Sivu 1/6
Sotavasara Special Characters
Lähetetty: Ma 07.10.2002 04:43
Kirjoittaja Ninnu
Ninnu the Conitress
Armybuilding Skill: 3
Painting Skill: 8
Tactics: 2
Modelling: 3
Leadership: 10
Fluff Save: 4+ (represents the possibility to save on fluff anything considered cheese, also thrown when arguing about fluff)
Any event with more than 50 visitors can inlcude Ninnu. If you take her she counts as one of the event's guests of honor. If you are organizing Ropecon you must include Ninnu as one of your HQ choices. She must be used exactly as described and may not use any extra paints or brushes. In addition she may only be used in events including painting.
Wargear: Windsor&Newton series 7 miniaturs painting brush, Citadel brushes (five of each size), Vallejo model colour paints (throw a dice to randomly select half of their stock), Citadel paints (full set), Talens retarder, Windsor&Newton flow improver, Talens acrylis picture varnish mat, a whip.
Ninnu may be accomanied by Noora the Little Sister. Throw 1d6 at the start of any event, on a roll of 1 Noora is also present. In Ropecon events you must choose Noora as one of the elite choises. Noora can inspire any player near her in to wild conversion projects. Everone within 6" of her must make a conversion check.
Special rules:
Painting Mistress: Ninnu is known teacher in the field of miniaturs painting. Instead of challenging Ninnu you can listen to her teachings. Painting skills lower than five are considered five for 5d6 rounds. Actual skill gain can only happen if listening her teachings wholeheartedly. Any character wishing to do so must join Ninnu's minions and they will get their painting skill permanently up by one point.
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.
Well-known: All who dare to challenge Ninnu must pass a leadership test.
Respect My Authority: Ninnu is immune to all leaderhip based tests.
Puppy Eyes: Add +2 to any persuation roll Ninnu has to make.
Encirclement: If Ninnu don't move for the turn throw dice, on a roll of 1-3 Ninnu is encircled by her fans. She must stay still for the following turn and will only break loose on a roll of 4+. Roll these tests at the start of each turn to see when Ninnu is released.
Stubborn: Ninnu is extremely stubborn. To make her to do anything you must have persuation skill. Othervice she will just do as she pleases.
Ninnu's Bash: Once per turn Ninnu can took anyones miniature and tell everything that is wrong in it's painting. The painter must immediately take a painting check, if he succeeds he can join Ninnu's minions. If he fails he can not do anything for the rest of the turn.
Painter Exellente: Known to link to many painting related net sites any information about painting is just a few clicks away to her. Also her namesdropping is known to be extremely effecient as she knows some internationally respected painters. This makes opposing her on matters realted to painting extremely difficult. Any painter challenging her have to pass leadership test on 3d6 instead of 2d6.
Minions: Ninnu has many minions surrounding her. Any event Ninnu is organizing must include 1-3 Ninnu's minions. In Ropecon events Ninnu must have 4-10 minions. Ninnu may use her minions to take a challenge for her. The minions can use Ninnu's special skills well-known and painter exellente to crush any opposition. Also any minions within 12" of Ninnu can use her leaderhip instead of their own.
Fleet of Foot: Ninnu can move extra 1d6 per turn but only if wearing less than 5" heels on her shoes. She also can ignore movement restrictions due to crowded places.
Fury of the Lioness: Anyone challenging Noora when Ninnu or any Ninnu's minions is within 12" makes Ninnu to leash a whip attack on the challenger. Challenge is considered unresolved and the challenger must move 2d6" straight away from Noora.
OT: Ninnu has a habit of making all discussions stray to off topic chatter. Opposing player must make leadership check each round to stay on topic. If discussion becomes OT Ninnu can add +1 to her Encirclement release rolls.
Baby Talk: Ninnu can banish any male person near her by starting to talk baby talk. Roll a baby talk check at the start of each turn, on a roll of 1 on a 1d6 Ninnu spots the pinky-winky cootsie-woothsie bootsie the meanie lil elffie-delffie has. This makes all players within 6" of Ninnu move 2d6" directly away from Ninnu.
Egoboost: Ninnu can give an egoboost to any person in base contact with her. This will instantly make them immune to all psychology for the rest of the event day.
Too Many Special Rules: Nobody really bothers reading all Ninnu's special rules. This means Ninnu can do about anything as she pleases.
