Pieruńsko nudziło mi się ostatnimi czasy, parokrotnie myślałem, czy nie fajno by było powrócić zresztą do battla. Zresztą, od jakiegoś miesiąca męczę mojego znajomego do wspólnego powrotu. Uznaliśmy, iż pociśniemy sobie parę bitewek na nieco zmodyfikowane zasady booków Dwarfów i WoChu. Innymi słowy, chodzi nam o kompletny fun dla funu. Bez jakiejkolwiek spiny, co więcej, popuszczając nieco wodze fantazji =) Zresztą, czy WHFB nie polega m.in na tym?
Oto mój zmodyfikowany Al dla WoChu, którym będę grał przez jakiś czas. Nie jest on skończony, z pewnością nie jest też ultra-zbalansowany. Poczuję się niezwykle wyróżniony, jeśli ktokolwiek przeczyta wypociny me. Komentarze zaś i konstruktywna krytyka ucieszy mnie niebywale. AL jest napisany po angielsku, gdyż podczas czynienia takowego, miałem zamiar pokazać go znajomym nie rozumiejącym naszego języka:)
Potraktujcie to z przymrużeniem oka;p
Army Special Rules:
The Chaos General:
The Warriors of Chaos army follows the Warhammer Rulebook rules for choosing a General, with the following change:
-The General must have a Mark of Chaos;
-A Character with a specific Mark can join only units with his Mark type or units with no Mark.
Will of The Dark Gods- All units in the Warriors of Chaos with this rule may reroll failed Panic and Fear tests.
Marks of Chaos
Mark of Khorne:
Lord of Khorne- The model is subject to both Frenzy.In addition, it has Magic Resistance 1. Furthermore, the character must issue Challanges every time it is possible and must always accept them.
Hero of Khorne- The model is subject to Frenzy. In addition, it has Magic Resistance 1. Furthermore, the character must issue Challanges every time it is possible and must always accept them.
Regiment of Khorne- The unit is subject to Frenzy.
Chariot of Khorne- The unit is subject to Frenzy. In addition, the Chariot inflicts an additional Impact Hit when charging(making it d6+2).
Ogres of Khorne- The unit is subject to Frenzy.
Spawn of Khorne: The model gains + 1S and Magic Resistance 2.
Mark of Nurgle:
Lord of Nurgle: The model gains +1 Wound and the “Fear” special rule.
Hero of Nurgle: The model gains +1 Wound and the “Fear” special rule.
Regiment of Nurgle: The unit gains the “Fear” special rule.
Chariot of Nurgle: All models wishing to shoot at the Chariot are at -1 to Hit. All close combat attacks made against this Chariot are at -1 to Hit.
Ogres of Nurgle- : All models wishing to shoot at the unit are at -1 to Hit. All close combat attacks made against this unit are at -1 to Hit.
Spawn of Nurgle: The unit gains the “Terror” special rule.
Mark of Tzeentch:
Lord of Tzeentch- The model gains the ability, to reroll d3+1 dice during the game. Roll after the deployment faze to see how many rerolls does the model get. Remember, you cannot reroll the dice more than once.
In addition, the model gains +1 to Channel attempts., if he is a Wizard.
Hero of Tzeentch- The model gains the ability, to reroll d3 dice during the game. Roll after the deployment faze to see how many rerolls does the model get. Remember, you cannot reroll the dice more than once.
In addition, the model gains+1 to Channel Attempts, if he is a Wizard. In addition, the model gains +1 to cast, if he is a Wizard.
Regiment of Tzeentch- All close combat attacks made by the unit are Magical Attacks.
Chariot of Tzeentch- All attacks and hits inflicted by the model are Magical Flaming Attacks.
Ogres of Tzeentch- All close combat attacks made by the unit are Magical Attacks.
Spawn of Tzeentch: The model may make a breath attack, at S4. This is a Flaming Attack.
Mark of Slaanesh:
Lord of Slaanesh-The model is Immune to Psychology. In addition, the model gains the “Always Strke First” rule.
