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I truly do not see how what the Eonir Priests of Vaul do is any different to chiselfingering tbh.Johann is more overt with his chiselfingers and transhumanism.
Something which no elf would consider doing
I truly do not see how what the Eonir Priests of Vaul do is any different to chiselfingering tbh.Johann is more overt with his chiselfingers and transhumanism.
Something which no elf would consider doing
Lietpold isn't the str 5 guy. He was the border prince guy. The str 5 guy was the Gregor Clagane expy from nuln. I'm pretty sure nuln mountain only had was 6, maybe even 5, and they explicitly call him out as one of the strongest humans in the world and famous fir his strength.I also gave Johann S5 and T5 and I didn't see any objections to that. The only human in 8th Edition with base Strength 5 that I know of is from Tamurkhan, Lietpold the Black, who is also the only mundane human with WS7 that isn't Kurt Helborg.
I don't think the people making Tamurkhan cared that much about balance/narrative consistency.
The ritualist will actually know the relevant spells, and be able to cast them. I think he's better.Not sure if we should go for the ritualist or the historian, though.
I mean, if humans can break through the limits of their race, then so can Elves. We don't have enough information to confirm one way or the other, but for all we know it's possible that Kadoh is one of the most powerful elves in the world physically. My statblock is just that, speculation.Lietpold isn't the str 5 guy. He was the border prince guy. The str 5 guy was the Gregor Clagane expy from nuln. I'm pretty sure nuln mountain only had was 6, maybe even 5, and they explicitly call him out as one of the strongest humans in the world and famous fir his strength.
All my statblocks are in this post and I update it:Edit: @Codex also I don't remember you Johann one so I probably missed it. I frankly would give Johann that and I'm his biggest fan 😜
It's grown quite bloated by this point. I gave Johann S4 and T5, and only gave him S5 because of the +1 Strength from his Claw. The T5 is because of all the Gilding. Gelt had a Toughness of 4 when every human Mage has a Toughness of 3, indicating that Gilding made him tougher. I increased that because my interpretation is that despite the gilding Gelt is still primarily a nerd. Johann spends day in and day out honing his body, bulking up, and improving himself physically.Here is the post compiling all my WHFB Custom statlines for DL characters @Boney. I also included Dragomas at the bottom.
Troop Type: Mathilde is a special character who usually counts as Infantry, but can count as Cavalry if Mounted on her Shadowsteed. Shadowsteed has M8 and not other relevant statistics. It counts as a mount and therefore increases Mathilde's Armor Save by 1 and has all the rules normally associated with Cavalry aside from the Split Model rule.
M WS BS S T W I A Ld 4 5 4 4 5 3 5 3 8
Magic: Mathilde is a Level 1 Wizard who uses spells from the Lore of Shadows. Mathilde does not generate spells normally, instead, she always knows the spell Melkoth's Mystifying Miasma.
Special Rules: Stubborn, Scout
Lashing Shadows: Mathilde is covered in darting shadows that squeeze and crush her enemies and cause fear in her enemies. Mathilde counts as a unit with Terror, and every Close Combat phase she inflicts an additional 1d3 hits dealt at 1d6 Strength to enemies in base contact with her. If Mathilde is in a challenge, those hits are only dealt to the enemy she is in a challenge with, and contribute to Overkill.
Shadowsteed: Mathilde's spectral steed is a marvel of magic, attuning to her in a way unlike any living horse, but it has its weaknesses. As mentioned above, if Mathilde enters battle with Shadowsteed, she counts as a Cavalry model and may join Cavalry units. Shadowsteed cannot have barding, has M8, has the Swiftstride and Strider special rules and does not have its own profile and cannot make attacks. If Mathilde receives an unsaved wound, you must roll a D6. If a 4+ is rolled, she loses concentration and the spell dissipates, leaving Mathilde dismounted and turning her into an Infantry unit. Mathilde may not be able to ride Shadowsteed again during battle. In addition, Mathilde has the Fast Cavalry special rule when mounted on her Shadowsteed, and loses it when she is dismounted.
Rite of Way: Mathilde has developed her own unique spell to allow troops to move at significant speed regardless of terrain. This allows for amazing maneuvers unheard of in the field of battle. While Mathilde is part of an Infantry unit (if she is dismounted) or a Cavalry unit (if she is mounted), then she automatically grants Strider to the unit. In addition, the unit succeeds in any Swift Reform Maneuver they would like to make, allowing them to perform the maneuver even without a musician, and allows the unit to reroll failed charges. Units that do not have Swiftstride gain Swiftstride.
Waaghbane: Mathilde is exceptionally knowledgable on the Waaagh, and is capable of countering their magic much more reliably than the average Wizard. Mathilde has +1 to dispelling spells from Da Little and Big Waaagh Lores.
Necromantic Expert: Mathilde has read the Liber Mortis and supplemented this knowledge with a frightening level of understanding of Dhar and Necromancy. Mathilde has a +1 bonus to dispelling spells from the Lore of Vampires and the Lore of Undeath.
