Voted best in category in the Users' Choice awards.
Voting is open
if in doubt, Striland, always a vampire hunter/company captain out there that needs an extra umhh, and willing to train to use it.

hell, for full reference goodness, it might end up in the hands of the Andanti.

and because it's not practical to enchant every bullet with the effect.

edit: to be clear, boney has, again and again, pointed out that 'touch' spells on range weapons is the ammo, not the gun/bow/etc.
While I tend to agree with Andres110's point about the undead and their weird relation in regards to "having blood" I suppose I get the idea that there'll be someone out there who wants to use such a weapon. My problem is that "make enchanted stuff for the sake of it" feels both less in character and less interesting to me than "make enchanted stuff for x given reason/person", if that makes sense?

the only problem with giving it to Mandrand is that he will get a runefang, and is probably going to get the big hammer itself.
I also imagine a shadow whip that boils blood is hella creepy. Might not be the first choice for someone leading troops if they have the magic hammer of fuck that guy I just hit.
 
For Mandred better armor or some sort of runed amulet would be more useful than a weapon.

He's already going to get the best weapons period but he might very well not have Kragg or Thorek crafted runed armor - I imagine that previous emperors who did have such armor had it fitted to their specifications and that recasting the armor would ruin the runes.
 
For Mandred better armor or some sort of runed amulet would be more useful than a weapon.

He's already going to get the best weapons period but he might very well not have Kragg or Thorek crafted runed armor - I imagine that previous emperors who did have such armor had it fitted to their specifications and that recasting the armor would ruin the runes.
If he makes Emperor he gets the Silver Seal. Which is a really nice bit of kit.
 
I think there's a simple solution here: Give it to Roswita, but rather than giving to her to use give it to her to entrust as the Hunter Countess of Stirland.
Same problem of Stirland not being the best place for the weapon to go to. If you want a dusk rider set of weapons for Stirland, you're better off making a different weapon.
 
The problem with the whole making an enchanted thing for someone else is that every single time someone ever suggests it, someone else comes up and says "well if they wanted an enchanted weapon why don't they just get it themselves? Why do we have to make it?"

Yes this is because all the people we know are rich and influential, but this happened when the suggestion of making a Staff for Reiner Starke came up, and it will probably come up again. There's a reason Reiner Starke, who's been an LM for longer than Mathilde, doesn't have a staff. The reason is that the Grey Staff Turner is dead, nobody replaced the position, and Reiner clearly can't enchant. The number of Magisters is incredibly low, the number of Magisters who are enchanters is lower, the number of Magisters who are good enough enchanters to make a staff for a Lord Magister is even lower, and the number of Magisters who are good enough enchanters and familiar enough with Ulgu to make one for a Grey Lord Magister can probably be counted in one hand, and that hand includes Mathilde.

And if one wonder why we would make a staff for Reiner... He's a Lord Magister. I can think of very few people I would prefer to have in our debt than a Grey Lord Magister who counts as our coworker.
 
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Ok. So let's work backwards from this then- I like the dammerlichter set stuff, but we would want to make it for specific people, right?

I think the saddle and the thurible go to the Hochlander. We know he likes moving through the wild and doing things in person, plus communication and an indepth knowledge of the local factions. The saddle gives him speed and evasion, and that makes him a good carrier for the thurible- if there's a random bunch of zombies or whatever mobbing a town, he can get there fast enough to make a difference. And with the EIC infonet, he'd hear about it maybe in time.

I honestly think the blood-boiling shadow-chain whip should go to Heidi. It's not a sword- make it so it can be worn as a belt wrapped around the waist a few times, and it gives her a very solid personal defense weapon. Plus, she's got the right and the tutors available to get good with it.

I think max would be interested in collaborating (windherding?) on an enchantment of something he made- maybe a gorget of metal with guard of steel on it, and aeytheric armor in ulgu woven under it? (Attach to the leather backing to let the two enchantments have a distinct separation but still be close in space without Dhar?) May be a good first project, set the no-longer-a-boy blacksmith/archer with done more serious close-range protection.

