Title: Special Character Competition 4
Description: This hasn't been done for a while now.
@ztech - July 25, 2005 08:34 PM (GMT)
Here, you may create your own special character. I suppose I don't need to say that the character must have an appropriate cost, but I'll say it anyway: the character must have an appropriate cost. It must also be a character you would be likely to take in your army if he existed (so no 1500-pts guys please). There has been
a topic like this long ago in the Painting & Modeling section, but this time you don't need to post a picture of your character.
Rules:
-Include fluff. At least a few lines. If it's very long, link to something.
-Create your own magical equipment. We want to avoid things like "See page X of Chaos army book" or something like that.
-Even though the stats may be high, respect the standards for your army. A Skaven with Ld9, an Elf with T5 or a Dwarf with I7 don't make sense.
-This is not a competition of the strongest character. It's more a competition of originality: coolest equipment, most interesting fluff and such. If you want a guy to lead your 500-pts warband, don't feel inferior if you post a hero worth 150 pts while the others have lords at 400 pts. As long as his background is interesting and his equipment is original, it's okay.
@ztech - July 25, 2005 09:14 PM (GMT)
Here's mine: the Count Robert of Bastonne, also called the White Knight. He'll be a Lord even though he's a paladin (hero) in my story, because his fluff (see the section Battle Reports, Articles and Stories) happened a few years ago, after all.
Note: If you don't feel like reading his entire background, I have a shortened version here.
The Count Robert of Bastonne was born in Bretonnia twenty-five years ago in a rich family that lived in Blancastel, a white castle in the middle of a beautiful valley to the north of the Massif Orcal. His father the Count Richard, a Knight of the Grail, taught him how to fight, and his mother, the Lady Allariàn, a High Elf from Ulthuan, taught him to read and write. The young Robert was only twelve when his father disappeared during a raid against Greenskins in the Orc-infested Massif Orcal. The boy, overwhelmed with sorrow and anger, took his sword and went in the mountains to find his father and, if he was dead, avenge him. He searched the barren hills and rocky valleys for two entire months, slaying on his way dozens of Orcs and Goblins without succeeding to find the Count Richard. He was finally found by the Fay Enchantress, the herald of the Lady of the Lake, and brought back to the castle, where he continued his military training. He became the Count of Blancastel when he reached sixteen, the age when a young Bretonnian is considered an adult. Robert, being a half-Elf, is tall and slim and wears no beard. He has shining hair of the purest white and blue eyes that darken when he's angry. He has a white armor, a white cape, mounts a white Elven stallion and wields a powerful two-handed sword.
[Note: This part of the story isn't written in the long version of my army's background.]
The most important part of Robert's history was when a lord of Khorne called Skardrek, followed by a huge army of Chaos warriors and daemons, attacked Bastonne during the great invasion called Storm of Chaos. When he reached the valley of Blancastel, he offered Robert a choice: if the knight chose to surrender, his people and his land would be spared. Being a Bretonnian, the Count obviously refused and fought. His army was heroic this day, but it wasn't enough, and they were defeated. To punish Robert of his resistance, Skardrek had all the towns burned and most inhabitants slaughtered in the name of Khorne. When the young paladin woke up after the battle (he had only been stunned by a blunt weapon), he saw what his arrogance had done and decided to begin his quest for the Grail, the only way for a Bretonnian to have his honor back. He gathered the survivors of the battle, pursued the host of Chaos, attacked them at night at their camp and slew them all, except Skardrek who somehow managed to escape the massacre. Then Robert vowed to fight evil as long as he would be alive. Bitter and full of hate because of the loss of his land, he took with him the army that now called itself the Red Crusade and began his quest for the Grail.
The Lady of the Lake, goddess of Bretonnia, sent to Robert the young Lady Caroline, a beautiful damsel, to help him in his quest. The White Knight and his Red Crusade are still on their great war against evil and will not stop until Bretonnia is rid of the influence of Chaos.
COUNT ROBERT OF BASTONNE
Robert takes up a Lord and a Hero choice and is worth 380 points.
Robert the White Knight:
M___WS___BS___S____T___W____I____A____Ld
4_____7____3_____4____4____3_____6____5_____9
His mount, Sarathai the white stallion:
M___WS___BS___S____T___W____I____A____Ld
10____4____0_____4____4____1_____4____2_____7
Equipment: Blade of Justice, Holy Armor, Book of the Elders.
Mount: Sarathai.
EQUIPMENT
Blade of Justice: This large Gromril claymore is deceptively fast and accurate for such a big sword. It has always belonged to Robert's family and has slain hundreds of foes over the centuries.
Counts as a heavy weapon. In addition, Robert doesn't strike last and gets +1 to hit.
Holy Armor: This shining white armor was a gift from the Lady Herself to Robert's father, Richard, when he found the Grail thirty years ago.
Gives Robert a 1+ re-rollable armor save that can't be improved. In addition, the Lady's Blessing ward save is improved to 4+ against non-magical shooting.
Book of the Elders: This sacred booklet is said to be Aenarion's diary. It gives a great protection to the one who can touch it without being destroyed.
Robert can never be wounded on 2+. In addition, he has a Magic Resistance (2) and cannot be slain automatically by a Killing Blow.
SPECIAL RULES
Vow of the Quest: Robert counts as having the Vow of the Quest (may re-roll all psychology tests).
Sworn Enemy of Chaos: Since the day when the hordes of Chaos have ravaged his homeland, Robert has decided to fight Chaos wherever he found it.
Robert and all Chaos hate eachother mutually. Against an army of Khorne, Robert re-rolls to hit during all turns of combat, not just the first one.
Duellist: Being a great duellist, Robert has the Virtue of Confidence (must issue and accept challenges, and may re-roll to hit and to wound when in a duel).