Magic Items:
Branulhune: Magic Weapon. This runic sword resolves all hits at Strength 10. Parry Saves cannot be taken against Branulhune. If Branulhune deals an unsaved wound against an opponent, then a D6 is rolled. On a 4+ any magical equipment they hold is disabled and may not be used in the game again. This ability also removes any Augment spells active on the opponent.
In addition, Mathilde has developed a unique style that relies on Branulhune to utilise. While Mathilde is utilising Branulhune, all enemies in base contact with her have -1 WS and she has the Killing Blow special rule.
Seed of Rebirth: Enchanted Item. Mathilde has a Regeneration (4+) save.
Enchanted Robes: Magic Armor. Mathilde has a 5+ armor save that she can use despite being a Wizard. This upgrades to a 4+ save if she is mounted on a Shadowsteed.
Belt of the Unshackled Mountain: Talisman. Mathilde has +1 Toughness (already added to her profile) as well as a 2+ Ward Save against Flaming Attacks. Whenever Mathilde suffers an unsaved wound in close combat, the model that caused it suffers a hit at the Strength 5 hit. The first Hex, Magic Missile or Direct Damage spell that targets Mathilde or her unit is automatically dispelled, with an automatic wound inflicted on the caster. The caster must also roll a D6, on a 4+, they forget the spell they just cast.
In addition, Mathilde has Magic Resistance (3) against spells from the Lore of Dark Magic, Lore of Ruin, Lore of Plague, Lore of Nurgle, Slaanesh, Tzeentch, Hashut, Lore of Vampires and Lore of the Wild.
Staff of Mistery: Arcane Item. Mathilde may cast the Overcast version of Melkoth's Mystifying Miasma on a 5+, rather than the normal 10+. If she successfully casts the spell, she may cast it again on the same Magic phase, but if it succeeds again then she can no longer cast it again on that magic phase. This gives her two casts of MMM per magic phase assuming she's successful on both castings.
Dwarven Revolver: S4, Armour Piercing, Quick to Fire, Extra Attack, Multiple Shots x3, Flaming Attacks. Range: 12".Troop Type: Infantry (Special Character)
M WS BS S T W I A Ld 4 3 3 3 4 3 3 1 8
Magic: Panoramia is not a Battle Wizard and does not know any Battle Magic spells, but she does have magical ability. She may channel Power and Dispel dice and counts as a Level 1 Wizard for dispelling purposes, but otherwise does not cast spells normally.
Special Rules:
Budding Alchemist: Panoramia's magic is more attuned towards tending to the fields, but that does not mean she doesn't have combat ability. Panoramia's ability with potions, medicines, poisons and antidotes grants any unit she joins Regeneration (5+), Poisoned Attacks and Immunity to Poison (Poisoned Attacks may never automatically wound) as long as she is part of that unit.
Potions Ahoy!: Panoramia is quite excited to show off her new concoctions in battle, and will grant them to her unit to empower them. At the start of each friendly Movement Phase, the controlling player may roll 2D6 and consult the following table for the effects:
2D6 Result 2 Uh, Whoops? Panoramia messed up the concoction. All models in Panormia's unit become Flammable until the start of the next friendly turn. 3 Ahah! Wait, this shouldn't be so AHHHHHHHH The intended stimulant is far more powerful than Panoramia expected. All models in the unit gain Frenzy until the start of the next friendly turn. 4 This should work fine! What do you mean it doesn't feel right? Give me that- uh wuh wuh The potion Panoramia administers is effective at calming people's nerves. Too well in fact. All models in the unit become subject to Stupidity until the start of the next friendly turn. 5 Finally! Something good! Panoramia has found the right concoction to calm people's nerves. All models in the unit have +D3 leadership until the start of the next friendly turn. This may not exceed Ld 10 as normal. 6 Careful with this one! It'll make you go fast, but… It'll make you feel fast! Panoramia supplies a speed potion. All models in the unit have the Swiftstride special rule, but fail on dangerous terrain tests on a 1 or 2 instead of just 1. This effect lasts until the start of the next friendly turn. 7 This Black Lotus poison is very strong, but I don't have much of it. Panoramia upgrades the poison supplied to the unit. All of the unit's poisoned attacks automatically wound on a 5 or 6 on the Hit roll instead of just a 6.This lasts until the start of the next friendly turn. 8 If you're gonna be an idiot and rush into danger, the least I can do is make sure you don't die! Panoramia supplies stronger healing potions this turn. The unit has Regeneration (4+) until the start of the next friendly turn. 9 Um, sorry for this, but this potion has some… uncomfortable side effects Panoramia supplies a powerful stimulant to the unit, although it causes much shifting in armor. All models in the unit are Stubborn until the start of the next friendly turn. 10 I think this potion will be strong! Hey, sometimes it's hard to predict its effects! Panoramia distributes a potion of dubious effect that she is very confident of. Roll a D6 to determine between WS, BS, S, T, I and A. This is the characteristic that will be boosted by +1 until the start of the next friendly turn. 11 Oh wow. This poison is much stronger than I thought. Panoramia offers a very strong poison. All models in the unit have the Killing Blow special rule until the start of the next friendly turn. 12 AHAH! My magnum opus! Panoramia's greatest potion. All models in the unit have the Unbreakable, Stubborn and Hatred special rules until the start of the next friendly turn.