I see beastmen and black orcs in our future...

Johann I think is in good shape- but I think a spiffy cloak with shadowcloak and pass without trace on it would work wonderfully for his style- sneak close then bullrush isolated targets he can overwhelm quickly. And he's got his staff for ranged.

Who else do we expect to have in our party? Our normal squad of hammerers aren't backing us up any more, so I feel like we need perhaps a gyrocarrige's worth of people, ultimately.

I'd like to say six seats are spoken for- Max, Johann, Mathilde, Engrimm; plus I want to save space for wolf and Pan, both of whom might be traveling with us. So, six more? It's a surprisingly balanced party- Johann as tank, Mathilde as melee DPS, Max as ranged, Pan as battlefield control and wolf as a scout, and Engrimm, I think, AOE and artillery magic?

So I want to think seriously about hearing up Pan.

There's three reasons I think we should recruit her formally once she passes her exams. First, she is well-positioned to give us access to the jade's libraries, and to introduce us to the jades who knows the deeper secrets and want to evaluate us themselves. Second, it's good for her: it gives her a reason to be away from Altdorf and simultaneously a reason for the superiors in her order to give her attention, support, and access as their liason. (They get someone there who can tell them what other people know. See the cards and the chips.)
Third, she is most definitely the sort to be looking for adventure and challenge and what is next; she's joined two military expeditions then rolled up her sleeves and proved her chops as a jade wizard to herself by creating an ecosystem from scratch. Now what? We know she is looking. And I think asking her to be our tree expert might be a good way to keep her entertained and close.

The trees are our best bet right now for extending the network outward from existing waystones, because repairing, restoring, and recreating the stones themselves seems a long term goal. Figuring out if saplings can be grown on gold-enriched soil by human mages and transplanted to other locations might go a long way towards helping Sylvania and kislev. So we should bring in a jade who knows a lot about soil nutrients and climate zones to work with the metal mages and the main project and see if the current Laurelorn system can be feasibly extended as-is.

That said, in want her safe and usefully utilized. Thinking lots of potions and smokebombs, fire oils and poison to complement the thorn bushes. Maybe wind-herd an ability to cast cloud of confusion into her current staff? Aeytheric armor.

Engrimm is a wildcard right now. Our other ducklings and Sylvanian friends... Kasmir, maybe, most likely with a thurible? I don't think Anton or Roswita, and the ducklings are building their own lives as the wizard corp of Karak eight peaks. (a thought- we may want to be careful about assigning Max to places where he can't maintain his apprentice duties to the dwarf that is teaching him.)
 
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I honestly think the blood-boiling shadow-chain whip should go to Heidi. It's not a sword- make it so it can be worn as a belt wrapped around the waist a few times, and it gives her a very solid personal defense weapon. Plus, she's got the right and the tutors available to get good with it.
I approve this 100% on the grounds of making Heidi that much closer to Catwoman.
 
I think max would be interested in collaborating (windherding?) on an enchantment of something he made- maybe a gorget of metal with guard of steel on it, and aeytheric armor in ulgu woven under it? (Attach to the leather backing to let the two enchantments have a distinct separation but still be close in space without Dhar?) May be a good first project, set the no-longer-a-boy blacksmith/archer with done more serious close-range protection.
Wizards can't wear armour of any kind, so not a gorget.
 
He's already going to get the best weapons period but he might very well not have Kragg or Thorek crafted runed armor - I imagine that previous emperors who did have such armor had it fitted to their specifications and that recasting the armor would ruin the runes.
Suits of armor, especially dwarf made suits of armour intended to outlast the wearer and be inherited are not recast. Typically, they have straps with which they can be adjusted to fit the average expected wearer.
Not to mention, full plate armour is worn over gambeson and chainmail. Gambeson can vary in thickness, so even if Mandred ends up being extremely thin, the various layers involved would still result in the armour being a good fit.
And if he becomes so prodigiously fat that the armour can't be provide full protection for his size, than he should probably not be leading armies from the front and getting into the thick of it
 
Ok. So let's work backwards from this then- I like the dammerlichter set stuff, but we would want to make it for specific people, right?

