Iso ja ruma mörkö
Lähetetty: Su 24.01.2010 00:31
Vanhassa VC-kirjassa oli maininta että necromancerit osaavat muokata kuollutta lihaa kuin savea ja luoda todella oksettavia olentoja. Sääntöjä sellaisen luomiseen ei kuitenkaan ollut eikä ole vieläkään, joten loin ne itse. Tarkoitus on luoda mahdollisimman muokattavissa olento.
The Abomination
With necromancy it is possible to fuse together bits and pieces of different animals and creatures and give it disgusting form of unlife. Often these creatures are created for one purpose and variability is immense. The more time and effort is used on its creation, the deadlier it becomes. Final creature is undeniably ugly, dangerous and abomination to all life.
Abomination may be bought as mounted steed or separate hero, in which case he takes hero and rare-slot. Vampire or Necromancer may ride Abomination.
Cost: 35 pts base, upgrades are listed separately. (Hero or Hero and Rare)
Abomination
M WS BS S T W I A LD Sv.
4 2 1 4 4 3 2 3 3
Unit size: 1
Options:
Abomination has several hardpoints, in which different upgrades are installed. These hardpoints are head, weapons, legs, body, tail and skills. Each of these hardpoints may have one upgrade if Abomination is used as mount and two if it is used as separate creature.
Head options:
Proboscis: 50 pts
For every unsaved wound Abomination causes in close combat it gains one wound to itself.
Segmented eyes: 35 pts
Abomination Always Strikes First.
Fangs: 20 pts
Abomination gains +1 Attack
Corrosive saliva: 20 pts
Abomination has magical attacks and they are armor-piercing.
Hawkeye: 20 pts
Abomination gets +1 BS.
Acid spray: 30 pts
Abomination has S3 breath attack, which is magical and armor piercing.
Weapon options:
Numerous claws: 20 pts
Abomination gains +1 Attack.
Armed with weapons: 30 pts
Abomination has arms which it may use. It carries immense load of weapons and at the beginning of close combat it may choose any of following combinations to use in that close combat: great weapon or two hand weapons or hand weapon and shield. This option may not be combined with Arbales-option.
Arbalest: 50 pts
Abomination counts as bolt thrower and may move and fire with it, but suffers normal penalties for moving and firing. It can be used for stand & shoot-reaction.
Tentacle: 25 pts
Abomination may force any model in base contact to lose one (1) of its attacks. Only normal attacks are affected. Model which has special attacks (Giant, Night Goblin Fanatics..) is not affected.
Flailing limbs: 15 pts
Abomination has +1 WS.
Foot options:
Longstrider: 40 pts
Abomination has Movement 7. This is maximum movement it may have under any circumstances.
Stompy: 50 pts
Abomination causes D6 Impact Hits when it charges.
Multiple legs: 40
Abomination may ignore terrain penalties. It may not cross impassable terrain.
Body options:
Monstrous size: 150 pts
Abomination is huge and terrifying creature. It gets +1 to its Movement, Strenght, Toughness, Attack and Wound, is large target and causes terror.
Winged: 50 pts
Abomination may fly.
Bulky: 40 pts
Abomination has +1 Toughness.
Furry: 50 pts
Every shooting attack which uses BS against Abomination suffers from -1 penalty.
Unnatural vitality: 50 pts
Abomination has +1 Wound
Awful smell: 40 pts
Every enemy model which is in close combat with Abomination suffers -1 to its Weapon Skill.
Mark of Protection: 15 pts
Abomination has +6 Ward save.
Thick and scaly skin: 25 pts/level
For every level of this Abomination gains +1 to its armor save. Maximum save reached with this is +4.
Alive: 50 pts
Abomination is no longer undead and reacts to psychology normally. It gets Weapon Skill 3, Ballistic Skill 3, Initiative 3 and Leadership 7. If any spell or ability affects only undead it no longer has any effect on Abomination. Only independent Abomination may take this option.
Tail options:
Stinger: 25 pts
In addition to its normal attacks Abomination may make one (1) additional attack which is poisoned. It may make this attack even if it dies before it has gotten chace to attack normally.
Spiky tail: 25 pts
Abomination gets +1 Strenght.
Counterweight tail: 15 pts
Abomination gets +1 Movement.
Bell of Magic: 15 pts
Abomination has Magic Resistance (1). This option may be chosen twice, but still counts as one tail-option.
Skills:
Crasher: 25 pts
On the turn Abomination charges, it gets +1 Strenght
Resilient: 25 pts:
If abomination suffers wounds because of Combat Resolution or general's death, it suffers one wound less than it normally would. This ability is cumulative with Battle Standard Bearer. May not be combined with Body-option Alive.
Awareness: 10 pts
Abomination has Leadership of 7, but it suffers from stupidity even if immune to psychology.
Sorcerous: 40 pts
Abomination is Level 1 wizard, but may not choose any magic items. Only independent Abomination may choose this skill.
