@BoneyM I took a stab at an updated WHFB statline for Mathilde. I am not super familiar with Fantasy's mechanical crunch, so it may not be quite right. Also if it matters I'm using the
Warhammer Armies Project 9th edition rules since I don't have access to actual physical WHF books from the more recent editions pre-Age Of We Don't Talk About That.
Really wasn't sure whether to peg her Leadership at 9 or 10 especially given friendly dragon chats and the Daemon swarm and the Liber Mortis and having the Burning Shadow Mountain ram through her skull, plus all the other shit poor Mathilde deals with on a regular basis. I went for the conservative option in the end.
I don't actually know when the last statblock update was either, but given it lists Wizard Level 1, probably a fair while. I think 3 is a fair shout; we're a Lady Magister, but WL4 is for the biggest of chunguses and we're not there yet.
Statline is mostly unchanged, Leadership aside, because as above I wasn't sure when the last update was to gauge how much
improvement there's been, there's a lot to keep track of, and frankly she was already pretty damn stacked for a human, but I somewhat speculatively
bumped WS and BS up by one (edit: it has been pointed out to me that the new sword style is not actually complete yet, and I was conflating in-Quest shenanigans with actual character sheet skill levels) and added Sniper to represent her ongoing martial training, her dip into assassination skills, and her knack for picking off leaders.
Also added Magical Attacks for the spell mastery that auto-does that (edit: apparently the spell doesn't work on pistols), an attempt at a custom Windsage rule (plus the dispel specialties folded under it) and a custom Dwarf-Friend rule for allied Empire/Dwarf armies.
Wargear-wise I'm most uncertain about Ranald's Coin; I've tried to mechanically represent both its actual effects and her penchant for using it to wander in disguised as the enemy and then performing a decapitating strike, but I don't know how balanced it looks. I'm especially not convinced by or happy with the Deceiver/Night Prowler pair, and am similarly unconvinced at the Doppleganger rules, but they're the best I can think of at the moment.
That all being said, I absolutely love how tanky Mathilde is even by
normal standards let alone Wizard ones. She functionally has
twelve Wounds and that's if you somehow manage to stop her killing things all game - not only that, but she's taking those Wounds at T5 with a 4+ Armour Save. Some rough Mathshammer at S4 enemies: 5+ To Wound and then a 5+ Armour save gives 1/3 * 2/3 = 2/9 of a Wound per average attack, which is to say that it'll take
fifty-four standard hits to kill her. Bearing in mind that everyone who gets an actual wound in is getting counterpunched at S6, and also Mathilde has a S10 autodispel sword and Dwarf guns.
EDIT: robe is 3+ not 4+, which means 1/3 * 1/2 = 1/6 of a Wound per average attack, or seventy-two standard hits. Yikes.
... and Shadow Shenanigans, plus warrior-level WS and I, meaning that hitting her in the first place is a taller order than one might expect of a Wizard. 'Mere' WL3 or not the thought of how many points she'd cost on tabletop is wince-inducing.
Honestly I feel like I've overloaded her profile but it's all stuff that she's done in-Quest, so..?
Critique welcome!
Loremaster Thane Lady Magister Dame Mathilde Weber, the Dammerlichtreiter
As of Karag Dum pt. 10
Code:
M WS BS S T W I A Ld
4 5 4 4 5 3 5 3 9
Type: Special Character (Infantry*)
Army: Dwarfs, The Empire
*May join Cavalry units with Shadowsteed active.
Special Rules
Dawongr
As a Dwarf-Friend, Mathilde is treated in all respects as a fellow Dwarf by friendly Dwarf units, even if taken as part of an Empire detachment. She may join Dwarf units, nearby Dwarves may benefit from her Inspiring Presence if she is the Empire's General, and she may even be the General of a Dwarf army in which there are no 'Dwarf Lord' or 'Runelord' units or Characters - even if she is also the Empire's General.