Luc_Arkhame - July 26, 2005 04:45 PM (GMT)
This topic has been moved to the Painting and Modelling Section, and renamed to Special Character Competition 4. The rules are as stated in @ztech's post, the same rules as the previous rounds.
Which of course can be found in the following links:
First Round CharactersFirst Round VotingSecond Round CharactersSecond Round VotingThird Round CharactersThird Round VotingAll are welcome, and twelve entries will be accepted for the poll that will be given to the general public of the forum.
As this was originally started by Tombguard, I will let him run it if he wants to, otherwise I will moderate.
Zephyro - July 26, 2005 06:52 PM (GMT)
Gobba, mad engineer. (goblin)
When Gobba was born, he was a highly intellegent goblin, thinking of special warmachines and weapons for da Orcz and da goblinz.However, while experimentating with a strange green gas 1 day, the gas exploded and gobba was blown away.When other gobbos woke him up, they discovered Gobba became Crazy and mad because of the gas, and stayed as far away from him as possible.
Gobba however, was still a genius, and stayed constructing the weirdest things with stuff he found on the battlefield and other materials
Gobba counts as a lord choice, and can't be the general.
Costs 300 points
M 4
ws 3
bs 4
S 3
T 3
W 2
I 3
A 2
LD 7
Equipment:
Round black thingies of doom:
While searching the battlefield, Gobba found some cannonballs, and constructed them into something of his own
Gobba can throw them once per battle, after that he has to make some new ones.
range of 12 inch.Large template.Use the scatter and artillery dice.MIscast means that they wouldn't explode.All models partially under it suffer 1 S4 hit on a 4+, causing d2 flammable wounds.All models fully under it, suffer 2 S5 hits, causing D3 flammable wounds.
Da suit:
A robot suit, made of all kinds of junk
It gives Gobba +2 movement, +2 Strength,+2 attacks,+1 Ws, and 2 extra T5 wounds with a 2+ armor save.If gobba loses the 2 T5 wounds, he loses all these bonuses, and continues on his normal stats.The suit also has a madz gun.
range: 15. multiple shotsX5.No walking modifiers.Does 1 S5 armor piercing hit per shot.
Abilities:
Zpecial delivery!
In 1 batlle, Gobba saw fanatics at work.He went mad of the destruction, and at home, he began making special equipment for them
Fanatics in an army where Gobba is in, can be of 3 types:
1) da spiky-ball type . Look in the army book for rules.
2) da bomb type. goes forward 2d6 from a unit, if it hits a unit, it blows up and does 2d5 S5 hits.You can move him yourself in other turns if he misses,using the normal fnatic stats except heving M 4. Costs 50 points per.No armor saves allowed
3)Da ultra spiky type.Uses all normal fantics rules, except having the following changes.Does 1d6+2 hits.missilfe fire hits on a -1 because of the lots of extra spikes.costs 45 points.
Unbreakable:
Gobba is unbreakable because he is so mad.
Immune to Psycho: reason above
It's him, it's him!:
All goblins are afraid of gobba's madness, so all goblins within 5 inch get -1 LD.
Derek101 - July 27, 2005 08:08 PM (GMT)
I feel like doing one. :mellow: here goes...
Viktor the stalker
Always in the shadow of Gotthard, wherever he went, whether it be in the ranks of conspirators of the golden eagle or the sword fights of the Reiksguard Viktor was acceptionable on anything he did but Gotthard was always one better. Naturally, Viktor was jaelous of him as Gotthard did not even know Viktor; but Viktor also shyly looked up to him, telling himself they had a secret connection.
One night, when the gathering of the golden eagle took placem (a group of cultists, wishing to purify the empire) a raid took place where Gotthard and Viktor both escaped, both named, both fled. To Viktor's fury, no-one pursued him, however countless bounty hunters followed Gotthard, from that moment on, Viktor decided to also follow Gotthard.....
in case you didn't know, Gotthard was the name of Archaon ;)
Viktor and his trusty steed Casidus cost 295pts and take up a lord and special choce
Viktor
M WS BS S T W I A LD
4 7 4 5 4 3 7 5 9
Casidus
M WS BS S T W I A LD
8 4 - 4 4 2 4 2 5
Weapons and armour: Viktor has the darkened axe, ghastly armour, hidden cloak
Casidus is a barded choas steed (i.e. barded) with the exceptions above.
Darkened axe
taken from the hands of the slain minotaur which Gotthard killed before fainting, the huge axe is lighter than it looks but just as deadly
takes two hands, +2 strength, note, does not strike last
Ghastly armour
yet again, after stalking Gotthard, Viktor stole this magical armour from the dead minotaur
counts as chaos armour with the exception that while Viktor wears this armour he never gets a greater modifier to his save than -1. However, there being a huge hole in it, on 6's to wound the normal modifier is made.
Hidden cloak
Originally an heirloom to his noble family, Viktor stole it as he abandoned his rich life style for stalking the future Archaon. In Troll County, he drenched in a troll chieftain's puddle of blood (After slaying it).
-1 to hit Viktor with shooting attacks and it also confers a 5+ ward for Viktor, but not Casidus.
Special rules:Quiet voice, whispering voices, Watching from afar, very aware
Quiet Voice
Viktor never has been one to command or inspire his fellow fighters and prefers to stay in the shadows and do what he feels best
Viktor can never be the army general
Whispering voices
Viktor is constantly hearing foul sounds and whispers among him, they can enrage him, soothe him or overwhelm him
Viktor follows the rules for drunken
Watching from afar
As a stalker, Viktor never relly wants to come into contact with Archaon, rather, watch him
If in the same army as archaon, he can never purposely move 12" near Archaon
Very aware
As a stalker, the last thing Viktor wants is to be found out, or stalked himself
Viktor has a 360 degree line of site if by himself, if in a unit, him and the unit count as fast cvalry.
if you want to know where I got the information from, it's in the September issue a couple of years back, the slaanesh one, under the path of damnation
NeD - July 27, 2005 11:20 PM (GMT)
i'm having a stab at one now...