Father of Thorns: Panoramia is exceptionally good at creating treacherous terrain. Any charging unit that successfully charges Panoramia's unit must make a Dangerous Terrain test. Failures are on a 1 or 2 rather than just a 1.
Show Off: Panoramia is very determined to not look like a fool in front of her girlfriend. If Panoramia is within 6" of Mathilde, then she can reroll one of the 2D6 for Potions Ahoy!
Equipment: Panoramia counts as wearing Light Armor (6+) thanks to her Aethyric Armor. She also has the Staff of Vigor and Mathilde's Lucky Charm, as well as the Potion of Empowerment. The Staff of Vigor counts as a hand weapon, and she has a bow given to her by her halfling friends.
Magic Items:
Staff of Vigor: This staff is an heirloom passed from mother to daughter since the dawn of time. Or so does Panoramia's mother tell her. The staff grants +1 Toughness and Wounds(added to profile) and allows Panoramia to adapt to her environment. All models in Panoramia's unit have Marsh, River and Forest Strider and can have rank bonus and count as steadfast even in those terrain pieces.
Mathilde's Lucky Charm: This coin is worn down with time and use, apparently having been flipped hundreds of times over the years to make decisions. Mathilde gave it to her before the battle, hoping that it would keep her safe. While sweet, it doesn't seem enchanted, but that's because Panoramia can't feel the presence of Mathilde's Oldest Friend watching over her.
Once per game, an attack that would kill Panoramia is nullified. The coin stops working afterwards.
Potion of Empowerment: Panoramia could only conjure up one batch of this potion after many weeks of failures and false starts. One use per game. At the start of the movement phase, after rolling for Potions Ahoy! Panoramia can drink from this potion. Panoramia regains any wounds she lost earlier in the game, and she gains +D3 to her WS, BS, S, T, I and A. Panoramia has to test at the start of each subsequent friendly movement phase to see if she retains the effects of the potion. She succeeds on a 4+, but the turn after that she has to succeed on a 5+, and after that on a 6+. If she ever rolls a 1, not only does she fail and lose the effects of the potion, but she takes an unsaved wound.Troop Type: Infantry (Special Character)
M WS BS S T W I A Ld 6 4 4 5 5 3 3 3 8
Magic: Johann is a Level 1 Wizard who uses the Lore of Metal. Instead of choosing spells normally, Johann always knows Searing Doom.
Special Rules: Stubborn, Fear
Gilded Man: Johann is a heavily Gilded Gold Wizard, and that confers a number of unique benefits. Johann has a 4+ Scaly Skin save, and despite being a regular Infantry unit, he has the Stomp and Monstrous Support special rules. In addition, if Johann is in the front rank of a unit, then he confers Impact Hits (D3) at his Strength score on the charge. If he rolls a natural score of 10 or more on the dice for the charge, then he has the Impact Hits (D6) special rule. Finally, Johann counts as Monstrous Infantry for the purposes of Killing Blow (IE it's a normal wound. Heroic Killing Blow works as normal).
Ultimate Defence: Johann is exceptionally skilled at layering defensive magic on top of his natural gilding. Johann has a 5+ armor save (from Aethyric Armor) in addition to his 4+ Scaly Skin save, giving him a combined armor save of 2+. In addition, Johann has a 4+ Ward save against shooting attacks thanks to Guard of Steel, but if the Ward Save is successful three times, then it may no longer be used. It also does not protect against Bolt Thrower attacks.
Resistant to Poison: Johann has a highly powerful immune system thanks to some of his internals being gilded. Poisoned Attacks don't automatically wound Johann, instead, they need to roll a 4+ to wound if the Poisoned attack rolled a 6 on the to hit roll.
Disciple of the Pick: Johann has trained extensively in the Art of the Pick, and that confers certain benefits to him. Johann makes an additional attack for every 6 he rolls To Hit in Close Combat. These additional hits don't trigger additional attacks on a 6. All of Johann's Close Combat attacks confer an additional -1 penalty to armor saves.
Magnetoreceptive Blind Man: Johann is blind, but is capable of "seeing" things through his magesight, which manifests through a sensation of metal. The more metal someone is wearing, the stronger his sight. For the purposes of Line of Sight, if an enemy wears any sort of armor or has a mount with armor (or even just has a Scaly Skin save), then he can "see" them and therefore has line of sight, so he receives no penalties.
If Johann does not have line of sight, he may not cast Magic Missiles against the target. He may make a shooting attack if the rest of his unit is firing at the same target, but he takes an additional -1 penalty. If he is fighting in Close Combat, Johann can use his allies and his enemies' weapons to see what is happening, so he suffers no penalties.
Magic Items:
Arm of the Gods: This prosthetic contains incredibly intricate and complicated mechanisms that significantly empower Johann. Arm of the Gods increases Johann's Strength by 1 (already added to profile) and gives him Armor Piercing on Close Combat attacks. In addition, Arm of the Gods has Shem's Burning Gaze as a Bound Spell (Power Level 3).
