helmut von carstein en Chachamaru_Karakuri

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door timmekez
draak, 16 / 24
gepost: 20-5-2008
om 11u47
helmut von carstein en Chachamaru_Karakuri
Helmut von carstein heb ik bedacht en Chachamaru_Karakuri is van een vriend van mij.

graag comments.

Helmut Von Carstein
“The morpher”

400 PNT

Helmut is een level 3 Vampire en neemt 1 lord en 1 rare choice in beslag.

Special rules (voor vampire & varghulf): undead, vampire, morphing, general

Morphing: In het begin van je beurt kan je kiezen of Helmut morphed. Hierdoor kan je deze beurt 1 power dice minder gebruiken om spells te casten.

General: Helmut moet de general zijn tenzij je Konrad, Mannfred of Vlad Von Carstein gebruikt.



Helmut the vampire
zelfde stats als een vampire lord


Special rules: Fly, infinite hatred

Equipment: giant wings, red fury sword, heavy armor, shield

Giant wings: genereren een 4+ armor save en een 5+ ward save.

Red fury sword: voor elke wound die door komt mag je nog een extra attack doen.



Helmut the varghulf
zelfde stats als een varghulf


Special rules: bestial fury, terror, hatred(all enemies), regenerate

Bestial fury: je krijgt geen bonussen voor rear of flank


Note: - Wounds die je krijgt als vampire gaan niet over naar de varghulf en omgekeerd.
- Helmut the varghulf kan geen magic casten behalve morph.
- Helmut Von Carstein mag nooit in een unit




Chachamaru Karakuri (Lord choice)

A powerful genoide created by Satomi Hakasi to serve under the powerful Dark Mage Evangeline A.K. McDowell. Her special system of cogs and wires makes her look like the average androide but she is actually powered by magic provided by her master.

m i ws bs s t a w
0 7 5 4 5 4 4 4
Power up: (Required!) For ever one of your own power dice absorbed by Chachamaru during the Magic Phase she gains +3 M for that round of combat. At least 1 dice has to be absorbed, otherwise Chachamaru cannot make any actions this turn.

Being unable to move without or take any action without being powered by Magic; Chachamaru needs a constant flow of energy inside her to unleash her full potential.

Rocket Fists: Rocket Fists is a shooting attack used in the Magic phase, it counts as a Magic Missile attack. Chachamaru launches her hands out of her wrists dealing 2 Strength 4 hits to a single model or 1 Strength 5 hit to 2 models in a unit. (10 Inch range). Autocast (no dice rolls required).

Fists of hard steel loosely connected to her iron wrists. Bare-handed crushing platemail and mithril. No man ever got slapped in the face by her and was able to tell about it.

Berserker Stance: For each absorbed power dice sacrificed Chachamaru gains +2 attacks for that round of combat.
When there are no enemy units left, the rest of the wounds is taken by the unit closest to Chachamaru. If she is not in contact with that unit, she is obliged to move there.

The Berserker Stance is a final resort, activated when vastly outnumbered. Chachamaru won’t stop until everything within a 250 yard radius is completely destroyed.

Overheat: Sacrifice all power dice absorbed by Chachamaru. All enemy units within the range of a small area of effect template take a number of Strength 4 hits equal to the number rolled with all dice combined.

Whenever her Gyromechanic gear heats up too much, Chachamaru releases an immense amount of boiling hot steam via her vents, creating a cloud of agony around her.

Iron skin and Magical Protection: +4 Armor Save, +5 Ward Save and Magic Resistance (2).

Her battle hardened armor gives her the combat support she needs, whilst her natural dependency on Magic also makes her more resilient to it.

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