Hero of Slaanesh- The model is Immune to Psychology. In addition, the model gains the “Always Strke First” rule.
Regiment of Slaanesh-The unit is Immune to Psychology.
Chariot of Slaanesh- In addition to being Immune to Psychology, all Impact Hits inflicted by the Chariot are Armour Piercing.
Ogres of Slaanesh- The unit is Immune to Psychology.
Spawn of Slaanesh- The Model gains “Always Strike First” special rule.
Lords and Heroes:
Lord of Chaos -210pkt.
M-4 WS-8 Bs-3 S-5 T-5 W-3 A-5 I-7 LD-10
Equipment:
Chaos Armour
Hand Weapon
Special Rules:
Will of the Dark Gods
Options:
Weapons:
Great Weapon-12pkt.
Flail-8pkt.
Halberd-8pkt.
Additional Hand Weapon-8pkt.
Armour:
Shield-6pkt.
Marks of Chaos:
Mark of Khorne-25pkt.
Mark of Nurgle-25pkt.
Mark of Tzeentch-20pkt.
Mark of Slaanesh-30pkt.
Magic Items:
-Up to 100pkt.
Gifts of Chaos:
-Up to 100pkt.
Mounts:
Chaos Dragon-360pkt.
Manticore-220pkt.
Deamonic Mount-40pkt.
Chariot-80pkt.
Disc of Tzeentch-20pkt.
Juggernout of Khorne-30pkt.
Steed of Slaanesh-25pkt.
Palaquin of Nurgle-30pkt.
Chaos Barded Steed-12pkt.
Chaos Sorceror Lord -235pkt.
M-4 WS-5 BS-3 S-4 T-4 W-3 I-5 A-3 LD-8
A Sorceror Lord is a 3rd lvl Wizard
Upgrade to lvl 4 Wizard-35pkt. He can use spells from the Lore of Fire, Death, Shadow, Metal. If he has a Mark, he must use spells from his Gods Lore.
Equipment:
Chaos Armour
Special Rules:
Will of the Dark Gods
Marks of Chaos:
Mark of Tzeentch-30pkt.
Mark of Nurgle-25pkt.
Mark of Slaanesh-25pkt.
Mounts:
Chaos Dragon-360pkt.
Chaos Deamonic Mount-40pkt.
Disc of Tzeentch-20pkt.
Steed of Slaanesh-25pkt.
Palaquin of Nurgle-30pkt.
Chaos Barded Steed-12pkt.
Magic Items:
Up to 100pkt.
Gifts of Chaos:
Up to 100pkt.
Deamon Prince -270pkt.
M-8 WS-8 BS-0 S-5 T-5 W-4 I-7 A-5 LD-9
A Deamon Prince without the Mark of Khorne May be a upgraded to a 4th lvl Wizard, for 35pkt. for each lvl. He may use spells from Lore of Death, Fire, Shadow, Metal. If having a Mark, he must use spells form his Gods Lore.
Equipment:
Chaos Armour
Special Rules:
Terror
Demonic
Unstable
Fly
Hellish Ambasador(4+ Ward Save)
Immune to Psychology
Marks of Chaos:
Mark of Khorne-20pkt.
Mark of Nurgle-25pkt.
Mark of Tzeentch-25pkt.
Mark of Slaanesh-25pkt.
Gifts of Chaos:
-Up to 100pkt.
Magic Items:
-Up to 100pkt.
Heroes:
Exalted Champion -105pkt.
M-4 WS-7 BS-3 S-5 T-4 W-2 I-6 A-4 LD-8
Equipment:
Chaos Armour
Special Rules:
Will of The Dark Gods
Equipment Options:
Weapons:
Great Weapon-8pkt.
Flail-4pkt.
Halberd-4pkt.
Armour:
Shield-4pkt.
Marks of Chaos:
Mark of Khorne-25pkt.
Mark of Nurgle-30pkt.
