BITWA NR 4:
Serce Św Vessemira:
W mieście, oprócz cennego Wyrdstone'a znajduje się również zaginiona relikwia o niespotykanej mocy. Serce walecznego rycerza, rozszczepione przez Vlada von Casterna w czasie jego oblężenia pod Middenheim, zostało złozone w 2 urnach w klasztorze Sigmarytek.
ZASADY: gracze rzucają na wybór strony, a następnie, na kolejność wystawienia. Rozstawienie w 8 calach od krawędzi.
Każdy gracz na początku gry kontroluje jedną część serca Vessemira. niesie ja 4 akolitów (youngbloodów) ustaionych w "kwadracik" (base to base) Zadaniem graczy jest zdobycie drugiej części relikwi.
Zasady specjalne:
Relikwia: działa dokładnie tak, jak holy relic.
Do noszenia relikwi potrzeba minimalnie 2 modeli. Akolici nigdy dobrowolnie się z nią nie rozstaja. Jeżeli jest ona niesiona przez 3 lub więcej modeli, można z nią biegać i szarżować.
Święty ciężar: podczas szarży z relikwią wrogie modele stykające się z nia otrzymują automatyczny hit z siła 3. Muszą się również usunąć z drogi relikwi (podobie jak w wypadku tank shocka)
Korowód z reliwią nie może się wspinać. Podczas chodzenia po drabinie gracz wykonuje test I (najwyższy). Porażka oznacza upadek.
Zasady akolitów: dagger, light armour, hatred.
Serce Św. Vessemira jest potężnym artefaktem, pożądanym przez wielu magów. Oprócz dodatkowego punktu do rankingu za zdobycie relikwi, zwycięska banda zyskuje wielkiego sprzymierzeńca, chetnego w zamian za artefakt oferować swoje usługi.
Każda ZŁA banda otrzymuję możliwość jednorazowego wezwania
Dark Emmisary.
Zasady specjalne: Incognito.
Mroczny Emisariusz może byc łańcuchem łaczącym cię z twoim przełozonym, lub też potężnym, niezależnym sprzymierzeńcem.
Jednakże, dla dobra jakiegos głębszego, ważniejszego planu, działa w mieście Mordheim incognito.
Na początku gry, juz po deploymencie, każdy z graczy, posiadający mozliwośc przyzwania Dark Emmisary, zapisuje na kartce, czy bedzie go uzywał w tej bitwie czy nie. Następnie gracze pokazuja sobie te kartki, i ew. dostawiaja dodatkowy model. Emisariusz nie dodaje bandzie Ratingu.
Profile:
M4
WS3
BS3
S3
T3
W2
I3
A1
Ld8
Equipment: Staff of Darkness, The Spiral
Magic Mastery: DE is an apprentice of the Dark Master. He can decide to cast an additional spell in that turn. Unfortunently, such is the power of the dark energy flowing through the wizard body, that he could be severy wounded, or even killed, during that process. (if the second spell was unsuccesfull, he recieves an S3 autohit)
Staff of Darkness: + 1 to his casting roll. : Counts as Club.
The Spiral: A symbol of the Dark Master. It is a potent icon that protects the wearer from harm. It grants the Dark Emissary a 5+ save that cannot be reduced by anything.
Wizard: The Dark Emissary is a powerful spell caster and knows four randomly determined spells of the Lore of Darkness.
The Lore of Darkness
It is whispered amongst the wise that the Dark Master taught the Lore Of Darkness to his disciples in order to spread corruption through the world.
1. Bolt of Dark Light: The Dark Emissary conjures a bolt of malign power to smite his enemies. The bolt has a range of 12" and causes a single Strength 5 hit against the first model in its path. Difficulty: 7
2. Betrayal in Death: Summoning all the curses of the Dark Master, the Emissary instils the vigour of the undead into a slain enemy forcing them to attack their comrades. This spell will affect all enemy models slain in the shooting phase or close combat and lasts until the start of the caster's next turn. The enemies will reanimate as they are killed and attack their comrades. If not in combat the model will shoot if able, or charge if it has no missile weapons. If in combat the enemy will only make a single attack. After attacking the enemy will fall once more, dead. Difficulty: 8