I think the saddle and the thurible go to the Hochlander. We know he likes moving through the wild and doing things in person, plus communication and an indepth knowledge of the local factions. The saddle gives him speed and evasion, and that makes him a good carrier for the thurible- if there's a random bunch of zombies or whatever mobbing a town, he can get there fast enough to make a difference. And with the EIC infonet, he'd hear about it maybe in time.

I honestly think the blood-boiling shadow-chain whip should go to Heidi. It's not a sword- make it so it can be worn as a belt wrapped around the waist a few times, and it gives her a very solid personal defense weapon. Plus, she's got the right and the tutors available to get good with it.

I think max would be interested in collaborating (windherding?) on an enchantment of something he made- maybe a gorget of metal with guard of steel on it, and aeytheric armor in ulgu woven under it? (Attach to the leather backing to let the two enchantments have a distinct separation but still be close in space without Dhar?) May be a good first project, set the no-longer-a-boy blacksmith/archer with done more serious close-range protection.

I see beastmen and black orcs in our future...

Johann I think is in good shape- but I think a spiffy cloak with shadowcloak and pass without trace on it would work wonderfully for his style- sneak close then bullrush isolated targets he can overwhelm quickly. And he's got his staff for ranged.

Who else do we expect to have in our party? Our normal squad of hammerers aren't backing us up any more, so I feel like we need perhaps a gyrocarrige's worth of people, ultimately.

I'd like to say six seats are spoken for- Max, Johann, Mathilde, Engrimm; plus I want to save space for wolf and Pan, both of whom might be traveling with us. So, six more? It's a surprisingly balanced party- Johann as tank, Mathilde as melee DPS, Max as ranged, Pan as battlefield control and wolf as a scout, and Engrimm, I think, AOE and artillery magic?

So I want to think seriously about hearing up Pan.

There's three reasons I think we should recruit her formally once she passes her exams. First, she is well-positioned to give us access to the jade's libraries, and to introduce us to the jades who knows the deeper secrets and want to evaluate us themselves. Second, it's good for her: it gives her a reason to be away from Altdorf and simultaneously a reason for the superiors in her order to give her attention, support, and access as their liason. (They get someone there who can tell them what other people know. See the cards and the chips.)
Third, she is most definitely the sort to be looking for adventure and challenge and what is next; she's joined two military expeditions then rolled up her sleeves and proved her chops as a jade wizard to herself by creating an ecosystem from scratch. Now what? We know she is looking. And I think asking her to be our tree expert might be a good way to keep her entertained and close.

The trees are our best bet right now for extending the network outward from existing waystones, because repairing, restoring, and recreating the stones themselves seems a long term goal. Figuring out if saplings can be grown on gold-enriched soil by human mages and transplanted to other locations might go a long way towards helping Sylvania and kislev. So we should bring in a jade who knows a lot about soil nutrients and climate zones to work with the metal mages and the main project and see if the current Laurelorn system can be feasibly extended as-is.

That said, in want her safe and usefully utilized. Thinking lots of potions and smokebombs, fire oils and poison to complement the thorn bushes. Maybe wind-herd an ability to cast cloud of confusion into her current staff? Aeytheric armor.

Engrimm is a wildcard right now. Our other ducklings and Sylvanian friends... Kasmir, maybe, most likely with a thurible? I don't think Anton or Roswita, and the ducklings are building their own lives as the wizard corp of Karak eight peaks. (a thought- we may want to be careful about assigning Max to places where he can't maintain his apprentice duties to the dwarf that is teaching him.)
Panoramia is trying to challenge the Elementalist College's Four Humours theory isn't she? Which is why she's investigating Dwarf diet. You know what's better than one sample size? Two sample sizes! She can compare Halfling, Human, Dwarf and Eonir diets, and make a more comprehensive research paper that way. There's also all sorts of fruits, nuts and stuff in the very streets of Tor Lithanel. I can hardly find something more attractive to a person like Panoramia.
 