Staff of Steel: This staff was gifted by the Patriarch of the Gold College for Johann's part in acquiring Skaven technology. The Staff of Steel allows Johann to re-roll channeling rolls of 1 or 2. In addition, Johann can make an Extra Attack in Close Combat with Strength 6 and Armor Piercing using the fist on top of the staff. This attack does not benefit from Disciple of the Pick.
Mundane Equipment:
Handgun: S4, Armor Piercing, Move or Fire. Range: 24".Troop Type: Infantry (Special Character)
M WS BS S T W I A Ld 4 5 4 4 4 3 6 3 9
Special Rules: Stubborn, Hatred (Undead, Nehekharan Undead), Hold the Line!
Leader's Grim Resolve: Roswita and any unit she joins automatically succeed on Fear tests, and treat Terror as Fear. Roswita and her unit may not automatically succeed on this Leadership test. Roswita and her unit may reroll failed Break tests against units with the Undead or Nehekharan Undead special rule.
Pride and Prejudice: Roswita has to take a Fear test whenever she is in base contact with a model with the Wizard special rule at the start of the Close Combat phase. She may not automatically succeed on this test. However, Roswita has Hatred against all units with the Wizard special rule. This Hatred is special and allows for rerolling to hit rolls every round of Close Combat rather than just the first.
Bane of the Undead: All friendly Imperial units under Roswita's leadership may take Hatred (Undead) and/or Hatred (Nehekharan Undead) with an additional point cost. In addition, before deployment, the player who uses Roswita as the leading General may roll a D6 for every enemy unit with the Undead or Nehekharan Undead. On the roll of a 6, they do not deploy normally. Instead they arrive as Reinforcements during the Movement Phase of their first turn.
Magic Items:
Runefang of Stirland: This magical weapon automatically wounds on a hit and ignores armor saves. In addition, Roswita can use the Stirland Runefang and her Boarding Axe as Paired Weapons.
Legacy of the Van Hals: The Van Hal's burden is incredibly heavy, and no one person can hold it all on their shoulders. The hopes and dreams of the many Van Hals across history are bound into this amulet, an heirloom and treasure passed from parent to child over the last 1400 years. This Talisman grants Roswita Magic Resistance (3) and the ability to channel Dispel dice as if she was a Wizard. In addition, all Undead and Nehekharan Undead within 12" receive one more wound from the Unstable special rule than they normally would.
Equipment:
Weapons: Runefang and Boarding Axe (Hand Weapon). Repeater Pistol (12" range. Armor Piercing. Strength 4. Multiple Shots (3). Quick to Fire).
Armor: Full Plate Armor (4+ Armor Save). Legacy of the Van Hals (Talisman)
Mount: Roswita may be mounted on a Warhorse (that can be barded) at an additional points cost, turning her into a Cavalry unit.
Stats M WS BS S T W I A LD Alkharad 6 7 5 5 5 3 7 5 10
Troop Type: Infantry (Character)
Magic: Alkharad is a Level 4 Wizard who uses spells from any of the Lores of Battle Magic except the Lore of Life. He can generate all of his spells from the same lore, or from two or more of the lores in any combination. Declare how many spells he will use from each lore before spells are generated. Alternatively, Alkharad can choose to use spells from the Lore of Vampires. In this case, he has the Loremaster (Lore of Vampires) special rule.
Special Rules: Undead, Vampiric
Necrarch Drain: Instead of using the Hunger special rule, Alkharad feeds on Dhar. During the Magic phase, after channeling for power die, you may expend up to three power die. On a roll of 6 on each of those die, a wound lost earlier in the game is restored. This cannot bring Alkharad above his starting wounds, and may not be used after his wounds have been reduced to 0, resulting in his death.
Alternatively, Alkharad can instead consume Warpstone at the start of the magic phase (he starts the game with 3 pieces). You may only consume one warpstone per magic phase. Roll a D6 if you do so. On a 1-3 you roll on the Miscast table. On a 4+ you regain all wounds lost earlier in the game. If you roll a 6, then all spells cast in this round that roll a double result in irresistible force, succeeding regardless of the casting value.
Used to Failure: Once per game, Alkharad may reroll a miscast on the miscast table.
Master of the Dead: Alkharad is able to use the Invocation of Nehek spell to increase units of Skeleton Warriors beyond their starting size.
Vampiric Powers:
Master of the Black Arts: The player using Alkharad can reroll one of the die for determining the strength of the Winds of Magic.
Dark Acolyte: Alkharad adds D3 to the casting total whenever he successfully casts Invocation of Nehek, regardless of casting value chosen.
Forbidden Lore: Alkharad can generate his spells from any of the eight basic lores except for the Lore of LifeTroop Type: Infantry (Special Character)
M WS BS S T W I A Ld 3 6 4 6 6 3 4 3 10
Special Rules: Ancestral Grudge (Hatred against Orcs and Goblins as well as Skaven), Relentless (+1 S on a charge), Resolute (Can march within 8" of an enemy without LD test), Stubborn (always counts as steadfast, never receives penalties for being outnumbered).
Duelist: Belegar must always issue a challenge if he is able, and may never refuse a challenge. When in a challenge, Belegar may reroll all failed to Hit rolls.