Drakhar the Silent
A life in the shaddows has led Drakhar to excell at ruthless murder. A devotee of khain dragor is skilled in the art of assination and has lost his concience a long time ago
Drakhar costs 320 points and uses a lord AND a rare choice
M WS BS S T W I A LD
6 10 10 4 4 4 10 5 10
Weapons and amour- Dagger of pain, Dagger of suffering, Assination cloak
Dagger of pain - Powerfull runes etched on the blade give the user unnatural strenght - Drakhar gets +1S
Dagger of suffering - A cruel barbed tip on this dagger enchances the pain the victem feels - -1 to enemys armour save
Assination cloak - Enchantments woven into this cloak allow the user to blend in to his surroundings - Drakhar receves a 4+ ward save from all shooting attack
Special rules: Hidden, Leadership, Blinding powder, eviscorate, Dodger
for hidden and leaddership see the assassin rules in the dark elf army book
Blinding powder - kinda does whats its called :/ - all enemy in base contact get -1 to hit
Eviscorate - When fighing against a character with more than 1 wound Drakhar may forefit all his attacks to and attempt to behead the foe, make 1 attack at -1 to hit, if the enemy model is wounded its dead and remove it from play.
Dodger - Drakhars nimble dodging gives him a 5+ ward save in combat
well thats my attempt :)
Luc_Arkhame - July 28, 2005 05:07 PM (GMT)
Entered so far:
@ztech's Count Robert of Bastonne
Zephyro's Gobba the mad engineer
omid's Viktor the stalker
NeD's Drakhar the silent
LordChilipepa - July 28, 2005 07:36 PM (GMT)
Qipatzli the Second, Scar-veteran of the Cohorts of Rezephua
On the fateful day that the Bloodthirster Aesgareth felled Scar-Leader Qipatzli, the first and foremost hero of the Temple-city of Rezephua, there was a dreadful occurance in the spawning pools: some agents of the Skaven horde that had attacked the city as part of the combined Chaos assault broke into the caverns where the great Saurus Hatcheries reside, slaying the skink minders and falling upon those newly-spawned Saurii that were present in an attempt to poison the lake-sized spawning ponds. The minions of Eshin were apparently numberless – when the commotion was noticed and a ragtag band of soldiers and mercenaries from the surface arrived to finish the Skaven scum, only one Saurus remained. Drenched in the black blood of the rat-men, he was standing on a heap of mutant bodies, a captured ratman scimitar in each hand, and beneath the spattered blood, his hide was a pale, bluish-white. Passing out from the poison seeping into his bloodstream from countless flesh wounds, he was taken to the barracks to recover before being brought before the Slann the following day, in the smoking rubble of the highest plaza of the city. Chilipepa stared at the Saurus, looking at the skinks who had brought the warrior to him and then back. He uttered one sonorous word in High Saurian, which sent the diminutive, crested reptiles chattering in wild excitement. Its meaning flowed out across the battered, bloodied crowd: Qipatzli has returned
Already blooded against the remnants of the Slaaneshi horde, harrying the fleeing Druchii in skirmishes and stringing the survivors from trees as a warning to their brethren not to return, Qipatzli has shown every iota of the skill, instinct and strength of his namesake, wielding the toothed greatsword of the slain Oldblood with ferocious, deadly efficiency and speed. With the sword, he was also presented with the Cold One Xhlpctli, found wandering in the central plaza and nuzzling the body of its dead master in an idiotic attempt to make him get up: regardless of his superlative battlefield skills and combat power, Qipatzli has the advantage of being an inspirational leader, the lizardmen of Rezephua believing without reservation that he is the reincarnation of their fallen champion. Now, returning from his battles in the rainforest with the heads of fallen Druchii swinging from his banners, he finds the city under threat: Rezephua does not doubt he shall acquit himself in a manner worthy of his predecessor.
Qipatzli the Second may be taken in any Lizardman army that comes from the Temple-city of Rezephua: such an army is a Lustrian army with no other Special Characters. He costs 250 points and takes up 2 Hero Choices.
M4 WS6 BS0 S5 T4 W2 I4 A4 Ld9
Equipment:
The Blade of Rezephua
Light Armour
Shield
The Blade of Rezephua
The weapon wielded by Qipatzli the First, this hand-and-a-half sword was wielded in the first of the legendary Arenas. Studded with heavy obsinite fangs, its body is carved of mahogany, intricate glyphs worked across the entirety of its surface making the dark brown wood appear gnarled and crinkled. While visibly no enchantments surround it, the blade is a holy relic of the city, and its very presence inspires the guardians of Rezephua to greater deeds of valour.
Can be used as a Great Weapon or a Hand Weapon. In addition, every wound Qipatzli inflicts while using the sword counts double when calculating combat resolution.
Special rules:
Cold-blooded
Scaly Skin (5+)
Icon
Qipatzli II is such an iconic figure within the city that the warriors of the Temple-city will follow him into the very jaws of hell, believing their leader to be the favoured champion of both their Slann Lord and their gods.
If Qipatzli is general, his general’s leadership range will extend to 18”, not 12”. He may not be the general if the army contains any Slann, as he will naturally defer to them.
Scar-veteran of the Cohorts
Qipatzli II is part of the highly-structured military machine of Rezephua – as such, he will never be seen outside the organisation of the Saurus Cohorts.
Any army including Qipatzli must include at least one unit of Saurus Warriors. If Qipatzli is mounted on Xortl, Saurus Cavalry can be taken instead.
Blessed One
Qipatzli’s bluish-white hide marks him as one of the Old Ones’ chosen champions – furthermore, his marked intelligence and loyalty have made him a favourite of the Slann Lord, who extends the divine hand of his protection.