There's three reasons I think we should recruit her formally once she passes her exams. First, she is well-positioned to give us access to the jade's libraries, and to introduce us to the jades who knows the deeper secrets and want to evaluate us themselves. Second, it's good for her: it gives her a reason to be away from Altdorf and simultaneously a reason for the superiors in her order to give her attention, support, and access as their liason. (They get someone there who can tell them what other people know. See the cards and the chips.)
Third, she is most definitely the sort to be looking for adventure and challenge and what is next; she's joined two military expeditions then rolled up her sleeves and proved her chops as a jade wizard to herself by creating an ecosystem from scratch. Now what? We know she is looking. And I think asking her to be our tree expert might be a good way to keep her entertained and close.

Pan's busy terraforming the dead waste that is surface of Karak Eight Peaks (so much so that she refused to join us on the trip to Dum), and in the last social she outlined her next project which is looking into nutrition requirements for dwarves. She doesn't need a job, and if she did want to be part of the Waystone Project, she'll have told us by now.
 
Suits of armor, especially dwarf made suits of armour intended to outlast the wearer and be inherited are not recast. Typically, they have straps with which they can be adjusted to fit the average expected wearer.
Not to mention, full plate armour is worn over gambeson and chainmail. Gambeson can vary in thickness, so even if Mandred ends up being extremely thin, the various layers involved would still result in the armour being a good fit.
And if he becomes so prodigiously fat that the armour can't be provide full protection for his size, than he should probably not be leading armies from the front and getting into the thick of it

The top tier suits of armor probably wouldn't be intended to outlast the wearer and instead would be exceedingly well fit to the wearers body - with some allowances for weight changes and possibly beard growth (because Dwarf).

More ordinary dwarf made armor is likely intended to be reused - royalty level armor is likely intended to be buried with the wearer.
 
Is that an Elementalist thing? I thought that was just a medical idea.
I misinterpreted a line from Panoramia, here it is:
There's been some interest in the Order of challenging the humoral theory as a way to undermine the Elementalists, so if there's some sort of case study to be had amongst the Dwarves, it could be seen very positively."
It's not exactly an Elementalists only thing I suppose, but the implication is that challenging the humoral theory would undermine the Elementalists. Not exactly sure how.
 
[X] Plan Full Cultural Immersion 2.0
[X] Plan Redshirt v2

Changing my vote to add approval for extra cultural immersion, which would be my priority at present.
 
More ordinary dwarf made armor is likely intended to be reused - royalty level armor is likely intended to be buried with the wearer.
I seriously doubt that, considering the importance of heirlooms to dwarfs, the rule of pride for runesmiths and the loss of rune lore over time.

But even if that was the case, Runed armour made for a human emperor would definitely be expected to outlast the wearer (and probably their dynasty).

Edit:
Article:
Karl Franz's ArmourForged by the Dwarf smith Dalbran Fellhammer, pieces of this armour were originally worn by Magnus the Pious at the Battle of Kislev. It is made of black gromril and is richly gilded — adorned with runes and symbols of power.
 
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Pan's busy terraforming the dead waste that is surface of Karak Eight Peaks (so much so that she refused to join us on the trip to Dum), and in the last social she outlined her next project which is looking into nutrition requirements for dwarves. She doesn't need a job, and if she did want to be part of the Waystone Project, she'll have told us by now.
First off, the dead waste part is mostly done:
"The Eastern Valley will still need me to be on hand for some time, but it's getting to the point where it's reactive, rather than proactive. Even if we start turning the Caldera into pasture as well, that will be much simpler than making actual cropland.
Panoramia won't be on hand to deal with it forever. Second, Pan is still looking for something to do. She used "maybe" for the whole speculation on challenging the Humoral thing, and that's the kind of thing she can spend years slowly working on by the side, like the Cows consuming the Skaven Gel.