Goraki: At the start of each of the player's Movement phases, Belegar can allow one friendly unit within 12" to reform for free. This maneuver does not count towards movement or shooting penalties.
In addition, if Belegar is chosen as your lord choice, one unit of Rangers may be upgraded to have the Ambushers special rule.
Magic Items:
Hammer of Angrund: Magic Weapon. Always Strikes First and +1 to Wound.
Shield of Defiance: Magic Armor: Shield. 4+ Ward save and immunity to Killing Blow and Heroic Killing Blow. KB and HKB are treated as normal wounds.
Crown of Vala-Azril-Ungol: Talisman/Magic Banner. Belegar acts as both the Army's General and Battle Standard Bearer, the range of his Inspiring Presence and Hold Your Ground! Special rules are 18" rather than the normal 12". In addition, Belegar gains +2 S and +1 T (already added to his profile).Troop Type: Infantry (Special Character)
M WS BS S T W I A LD 6 4 3 3 4 3 5 1 9
Magic: Paranoth is a Level 4 Wizard. He uses spells from the Lore of Life.
Special Rules: Loremaster (Lore of Life), Regeneration
Wanderer: Paranoth is a wanderer and loner by nature. He is exceptionally skilled at navigating the wilderness and travelling through the lands, but only when alone, which is how he prefers it. Paranoth may never be your Army General, join any unit, or have a friendly unit use his Leadership for an LD test. In addition, Paranoth has the Strider, Swiftstride and Ambushers special rules.
One with the Land: Paranoth is deeply attuned to the Wind of Ghyran, capable of harnessing the power of nature and deflecting its sharp thorns. Paranoth may never suffer negative effects from being in a Marsh, Forest or River. When in a Forest, Paranoth has a +2 bonus to Channeling, Casting and Dispelling attempts. When in a Marsh or River, Paranoth has a +1 bonus.
In addition, if Paranoth is fully within a Forest, then any unit or model that attempts to target him with a spell, charge, shooting or close combat attack must first roll a D6. If a 4+ is rolled, then the unit or model must choose a new target. If no target is available, then the action is lost. If Paranoth is fully within a River or Marsh, then all Close Combat and Shooting Attacks made against him have a -1 penalty.
Blood of the Earth: Paranoth has been irrevocably changed by the Wind of Ghyran, one such change is his mastery over Earthblood. The Earthblood Signature Spell counts as an Innate Bound Spell (Power Level 3) to Paranoth. Instead of the usual effect, Paranoth may target a friendly unit within 6" and grant them the Regeneration (5+) special rule until the start of his next Magic Phase. If Paranoth has the Throne of VInes spell active, then the Bound Spell grants Regeneration (4+).Troop Type: Infantry (Special Character)
M WS BS S T W I A LD 4 3 3 3 4 3 6 1 9
Magic: Algard is a Level 4 Wizard who chooses spells from the Lore of Shadow. Two of his four spells are automatically counted as Pit of Shades and Penumbral Pendulum, the remaining two are generated as normal.
Special Rules:
A Killer, not a Leader: Algard's job is to stay out of the line of sight, not attract it. A model with this special rule may never be your Army General. Furthermore, other units can never use his Leadership value.
Master of Deception: Algard is the Patriarch of the Grey College, and his skills prove it. Algard can deploy with the Hidden special rule. This allows him to deploy within any friendly Empire Infantry unit, but he is not placed on the table, instead being revealed later in the game. He may reveal himself at the start of any of your movement, close combat or Magic phases. Before he is revealed, Algard may not be removed as a casualty unless his entire unit is wiped out. Algard may not perform any actions before revealing himself (this includes channeling power or dispel dice, casting or dispelling etc.).
While Hidden, Algard can change which unit he is hidden in at the start of any movement or Close Combat phase, make a note to keep track of which unit he is in. Any item or special ability that reveals hidden units reveals where Algard currently is, and when that happens, you may no longer move him between units.
Dimensional Shunt: Algard holds a level of mastery over magic that bends space that far surpasses any living human. Algard can make a single attack in Close Combat against a unit in base contact with him. This attack always hits on a 4+ and has the Heroic Killing Blow special rule. If the target has the Ethereal or Daemonic special rules, then the Heroic Killing Blow triggers on a 5 or 6.
Magic Items:
Talisman of Obfuscation: This talisman holds layers of obfuscating and protective magic that prevent an enemy from even laying sight on Algard. If Algard is in a unit, then he may not be targeted by Shooting attacks and always passes any "Look Out Sir!" rolls he's entitled to take. If a model is in base contact with Algard and attempts to make a Close Combat attack against him, then a D6 must be rolled. On a 4+ all successful To Hit rolls must be rerolled.
Cloak of Plane Walking: This cloak allows Algard to briefly transition into the spaces between worlds. Algard has the Ethereal special rule and a 4+ Ward Save.
Staff of Portals: This staff, personally enchanted by Algard, expands his ability to manipulate the boundaries of reality. Algard has a +1 bonus to cast Penumbral Pendulum and Pit of Shades. In addition, once per game Algard can extend the effect of Smoke and Mirrors to his entire unit, given that the unit is Infantry. This allows for the swapping of two infantry units across the Battlefield within 18", but must otherwise follow the rules for Smoke and Mirrors.Troop Type: Infantry (Special Character)
M WS BS S T W I A Ld 4 5 3 4 4 3 5 1 9
Magic: Dragomas is a Level 4 Wizard. He casts spells from the Lore of Beasts.