Qipatzli II counts as having the Blessed Spawnings of Itzl, Quetzl, Sotek and the Old Ones, which respectively allow him to ride mounts, increase his Scaly Skin save to 4+, give him +1 attack on the charge, and give him D3 re-rolls to be used across the game. Furthermore, Qipatzli has a 5+ ward save, representing the sorcerous interference of the Slann.
As previously mentioned, Qipatzli II may be mounted on Xortl, his Cold One, at a cost of 24pts: Xortl is a regular Cold One:
M7 WS3 BS0 S4 T4 W1 I2 A1 Ld5
Special Rules: Stupidity, Thick-Skinned, Causes Fear.
Drauthnir - July 29, 2005 01:43 AM (GMT)
I may as well pin this. And I'm joining too, damnit.
Paymaster - July 29, 2005 12:51 PM (GMT)
Josep Von Stryker
Since he turned fifteen Josep Von Stryker was distinguished against the majority of those in Tilea who had reached the rank of captain. For at the time that’s all he was a commander of a small section of his father’s forces, each night before a battle Josep followed strict rituals he began by praying to Myrmidia, the goddess of war. He proceeded to his father’s tent to discuss tactics, however one night before a battle with the vile skaven horde of lord Snikkit, Josep approached the tent to find his father giving a large amount of warpstone to the rat-man. Outraged at this the young man took up his sword, which had been blessed, by several high ranking priestesses of Myrmidia, and entered his father’s temporary dwelling and thrust his sword into the chest of the coward. The blade began to turn from the bluish tint it normally had to a deep black which had a glow of red. The blade then began to show past acts of such cowardice perpetrated by the old man before returning to normal. Josep then withdrew his blade from his father. From the entrance way of the tent came a lowly duellist from the army accompanied by a shaky man named Johan Blackthorn who had watched in horror as the man’s soul had been sucked from his body. He approached Josep and attempted to comfort the youth. Josep turned around to face the gnarled veteran and his eyes were as black as his blade had been only a few minutes before. The two talked on into the night to find a way to cover the death of the once great Gregor Von Stryker. That morning the two went to the head of the army to speak. Blackthorn explained that the vile warlord Snikkit had hired a member of Clan Eshin to assassinate Gregor. Upon his victory of the dreaded horde the merchant warriors brought forth a horse of the purest white that had slaughtered many a rat-man in the battle before and gave the steed that was said to almost certainly be magical to their new leader, Josep Von Stryker. Since that day the mercenary’s son has had total command over the armies his corrupt father had once controlled. They have fought many foes such as a sect of a Slaanesh cult lead by none other than a Lahmian vampire. They were however no strangers to the undead by the time this happened. Quite the contrary in fact as they had destroyed a small amount of the forces of a Von Carstien Vampire named Count Moldavia and the fallen Brettonians of Lord Richtov of the Blood Dragon Line. This battle was rather well remembered by the young mercenary as it led to the loss of his dearest friend Johan who he later found had his corpse removed from the battlefield by one of Richtov’s skeletal minions and taken to one of Richtov’s vile necromancers to be re-animated to serve as a skeleton. Now at the age of twenty-four his army rides once more to fight the vile threat that is the personal guard of Lord Richtov himself. His ornate armour, soul stealing blade and wondrous shield all in his possession and his steed, Lightspark ready for battle. They rush towards their unliving foe for they know that each man they lose, be it to plague, hunger or wounds adds to the horde they must face ahead. For only then can he avenge his fallen friend. To assist him he has enlisted a great captain who fell to the same fate, Richter Kreugar the damned as he is called and his cursed crew who walk the old world in search of someone to undo the curse placed upon them by a necromancer. Josep has researched and discovered that Richtov possesses a book with this sorcerous ritual, which he has sealed in his sleeping quarters. The book itself is sealed with squig-hide and guarded by an undead horror.
Josep Von Stryker and Lightspark may be hired in any army fighting against Vampire Counts as a Lord choice, he may also be hired by Dogs of War armies in which case he takes a lord and a hero choice, in any case he costs 465 points (353 points for Josep & 112 for Lightspark). He may only be the general if he is hired by a dogs of war army.
-------------M WS BS S T W I A LD
-----Josep -4--6---4--5-4-3-6-4-9
Lightspark 10--5---0--4-4-2-4-3-7
Magic Items:
Blade of Lost Souls
This renowned blade of gromril crafted by dwarven smiths and blessed by the highest-ranking priestesses of Myrmidia, this blade is able to pass through a creature’s soul as easily as it destroys their bodies.
The Blade of Lost Souls grants Josep the killing blow special rule. See the Warhammer rulebook.
Armour of Dancing Flame
This shield and silver armour have been blessed by the high priestess of Myrmidia and were smelted over the flames of a dragon’s breath. It is said that they still hold the power of that dragon and many superstitious foes turn their heads and hide to avoid the blasts.
The armour of dancing flame grants Josep 4+ armour save and a 4+ ward save, in addition Josep has magic resistance (3). In addition once per combat phase he may force one enemy model in base contact to lose one attack for the duration of that combat phase.
Special Rules:
Begone cowards:
Upon his father's death, Josep had a vision, he saw the past acts commited by his father, amongst these were several images of rival mercenaries being bribed by Gregor to remove their forces from lands that Gregor wanted, so he could look like a hero.
Josep hates all models in skaven & undead armies, in addition he and any unit he joins are unbreakable, if a friendly unit flees whilst Josep is within 6" and is unengaged he must pass a leadership test or charge them. An army including Josep is immune to Greasus Goldtooth's everyone has a price rule.