Third, I'm pretty sure Glau's purpose is to get Panoramia more involved in the story. Panoramia being part of WEB-MAT means Panoramia is in Tor Lithanel when Mathilde is (most of the time), and it means more screen time and it means more fun time. Mathilde can deal with using the Gyrocarriage to move in and out and see her every weekened while working on Laurelorn on the weekdays or whatever, but having Panoramia on hand is always nice. Long distance isn't unheard of in these times, but short distance is always better for romantic relationships. And if Glau wants Panoramia to be on hand because she likes Pan, then all the power to her (coincidentally I also have that motivation).

Fourth, it's far better for us to bring in a Jade Magister (and she will be a Magister) that is already developed by the story and already a character than bringing an unknown Jade Magister that Boney will have to make from scratch. It takes a lot of work to get the players invested in someone, and having WEB-MAT full of established characters makes it far easier on us and Boney. And finally, Panoramia definitely has a number of skills that would be useful when it comes to plants, this is plant town, their waystones are trees, and she's already experienced in harnessing Waystones.
 
I too want to bring Panoramia into the project and have her close by. I wish the WEB-MAT action in the leading plan was recruiting her instead of setting Johann and Kadoh up.
 
I too want to bring Panoramia into the project and have her close by. I wish the WEB-MAT action in the leading plan was recruiting her instead of setting Johann and Kadoh up.
Note that Panoramia mentions the Valley still needs her on hand at the moment, it's just less intense. It'll be a little while, maybe 1-2 years before she's completely done. We don't need to rush it.
 
I thought I'd have a crack at making an updated WHFB statline for Mathilde. This doesn't quite follow all the same rules as Boney's original one, mostly notably with the Seed of Rebirth. That's deliberate. I'm curious to see what people think.

M​
WS​
BS​
S​
T​
W​
I​
A​
Ld​
Mathilde Weber​
4​
6​
4​
4​
5*​
3​
5​
3*​
9​
Shadowhorse​
10​
3​
-​
3​
-​
-​
3​
1​
-​
TROOP TYPE: Infantry (Special Character)
Shadowhorse (Cavalry): Mathilde Weber may ride into battle atop her Shadowhorse.


MAGIC: Mathilde Weber is a Level 2 Wizard. She uses spells from the Lore of Shadow. Mathilde Weber always knows Rite of Way. This counts towards her two known spells.

Rite of Way Cast on 12+
A carpet of rolling grey fog smooths the path of Mathilde's allies, leading to unexpected angles of attack.

Rite of Way
is an augment spell that targets a single unengaged unit within 12". That unit may immediately make a charge move exactly as if it were the charge phase. Any unit charged in this manner may only choose to Hold. Further, the unit making the charge benefits from the Swiftstride special rule.


Special Rules (Mathilde Weber): Scouts, Stubborn, Terror
Duskrider
: While Mathilde Weber is mounted upon her Shadowhorse, anytime she and whatever unit she is in make a Flee! or Charge roll, you may choose to reroll the dice.

Living Shadow: Mathilde Weber's shadow is alive and strikes at any foes near her. This rule grants her one extra attack (already included in her profile above).


Special Rules (Shadowhorse): Fast Cavalry
Shield Thy Master
: If Mathilde Weber is mounted upon her Shadowhorse, you may choose to sacrifice it to prevent one wound to Mathilde Weber. If you do so, Mathide Weber reverts to being an Infantry profile, exactly as if the Shadowhorse was a Ridden Monster and had been killed.


EQUIPMENT:
Dwarfen Pistols: Mathilde carries a set of Dwarfen pistols for combat at range. Mathilde can either use a Marksman Pistol or a Brace of Dwarf Revolvers. These are missiles weapons and use the profile and special rules below:


Brace of Dwarf Revolvers (Combat):
Range
Strength
Special Rules
Combat​
As User​
Extra Attack*, Requires Two Hands​
*Grants an extra attack to models on foot only

Brace of Dwarf Revolvers (Shooting):
Range
Strength
Special Rules
12"​
4​
Armour Piercing, Dwarf-crafted, Quick to Fire, Multiple Shots (3)​
Dwarf-crafted: Shooting attacks made with weapons with this special rule do not suffer the normal -1 To Hit penalty when performing a Stand and Shoot charge reaction.