Special Rules: Loremaster (Lore of Beasts)
Primal Spirit: Dragomas' presence inspires incredible bravery and savagery in the heart of his compatriots. Dragomas is Unbreakable and Stubborn, and if he joins an Infantry unit, they gain Unbreakable and Stubborn as long as he is part of the unit. If Dragomas' unit wins in Close Combat, his unit gains Frenzy until they lose a combat. If the unit already has Frenzy, they gain an additional attack on top of Frenzy's Extra Attack.
Transformation of the Celestial Dragon: Dragomas is legendary for his Journey beyond the Dark Lands into Cathay and coming back with a non aggression pact with Cathay's Emperor. What solidifies that legend is his ability to transform into a Celestial Dragon, an ability he employs with ease, yet grants him immeasurable prestige and power.
Dragomas always knows Transformation of Kadon and may never forget it. He can reroll any number of dice involved in the casting attempt for Transformation of Kadon, but must accept the second result. When casting the spell, Dragomas does not need to overcast it, and he may not have a choice over his transformation. He will have the following profile for the Celestial Dragon form:
Troop Type: Monster
M WS BS S T W I A Ld 8 9 0 8 8 10 6 10 10
Special Rules: Scaly Skin (2+), Large Target, Fly, Breath Weapon (S6), Terror, Armor Piercing, Killing Blow, Impact Hits (D6+1)
Magic Items:
Staff of Volans: Dragomas has a +2 bonus on all attempts to cast spells.
Talisman of the Wilds: The spirits of the wild protect Dragomas. 5+ Ward Save and Magic Resistance (2) is granted to Dragomas.Abelhelm Van Hal:
Troop Type: Infantry (Special Character)
M WS BS S T W I A Ld 4 7 5 4 4 3 6 4 9
Special Rules: Immune to Psychology, Stubborn, Hold the Line!, Magic Resistance (2), Hatred (Undead, Nehekharan Undead).
The Hunter Count: After deployment, but before the first turn, select a single model in your opponent's army to be Abelhelm's target. This is Ablehelm's primary quarry. Abelhelm may reroll all failed To Hit rolls on his primary quarry. Every hit he inflicts on that model also has the Killing Blow special rule, even if it is from a shooting attack. Finally, if Abelhelm makes a Sniper shot against his quarry, he does not suffer from the usual -1 penalty for the Sniper shot.
Tools of Judgement: When attacking Wizards, or units with the Undead, Nehekharan Undead, or Daemonic special rules, in close combat, Abelhelm rerolls failed To Wound rolls.
Martyr: If Abelhelm is the commanding General of an Imperial army and he dies, then all Friendly Imperial units must take a Leadership test. On a success, the unit gains stubborn. On a failure, the unit gains frenzy.
Mundane Equipment:
Full Plate Armor: 4+ Armor Save
Master Crafted Nuln Rifle: Range 30". S4. Armor Piercing. Sniper. Slow to Fire.
Repeater Pistol: Range 12". S4. Armor Piercing. Multiple Shots (3). Quick to Fire.
Magic Items:
The Stirland Runefang: All hits made with the Stirland Runefang wound automatically with no armor saves allowed.Stephen:
Troop Type: Infantry (Special Character)
M WS BS S T W I A Ld 4 3 3 3 4 3 3 1 8
Magic: Choirmaster Stephen is a Level 3 Wizard who uses spells from the Lore of Light, but he has unique rules to represent the Choir. For each rank of 5 or more models in his unit, Stephen adds +1 to casting and dispelling rolls, up to a maximum of +3.
Special Rules:
Choir of Acolytes: Stephen has a number of special rules to represent the Choir that he's a part of. While Stephen is a character, the Choir is a Special unit choice that he must be deployed with. He may not leave this unit for any reason, and if he were to die, then all the Acolytes would be removed as casualties. The Unit of Acolytes has a minimum of 4 models and a maximum of 19 models, not including Stephen.
As mentioned above, the Choir adds a bonus to Stephen's casting and dispelling attempts in the Magic phase, but they do not count as Wizards individually, only Stephen does. This means that all spells must be cast through Stephen and through his line of sight. When a miscast occurs, do not roll on the Miscast table. Instead, deal D6 Strength 10 hits to the Choir, distributed as for shooting. At least one of those hits must be allocated to Stephen. One of the Acolytes may be upgraded to a Musician, and another can be upgraded to a Standard Bearer. Stephen counts as the Unit Champion.
Guardians of Light: The Light Order are trained to deal with fear in the face of adversity. All failed Psychology tests caused by Daemons, Undead or Nehekharan Undead are rerolled, and when fighting units with those rules, the Choir counts as Stubborn.
Chants of the Choir: In addition to the regular spells that Choirmaster Stephen has access to, the Choir has two Innate Bound Spells with a Power Level of 3. They are as follows:
Protective Chant: Augment Spell. Choirmaster Stephen and his Choir have a 5+ Ward Save until the start of the next friendly magic phase
Healing Chant: Augment Spell. The Choir heals a friendly unit within 6" for D3 wounds lost earlier in the game, including slain models.