Swordsalot - July 29, 2005 01:09 PM (GMT)
Made a few years ago as an 'example' to my monster design rules:
Ellandrail, Were-druid of the Wood
Ellandrail was always a bit of a loner. Rather than staying near other Wood Elven communities, he was known to explore the forest, talking to the animals, asking them how they were. That doesn't mean he didn't care about the wood elves, he was one of the most patriotic elves ever! He absolutely despised anyone entering his homeland. Once, in Loren there was a horrible battle against an orc army. It started with a group of barely 100 waywatchers observing the thousands of orcs as they started cutting down forests. Ellandrail heard the sounds of the horde from nearby and went to look. Just as he came, the waywatchers let out their first volley of arrows into the horde. The orcs held their axes high above their heads and charged into the forest. Suddenly, wolves jumped at the orcs, while Bears smashed their way through the horde. The creatures were brought down, but not before the waywatchers had escaped into the forest and unleashed some more arrows. The enraged orcs followed the nimble elves, and soon the waywatchers had no choice but to counterattack. Each took town many orcs with swift movements and by ambushing the orc parties hunting the waywatchers, but eventually the orc numbers were overwhelming the elite elves. Ellandrail did everything he could but couldn't swing the battle. At night, after 10 hours of fighting, something amazing happened, Ellandrail turned into a bear!! He had no control over his actions, he roared loudly and charged into the middle of the orc horde. Other creatures followed him, and the few surviving waywatchers saw this as their only hope. In the combined charge led by Ellandrail, many orcs were trampled, clawed and shot. The orcs soon fled as the small army rampaged through their lines. The Wolves and bears gave chase, running more into the ground while the elves finished them off. The battle was won!!
Since this battle, Ellandrail's rage can be heard every night. His roar can be heard and the creatures of the wood answer and follow him. He has been banned from going near any of the communities, but will still fight whenever given the chance by his enemies. Some recent reports say that Ellandrail is becoming more of a bear as life goes on. His howl can be heard earlier every night. If a human or orc can hear this call, they'd be advised to turn around and leave the forest, for the wrath of wolf, bear and wizard are about to come down on them!!
Race: Wood Elf
M WS BS S T W I A Ld
5 -5 --0 -5 5 4 8 5 -9
Massive claws: his claws could rip a man in half with ease, and it is said he has torn through dragonscale: does D3 wounds per hit.
Level 2 Wizard, must use beasts lore
Enraged State: Has access to "The Bear's Anger" as a bound ability with a power level of 3.
Furious charge: Has access to "The Wolf Hunts" as a bound ability at a power level of 5.
Causes Fear
Hates Orcs and Goblins
Move through woods without penalty
Takes a rare and a hero choice, and costs 695 points
I like him, he is powerful in offense and magic, but a bit of a weakling when it comes to taking damage.
Luc_Arkhame - July 29, 2005 05:03 PM (GMT)
Entered so far:
@ztech's Count Robert of Bastonne
Zephyro's Gobba the Mad Engineer
omid's Viktor the Stalker
NeD's Drakhar the Silent
LordChilipepa's Qipatzli II of the Cohorts of Rezephua
Paymaster's Josep Von Stryker
Swordsalot's Ellandrail the Were-Druid
Drauthnir - July 29, 2005 06:15 PM (GMT)
Prince Drauthnir, Hand of Asuryan
“In Tiranoc there is a city called Tor Ethaal, which serves as one of the primary places of worship for our god Asuryan. It is there that Asuryan’s Hand rules. He is the young Prince Drauthnir, son of Prince Eldareth who served under the great Prince Tryion.
I served under Prince Eldareth for a long time, and saw many battles with him. I was his rival at the courts, and through it all, I saw his son grow to take his place upon his death at the hands of the cursed Chaos lords.
I pointed him toward the White Tower in Hoeth where he hoped to attain the training of the swordmasters...and where he failed to find it. He is eager to learn, true enough, but his mind is clouded by idealistic pursuits. He cannot accept that the elves are a declining race, sadly. He believes the elves can become great again. But he is a young Prince, and is prone to such thoughts. Let him realize, in his own time, the sorrowful truth.
I knew he would fail to find the tower, but he had to discover his purpose on his own. I had already sent a ship to bring him home, a ship that he would not board. He was brought home instead by the Phoenix Guard, who blessed him with the sigil of our patron god, and then left again into the Inner Sea’s fog. This, we realize, was Asuryan telling Drauthnir that he belongs here, leading this army against the enemies of Ulthuan. He came back with some idea of a purpose, but what purpose our god has for him, we still wonder.
He knows now that his place is here, to lead the armies of Tor Ethaal against the forces of chaos, and our dark kin; to defend the Asur from whatever challenge he is meant to face. He has honed his sword for this for many years, and soon he will strike. And my place is to lend him my counsel, to help him find the greatness the elves deserve. I will show him the ways of the courts and be his rival there. The elves of Tor Ethaal will carve our golden age into this blackened world, or accept the fate ascribed to us and fall from our existence. May Asuryan grant us victory.”
– Kaerdroth, Archmage of Tor Ethaal
Prince Drauthnir may be taken in a High Elf army of Tor Ethaal. He takes one lord choice and one hero choice. Intrigue at Court is used as normal, except a maximum of only 3 characters (including Drauthnir) may br rolled for. An army that includes Prince Drauthnir may not include any other special characters, with the exception of Tyrion, who may still negate the Intrigue at Court rule.
_________M__WS__BS__S__T__W__I__A__Ld
Drauthnir: 5___8___6___4__3___3__9__4__10
Celeriter: 9___4___3___3__3___1__5__1___5
Points: 365
Armour: Phoenix Armour of Eldareth, shield
Weapons: Ceylis, the sword of Drauthnir
Mount: Celeriter
Phoenix Armour of Eldareth
This armour has been worn the by leaders of Tor Ethaal since the city’s founding over three thousand years ago.
Counts as Dragon Armour. In addition, the armour is marked by Asuryan’s Sigil, which adds a 5+ Ward Save to the armour, and may also be used once per game to automatically dispel one enemy spell targeting Drauthnir or the unit he is with. When using the Sigil to dispel a spell, roll a D6, on a 4+ the spell is destroyed and cannot be used by the casting wizard for the remainder of the game. On a 1, the spell is dispelled, but Drauthnir’s Ward Save becomes 6+.