Marksman Pistol:
Range
Strength
Special Rules
24"​
4​
Armour Piercing, Dwarf-crafted, Sniper, Move or Shoot​

MAGIC ITEMS:
Robes of Aethyric Armour: Mathilde Weber's robes are cleverly enchanted to protect her from enemies.

Magic Armour. Aethyric Armour gives a 4+ armour save.

Branulhune: A greatsword inscribed with Dwarfen Runes by Kragg the Grim himself, this gromril blade appears and disappears at the wielder's command, while striking with unstoppable force. Even magic cannot truly protect against the power of such a weapon.

Magic Weapon. Hits from Branulhune are resolved at Strength 10. No parry saves may be made against attacks from Branulhune. If Mathilde hits an enemy using this weapon, roll a D6; on a 5+ all their magic items cease to work until the end of the next combat phase.

Seed of Regrowth: Enchanted by a wizard of the Jade College, this magical seed heals wounds as quickly they are dealt.

Talisman. The Seed of Rebirth grants Mathilde the Regeneration special rule.

Belt of the Unshackled Mountain: A great belt inscribed with runes of protection, this Belt makes Mathilde as hardy as the mountain it is named after, while unleashing the wrath of Dwarfen Runes on those who wound her.

Enchanted Item. The Belt of the Unshackled Mountain increases Mathilde's Toughness by 1 (already included in her profile above) and gives her a 2+ ward against Flaming Attacks. Further, the first spell that affects Mathilde in a battle is automatically dispelled. If this happens, roll a D6; on a 3+ the caster loses knowledge of that spell and takes an automatic wound. As well, each time a model successfully wounds Mathilde, the model that did so immediately takes a hit at the Strength of the attack +2.

Staff of Mistery: Carved from the bone of a Shard Dragon, this staff constantly leaks mists and vapours, enhancing Mathilde's conection to Ulgu.

Arcane Item. The Staff of Mistery grants a +1 bonus to casting spells from the Lore of Shadow. This bonus is increased to +2 when casting Rite of Way or Melkoth's Mystifying Miasma.
 
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WFRP 4e: Sullasara's Spells of Unrivalled Utility, page 11, in the Cloak Activity section
ngl, the idea of Mathilde firing off a duration-boosted Cloak Activity with channelling to give lectures at the Colleges while reading her new Eonir romance books really has me wanting to learn that spell.
 
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I thought I'd have a crack at making an updated WHFB statline for Mathilde. This doesn't quite follow all the same rules as Boney's original one, mostly notably with the Seed of Rebirth. That's deliberate. I'm curious to see what people think.

M​
WS​
BS​
S​
T​
W​
I​
A​
Ld​
Mathilde Weber​
4​
7​
6​
4​
5*​
3​
5​
3*​
9​
Shadowhorse​
10​
3​
-​
3​
-​
-​
3​
1​
-​
TROOP TYPE: Infantry (Special Character)
Shadowhorse (Cavalry): Mathilde Weber may ride into battle atop her Shadowhorse.


MAGIC: Mathilde Weber is a Level 1 Wizard. She uses spells from the Lore of Shadow.

Special Rules (Mathilde Weber): Scouts, Stubborn, Terror
Duskrider
: While Mathilde Weber is mounted upon her Shadowhorse, anytime she and whatever unit she is in make a Flee! or Charge roll, you may choose to reroll the dice.

Living Shadow: Mathilde Weber's shadow is alive and strikes at any foes near her. This rule grants her one extra attack (already included in her profile above).


Special Rules (Shadowhorse): Fast Cavalry
Shield Thy Master
: If Mathilde Weber is mounted upon her Shadowhorse, you may choose to sacrifice it to prevent one wound to Mathilde Weber. If you do so, Mathide Weber reverts to being an Infantry profile, exactly as if the Shadowhorse was a Ridden Monster and had been killed.