Mark of Tzeentch-25pkt.
Mark of Slaanesh-30pkt.
Magical Items:
-Up to 50pkt.
Gifts of Chaos:
-Up to 50pkt.
Mounts:
Manticore-220pkt.
Chaos Barded Steed-12pkt.
Daemonic Mount-40pkt.
Juggernout of Khorne-30pkt.
Palaquin of Nurgle-30pkt.
Disc of Tzeentch-20pkt.
Steed of Slaanesh-25pkt.
Chaos Chariot-80pkt.
Chaos Sorcerer -85pkt.
M-4 WS-5 BS-3 S-4 T-4 I-5 W-2 A-2 LD-8
A Chaos Sorcerer is a 1st lvl Wizard. Upgrade to a 2nd lvl Wizard for 35pkt. He can use spells from the Lore of Fire, Death, Shadow. If he has a Mark, he must use spells from his Gods Lore.
Equipment:
Chaos Armour
Special Rules:
Will of The Dark Gods
Marks of Chaos:
Mark of Nurgle-25pkt.
Mark of Tzeentch-25pkt.
Mark of Slaanesh-20pkt.
Mounts:
Chaos Barded Steed-12pkt.
Daemonic Mount-40pkt.
Disc of Tzeentch-20pkt.
Steed of Slaanesh-25pkt.
Palaquin of Nurgle-30pkt.
Magic Items:
-Up to 50pkt.
Gifts of Chaos:
-Up to 50pkt.
Marauder Overlord -55pkt.
M-4 WS-5 BS-3 S-4 T-4 W-2 I-5 A-3 LD-8
Special Rules:
Will of the Dark Gods
Equipment:
Light Armour
Options
Weapons:
Great Weapon-4pkt.
Flail-4pkt.
Additional Hand Weapon-4pkt.
Armour:
Heavy Armour-4pkt.
Marks of Chaos:
Mark of Khorne-20pkt.
Mark of Nurgle-25pkt.
Mark of Tzeentch-20pkt.
Mark of Slaanesh-25pkt.
Mounts:
Chaos Barded Steed:12pkt.
Chaos Steed-10pkt.
Magical Items:
-Up to 50pkt.
Gifts of Chaos:
-Up to 25pkt.
One Exalted Champion or Marauder Overlord may be the Armies Standard Bearer, for +25pkt.
Units:
Core Units:
Chaos Marauders - As in the “Warriors of Chaos” Army Book, with the following changes:
+Light armour
5pkt/model
Gw-2pkt.model
Ahw-1pkt.model
5m/10ch/10s-Cost of Command Group
Marks of Chaos:
Mark of Khorne-20pkt.
Mark of Nurgle-20pkt.
Mark of Tzeentch-10pkt.
Mark of Slaanesh-15pkt.
Chaos Warriors - As in the “Warriors of Chaos” Army Book, with the following changes:
12/model
Ch.A-2pkt.model
-1 Initiative.
Marks of Chaos:
Mark of Khorne-25pkt.
Mark of Nurgle-20pkt.
Mark of Tzeentch-20pkt.
Mark of Slaanesh-15pkt.
Chaos Warhounds- As in the “Warriors of Chaos” Army Book.
Chaos Marauder Horsemen- As in the “Warriors of Chaos” Army Book, with the following changes.
Marks of Chaos:
Mark of Khorne-20pkt.
Mark of Nurgle-20pkt.
Mark of Tzeentch-15pkt.
Mark of Slaanesh-10pkt.
Special Units :
Forsaken
M-6 WS-4 BS-0 S-4 T-4 W-1 I-4 A-2 LD-8
Point/model-16pkt.
Upgrade one Forsaken to a Soul Reaver for (+1 attack on its profile-it’s a Champion in all respects) for 12pkt.
Unit size-5+
Equipment:
Light Armour
Special Rules:
Will of the Dark Gods
Skirmish
Ambush
Chaos Knights - As in the “Warriors of Chaos” Army Book, with the following changes.