Ceylis, the sword of Drauthnir
This blade was forged for Drauthnir after he was recognized by the priests of Tor Ethaal as being favoured by their patron god. It carries with it an inner glow, a spark from the Eternal Flame.
This blade grants Drauthnir a bonus of +2 Strength at all times. When Drauthnir charges, he gains the additional bonus of +1 Attack.
In addition, once per game the sword may be used to nullify the magical effect(s) of the target’s Magic Armour. This must be declared at the beginning of the combat phase, and the effect lasts for that round only.
Celeriter
Celeriter counts as an elven steed with Ithilmar Barding, and uses a modified stat line.
Hand of Asuryan
The priests of Asuryan in Tor Ethaal believe Drauthnir is favoured by the god, being divinely guided to some important task. This guidance manifests itself on the battlefield as Drauthnir can manage to avoid some of the most dire blows.
If at any time Drauthnir suffers a wound that does not allow his normal armour save, whether because the wound is from a weapon that ignores armour, or because the wound is of such a high strength, he gains a Ward Save of 3+ against that wound. This may be taken against multiple wounds in the same round if more than one wound disallows his armour save.
Luc_Arkhame - July 29, 2005 07:42 PM (GMT)
Gilthas 'Wylder' Laroche
Gilthas Laroche is an unfortunate soul; his half-elven heritage causing elves to shun him, and humans to distrust him. His elven mother fell in love with a Bretonnian knight after he had saved her life when she was attacked while on a trading mission from Athel Loren. The caravan had been beseiged by orcs, and the knight had rode onto the scene at the right moment. His mother chose to remain in Bretonnia with the knight, and eventually Gilthas was born into the small village this knigth protected.
The villagers avoided his family, terrified of the witch and the half-breed, as they were oft referred to when Gilthas' father was not in earshot. Gilthas matured slower than the other children of the village and became the target of torrential ridicule. His father trained him as a squire, teaching him the ways of the lance and the sword, but archery was in his blood as well, and he practiced often so that he could stay away from the other villagers. The boy was quite skilled, outmatching even those twice his apparent age.
Before Gilthas's fourtieth birthday, his human father finally passed away, leaving his mother and him in a village that despised them. They attempted to rejoin his mother's people, but they refused to allow Gilthas entrance. Despite his protests in opposition, his mother refused to go into the woods without him and turned back to the village. The children of those he had grown up with now abused him, throwing rocks and insults from afar, and the half-elf would constantly return from whatever business required his attention bruised, and sometimes beaten. Gilthas began carrying his father's sword, and that deterred them from attacking him for a while, instead they turned on his mother.
As he toiled in their field one day heard a scream from the otherside of their farmstead. He drew his sword as he rounded the building, only to find children throwing rocks at his mother. Brandishing the weapon, he scared them off and took his mother inside to tend to her. He could feel the rage boiling inside of him.
"Tomorrow morning, you are returning to Loren", Gilthas finally said, the pure hatred in his eyes terrfiying his mother into silence, there would be no arguing this. She embraced him and tried feebly to soothe his anger.
Sadly there would be no chance to leave, as the pair of misfits left their home, the villagers desecnded on them. They accused her of witchcraft, blaming the year's poor harvest on her. Gilthas drew the sword and told them to back off, they were leaving. The villagers would have no part and attacked anyway, painfully subduing the half-elf while dragging his mother to the town square.
She screamed as they began to stone her, Gilthas struggled against the men who held him prone to watch the ordeal. A powerful punch to the gut cut off the half-elf's protest as he was forced to watch his mother die. As she ceased trying to defend herself, Gilthas surged out out of his captor's grips, going to her. As the rocks hit him from all sides, he held his mother, doing whatever he could to shield her, but she died in his arms. The rocks finally stopped flying when Gilthas screamed his rage and sorrow to the sky.
He jumped to his feet and rounded on the nearest villager, his fist sending the peasent to the ground. All hell broke loose as the villagers pummeled him. He continued to fight them until his body could take no more and he passed out.
When he awoke again in blinding pain he was lying in the town square still. Looking around he spotted his mother still lying in the dusty town center. The beaten half-elf crawled over to her and picked himself up slowly. Ignoring his body's protests he picked his mother up and carried her back to their home. The villagers said nothing and did not get in his way, the episode had changed things gravely.
After a short recovery period, he laid his mother to rest beside his father, leaving the sword behind to mark their graves. He kept only their wedding bands and then disappeared silently from the village. Indeed it was several days before they were even sure he had left.
He lives as a mercenary now, selling his skills in archery and swordsmanship to a paying customer. His hatred of elf and human alike has turned him reckless, giving him the nickname of 'Wylder'. He blames the elves for not letting his mother return to her ancient homeland, and the weakness of humanity for letting his father die. It is truely a horrid fate to curse one's own blood.
Character Profile
----------M--WS-BS--S--T--W--I--A--Ld
Gilthas---5---6---6---4--4--2--6--3--8
Gilthas may be included in any Dogs of War, Empire or Dwarven army so long as they are not allied with any Bretonnian or Wood Elf force of any size. Gilthas must be fielded exactly as shown. He takes up one hero slot as per the normal army construction rules.
Points: 164
Weapons: Gilthas wields a longbow to great effect, and carries a longsword.
Armour: Gilthas wears light armour and carries a shield.
Special Rules
Half-Breed - Born of a human and elf, he shares the strengths and weaknesses of both. - Gilthas counts as being both human and elven for the purposes of rules and abilities that require such a distinction. Being an outcast from both societies, Gilthas may not be the army's general.