Purifying Light: The Choir is capable of making a shooting attack during the Shooting Phase. This attack has a range of 18" and a Strength of 3 and counts as a magical attack. It requires line of sight and to be in the forward firing arc as normal for shooting attacks, and is subject to all the rules for shooting. The difference is that the number of shots is determined differently. For each full rank of at least 5 models, D3 shooting attacks are dealt, up to a maximum of 3d3. Against Undead, Nehekharan Undead and Daemons, the shooting attack is dealt at Strength 4 and deals double the number of hits that it would normally do. This special shooting attack can be used to Stand and Shoot.
Equipment: The Acolytes are only armed with hand weapons and may not wear armor, use shields or be upgraded to use different weapons. Only Choirmaster Stephen has special equipment.
Magic Items:
Amulet of Warding: This talisman protects Stephen from creatures of darkness. All models with the Undead, Nehekharan Undead or Daemonic special rules take an automatic Strength 5 hit at the start of the Close Combat phase before any attacks are resolved if they are in base contact with Choirmaster Stephen.
Circlet of Clarity: Magic Armor. This circlet is particularly effective at revealing the unseen. No model with the Scouts special rule may deploy within 20" of Choirmaster Stephen. In addition, any Hidden unit within 12" of Stephen must be revealed. If a Unit is in close combat with Stephen, then at the start of the Close Combat phase, all magical items the unit has must be revealed.
Staff of Tactical Retreat: Arcane Item. This staff was made by Stephen for emergencies. One use per game. This staff may be used at any point in which Stephen is alive and his unit is about to flee. Activating it makes it so that no unit may pursue Stephen or his Choir, and that their flee distance is equal to 3D6, discarding the lowest result. Stephen and his choir also pass any Dangerous Terrain tests they have to take, and they can move through hostile units without being wiped out for that phase only. Panic tests don't have to be taken, thanks to the incredible speed in which things occur leaving little room for reaction.
Average Acolyte:
M WS BS S T W I A Ld 4 3 3 3 3 1 3 1 7 Troop Type: Infantry (Special Character). If Kragg is upgraded with an Anvil of Doom he counts as a War Machine and follows all the rules for the Anvil of Doom.
M WS BS S T W I A Ld 3 6 4 4 5 3 3 2 10
Special Rules: Armor Piercing, Magic Resistance (3), Relentless (Can march within 8" of an enemy), Resolute (+1 Strength on the turn of a charge), Shieldwall (+1 to parry saves against charges), Rune Lore (can channel dispel dice), Unbreakable (Immune to Psychology, always passes Break Tests, can't join units that aren't Unbreakable)
Forgefire: All friendly units joined by Kragg the Grim count as having the Armor Piercing special rule as long as he is part of that unit.
Aura of Negation: Kragg the Grim is the most powerful living Runelord in the Karaz Ankor, and his ability to shut down enemy spellcasting is unmatched. Kragg the Grim automatically succeeds at channeling Dispel dice. Kragg the Grim has a +4 bonus to dispelling enemy spells if he were to personally dispel. This bonus does not stack with the Dwarf Army's innate +2 bonus to dispels, and does not interfere with the bonus either.
In addition, no enemy spellcaster within 6" of Kragg can cast spells, and no Bound Spells from enemy models may be cast within that range, whether it is innate or from an item. If an enemy is further than 6" from Kragg, they can cast the spell and target Kragg, but Kragg also confers his Magic Resistance to all Friendly Units within 6" of him.
Unbelievably Old Grumbler: Kragg the Grim is the oldest living Dwarf in the Karaz Ankor, and that means a lot to Dwarfs. Kragg the Grim may not be the army general unless he is the only character model in the army. All friendly dwarf units within 12" of Kragg may reroll failed panic tests. In addition, while Kragg is Unbreakable, he can still join units of Longbeards and Hammerers, and he conveys the Unbreakable special rule to them as long as he is part of that unit.
Disapproval: Kragg the Grim disapproves of everything, as befitting a Dwarf of his age. Kragg the Grim adds +1 to the Ancestral Grudge roll at battle start, and regardless of the result, counts as having Eternal Hatred (rerolls failed to hit rolls against all enemies in every turn of Close Combat).
Magic Items:
Kragg's Hammer: Kragg's Hammer bears Kragg's Master Rune. This will be the Old Runesmith's greatest legacy to the Dwarf realms when he releases it, if he ever does. Kragg devised his rune to aid him when forging. It heats up the hammer till it glows red hot and then transfers the heat to whatever it hits. It also drives the hammer forward with crushing force. The hammer is so hot that any enemies affected by fire are affected by the hammer as if it were actually burning. All hits from Kragg's Hammer count as S10 and have the Flaming Attacks special rule. In addition, if Kragg's Hammer wounds a model with the Chariot, War Machine or Monster troop type, or deals damage to a Building or similar structure, then Kragg deals Multiple Wounds (D3) instead of just one wound.