Fear special rule is out.
Ewpn 3pkt/model
Devastating Charge is in.
Marks of Chaos:
Mark of Khorne-25pkt.
Mark of Nurgle-20pkt.
Mark of Tzeentch-20pkt.
Mark of Slaanesh-10pkt.
Chaos Chariot- As in the “Warriors of Chaos” Army Book, with the following changes.
Cost-110pkt.
Marks of Chaos:
Mark of Khorne-25pkt.
Mark of Nurgle-25pkt.
Mark of Tzeentch-25pkt.
Mark of Slaanesh-25pkt.
Chaos Chosen- As in the “Warriors of Chaos” Army Book, with the following changes.
Special Rules:
Will of The Dark Gods
Chosen of the Gods:
The unit is composed of those, who are high in favour of the Dark Lords. Favour of the Great Powers magnifies the Chaos Marks, increasing their potency.
If the unit has no Mark, it gains the ability to reroll all failed Leadership tests.
If the unit has the Mark of Khorne, in addition to the normal effects, gains Infinite Hatred Special Rule.
If the unit has the Mark of Nurgle, in addition to normal effects, gains Poisoned Attacks Special Rule.
If the unit has the Mark of Slaanesh, in addition to normal effects, gains Always Strike First Special Rule.
If the unit has the Mark of Tzeentch, it is treated as a lvl 1 Wizard who knows 1 randomly determied spell from the Lore of Tzeentch. When casting a spell during the magic phase, nominate one model from the unit. Use its line of sight, etc. for all purposes for resolving the spell effects.
Equipment :
Chaos Armour
Options:
Great Weapon-2pkt/model
Shield-1pkt/model
Halberd -1pkt/model
Marks of Chaos:
Mark of Khorne-30pkt.
Mark of Nurgle-20pkt.
Mark of Tzeentch-35pkt.
Mark of Slaanesh-30pkt.
Chaos Trolls, Mutant Regeneration roll on on the Eye of the Gods is out.-38/model
Chaos Dragon Ogres- 56/model
Chaos Ogres-:30model
Mark of Khorne-25pkt.
Mark of Nurgle-25pkt.
Mark of Tzeentch-15pkt.
Mark of Slaanesh-10pkt.
Rare Units:
Chaos Spawn- - As in the “Warriors of Chaos” Army Book, with the following changes.
Random Movement Value is 3d6 now.
Marks of Chaos:
Mark of Khorne-25pkt.
Mark of Nurgle-25pkt.
Mark of Tzeentch-25pkt.
Mark of Slaanesh-25pkt.
Chaos Dragon Ogre Shaggoth- As in the “Warriors of Chaos” Army Book, with the following changes.
Special Rules:
Scale Skin 5+
Immune to Psychology
Terror
Large Target
Storm Rage
+Herald of the Tempest, although those hits are resolved at S 5.
+Stubborn
Equipment:
Heavy armor-10pkt.
Great Weapon-6pkt.
Chaos Hellcannon-All attacks made by the Hellcannon are magical attacks.
Chaos Warshrine- nieskończone kompletnie, dodam na dniach.
Gifts of Chaos.
Undivided:
Scorching Body: All close combat attacks made by the character are Magical and Flaming. 15pkt.
Demonic Wings:The model gains Fly special rule. 50pkt.
Mantle of Chaos:All shooting attacks made against the model are at -2 to Hit. All shooting attacks not using BS to hit must roll a 4+ in order to target the model. 65pkt.
Models with Mark of Khorne only:
Brass Frame: The model gains +1AS to a maximum of 1+(Can be taken multiple times). 10pkt.
Skulltaker: All close combat attacks made by the character have the Killing Blow special rule. If the character already has this rule, it is increased up to 5+. 40pkt.
Wrath of The Blood God: The character gains Infinite Hatred special rule. 35pkt.
Mark of Nurgle:
The Plaguebringer: All close combat attacks made by the character are Poisoned Attacks. 20pkt.