Boiling Rage - Gilthas developed an acute hatred of human and elf alike from the treatment he received at the hands of both, and it fills him inside. Whenever he is around them, his rage boils over. - Gilthas hates all Elves and Humans so much that whilst engaged in combat with any model fitting one of these descriptions he may re-roll all failed rolls to hit and to wound (allowing that any die may only be re-rolled once). He must also pursue any of these enemies that flee from him. In addition to this Gilthas may never join or start the game within any unit of any description.
Against Bretonnians and Wood Elves this hatred his heightened exponentially, Gilthas becomes subject to frenzy if any model belonging to these armies is fielded. In addition, such is his ferocity that while in base contact with any model from either of these armies that he gains a 5+ ward save.
Fey Ancestory - Between the magical elven blood of her mother's side, and the long dormant powers of his father's ancestors, Gilthas has inherited an inkling of magical strength. - Gilthas's longbow becomes a very deadly weapon in his hands, and has the following profile:
Range-----Strength-----Rules
36"-----------5--------Magical, 2X Multiple Shots, Seeking (may re-roll failed rolls to hit)
Luc_Arkhame - July 29, 2005 07:46 PM (GMT)
9/12 spaces have been occupied:
@ztech's Count Robert of Bastonne
Zephyro's Gobba the Mad Engineer
omid's Viktor the Stalker
NeD's Drakhar the Silent
LordChilipepa's Qipatzli II of the Cohorts of Rezephua
Paymaster's Josep Von Stryker
Swordsalot's Ellandrail the Were-Druid
Drauthnir's Prince Drauthnir, Hand of Asuryan
Luc_Arkhame's Gilthas 'Wylder' Laroche
Big Ernie - July 30, 2005 03:20 PM (GMT)
Big Ernie the innkeeper
Ernie is a large dwarf from Barak-Varr who was expelled from his home after getting caught eating all surplus food supplys in the store room. Ernie then went on to found a coaching inn called "Ernie's pit stop." Though a peacable fellow, Ernie will go to war, taking his huge girth with him, when the inn is threatened, or when the food runs low.
Ernie's huge size often intimidates men on the battlefeild, and he has been known to plough through entire units.
Ernie can be taken in a dwarf/chaos dwarf army as a hero choice, or any other army (except elves, undead and skaven) as 2 hero choices.
M 3
WS 4
BS 5
S 5
T 6
W 4
I 1
A 3
LD 8
210 pts
Weapons and armour: Dwarfen Shotgun, light armour and hand weapon
Resolute, Ancestral grudge. See the Dwarf army book for details.
Dragonback brew.
Brewed mainly by the Dragonback clan of Bugman's brewery, this gives the drinker dragonlike properties
Once per game, Ernie may make a breath attack at S3, as described on page 114 of the warhammer rulebook. In addition, the attacks count as flaming, and can be used as a stand and shoot charge reaction.
Tremendous girth.
Big Ernie is not called big for no reason.
When he charges, more that 3 inches, Ernie causes D3 impact hits at S5.
Stinks!
Ernie spends all his time in the brewery. As such, he is shunned for his huge smell
Ernie can never join a friendly unit. Enemies get -1 to hit in close combat, though a roll of 6 always hits
Dwarfen shotgun.
Ernies favourite way of making drunks clear out is by shooting a hole in the ceiling above thier heads
The shotgun has the following profile: range12 S3 armour peircing: special rules, roll an artillary dice for the number of hits you cause, at long range 1/2 the number on the artillary dice a missfire on the artilary dice means Ernie suffers a S3 armour piercing hit and cant fire next turn. This can be used instead of, not with the dragonback brew.
Ciel Drax - July 31, 2005 06:30 PM (GMT)
Dalamar the Betrayer
Dalamar was born a cousin to the false king Bel-Korhandis. Dalamar knowing the true intention of the bearded folk wanted to lead the elven army to eliminate them as soon as he grew in power in the elven military. But the fool of a king started dismantling the entire elven army and wasted the elven treasuries to please himself.
One day Dalamar wanted to rebuild the elven navy and military of hopes to defend against the Dwarfs. But his insane cousin dismissed the idea and even had the nerve to throw him out of the palace.
A year after that ordeal he started to plot the downfall of Bel-Korhandis.
But a little before that the shadow war had begun. Malekith agents moved into the Elven kingdom and started to seed their influence. Dalamar met one of these and they became useful allies. The 'Shadow Warrior' Promised Dalamar safe passage into the Druchii homeland to seek an audience with the Witch King himself. In turn Dalamar gave the spy a safe haven.
A couple years later he retired from the elven military and he secretly took his mount with him. It was a still young dragon without a name. He brought it to his household and had a stable built for it. The dragon still being young stayed loyal to Dalamar.
A while after that the spy informed him of a sword. A sword forged solely to destroy those of elven blood...to be used against the Druchii. And the spy told Dalamar that if he somehow acquired that sword he would be guaranteed a high position within the army of the Witch King.
After long nights of planning and scheming they were almost ready. But on the eve that they were supposed to take the sword a dozen Swordmasters of Hoeth stormed Dalamars household. The Druchii spy fought bravely enough to be written in the history books. Dalamar narrowly escaped with his life by running to the stables and mounting his Dragon.
He flew straight to the temple where the sacred sword lay dormant. Only two honor guards stood at the entrance and were a nice snack for the Green Dragon. Dalamar rushed in and grabbed the sword letting out a woop of joy.
Once he got back outside his jaw dropped. For in front of him his dragon lay cause in a magic web and could no move and converging on him were 20 Swordmasters of Hoeth.
The sword sensing a battle awoke. It spoke to Dalamar and revealed that its name was Sindavathar and that it was not his time to die. Time slowed down to a near standstill and Dalamar unleashed the fury of the blade upon the Swordsmasters. After mowing through half of them he started to tire. He quickly ran to where the Wizard was hiding and let his Sindavathar kiss the wizards neck. The dragon free of it's bondage let out a scream so savage that even Dalamar himself almost dropped the sword in fear. The Swordmasters were glued to where they stood. With on fiery breath the dragon incinirated all the remaining men. At that moment he decided to name his dragon 'Hellscream'.