3. Nightmare: A vision of a warrior's worst nightmares manifests before him instilling inner feelings of dread.
This spell may be cast upon an enemy model within 18" of the caster. The model must take an immediate fear test as if charged by a fear-causing enemy. If failed the model flees 21)6" away from the Dark Emissary. Difficulty: 7
4. Curse of the Dark Master: The Dark Emissary has the power to enfeeble his enemies, loosening their grip on their swords and debilitating their will with the cold touch of fear. This spell can be cast upon a single model within 24" of the caster. All that model's rolls to hit for both shooting and close combat are reduced by -1 until the start of the caster's next turn. Difficulty: 8
5. Fog of Death: A deep and impenetrable fog cloaks the entire battlefield, filled with the vicious embodiments of nightmares. Chaos and fear ensue. This spell affects every model on the board except the Dark Emissary. Enemy models are affected on a roll of 4+, while friendly models are only affected on a 6+. All models attacked by the nightmare creatures suffer a strength 2' hit. The fog lasts until the start of the caster's next turn and reduces line of sight to 3D6" for all warriors present which will affect shooting, charging etc. Difficulty: 10
6. Coils of the Serpent: The Emissary conjures a dark serpent of pure malign to ensnare and crush an unwitting adversary in its coils. This spell may be cast upon a single enemy model within 6" of the caster. The model must take an immediate toughness test to fight off the deadly serpent. If failed the model is crushed to death and out of action. No saves of any kind will protect against this magic. Difficulty: 10
Każda DOBRA banda otrzymuję możliwość jednorazowego wezwania
Truthsayer
Zasady specjalne: Incognito.
Mówiacy Prawdę może byc łańcuchem łaczącym cię z twoim przełozonym, lub też potężnym, niezależnym sprzymierzeńcem.
Jednakże, dla dobra jakiegos głębszego, ważniejszego planu, działa w mieście Mordheim incognito.
Na początku gry, juz po deploymencie, każdy z graczy, posiadający mozliwośc przyzwania Truthsayer'a, zapisuje na kartce, czy bedzie go uzywał w tej bitwie czy nie. Następnie gracze pokazuja sobie te kartki, i ew. dostawiaja dodatkowy model. Truthsayer nie dodaje bandzie Ratingu.
Profile:
M4
WS4
BS3
S4
T4
W2
I4
A2
Ld9
Equipment: Staff of Light, Triskele.
Staff of Light: The staff can dispel a single enemy spell spell per turn on a roll of 4+. The staff also counts as a halberd.
The Triskele: The symbol of the Truthsayer's office this icon protects them from harm with its benevolent energies granting the Truthsayer a 5+ save, which cannot be reduced by anything.
Wizard: Truthsayers are powerful wizards and know three randomly determined spells of the Lore of Light.
The Lore of Light
Only the Truthsayers know of the strange and powerful rituals of the Lore of Light and they pass this knowledge on to a few.
1. Wings of Fate: Using the powers of life itself, the Truthsayer conjures a flock of birds to sweep down and attack his enemies. The flock has a range of 18" and may attack any model within this range of the Truthsayer. The enemy model suffers D3 Strength 2 hits. Difficulty: 6
2. Light of Battle: The power of light infuses one of the Truthsayer's allies, encasing them in a protective barrier of pure light. This spell may be cast upon a friendly model within 12" of the caster. That model has an additional save of 5+ that can be reduced in an ay against all attacks until the start of the Truthsayer's next turn. Difficulty: 6
3. Gift of Life: Life is at the essence of the Truthsayer's magic. Harnessing all of his power the Truthsayer restores a fallen comrade miraculously back to life! This spell may be cast upon a friendly model slain in the previous enemy turn. The model is immediately restored back to life with 1 wound remaining and should be placed as accurately as possible where they fell. Difficulty: 9
4. Blessing of Valor: The Truthsayer evokes a powerful blessing, which instils an ally with the courage and strength of the immortal hunter gods. This spell may be cast upon a single friendly model within 24". The model is infused with strength and courage, gaining + 1 to all hit rolls in close combat for the duration of the turn. Difficulty: 8
5. Boon of Courage: A corona of reassuring energy surrounds the Truthsayer and en s an ally with its power instill resolve and unshakeable determination. This spell affects all friendly models within 12". The models are completely immune to the effects of psychology and all alone tests until the end of the Truthsayer's next turn. Difficulty: 8
6. Voice of Command: The booming resonance of the voice of the Truthsayer echoes across the fens and enemies quake with indecision and doubt. This spell affects one model within 24" of the Truthsayer. That model may do nothing in its next turn other than defend itself in combat. It may not move, shoot, attack or perform any other action. Difficulty: 9
Have fun.