Unnatural Vitality: The model gains +1T, but suffers -2 I. 35pkt.
The Harvester: For each model slain, the character gains a Regeneration Save of 6+. It stacks up to four times. 45pkt.
Mark of Slaanesh:
Dreadfull Masochism: For each wounding hit made in the close combat by the character, he ma make an additional attacks. Extra attacks do not benefit from any special rules. 35pkt.
Soporfic Musk. All enemy units in base contact with the model are at -1LD and -1Ws. 35pkt.
Nirvannic Trauma: The character is Unbreakable. Furthermore, it has the Always Strike Last special rule.If the character is a Daemon Prince, this rule overrides is previous Instability. 55pkt.
Mark of Tzeentch:
Balefire Apprentice: All models in base contact with the character are Flammable. Does not affect character's mounts. 20pkt.
Sorcerous Superiority:.The character knows one randomly determined spell from the one chosen lore from the Warhammer Rulebook.It can be swapped for the signature spell.Furthermore, He gains +1 to cast. 30pkt.
Entropic Instability. Irresistible Force makes inpact whenever a double of both 6' and 5' is rolled. 35pkt.
Magic Items:
Darkruned Daemonblade-70pkt.
All close combat attacks made by by the character ignore armour and ward saves.
Axe of Slaughter-45pkt.
The bearer has+1S and the Killing Blow special rule.
Infernal Puppet-35pkt.
Blasted Standard
The unit has a 4+ Ward Save against all attacks made in the shooting phase
Lores of Chaos.
Lore of Nurgle.
Necrotic Vitality(Lore attribute):
Whenever the caster targets a friendly unit with an augument spell, the target unit also gains Regeneration 6+, up to maximum of 4+. This effect stacks with other Regeneration saves coming from differeny sources and itself.
Signature spell- Dark Lifebending Cast on 6+
Augument spell. Range 12''. Target friendly unit gains Regeneration 5+ special rule. If the target has the Mark of Nurgle, it also regenerates 1 wound lost earlier in battle.
The caster may opt to empower the spell, effecting all friendly units within 12''. Cast on 13+
1)Virulent Plaguebomb. Cast on 7+
Direct damage. Range 24''. Choose an enemy unit within the range of the caster. The unit suffers D6 s2 hits with no armour saves allowed. The S of this spell is increased by 1 for each unit with the Mark of Nurgle within 12'' of the caster.
The caster may opt to increase the number of hits up to 2d6. Cast on 15+.
2)Boon of the Flylord. Cast on 10+
Augument spell. Range 12''. Select a friendly unit within the range of the caster. All shooting attacks made against the unit are at -2 to hit. Furthermore, all shooting attacks not req. Bs to hit may target the unit on a roll of 5+.
If the spell targets a unit in close combat, all attacks made against the unit are at -1 to hit. Furthermore, the unit gains Poisoned attacks.
3)Stream of Pestilence. Cast on 11+
Augument spell. Range 24''. Pick up a single friendly character with the Mark of Nurgle. The target may make a breath attack with a strength of 3 (armour piercing), which is increased by 1 for each unit with the Mark of Nurgle within 12'' of the caster.
The caster may opt to empower the spell, forcing all enemy units wounded by the spell to suffer -1T untill the start of the casters next magic phase. 12+
4)Brink of Immortality. Cast on 13+
Augument spell. Range 12''. Pick up a single unit within the range of the caster. The unit gains +1T which is increased by 1 for each unit with the Mark of Nurgle within 12' of the caster.
The caster may opt to empower the spell, effecting all friendly units within 12''. Cast on 18+
5)Invigorating Rot. Cast on 15+
Direct damage. Range 18''. Target a single enemy unit within the range of the caster. All models in the unit must make a Toughness test or suffer a wound with no armour saves allowed. Furthermore, pick up a friendly unit within 6'' of the caster. The unit may regenerate d3 wounds lost realier in battle.