No one knew where did she come from
No one knew why
No one knew how to get rid of her
And now she will stay
-Song from the opressed followers of the realistic painting style-
Ninnu the Conitress is known to roam the galaxy in search of a perfect miniature. On her quest she can surpass the limits of time and space, using internet and mail-order to accomplish her desires. As not yet found the perfect miniature she has collected about every miniature with any good qualities in it.
Lähetetty: Ma 07.10.2002 06:59
Kirjoittaja Matti N
Weekender the high cheef of administorium
Armybuilding Skill: 5
Painting Skill: 3
Tactics: 5
Leadership: 7
Fluff Save: N/A
If any forum connected anyhow to warhammer miniatyregames has more than 1 member (including Weekender himself) you may take him as a special Administrator, and must be used exactly as discribed below.
Wargear: Keyboard and a mouse, both adaptable to any computer available which can be connected to the intterwebbi in order to let him read and write to Sotavasara.
Special Rules:
Fear: Weekender causes HIMSELF to fear time to time. If he fails his Ld test with double 6's, he must flee 3d6 in order to get rid of all tasks concerning webdesign and forum modifications.
Foolish: Weekender is always a fool who writes this pretty funny stuff when he should get his ass of from his chair and go to work. So he continues to write this later on today.
Lähetetty: Ma 07.10.2002 08:29
Kirjoittaja s2pid
s2pid the Peacemaker
Army Building: 7
Painting : 3
Tactics: 7
Leadership: 6
Fluff save: 7+
You can include s2pid to any event or web page what causes no stress to s2pid. if you choose to take him, he must be used exactly as discribed below. He is counted as a HQ body guard.
Wargear: 2 cheap brushes, about 25 citadel paints, lots of different stuff (white stuff, weird modelling material, lots of different glues, big stereos and lots of music.
Special Rules:
Ghetto Blaster: His big stereos, called ghetto blasters (from some very unknown reason!), can make an infernal sound around s2pid. Sound makes all enemys over 40 years flee in panic, if they fail their leadership. Every character who is over 80 will scare immediatly without throwing Ld test and call the police.
Chillout: s2pid is extremely lazy and likes to chill out. Throw d6 every turn. If you threw 1 s2pid will stay on it's position and won't move or do anything else.
Quickness: s2pid is a lazy bastard, but if something is really wrong or he just have to do something he will do it quickly and with care. If you ask something necessary he will do it. Fast and with care.
Honest: Some great power makes s2pid to allways keep his promisses.
Young Blood: Beacuse he's young and wild, he have lots of thins still to learn. After a year you can put 1 to every of his skills.
Bad English: He is still young and have lots to learn. he's international language is not too good, but he tries his best. So don't blame him from his bad english or he gets very sad

Lähetetty: Ma 07.10.2002 09:17
Kirjoittaja jamovoima
Jamopower -the board addict
every finnish miniature games board can include Jamopower as official board addict. If included Jamopower creates at least 8 messages a day.
Painting: 6
Modelling: 6
Tactics: 6
Armybuilding: 3
leadership: 3
fluff save: N/A
equipment: measure stick with sharpened tip, dice throwing arm, plenty of throwable plastic skaven models, plenty of dices
Special rules:
Aggressive: At any point in a game where Jamopower is included and something nasty happens to his models he can go wild. When he has gone wild his tactics attribute is halved, but he gains new abikty: marksmanship which he can use to throw dice or miniatures accurately towards opponents head.
Never mind the fluff: Jamo doesn't really care about how fluffy his army is so he doesn't have a fluff save
Addict: At any point when he hasn't been in Sotavasara for a while you can lower his every attribute by one, this penalty is cumulative
Attraction. Jamopower's pm box is allways full of questions by fellow boardsmembers which ask him things like: what should I get to my chaos army or how many miniatures do you own?
Master of typos: At any Jamopower's message you can be assured to find some humorous typos.
Lähetetty: Ma 07.10.2002 11:14
Kirjoittaja Kharon
Kharon, member of Sotavasarus Moderatus, loyal underling of Weekender, the High Chief of Administratum
You can add Kharon as a moderator in any discussion board you like. All you need is to promise wealth, fame and total power (but you don't have to keep any of these promises).