After that he rode Hellscream to the courts of Malekith and sought his council. Malekith seeing the potential for such a general in his armies brought him and Hellscream into the Druchii homeland and army. From that day on Dalamar helped Malekith slaughter their Ignorent kin and help the Druchii get back the land that they deserve.
And from that day on Dalamar was known to the Elves as Dalamar the Betrayer. And that name struck fear to the opposing armies if they knew that they had to fight him and his men.
Character Profile
Dalamar can be fielded in any Dark Elf army.
___________M__WS__BS__S__T__W__I__A__Ld
Dalamar____5___7___4___4___3__3__8__4__10
Hellscream__6___6___0___6___6__6__3__5__8
Dalamar once being a great leader among the High Elven kind, and now a great leader of the Dark Elves. He may be taken as 1 Lord choice and 2 Hero choices in Total. He must be used as described below and no changes may be made.
Points:645
Weapons: Dalamar wields the ancient Blade Sindavathar
Armour:Dalamar is protected by the Armour of the Moon
Mount:Dalamar rides the Green Dragon Hellscream (Hellscream will follow the normal rules of a Black Dragon as written on page 15 in the Dark Elf codex)
SPECIAL RULES
Burning Hatred
Just like his lord Malekith, Dalamar has a Bunrning Hatred that is fueled by his kin and their ignorence. He may re-roll missed close combat attacks against them in any round of combat, not just the first round. (may only be re-rolled once)
Hatred
Hate Dwarfs. May re-roll missed close combat attacks against Dwarfs in the first round of combat. (may only be re-rolled once)
Unbending Will
During battle his will becomes unbendable, for he will only be satisfied when his treacherous cousin is defeated in combat and his blade tastes his cousins blood. This causes an aurora to form around him making all units wihin 6" of him stubborn. And he himself is stubborn. And if he is in a Dark Elf army he has to be the army general unless King Malekith himself is fighting alongsde him.
MAGIC ITEMS
Sindavathar
A blade forged in Ulthuan after the second invasion. Purposely made to slay any of elven blood to be used by the Phoenix King to solely fight their kin from Naggaroth.
The wielder of the blade Sindavathar requires two hands to use. It always strikes with Strenght 6, and this cannot be changed in anyway. If the blade tastes elven blood, be it Dark Elf, High Elf, or Wood Elf, the wielder gets +1 WS +1 T +1 A, and will always consider his Iniciative to be 1 higher then his opponents unless it would be normally higher. After having tasted elven blood the wielder goes into a bloodlust. After Dalamar kill anyone unit that is elven in nature and is near a friendly unit and no enemy units during the Close Combat phase roll a D6. 5-6 nothing happens and the bloodlust is kept in check, on a 1-4 he attacks one model in the friendly unit as if he charged. The other model will strike back if it survives the attack. After this is done continue the battle as you would normally.
Armour of the Moon
Armour made from mysterious black stone under the light of the moon in the forges of Naggaroth
Armour of the Moon counts as a set of Heavy Armour giving the Dalamar a 5+ ward save and a 2+ regular save. Being made by a black stone with the aid of moonlight the wearer is shrouded in darkness the wearer causes Terror as detailed on pages 81-82 of the Warhammer rulebook.
Reference was taken from the Dark Elf Codex. From the rules of Malekith, Malus Darkblade, Dark Elf Highborn, and Black Dragon. Some reference to the story was taken from 'The founding of Naggaroth- as told by Furion of Clar Karond' chapter being ="the age of hateful peace'.
aceofspades - July 31, 2005 07:01 PM (GMT)
ALYRION
Alyrion was born a High Elf shortly after The Dark Elves were banished from their lands. His father was killed in a Dark Elf shortly after he was born shortly after. Years later his mother was killed by a High Elf force who mixtaked them for dark elves.
He ran from them and jumped on the first ship out of Ulyhuan the ship was headed for the empire when they were attacked by pirates. he was the only one who lived only because the captains sword which he used to defeat the pirates buy him self. he was rescued by a emperial ship which had seen the battle an was astonished that he alone defeated him and in corporated into the empireal navy.
Can be taken in an Empire army as a lord or hero choice
M 5
WS 6
BS 5
S 4
T 3
W 4
I 6
A 3
LD 9
points 300
Weapons and armour: sword of shadows, Golden cross bow, armour of the stars
Hates High Elves and Dark Elves when fighting them he and the unit he i with is amune to any tests taken that involve leadership
sword of shadows: this sword has a thirst for blood after Alyrion kills one model he has + 2 attacks for the rest of the game
GOLDEN CROSS BOW: This bow was a gift given to him buy the captain of the ship that rescued him for saving his ship and his life severl times
this bow is very strong and sturdy hits from this are resolved as though fired from a bolt thrower
ARMOUR OF STARS: gives Alyrion 2+ armour save and AN 3+ involnerable save
Luc_Arkhame - July 31, 2005 09:09 PM (GMT)
Alrighty then, the entries are in and this topic is locked, thanks for your co-operation, the poll will be soon coming in it's creation.
Just for your knowledge, the entries are:
@ztech's Count Robert of Bastonne
Zephyro's Gobba the Mad Engineer
omid's Viktor the Stalker
NeD's Drakhar the Silent
LordChilipepa's Qipatzli II of the Cohorts of Rezephua
Paymaster's Josep Von Stryker
Swordsalot's Ellandrail the Were-Druid
Drauthnir's Prince Drauthnir, Hand of Asuryan
Luc_Arkhame's Gilthas 'Wylder' Laroche
Big Ernie's Big Ernie the Innkeeper
Ciel Drax's Dalamar the Betrayer
aceofspades's Alyrion