Kragg's Armor: Kragg's armour is forged from heavy gromril. Over the years the Runelord has laboured long and hard on it, turning each separate component into a lovingly crafted work of art. Kragg's Armor gives him a 2+ armor save. While Kragg's Armor is active, all Killing Blows, Heroic Killing Blows and Multiple Wound attacks are treated as a single Wound, regardless of the source. Poisoned Attacks do not automatically wound Kragg and he has a 2+ Ward save against Flaming Attacks. In addition, the first time in a battle that Kragg is about to die from an unsaved wound, he can roll a special D6 after the wound is resolved. On a 2+ the wound is discounted, but the ability may not be used again.
Runestaff - This ancient staff of oak is adorned with the skull of a minotaur which Kragg slew while still a youth of just a hundred winters. The Skull has been coated in brass to preserve it. If Kragg successfully dispels a spell cast by a Wizard, then the spell's caster suffers an automatic D6 strength 5 hits.Troop Type: Infantry (Special Character)
M WS BS S T W I A Ld 5 8 6 4 4 3 8 4 9
Magic: Kadoh is a Level 2 Wizard. He does not generate spells in the normal way, instead, he automatically knows the Signature Spells of the eight basic Battle Magic Lores.
Special Rules: Always Strikes First, Blessing of Asuryan, Cityborn, Stubborn
Blessing of Asuryan: All of Kadoh's attacks count as Magical. Kadoh's Ward save is improved by +1, increasing it to a 5+ Ward save, and he gets to reroll Ward save rolls of a 1.
Cityborn: Rolls 3D6 for panic tests, discarding the highest number. Doesn't take Panic tests when units with the Forestborn special rule break, flee or are wiped out.
Champion of Laurelorn: Kadoh must always issue and accept challenges if he is able. If Kadoh is in a challenge, then he rerolls all failed To Hit and To Wound rolls. In addition, his Ward Save improves by +1.
Master of Weapons: Kadoh is the premier athlete in Laurelorn, the Champion of the Festival of Games. As a result, he is a master of nearly every weapon and fighting style known to exist, at least by the standards of your average imperial. Kadoh is equipped with a wide variety of weaponry and he can choose to change his loadout at the start of each Close Combat phase. He has special rules pertaining to some of these weapons. The options are as follows:
Hand weapon and shield: 5+ Parry save instead of a 6+ Parry save, armor save is 1 point higher as usual.
Two hand weapons: 2 Extra Attacks instead of 1 extra attack.
Great Weapon: Always Strikes First cancels Always Strikes Last (this is a normal rule I'm just clarifying this for those not familiar with rule intricacies)
Spear and Shield: Gains Armor Piercing special rule and has a 6+ Parry Save (normally not possible with a Spear and Shield).
Halberd: Attacks with Kadoh's Halberd cannot be Parried.
Longbow: Can only be used for Shooting Attacks and follows all the normal rules except for the following. Kadoh always has the Quick to Fire special rule and does not suffer penalties for Stand and Shoot or shooting at long range.
Magic Items:
Grey Lord Armor: Armor made by the Grey Lords. 4+ Armor save and a 6+ Ward Save.
WHY I'M IN AN UNFAMIALIAR THRONE ROOM? DID I WENT SLEEP-CONQUERING AGAIN?So we wait until Settra is sleeping, abduct him and install him as Emperor? I mean, being abducted by foreigners because they have recognised his greatness and wish to be ruled by him is sufficiently novel and ego-pleasing he might not genocide our entire nation.
Shrug... Vaul did it first, so it's ok?I truly do not see how what the Eonir Priests of Vaul do is any different to chiselfingering tbh.
I mean, if humans can break through the limits of their race, then so can Elves. We don't have enough information to confirm one way or the other, but for all we know it's possible that Kadoh is one of the most powerful elves in the world physically. My statblock is just that, speculation.
Orion has a Strength of 6 and a Toughness of 5. He's a Monster and a God in Elven flesh, not a mortal.It should be noted that humans are more prone to mutation and variation than members of the elder races. That is kind of their hat. That said I do not really mind one STR 4 elf with explicit divine blessings, or even several of them. Reasonably speaking someone like say Orion should also break the ceiling, if the gods can give you goat hooves than they can damn well make you swole as well
Orion is an elf in the same way Nagash is human.It should be noted that humans are more prone to mutation and variation than members of the elder races. That is kind of their hat. That said I do not really mind one STR 4 elf with explicit divine blessings, or even several of them. Reasonably speaking someone like say Orion should also break the ceiling, if the gods can give you goat hooves than they can damn well make you swole as well
Well, of course an elf wouldn't consider transhumanism.Johann is more overt with his chiselfingers and transhumanism.
Something which no elf would consider doing
Edit: Oh! Is our modified gyrobomber ready/comfortable enought to pick up Anton + his dad for a holiday of a few weeks to K8P (and meet Pan), or would it be much better after the comfort runes are added?/Is having a dedicated pilot or not relevant for that journey?
[X] Yes
[X] Perpetual Apprentice Culloch
I feel like even if he doesn't have any ideas, he would know where to find sone ideas.
While with Magister Tochter Grunfeld if she doesn't know, we are out of luck.