EQUIPMENT:
Dwarfen Pistols: Mathilde carries a set of Dwarfen pistols for combat at range. Mathilde can either use a Marksman Pistol or a Brace of Dwarf Revolvers. These are missiles weapons and use the profile and special rules below:


Brace of Dwarf Revolvers (Combat):
Range
Strength
Special Rules
Combat​
As User​
Extra Attack*, Requires Two Hands​
*Grants an extra attack to models on foot only

Brace of Dwarf Revolvers (Shooting):
Range
Strength
Special Rules
12"​
4​
Armour Piercing, Dwarf-crafted, Quick to Fire, Multiple Shots (3)​
Dwarf-crafted: Shooting attacks made with weapons with this special rule do not suffer the normal -1 To Hit penalty when performing a Stand and Shoot charge reaction.

Marksman Pistol:
Range
Strength
Special Rules
24"​
4​
Armour Piercing, Dwarf-crafted, Sniper, Move or Shoot​

MAGIC ITEMS:
Robes of Aethyric Armour: Mathilde Weber's robes are clevely enchanted to protect her from enemies.

Magic Armour. Aethyric Armour gives a 4+ armour save.

Branarhune: A greatsword inscribed with Dawrfen Runes by Kragg the Grim himself, this gromril blade appears and disappears at the wielder's command, while striking with unstoppable force. Even magic cannot truly protect against the power of such a weapon.

Magic Weapon. Hits from Branarhune are resolved at Strength 10. No parry saves may be made against attacks from Branarhune. If Mathilde hits an enemy using this weapon, roll a D6; on a 5+ all their magic items cease to work until the end of the next combat phase.

Seed of Rebirth: Enchanted by a wizard of the Jade College, this magical seed heals wounds as quickly they are dealt.

Talisman. The Seed of Rebirth grants Mathilde the Regeneration special rule.

Belt of the Unshackled Mountain: A great belt inscribed with runes of protection, this Belt makes Mathilde as hardy as the mountain it is named after, while unleashing the wrath of Dwarfen Runes on those who wound her.

Enchanted Item. The Belt of the Unshackled Mountain increases Mathilde's Toughness by 1 (already included in her profile above) and gives her a 2+ ward against Flaming Attacks. Further, the first spell that affects Mathilde in a battle is automatically dispelled. If this happens, roll a D6; on a 3+ the caster loses knowledge of that spell and takes an automatic wound. As well, each time a model successfully wounds Mathilde, the model that did so immediately takes a hit at the Strength of the attack +2.

Staff of Mistery: Carved from the bone of a Shard Dragon, this staff constantly leaks mists and vapours, enhancing Mathilde's conection to Ulgu.

Arcane Item. The Staff of Mistery grants a +2 bonus to casting spells from the Lore of Shadow.
Ws 7 is way too high. That's elven princes and chaos exalted heroes level. Even 6 which is knightly orders grandmasters is probably too high.
She should be a lvl 2 wizard at the very least as she hss 2 battlemagic spells.
Dwarf crafted and quick to fire are redundant.
The robes should be 2+ IIRC. Or 3+.
 
I thought I'd have a crack at making an updated WHFB statline for Mathilde. This doesn't quite follow all the same rules as Boney's original one, mostly notably with the Seed of Rebirth. That's deliberate. I'm curious to see what people think.

M​
WS​
BS​
S​
T​
W​
I​
A​
Ld​
Mathilde Weber​
4​
7​
6​
4​
5*​
3​
5​
3*​
9​
Shadowhorse​
10​
3​
-​
3​
-​
-​
3​
1​
-​
TROOP TYPE: Infantry (Special Character)
Shadowhorse (Cavalry): Mathilde Weber may ride into battle atop her Shadowhorse.


MAGIC: Mathilde Weber is a Level 1 Wizard. She uses spells from the Lore of Shadow.