Armybuilding Skill: 3
Modelling: 5
Painting Skill: D6
Tactics: 3
Leadership: 7
Fluff Save: None.
Equipment: Loads of unpainted miniatures, dozen brushes (all in very bad shape) and other modelling/painting stuff, pile of White Dwarfs and other gaming material and books he never reads/uses (due to his addiction to Sotavasara), Sotavasara Mobile Phone.
Special Rules:
Sotavasara Addict: Kharon must pass Ld every hour not to start moderating Sotavasara. If the roll is failed, Kharon may try to leave Sotavasara passing a Ld test with 3D6 (you may try to do this once per hour).
Member of Sotavasarus Moderatus: As a member of Sotavasarus Moderatus, Kharon may re-roll all Leadership tests against other Sotavasara members due to his (false) sense of power. This rule has no effect on other members of Sotavasarus Moderatus or the Chief Administrator.
Aura of Moderator: As a moderator, Kharon causes other Sotavasara members to become nervous due to the fact that Kharon can actually tell Weekender if people aren't nice to him. Therefore all Sotavasara members within 12" and everyone online at the same time as Kharon suffers -1 to their Leadership against Kharon. This rule has no effect on other members of Sotavasarus Moderatus or the Chief Administrator.
Sotavasara Mobile Phone: This is ordinary looking mobile phone, but it has Sotavasara logo and hand painted Sotavasara covers. Sotavasara Mobile Phone is considered as holy relic (you may have only one Sotavasara Mobile Phone in your army). Sotavasara Mobile Phone may be reavealed once per Ropecon and it gives +1 Ld to all Sotavasara Members within 12" for the duration of Ropecon. In addition to that, Kharon gains D6 re-rolls that can be used to re-roll any dice Kharon rolls. You may not re-roll a re-roll. Sotavasara Mobile Phone negates the effects of the Aura of Moderator.
Illusion of Fluff: Kharon likes to think his armies are Fluffy, but they are not. Anyone can automatically beat Kharon in argue about fluff, if directed against his army. If not Fluffy, Kharons armies are never Cheesy either, so you can never accuse Kharon of Cheesiness.
Paint Motivation: Kharons painting skills varies greatly depending on his motivation and the amount of unpainted minis in the painting table. Kharons Painting skill is D6, and roll it each time the skill is needed.
Lack of Rules Knowledge: Kharon is automatically wrong in each and every debate about rules, if the opposing character isn't newbie. Altough opponent must throw a Ld not to get Frustrated. If this happens, Kharon has effectively won the debate because the opponent gives in (altough Kharon is still wrong about the rule).
Ropecon Newbie: Kharon is a Ropecon Newbie so he gets -1 to all his dice rolls and Ld tests when in Ropecon unless he passes a Ld test.
Can't Resist Off-Topics: If someone starts talking off-topic, Kharon must pass a Ld test not to reply to it. Test is automatically failed if Ninnu the Conitress started the off-topic.
-----
Edit: Ld nostettu 7ään, Painting Motivation Impatient and Lazyn tilalle Ropecon Newbiehen lisätty Ld heitto. Not so Loyal Underling erikoissääntö poistettu. Sotavasara Mobile Phoneen lisätty bonuksena D6 re-rollia Kharonille.
Lähetetty: Ma 07.10.2002 15:55
Kirjoittaja bonesripper
bonesripper
Armybuilding: 4
Painting skill: 6
Tactics: 1
Modelling: 4
Leadership:5
equipment: GW briefcase including miniatures, rulebooks, templates, dices and modelling accessory.
Special rules:
Think he's always right: Will argue with you every rule he think he knows. In reality he's almost always wrong, but will still argue.
Natural charmer: Will charm you in spite of his english skills.
Painting addict: He must paint every day or will become very tense and aggressive.
Special Movement: Will move random direction pointed by scatter dice.[/b][/u]
Lähetetty: Ma 07.10.2002 17:35
Kirjoittaja Aacheron
Aacheron, Keeper of the Fluff
Cost: 1250 posts
Any "Sotavasara" miniatures board of 750 members or less may include Aacheron, Keeper of the Fluff as an Elites choice. He must be used exactly as described below, and may not be bought extra wargear.