The number of wounds is increased by 1 for each unit with the Mark of Nurgle within 12'' of the caster.
6)Black Death. Cast on 20+
Hex spell.Remains in play. Range 24''. Pick up a single enemy unit within the range of the caster. The unit suffers d6 s5 hits with no saves of any kind allowed at the beggining of each magic phase. Once cast, this spell cannot be dispelled by any means and continiues to damage the unit untill it is destroyed.
The caster may opt to empower the spell, making it more deadly. At the start of each of the caster's magic phases, roll a D6. On a result of 4+, pick up a single enemy unit withing 8'' of the targeted unit. The spell also effect the unit. Not more than 2 Black Death's can be present on the battlefield. Cast on 25+.
Lore of Tzeentch.
Fateweaving(Lore atrtribute):
For each spell from the Lore of Tzeentch, which is sucescfully cast, all friendly wizards with the Mark of Tzeentch gain +1 to channel Power Dice in the next turn.
Signature spell- Searing Flames of Tzeentch. Cast on 6+
Magic missle. Range 18''. Causes D6 S D6 hits. Both S and the number of hits is increased by 1 for each sucessfull Power Dice Channel attempts in this turn. The caster may opt to increase the range of the spell up to 36'', increasing the cats value to 10.
1)Orange Aegis of Tzeentch. Cast of 7+.
Range 12''. Augument spell. Select one friendly unit withing the range. It gains a 5+ Ward Save, which is increased up to 4+ against all attacks made in the shooting phase. It may be strengthen to effect all friendly units within 12'' of the caster. 12+
2)Balefire Incantation. Cast on 9+.
Hex spell. Select enemy unit within 24'' of the caster. Untill the caster's next magic phase, the unit is treated as being Flammable and each flaming attack may reroll all failed to wound rolls against this unit.
The caster may opt to increase the effect on this spell, inflicting d6 s4 Flaming hits on the hexted unit in addition to normal spell effect. Cast on 11+.
3)Blue Fire of Incineration. Cast on 12+.
Direct damage. Pick up a single enemy unit within 18'' of the caster. Each model in the unit suffers a S3 Flaming Hit, which is increased by 1 for each succesfull Power Dice Channel attempts made by the friendly Wizards in the current magic phase. Characters may opt to make an Look Out Sir! roll.
4)Green Fire of Subjugation. Cast on 14+.
Hex spell. Pick up an enemy unit within 24'' of the caster. The unit cannot move and shoot untill the start of the caster's next magic phase. In addition, the unit has suffers d3 s3 hits for each rank of the unit.
Increase the range up to 48'' and S by 1. Cast on 16+.
5)Red Fire of Disintegration. Cast on 16+.
Direct damage. Extend the line of sight from the caster by 6d6. Each model in the way of this line suffers d3 S5 flaming hits.The number of hits is increased by 1 for each succesfull Power Dice channel attempts made in the current magic phase.
The caster may increase the effect of the spell, making it inflict multiple (d3) wounds. 20+
6)Entropic Fire of The Apocalypse. Cast on 20+.
Direct Damage. Place a small round template anywere within 24'' of the caster. Each modell touched by the template suffers a s5 Flaming Hit with no Ward saves allowed.
The caster may use two small round templates instead of one, increasing the casting value up to 24+.
Lore of Slaanesh.
Excessive Visions(Lore attribute):
Whenever the caster targets an enemy unit with a hex or direct damage spell, in addition to normal spell effects, the enemy unit suffers from Stupidity special rule untill the start of the caster's next magic phase.
Signature spell- Tormenting Shriek. Cast on 9+
Hex spell. Range 24''. One enemy unit within the range substracts d3 from its Leadership value. Furthermore, the target cannot benefit from the Inspiring Preasence and Hold Your Ground special rules.
The caster may opt to empower the spell, increasing its range up to 36''. Cast on 12+
1)Exhausting Mantra. Cast on 7+
Augument spell. Range 24''. Select a friendly unit within the range of the caster. The unit is effected by Always Strike First special rule untill the start of the caster's next magic phase. Furthermore, the unit suffers d3 s3 hits distrubuted as shooting.
