It can cleave through flesh and bone as easily as it cuts through soul.

The Hero has the Killing Blow ability on 5+ against man-sized models, and Killing Blow on 6+ against all other models (except Swarms).

Axe of the Beast.. 35 pts
This axe contains the essence of the beasts of the forest, lending the bearer their strength.

The bearer has +1 Strength and +1 Attacks.

Magic Armours:

Frozen Armour.. 40 pts
This suit of magical armour seems to be fashioned from crystalline ice, but is hard as finest steel.

The bearer has a 1+ Armour Save that cannot be improved by any means.

Helmet of the Great Hunt.. 35 pts
This great helmet is fashioned from the horns of a great elk, and from bones of a bear. It fills the wearer with great courage.

The bearer of this helmet adds +1 to his Armour Saves. Can be combined with other Armour, even magical. In addition, he become Immune to Psychology.

Hide Armour of Shadeland.. 30 pts
This leather armour fashioned from dark furs contains a vile enchantments that allow the wearer to blend into the shadows and terrain of his homeland.

Counts as Light Armour. The wearer can Scout and all Ranged Attacks against him a -1 To Hit.

Armour of Hope.. 25 pts
When the hour is dark, and all hope is lost, will a hero arise, and bring light. With iron hand, he shall conquer all those who stand before him. Blood will be his name and fire will be his soul, and in his name, shall the old be redone. - The Prophecy of Last Days.

Counts as Heavy Armour. The wearer can never suffer more than one Wound per turn. He can be slain by Killing Blow, however, and by weapons that do multiple wounds, such as Cannons.

Hides of the Beast.. 15 pts
The Hides of the Beast are a suit of magical leather armoura, and within them is captured the essence of the wild beasts of the woods. Anyone who wears them shall be imbued with their feral rage.

Counts as Light Armour. Bearer can cast Bear’s Anger as a Bound Spell at Power Level 4 once per game.
valontuoja
Viestit: 71
Liittynyt: Ma 02.04.2007 12:24

Viesti Kirjoittaja valontuoja »

Termynator sergeant aivan en vahvistuisi liekin heittimestä mutta ymmärrä tämä koko warhammer hommahan on loppujenlopuksi vain peli. Näin ollen siellä voi sattui vaikka mitä ihmeellistä kunhan pysytään todellisuuden rajoilla. Koska saastakivi on mutatoivaa se ehkä saattaa tosiaankin mutatoida heitä kuten yhtä yksikkölajia jota en ole vielä tänne pistänyt. Mutta käytin saastakiveä vain yhtenä esimerkkinä joten näin ei ihan ole mutta tämä kaipaa vielä viilausta ja siksi sen tänne laitoinkin. Exce varsin mukava lista pidin siitä kovasti :D. Pistän nyt rodun yhteiset säännöt ja muokkaan vähän listaa. PS: Sauna guardid on rare unitteja.
valontuoja
Viestit: 71
Liittynyt: Ma 02.04.2007 12:24

Viesti Kirjoittaja valontuoja »

Pistän tässä lähi aikoina enemmän pohjoisten miesten historiaa historia osiolle.
Avatar
Executioner
Viestit: 925
Liittynyt: Ma 13.06.2005 01:33
Paikkakunta: Alajärvi

Viesti Kirjoittaja Executioner »

Pistä ihan tähän samaan topiciin vain, vaikka ihan armeijakirja-tyyliin tuonne ekan sivun viestin alkuun.
valontuoja
Viestit: 71
Liittynyt: Ma 02.04.2007 12:24

Viesti Kirjoittaja valontuoja »

Minä teen siitä sellaisen listan tyyliin tämä:

-1: Uusi kuningas valittiin.

1: Uusi kuningas kuoli.

Mutta no ok mutta pistän sen tänne loppuun.

Joudutte sitten odottamaan vielä hetken. Kaverini tulee viikonloppuna niin saan tarvittavan aikalinjan.
Late M
Viestit: 1863
Liittynyt: To 22.01.2004 11:58
Paikkakunta: Helsinki

Viesti Kirjoittaja Late M »

Tässä keksitään nyt pyörää uudelleen...

Itsekin olen nuorena ja innokkaana tuota harrastanut, mutta usko vain poika, että paljon helpommalla pääset kaikin puolin kun rakennat kaaosarmeijan säännöillä armeijasi ja konvertoit sen oman mielesi mukaisesti.

Et saa pelata omilla säännöilläsi vaikka ne olisivatkin paremman kuin GW:n, tyydy siis kohtaloosi. Älä kuitenkaan anna GW:n ahneiden miesten tappaa mielikuvitustasi: hae sinne töihin ja toteuta kierot suunnitelmasi.
valontuoja
Viestit: 71
Liittynyt: Ma 02.04.2007 12:24

Viesti Kirjoittaja valontuoja »

Jep tiedän sen lateksimajava ja joka tapauksessa teen tämän tänne valmiiksi. Vaikka tällä rodulla ei voi pelata oikeissa peleissä mutta kavereiden kanssa pelatessa voi. Tässä kaikki tältä erää. Ps: Aion hakea gw:lle töihin :D
"Aaw. Minilohikäärmeet ovat sitten söpöjä." (Yleinen mielipide)
"Emmekä ole!" Minilohikäärmeen vastaus.
valontuoja
Viestit: 71
Liittynyt: Ma 02.04.2007 12:24

Viesti Kirjoittaja valontuoja »

Tuli muuten mieleen että olen pistänyt tarinat ja novellit osioon novellin pohjoisenmiehestä. Se ei ole mitenkään "tämähän on kirjallisuuspalkinnon arvoinen" ja siinä ei ensimmäisessä luvussa huomaa että päähenkilö on pohjoisenmies mutta suosittelen vilkaista jos kiinnostaa. Nimi on: Minä olen ( pitkä novelli hämyllä nimellä) Ja se on vasta ensimmäinen luku.
"Aaw. Minilohikäärmeet ovat sitten söpöjä." (Yleinen mielipide)
"Emmekä ole!" Minilohikäärmeen vastaus.
Xenon
Peliporukkavalvoja
Viestit: 3130
Liittynyt: Ke 11.05.2005 17:47

Viesti Kirjoittaja Xenon »

valontuoja kirjoitti:Pistän tässä lähi aikoina enemmän pohjoisten miesten historiaa historia osiolle.
Ei kiitos =DDDDDD. Historia osio on varmaankin tarkoitettu ihan oikealle historialle, eikä millekkään mutuarmeijoille. Ja korjaa hyvä mies tuo otsikko! Man sanan monikko on men, ei mens! Nimeksi Men of north niin tämän projektin voisi ottaa ehkäpä melkein vakavasti.

Armeijalla on mielestäni ihan liikaa kaikenlaista ylimääräistä special rulea ja tavaraa, niistä voisi ihan hyvin kaiken turhan ottaa pois ja laittaa tyyliin ihan vain: light armour, heavy armour yms. Ei sinun tarvitse joka ikistä esinettä mainita mitä rotu käyttää :D. Onhan niitä tietty kiva keksiä, mutta ihan vain pelinkin kannalta. Statseista en sano mitään..
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