Armybuilding: 6
Painting skill: 2
Tactics: 7
Modelling: 6
Leadership: 9
Fluff Save: 2+ (4+ Invulnerable)
Speciality: Eldar
Equipment: 1500 pts Ulthwé-Eldar army; the ArmyBuilder-program; Bitz-box; basic modelling and painting tools; various Codices and other GW-publications filled with fluff.
Special rules:
Fluff-nazi: Aacheron is the sworn upholder of all fluff. He despises anyone willing to play with an unfluffy army. This is represented by the fact that he must recount the fluff for anything possible to anyone possible, whenever possible.
Fluff Memory: Aacheron can remember almost everything about the 3rd Edition of Warhammer 40.000, and therefore gains +1 to all Fluff rolls he is required to take. He also gains a 4+ Invulerable Fluff Save.
Tactician: Aacheron is known for developing cunning plans and scheeming tactics for his favourite army. He gets +1 to any Tactics rolls he is required to take that involves Eldar.
Bad painter: Because he is overspecialised in the Tactical aspect of the hobby, he gets -1 to all Painting rolls he is required to take. He also gets -1 to all Ld tests he is required to take whenever he enters a painting competition of any kind. If he ever challenges Ninnu's painting skills, he must take the Ld test on 4D6 instead of 3D6...
Inspiration: If Aacheron gets a really good inspiration for some project, he will relentlessly complete it; no matter the costs. If Aacheron ever sees a project as both fluffy and inspiring, he will immediately receive +1 to his Modelling statistic for the duration of that project.
Optimist: Aacheron can never really become depressed. He always tries to see the lighter side of things, and therefore receives +1 to all morale checks he is required to take.
Lähetetty: Ma 07.10.2002 20:34
Kirjoittaja Chrono
Chronophague, Time Eater
Armybuilding Skill: 10
Painting Skill: 10
Tactics: 10
Leadership: 10
Fluff Save: 6+
Chronophague my be used in Forums and boards which include a gallery. He then counts as an Elite choice.
Wargear: sticks and stones..
Special Rules:
Special characteristics..
Lähetetty: Ti 08.10.2002 11:40
Kirjoittaja Ari
Ari Lord of End Times
Armybuilding Skill: 7
Painting Skill: 3
Tactics: 7
Leadership: 10
Fluff Save: 5+ (dodge)
Ari may be used in everywhere. He counts as an Heavy Support choice.
Wargear: Fists, keys, coins and other stuff.
Special Rules:
Chronic Insomnia: Ari suffers from Chronic Insomnia that means that he can't sleep well. Throw 1d6 at evening, on roll of 1 or 2 Ari can't sleep that night and receives -1 to his dice rolls in next day.
Stream of Corruption: Ari's died consist unhealthy amounts of garlic. To represent this, five times a day, Ari may unleash his breath against anyone annoying him, breath has range of 10 metres every direction, anyone in area of effect must take Ld test at -2 or wander off.
In addittion all vampires will evade him.
Terrible laughter: Anytime he wants, Ari may unleash his laughter against unvary opponent. The laughter is so irritating that opponent get -1 to his rolls.
Martial Arts: Years of Hapkido has made Ari somewhat dangerous opponent. So he gets 3 extra close combat attacks at S4
Big target: Ari is over 2 metres tall and weight's over 120kg, so he may allways be picked out of the crowd.
Follower of Dark God's: Anytime, anywhere, Ari must collect at least one Chaos army, if he doest not he suffers -4 to his Ld. If he has more that one Chaos Army he get +1 to his armybuilding skill.
Lähetetty: Ti 08.10.2002 15:14
Kirjoittaja Nahka
Nahka lord of annoying comments
Armybuilding Skill: 6
Painting Skill: 3
Tactics: 5
Leadership: 10
Fluff Save: N/A
Nahka can be used in every argument. He counts as an Elite choice.
Wargear: Many school books, Intelligence, Empty Wallet and Too many unpainted miniatyres.
Special Rules:
Spiky Tongue: Nahka has really bad habbit of annoying hostiles. When a hostile person is in range of 15 metred roll 1d6:
-If the dice score is below 3 the hostile must charge towards Nahka.
-If the dice score is 1 the hostile must charge towards Nahka also getting +2A +2T +2I and -1T.
-If the dice score is 4+ then hostile gets -1d6 to its leadership.
Annoying comment: Nahka may make annoying comments ten times a day. Comments range is 50 metres. When a comment is made roll 1d6:
-On 1 Enemy gets +1 to all of his stats and must charge.
