[ Pobierz całość w formacie PDF ]
.SCARS AND TATTOOSIn order to increase the surviveabilty of the Slayers, especially over a long campaign here are some nice tattoos to spend their gold on.The difficulty equates to a rarity roll.Tatoos would be applied between games like buying equipment.Each Slayer hero would roll for tattoo instead of searching for rare equipment.It is a common custom amongst Slayers to adorn their bodies with tattoos or patterns of scars.Most of these are purely for show but Slayer heroes can have runic tatoos and scars added to their bodies.These have various effects according to their power.Unlike proper runes inscribed on armour or weapons they cannot be applied more than once to multiply the effect.Like other runes they are subject to the following three rules:Rule of jealousy: A scar may only be used once in each warband.Rule of three: No individual can have more than three tattoos or scars.These may be added at different times but once added can never be removed.Rule of pride: No combination of tattoos and scars may be used more than once in each warband.SCARSScar of Gromril: The wearer has a 4+ ward save against missile fire.40 gc Difficulty 8Scar of Steel: The wearer has a 5+ ward save against missile fire.30 gc Difficulty 7Scar of Speed: The wearer can triple his run or charge distance once per battle.30 gc Difficulty 7Scar of Fear: The wearer of these scars causes fear.50 gc Difficulty 8Scar of Fury: The wearer is subject to frenzy.30 gc Difficulty 7TATTOOSTattoo of Stone: The wearer has a 6+ ward save against missile fire.20 gc Difficulty 6Tattoo of Passage: The wearer can ignore difficult terrain and move at normal speed.10 gc Difficulty 6Tattoo of Hatred: The wearer hates all enemies.50 gc Difficulty 8Tattoo of Luck: The wearer can ignore the first hit in each game.10gc Difficulty 6SKAVEN CLAN MORS v1.2Deep beneath Karak Izril the Skaven of Clan Mors toiled for years digging tunnels into the Dwarf gem mines.Their leaders took advantage of the Orc attacks on the North Wall by mounting their own attacks from beneath.Caught between two ferocious enemies the Dwarfs fought to the last.Until the coming of the dragon Graug, the Skaven ruled all of the lower reaches, looting where they could and making Clan Mors one of the richest.Now once more they are able to return to the tunnels of the ruined Karak Azgal but now they are not alone.Whilst searching for gold and jewels they will encounter Dwarfs, Night Goblins and adventurers of every race.Some of the things they meet are out of their worst nightmares and Skaven nightmares are very strange indeed.SKAVEN EQUIPMENT LISTSAll of the equipment lists from the rulebook apply.SKAVEN SKILL TABLECombatShootingAcademicStrengthSpeedSpecialClaw LeaderXXXXXXStormverminXXXXXMors SorcererXXXYoung ClawsXXXCHOICE OF WARRIORSA Skaven Clan Mors warband must include a minimum of 3 models.You have 500 gold crowns which you can use to recruit and equip your warband.The maximum number of warriors in the warband is 20.Claw Leader: Each Skaven Clan Mors warband must have one Claw Leader; no more, no less!Stormvermin: Your warband may include up to 2 Stormvermin.Mors Sorcerer: Your warband may include a single Mors Sorcerer.Young Claws: Your warband may include up to 2 Young Claws.Clanrats: Your warband may include any number of Clanrats.Skavenslaves: Your warband may include any number of Skavenslaves.Rat Ogre: Your warband may include a single Rat Ogre.STARTING EXPERIENCEA Claw Leader starts with 20 experience.Mors Sorcerers and Stormvermin start with 8 experience.Young Claws start with 0 experience.Henchmen start with 0 experience.SPECIAL WEAPONSSkaven Clan Mors may use the Skaven weapons as detailed in the rulebook.SKAVEN SPECIAL SKILLSSkaven Heroes may use any of the Skaven Special Skills in the rulebook except for the Art of Silent Death.HEROES1 Claw Leader60 gold crowns to hireThe Claw Leader is in charge