Special Rules (Mathilde Weber): Scouts, Stubborn, Terror
Duskrider
: While Mathilde Weber is mounted upon her Shadowhorse, anytime she and whatever unit she is in make a Flee! or Charge roll, you may choose to reroll the dice.

Living Shadow: Mathilde Weber's shadow is alive and strikes at any foes near her. This rule grants her one extra attack (already included in her profile above).


Special Rules (Shadowhorse): Fast Cavalry
Shield Thy Master
: If Mathilde Weber is mounted upon her Shadowhorse, you may choose to sacrifice it to prevent one wound to Mathilde Weber. If you do so, Mathide Weber reverts to being an Infantry profile, exactly as if the Shadowhorse was a Ridden Monster and had been killed.


EQUIPMENT:
Dwarfen Pistols: Mathilde carries a set of Dwarfen pistols for combat at range. Mathilde can either use a Marksman Pistol or a Brace of Dwarf Revolvers. These are missiles weapons and use the profile and special rules below:


Brace of Dwarf Revolvers (Combat):
Range
Strength
Special Rules
Combat​
As User​
Extra Attack*, Requires Two Hands​
*Grants an extra attack to models on foot only

Brace of Dwarf Revolvers (Shooting):
Range
Strength
Special Rules
12"​
4​
Armour Piercing, Dwarf-crafted, Quick to Fire, Multiple Shots (3)​
Dwarf-crafted: Shooting attacks made with weapons with this special rule do not suffer the normal -1 To Hit penalty when performing a Stand and Shoot charge reaction.

Marksman Pistol:
Range
Strength
Special Rules
24"​
4​
Armour Piercing, Dwarf-crafted, Sniper, Move or Shoot​

MAGIC ITEMS:
Robes of Aethyric Armour: Mathilde Weber's robes are clevely enchanted to protect her from enemies.

Magic Armour. Aethyric Armour gives a 4+ armour save.

Branarhune: A greatsword inscribed with Dawrfen Runes by Kragg the Grim himself, this gromril blade appears and disappears at the wielder's command, while striking with unstoppable force. Even magic cannot truly protect against the power of such a weapon.

Magic Weapon. Hits from Branarhune are resolved at Strength 10. No parry saves may be made against attacks from Branarhune. If Mathilde hits an enemy using this weapon, roll a D6; on a 5+ all their magic items cease to work until the end of the next combat phase.

Seed of Rebirth: Enchanted by a wizard of the Jade College, this magical seed heals wounds as quickly they are dealt.

Talisman. The Seed of Rebirth grants Mathilde the Regeneration special rule.

Belt of the Unshackled Mountain: A great belt inscribed with runes of protection, this Belt makes Mathilde as hardy as the mountain it is named after, while unleashing the wrath of Dwarfen Runes on those who wound her.

Enchanted Item. The Belt of the Unshackled Mountain increases Mathilde's Toughness by 1 (already included in her profile above) and gives her a 2+ ward against Flaming Attacks. Further, the first spell that affects Mathilde in a battle is automatically dispelled. If this happens, roll a D6; on a 3+ the caster loses knowledge of that spell and takes an automatic wound. As well, each time a model successfully wounds Mathilde, the model that did so immediately takes a hit at the Strength of the attack +2.

Staff of Mistery: Carved from the bone of a Shard Dragon, this staff constantly leaks mists and vapours, enhancing Mathilde's conection to Ulgu.

Arcane Item. The Staff of Mistery grants a +2 bonus to casting spells from the Lore of Shadow.
Correct me if I'm wrong, but WS6 is the highest that regular (aka non Chaos) humans ever get. Karl Franz is probably one of the best warriors in the Empire and his WS is 6, and Thorgrimm Grudgebearer the High King has WS7. I also think the BS is too high.

Mathilde hasn't quite mastered Branulhune. If she does, then I would give her +1 WS when she's wielding the weapon to represent the teleporting sword causing confusion and unpredictable attacks, but otherwise I would put her at 6.
 
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