-On 2-3 Enemy is laughing its ass off and is pinned to the ground for one round.
-On 4-5 Enemy hears something they don't want to hear. Make a leadership test.
-On 6 the enemy dies to laughter.
Stubborn: Nahka is too stubborn/stupid to fall back.
The art of Haba-haba: Nahka has fetish to train its haba. Therefore he gets +1 to S.
Moppisivallus: Nahka has (almost) long hair. He has built in razorblades in his hair. Therefore Nahka gets one attack that commits the last hit of the HtH phase.
Terrifying precence: Nahka causes fear with his outlook.
Halpakola addict: After drinking halpakola Nahka gets +1 to all his dice rolls.
Frenzy miatyres: Once in every game Nahka can make frenzy units. Frenzy units are indirect fire whit range of 128". Frenzy unit makes damage under the zone where it crashes and minis shatter. All models are instantly killed.
Lähetetty: Ti 08.10.2002 22:09
Kirjoittaja Ketku
KETKU THE PIISKALETTI
Armybuilding skills:3
Painting skills:1
Tactics:1
Leadership:7
Fluff Save:3+
He counts as an HQ choice.
Wargear:Piiskaletti, Dark Axe, Leather Shoes, TI-86
Special Rules:
Dark Opponent: All players will fear him.
Master Tactics: Must use Manyyveri called Ketku and destroy one most
important own unit.Won't Retreat from Battle
Piiskaletti:May make one attack at the enemy himself/herself.
TI-86:Distract opponent with TETRIS.
PEPSI addict: Ketku drinks Pepsi before the battle and so is counted as being monsterous creature.
The God of The Mortals: Any one unit except Demons can't attack against Ketku because every one fears him.
Stupidity:Ketku doesn't understand when it is time to stop.
Pain:Ketku loves Pain and if some one hurts him he can't attack because he is in ecstasy.
Lähetetty: Ti 08.10.2002 22:35
Kirjoittaja Tau-setä
Tau-setä
Armybuilding Skill: 6
Painting Skill: 5
Modeling: 2
Tactics: 6
Leadership: 7
Fluff Save: N/A
Any Tau army may include Tau-setä as one of its HQ choices. He must be used exactly as discribed below.
Wargear:
Dice, miniatures, dried up citadel paints. The usual.
Special Rules:
Aura of Balance: On the last turn of any game where Tau-setä is present roll a die. On a roll of 2+ the result of the game is a Draw.
Curse of Slowness: If Tau-setä wins the roll to gain the first turn, he must reroll the dice.
Celtophile: If confronted with anything celtic, Tau-setä must pass a Leadership check or be distracted for one turn, doing nothing.
Pessimist: Always expecting the worst, Tau-setä may reroll morale checks he is forced to make (except for checks caused by the Celtophile rule).
Lähetetty: Ti 08.10.2002 22:50
Kirjoittaja Squirreli
Squirrel
Squirreli is a legendary creature of much dispute. Many are the night through which scholars have in drunken stupor debated on the nature of this phenomenon. He has been known to appear seemingly with no sentient purpose on many occasions in places which are loosely or not at all connected. To represent Squirrel you must randomize many of his statistics before the game. This is explained later.
Any event may include Squirrel as troops, elites, HQ or heavy support choice.
Armybuilding: 3+d6
Dice rolling: 1
Tactics: d6
Modelling: 2d6
Painting: 2d6
Leadership: -
Fluff save: 2+ on 2d6
To be (fair) or not to be
First, when choosing Squirreli for your event, roll a dice. This roll is applied to both armybuilding and tactics. This is to represent Squirrel's army composition. He has (rarely) been known to field a fair army which is fun to play against, but is also often spotted deploying the Great Wall which drives opponents into whining despair. Also, Squirrel's tactics vary upon the army composition so they are closely linked.
Whimsical
Secondly, you must roll 2d6 to determine both painting and modeling. This is to represent the various states of (de)generation his armies are in. This is not so much a question of skill as it is of game and army. Note that rolls of 11+ result in a catastrofic damage: Squirrel has overheated during converting and painting frenzy and may not be used for the event. This is to represent Squirrel's evershifting nature; one Con he may be dressed up like a larppaaja, another he may spend as a RPG-geek and sometimes he may participate only in mordheim or epic40k.