Scout
Seed of Regrowth
Mathilde begins battle with the Seed of Regrowth fully charged, with four uses. One use restores all of Mathilde's Wounds, or the Wounds of a model with which she is in base-to-base contact (for this purpose ignore the rule that she cannot join Unbreakable units without being herself Unbreakable). If Mathilde is slain, this effect will activate automatically, and she will return with full Wounds at the end of the next combat round. One use is restored when wiping out a unit, either by wounds or overrun, as long as Mathilde's own unit was not also destroyed or fled. This cannot take the Seed of Regrowth above four uses.
Stubborn
Sniper
Windsage
Possessed of exceptionally acute magical perception, Mathilde can reroll failed Channelling attempts, and on a successful Ld check can prevent a miscast from occurring in Wizards of WL2 or less she is within 6" of. Additionally, due to deep personal experience, she may reroll a single die on failed attempts to dispel necromantic or Waaagh magic. Waaagh magicians must reroll their highest die when attempting to dispel Mathilde, taking the worse result.
Wizard (Level 3)
Ranald's Boxcars - you may set any die to its maximum value if it would cause BoneyM to die a little more on the inside
Wargear
Branalhune - Melee, S10, dispels all ongoing positive spells and disables enemy magical equipment for the rest of the battle
Dwarven Revolvers - 18", S4, Armour Piercing, Dwarf-Crafted [
rerolls 1s on To Hit], Quick to Fire, Extra Attack, Multiple Shots x3
Marksdwarf Pistol - 24", S4, Armour Piercing 2, Dwarf-Crafted, Quick to Fire, Extra Attack
Ranald's Coin - Before deployment, choose a face. Gain that ability for the battle.
- The Gambler: One use. Mathilde may reroll up to two dice over the course of a single phase.
- The Deceiver: Mathilde may Scout within 12" of enemy units, and charge on her first turn. If the enemy player goes first, Mathilde may deploy after their turn finishes, before her player's Movement Phase begins, and act as normal.
- The Night Prowler: Only of use in towns or cities, or other races' equivalent. Mathilde deploys as per normal Scout rules. Before battle commences, one enemy unit of her player's choice suffers the player's choice of her full casting turn (generating a full Magic Phase's worth of Winds dice), her full Shooting attack sequence (as if she were in ideal range), or her full Close Combat attack sequence at +1 To Hit, any or all of which may be targeted specifically against individual models or Characters.
- The Protector: Only of use in campaign games. Double all gains of any reputation, fame, renown, or other related currency in use made by Mathilde.
Staff of Mistery - Add +1 to channeling attempts. When casting mist-related spells, the player may choose to reroll one die.
Belt of the Unshackled Mountain - +1 T included in statline; any model that successfully wounds Mathilde suffers a single hit at their attack's S+2; Immunity to Fire. The first spell cast on Mathilde in the battle automatically fails - though without miscast if it would otherwise be successful - and is permanently burnt from the caster's mind.
Enchanted Robes - 3+ Armour Save, immunity to effects stemming from physical fatigue (do those exist? I feel like there might be some spells somewhere)
Grounding Rod - Reroll Miscasts
New Spells of Note -
and mostly just notes, I'm out of my depth with the crunch for this
Bewilder - As before
Universal Confusion/Cloud of Confusion - Bewilder but as a short-range whole-unit / zero-range cloud effect
Blessed Weapon: Blessed Hands - Mastery of this spell grants the Magical Attacks special rule.
Burning Shadows - exists but is mechanically awful to convert to tabletop and doesn't get used in personal scale combat anyway
Doppelganger - Mathilde must be ignored by the enemy player while this spell is active, and she may join enemy units. Surprise attacks from under Doppelganger against an enemy unit she's currently joined gain +1 To Hit as per Night Prowler.
Melkoth's Mystifying Misasma - reduces M/WS/BS/I of an enemy (choose one for 5+ or all four for 10+) by D3
a spell with a canonical description! hooray!
Rite of Way - Mathilde and any attached unit gain Strider
and increase Movement to 6(?)
Shadow Knives: Shadow Dagger - Hand weapon, Ignores Armour, S?
Shroud of Invisibility - Invisible for one turn/phase (?)
Throttling - shadow strangles nearby enemies, entangling weaker ones
Smoke and Mirrors - as per the Lore Attribute for the Lore of Shadow