Reckless: 25 pts
Abomination gives +1 Combat Resolution.
Foul character: 35 pts
Abominatiuon has frenzy and hates everybody and everything. Only independent Abomination may have this skill.
Special rules:
Undead
The Abomination
With necromancy it is possible to fuse together bits and pieces of different animals and creatures and give it disgusting form of unlife. Often these creatures are created for one purpose and variability is immense. The more time and effort is used on its creation, the deadlier it becomes. Final creature is undeniably ugly, dangerous and abomination to all life.
Abomination may be bought as mounted steed or separate hero, in which case he takes hero and rare-slot. Vampire or Necromancer may ride Abomination.
Cost: 35 pts base, upgrades are listed separately. (Hero or Hero and Rare)
Abomination
M WS BS S T W I A LD Sv.
4 2 1 4 4 3 2 3 3
Unit size: 1
Options:
Abomination has several hardpoints, in which different upgrades are installed. These hardpoints are head, weapons, legs, body, tail and skills. Each of these hardpoints may have one upgrade if Abomination is used as mount and two if it is used as separate creature.
Head options:
Proboscis: 50 pts
For every unsaved wound Abomination causes in close combat it gains one wound to itself.
Segmented eyes: 35 pts
Abomination Always Strikes First.
Fangs: 20 pts
Abomination gains +1 Attack
Corrosive saliva: 20 pts
Abomination has magical attacks and they are armor-piercing.
Hawkeye: 20 pts
Abomination gets +1 BS.
Acid spray: 30 pts
Abomination has S3 breath attack, which is magical and armor piercing.
Weapon options:
Numerous claws: 20 pts
Abomination gains +1 Attack.
Armed with weapons: 30 pts
Abomination has arms which it may use. It carries immense load of weapons and at the beginning of close combat it may choose any of following combinations to use in that close combat: great weapon or two hand weapons or hand weapon and shield. This option may not be combined with Arbales-option.
Arbalest: 50 pts
Abomination counts as bolt thrower and may move and fire with it, but suffers normal penalties for moving and firing. It can be used for stand & shoot-reaction.
Tentacle: 25 pts
Abomination may force any model in base contact to lose one (1) of its attacks. Only normal attacks are affected. Model which has special attacks (Giant, Night Goblin Fanatics..) is not affected.
Flailing limbs: 15 pts
Abomination has +1 WS.
Foot options:
Longstrider: 40 pts
Abomination has Movement 7. This is maximum movement it may have under any circumstances.
Stompy: 50 pts
Abomination causes D6 Impact Hits when it charges.
Multiple legs: 40
Abomination may ignore terrain penalties. It may not cross impassable terrain.
Body options:
Monstrous size: 150 pts
Abomination is huge and terrifying creature. It gets +1 to its Movement, Strenght, Toughness, Attack and Wound, is large target and causes terror.
Winged: 50 pts
Abomination may fly.
Bulky: 40 pts
Abomination has +1 Toughness.
Furry: 50 pts
Every shooting attack which uses BS against Abomination suffers from -1 penalty.
Unnatural vitality: 50 pts
Abomination has +1 Wound
Awful smell: 40 pts
Every enemy model which is in close combat with Abomination suffers -1 to its Weapon Skill.
Mark of Protection: 15 pts
Abomination has +6 Ward save.
Thick and scaly skin: 25 pts/level
For every level of this Abomination gains +1 to its armor save. Maximum save reached with this is +4.
Alive: 50 pts
Abomination is no longer undead and reacts to psychology normally. It gets Weapon Skill 3, Ballistic Skill 3, Initiative 3 and Leadership 7. If any spell or ability affects only undead it no longer has any effect on Abomination. Only independent Abomination may take this option.
Tail options:
Stinger: 25 pts
In addition to its normal attacks Abomination may make one (1) additional attack which is poisoned. It may make this attack even if it dies before it has gotten chace to attack normally.
Spiky tail: 25 pts
Abomination gets +1 Strenght.
Counterweight tail: 15 pts
Abomination gets +1 Movement.
Bell of Magic: 15 pts
Abomination has Magic Resistance (1). This option may be chosen twice, but still counts as one tail-option.
Skills:
Crasher: 25 pts
On the turn Abomination charges, it gets +1 Strenght
Resilient: 25 pts:
If abomination suffers wounds because of Combat Resolution or general's death, it suffers one wound less than it normally would. This ability is cumulative with Battle Standard Bearer. May not be combined with Body-option Alive.
Awareness: 10 pts
Abomination has Leadership of 7, but it suffers from stupidity even if immune to psychology.
Sorcerous: 40 pts
Abomination is Level 1 wizard, but may not choose any magic items. Only independent Abomination may choose this skill.
Reckless: 25 pts
Abomination gives +1 Combat Resolution.
Foul character: 35 pts
Abominatiuon has frenzy and hates everybody and everything. Only independent Abomination may have this skill.
Special rules:
Undead