All-knowing
Squirrel's fluff save 2+ is rolled on 2d6 rather than one. This is to represent his endless opinions on anything varying from gamedesign to flow of rules to painting to background stories to nature of cheese and so on... He however is not nearly as all-knowing as he lets out, and to represent this the roll may end in a catastrofic failure. This is to say, he is proven grievously wrong and would have to take a panic test were he not immune to psychology. This happens on roll of 11+. Instead of testing for leadership, put a counter on squirrel as explained later.
Immune to psychology
Squirreli has been known to be cynical and sarcastic to the extreme. To represent this he is immune to psychology, as whilst a person considered normal might be ashamed and mutter apologies or leave, reddened in the face, squirrel just takes this as an example of his self-perceived faults which he analyzes to no end. Also, when Squirrel would have to take a Ld-test, he gains a SelfPsychoAnalyzis-counter. When Squirrel has 5 or more counters, tap him. He does not untap during his untap phase as long as he has any counters on him. Remove a counter from squirrel at the beginning of his upkeep.
Lähetetty: Ti 08.10.2002 22:55
Kirjoittaja Rutabaga
Rutabaga the horrible abuser of the "count as" rule
Armybuilding skills: 4
Painting skills: 4
Tactics: 1/7
Leadership: 10 (Stubborn)
Fluff save: 3+
Fluff regeneration: Rutabaga can always try to regenerate his fluff as he is constantly "remembering" new things about his armys fluff, that he has forgot.
the horde of half painted minis: All models in Rutabagas army cause fear, as some opponent are so intimitated by the half painted minis.
the ancient teller of weird jokes: In the grimmes situations Rutbaga can opt to tell a weird joke, roll d6, 1-5 nothing happens on a 6 Rutabaga has 12d6 re-rolls for the rest of the game.
MAGIC
Rutabaga generates 28 powerdices/turn that can be saved for next turns
hand of doom: cast on 23+ can be targeted to caster himself
Rutabaga drops someones model hes looking, the model takes an automatic hit with Strength of 8d6 and takes 3d6 wounds.
Harmageddon: cast on 168+ can be casted at range of casters arm
Rutabaga leans or falls over a gaming table and breaks it, every model on the table (friend of foe) takes hit as in Hand of doom.
Lähetetty: Ti 08.10.2002 23:01
Kirjoittaja Samsson
Samsson - OT-police and all-around good-guy
Samsson is a HQ-choice. He may be chosen to any forum where people are in need of newbie-help or a OT-police.
You may not take additional wargear, what you see is what you get!
Armybuilding Skill: 5 (10)
Painting Skill: 3
Tactics: 6
Modelling: 6
Leadership: 10
Fluff Save: 3+
=============
Special rules:
"It's all fluff!"
Samsson on vannoitunut fluffin fani ja rakentaa armeijansa niin paljon fluffin varaan kuin suinkin mahdollista! Jos Samsson onnistuu läpäisemään Leadership-testin, hän saa Armybuilding Skillinsä kohotettu viidestä kymppiin! Jos hän epäonnistuu, hän tekee huonon armeijan, jonka hän uskoo että on powerarmeija joka lyö kenet tahansa. Oikeasti se on tosi surkea armeija...
"The dangers of converting!"
Jos Samsson yrittää konvertoida figun, heitä noppa. 4+:lla figu onnistuu ja Samssonin työtahti tuplaantuu! Jos heitto epäonnistuu, Samsson vaipuu epätoivoon ja työtahti putoaa puoleen...
"My memory isn't what it was..."
Samsson on lukenut melkein kaikki fluffikirjoitukset mitä on kirjoitettu, mutta hän muistaa vain puolet siitä... Tästä johtuen, hän puhuu (usein) sekaavia kun häneltä kysytään fluffiasioista. Mutta kukaan ei välitä kuitenkaan...
"They have strengthen me!"
Samsson on vastannut niin moneen nOObie-kysymykseen, että hänen Ld:nsä on noussut kymppiin! Go figure!
"Can't understand the language!"
Joskus Samsson hukkaa kielenkääntäjä-näppäimistönsä ja silloin tulee sellaista tekstiä että huhu...

Kaikki lukijat pitää silloin ottaa Ld testin tai kiljua: "OPI SUOMEA, HURRI!!!"