The caster may opt to empower the spell, effecting all friendly units within 12'' of the caster. Cast on 14+.
2)Dreadfull Phantasm. Cast on 10+
Hex spell. Range 24''. Pick up a single enemy unit within the range. All shooting and close combat attacks made by the unit wound on a roll of 6 only untill the start of the caster's next magic phase.
3)Sardonic Laughter. Cast on 13+
Hex spell. Range 24''. All enemy units within the range must test for Panic, rolling 3d6 and discarding the lowest result. Furthermore, they cannot use the Hold Your Ground Special rule, if the model with the Army Battle Standart is also affected.
The caster may increase the power of this spell, deducting 1 Ld from each unit for purposses of the Panic test. Cast on 18+.
4)Narcotic Transe. Cast on 15+
Hex spell. Range 18''. Select an enemy unit within the range. The unit cannot declare charges, march, shoot and cast any spells.
The caster may increase the range of the spell up to 24''. Cast on 18+
I do tyle napisałem.Skończę na dniach!
Fun made Al- WoCh.
Moderator: JarekK
Całego jeszcze nie przeczytałem (późna pora spać się chce ;p) ale Co do początku, marki fajne, zwłaszcza Nurglowa innowacja ciekawa ze strachem, klimatyczna (bądź co bądź oni gniją i wyglądają obrzydliwie) jedno co bym zmienił to ataki magiczne z marka Tzeentcha na regimentach - to trochę słabe, ale jak wcześniej podkreślałeś to ma być dla dobrej zabawy i klimatu, więc jeśli rozpatrzymy to w tej materii to wpasowuje się w klimat jak najbardziej. Jeżeli chodzi o zasadę że generał musi mieć przypisanego marka, to niekoniecznie, w końcu chaosem może dowodzić ktoś kto jest wybrańcem kilku bogów prawda? Ewentualnie mógłbyś dać że heros generał może mieć do 2 marków a lord do 4, czyli np być wybranym przez cały chaotyczny panteon Jak coś, to jeszcze napiszę, ale ogólnie pochwalam pomysł i inwencję twórczą, tak jak napisałeś w końcu o to chodzi w Warhammerze prawda?
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- Masakrator
- Posty: 2297
Zapomniałem o tym wątku nawet
Jeśli macie jakieś sugestie, piszcie na PM.
Jeśli macie jakieś sugestie, piszcie na PM.
Bardzo mi się podobają te innowacje
"Nie pytaj cóż za Istota Krzyczy nocą.Nie pytaj kto czeka na ciebie w cieniu.
To mój krzyk budzi cie nocą.I to ja skrywam sie w cieniu.Jestem Tzeentch a ty jesteś marionetką,tańczącą do mojej melodi..."
REŻIM.DYKTATURA,TOTALITARYZM
To mój krzyk budzi cie nocą.I to ja skrywam sie w cieniu.Jestem Tzeentch a ty jesteś marionetką,tańczącą do mojej melodi..."
REŻIM.DYKTATURA,TOTALITARYZM
Slaaneshowy lore jest strasznie gięty.
Imperialna moc!Azgaroth pisze:30 savage orków z wardem na 5+ i dodatkową bronią + lord na dziku i szaman walczą z 40 halabardnikami imperium (I tura - działa choppas). Dzikusy wbijają jedną ranę ( ), lord na dziku zapomina jak się walczy i nie wbija nic, szaman nie trafia. Halabardnicy wbijają 10 ran, test LD na stubborna dwukrotnie oblewam, na dystans ucieczki rzucam dwie jedynki
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- Masakrator
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Bardzo możliwe, pisałem to parę miesięcy temu:D W chuj tu jest za mocnych rzeczy:D Jak chcecie, to pokminię dzisiaj wieczorem i cosik pobalansuję.