"Member of Sotavasarus Moderatus!"
As a member of Sotavasarus Moderatus, Samsson may re-roll all Leadership tests against other Sotavasara members due to his (false) sense of power.
"Aura of Moderator!"
As a moderator, Samsson causes other Sotavasara members to become nervous due to the fact that Samsson can actually tell Weekender if people aren't nice to him. Therefore all Sotavasara members within 12" and everyone online at the same time as Samsson suffers -1 to their Leadership against Samsson.
Neighter of the Moderator special skills affect other Moderators!
"Hug cover! But we are wearing power armour?! Hug cover, I say!"
Samssonilla on uskomaton kyky onnistua tärkeissä cover saveissa, MUTTA kun hänen pitää ottaa tavallinen save, niin epäonnistuu melko varmasti...
Erikoissääntönä hänellä on siis lupa ottaa cover save vaikka hän olisikin keskellä peltoa, eteenkin jos on scoutti armourissa!
"Liigan tulos jo selvillä..."
2+:llä Samsson sijoittuu Turun liigassa sijalle kolmesta kuuteen. Ainoastaan 1:llä sijoituu hän toisin, eli huonommaksi (ei koskaan kolmanneksi parempi!)
=============
Wargear:
Muotoiltu keyboard, sääntökirja, OT-poliisi pamppu
Muotoiltu keyboard: Auttaa kirjoittamaan enemmän n00bi-vastauksia... Sisältää huonosti toimivan kielenkääntäjän!
Sääntökirja: Välttämätön apuväline vastailessa...
OT-Pamppu: Arvaa!
=============
Edit: Minulle kans moderaattori special skills!!!
2nd edit: Pari lisäystä...
Lähetetty: Ke 09.10.2002 07:50
Kirjoittaja Iso Susi
Iso Susi
Iso Susi can be included in any game as (Roll d6; 1: Elite 2-3: HQ 4-5 Heavy support 6:Troop 7:Fast) choise
Armybuilding Skill: 4+d6
Painting Skill: 5
Modeling: 7
Tactics: 1+d6*d6/d66-+2d6*-d6+PII^2/3d6*X
Leadership: N/A
Fluff Save: d6+
Wargear:
Random gaming gear
Special rules:
Über complex tactics:
Noboby knows what is Iso Susis tactics rating.
X:
X can be any number from -23493856 to +23493856
Random leadership:
Everytime Iso Susi needs to take a leadership test roll d6, if test is important add -2 to the result if noboby cares add +2, if result is 4+ he passes the test.
Lähetetty: Ke 09.10.2002 09:13
Kirjoittaja Ghe'dahlg
Ghe'dahlg the Warlord of all Greenskins, Emperor of all men, Master of Undead, Überlaama of Järvenpään lukio, Emperor of Kalasnikovia, First Spawn of Lizardmen, Corrupted by All chaos Gods, Slaughterer of High Elves, Wisest of all Eldar, Meanest of all Orks, and the list goes on...
Fantasy Battlessa Ghe'dahlg vie kaikki Lord, Hero, Special ja Rare choicet, eikä maksa pistettäkään...
40K:ssa hän vie kaikki HQ, Elite, HS ja Fast choicet eikä maksa mitään...
Armybuilding skill: 6
Painting: 1
Modelling: 5
Tactical: 2D6
Leadership: 11
Fluff save: FB: -10+ amour ja 1+ Ward; 40K: 0+ armour ja 1+ Inv.
Wargear/Weapons and Armour: Nothing expect his army
Special Rules:
Fearless/Unbreakable: No Ghe'dahlg on vaan niin hullu
Doesn't fear pain: Mikään mikä normaaisti halvaannuttaisi tai muuten estäisi Ghe'dahlgin liikkumista(Esim. Ninnun whippi hööki) ei tehoa Ghe'dahlggiin...
Distracted by Women: If there is female within 12" Ghe'dahlg must pass Ld test or go towards female with his normal movement value. If there is female within 6" and Ghe'dahlg fails his Ld test he may not do anything during this round.
Master of Laama language: He uses his own weird Laama language where ever it's unreasonable. Kuten nyt. You can see this happening when he writes English, Finnish and suomen ja englannin sekotusta to same sentence or to same topic...
Veeeeeeeeeeeeeeeeerrrrryyyyyyyyyy Lazyass: In start of each own turn he must roll D6, if the roll is 1 he may not do anything whilst the battle, if the roll is 2-3 he can do nothing whilst this turn on roll 4+ he acts "normally"
Lähetetty: Ke 09.10.2002 11:41
Kirjoittaja Garoth
Garoth, Lord of Change
Garoth can be included in any game where both players
agree that the rules are totally f#¤&#" up.
Armybuilding Skill: 6
Painting Skill: 3
Tactics: 6
Leadership: 8
Fluff Save: 6+
Wargear: Countless (and often bad) ideas for new rules.
Special Rules:
Change the rules!
This ability counts as psychic powers (both major and minor powers)
Major psychic power:
Flame War
If Garoth uses his powers to the maximun, he can cause powerful psychic vortex
known as Flame War. This spreads rapidly to anyone within effective range.
Legends say that so far Garoth has never released this power in its full potential.
Minor psychic powers table:
This table is used when Garoth attempts to change the rules. Roll D6.
1 No useable rule changes.
2 He tries to fix something that isn't actually broken.
3-5 He hits the point, but his new rule ruins totally the game balance.
6 Garoth comes up with a really good new rule.
Lähetetty: Ke 09.10.2002 16:24
Kirjoittaja Nimbus
Kaakkuri - Dark Eldar fanatic
Kaakkuri must be taken as Fast attack in any conversation about Dark Eldar.
Armybuilding Skill: 8
Painting Skill: 3
Tactics: 7 (4)
Modelling: 2
Leadership: 7 (4)
Fluff Save: 6+ (re-rollable)
=============
Special rules:
Fluff newbie: Kaakkuri knows actually nothing about any other armies fluffs than dark eldar. So if arquing about Dark Eldar fluff, you may reroll once.
Dark Eldar fanatic: Any place, where words Dark Eldar are found, there is Kaakkuri shooting his opinions.
Insane tactics: If any of Kaakkuris minions is closer than 24" of any foe, lower his leadership to four and make a leadership test. If it fails, the minion assaults and yells loudly Chaaarge! After this you must reduce also his tactics to four.
IMHO: Kaakkuri is always telling his opinions about things he knows hardly anything. If someone doesn't like his opinions and tells it, Kaakkuri must make a leadership test and flee in panic if it fails.
Terrain builder: Kaakkuri loves to build terrain, and he must make a leadership test every time when he decises to go to school or sleeping, when making it. If it fails he must spend another two hours with terrain before another test.
Scrap collector: If Kaakkuri ever sees someone throwing stuff other than food away, roll a dice. 1: For some unknown reason Kaakkuri doesn't even blink his eyes. 2-5: He check the garbage for anything that could be used in terrain. 6: He takes it all and takes it to his hole.
=============
Wargear:Citadel brushes with bristles pointing everywhere, citadel paints, OWN room for warhammers.
Lähetetty: To 10.10.2002 20:58
Kirjoittaja Puolijohdediodi
Puolijohdediodi - The Trader
Puolijohdediodi can be taken to any forum with buy/sell/trade.
If he is taken he counts as one of its hq choices.
In addition he cannot be taken if he does not have anything to sell or trade.
Armybuilding Skill: 3
Painting Skill: 7
Tactics: 2
Modelling: 5
Leadership: 10
Fluff Save: 5+
Wargear:
A wide range of citadel paints, almost every tone there is. A shitload of brushes with some of them almost usefull. Lot of money for bargaining.
Special Rules
Master Trader: Puolijohdediodi will try to sell or trade everything he gets his hands to. This is proven to be disasterfull especially in the middle of battle. Ability is worked out,as follows,by every time a squad or single figure is moved in the game, both in Puolijohdediodi's turn and his opponents turn. Roll a D6 to determine what happens:
on roll of 1-3:
With a gesture with his hand Puolijohdediodi starts to bargain with his opponent of ownership of the miniature/squad in question. Regrettably this leads to angrysome quarrel which will halve the leadership characteristics of both Puolijohdediodi and his opponent(s) for the rest of the turn.
on roll of 4-6:
Puolijohdediodi will succesfully sell his unit or buys his opponents unit for a cheap price. In game this effects by adding +1 to Puolijohdediodis and his opponents leadership for rest of the turn. This can increase LD over 10 but 12 is maximum leadership ever allowed.