of a warband tasked with keeping the tunnels clear of Dwarfs and Goblins.He also takes the opportunity to search for treasure to increase his standing in the clan.ProfileMWSBSSTWIALd544431517Weapons/Armour: A Claw Leader may be equipped with weapons and armour from the Skaven Heroes equipment list.SPECIAL RULESLeader: Any model in the warband within 6" of the Claw Leader may use his Leadership instead of their own.Tactical Genius: Clan Mors' warlords are trained in the arts of war and are strategic geniuses (in their eyes at least).The Clan Mors player can add +1 to his dice score to see who sets up first.0-2 Stormvermin40 gold crowns to hireThe black furred Stormvermin are the ultimate Skaven warriors.They enjoy special privileges such as access to the breeding chambers and first pick of the best equipment and armour - after the Claw Leader of course [ Pobierz całość w formacie PDF ]
zanotowane.pl doc.pisz.pl pdf.pisz.pl centka.pev.pl
.SCARS AND TATTOOSIn order to increase the surviveabilty of the Slayers, especially over a long campaign here are some nice tattoos to spend their gold on.The difficulty equates to a rarity roll.Tatoos would be applied between games like buying equipment.Each Slayer hero would roll for tattoo instead of searching for rare equipment.It is a common custom amongst Slayers to adorn their bodies with tattoos or patterns of scars.Most of these are purely for show but Slayer heroes can have runic tatoos and scars added to their bodies.These have various effects according to their power.Unlike proper runes inscribed on armour or weapons they cannot be applied more than once to multiply the effect.Like other runes they are subject to the following three rules:Rule of jealousy: A scar may only be used once in each warband.Rule of three: No individual can have more than three tattoos or scars.These may be added at different times but once added can never be removed.Rule of pride: No combination of tattoos and scars may be used more than once in each warband.SCARSScar of Gromril: The wearer has a 4+ ward save against missile fire.40 gc Difficulty 8Scar of Steel: The wearer has a 5+ ward save against missile fire.30 gc Difficulty 7Scar of Speed: The wearer can triple his run or charge distance once per battle.30 gc Difficulty 7Scar of Fear: The wearer of these scars causes fear.50 gc Difficulty 8Scar of Fury: The wearer is subject to frenzy.30 gc Difficulty 7TATTOOSTattoo of Stone: The wearer has a 6+ ward save against missile fire.20 gc Difficulty 6Tattoo of Passage: The wearer can ignore difficult terrain and move at normal speed.10 gc Difficulty 6Tattoo of Hatred: The wearer hates all enemies.50 gc Difficulty 8Tattoo of Luck: The wearer can ignore the first hit in each game.10gc Difficulty 6SKAVEN CLAN MORS v1.2Deep beneath Karak Izril the Skaven of Clan Mors toiled for years digging tunnels into the Dwarf gem mines.Their leaders took advantage of the Orc attacks on the North Wall by mounting their own attacks from beneath.Caught between two ferocious enemies the Dwarfs fought to the last.Until the coming of the dragon Graug, the Skaven ruled all of the lower reaches, looting where they could and making Clan Mors one of the richest.Now once more they are able to return to the tunnels of the ruined Karak Azgal but now they are not alone.Whilst searching for gold and jewels they will encounter Dwarfs, Night Goblins and adventurers of every race.Some of the things they meet are out of their worst nightmares and Skaven nightmares are very strange indeed.SKAVEN EQUIPMENT LISTSAll of the equipment lists from the rulebook apply.SKAVEN SKILL TABLECombatShootingAcademicStrengthSpeedSpecialClaw LeaderXXXXXXStormverminXXXXXMors SorcererXXXYoung ClawsXXXCHOICE OF WARRIORSA Skaven Clan Mors warband must include a minimum of 3 models.You have 500 gold crowns which you can use to recruit and equip your warband.The maximum number of warriors in the warband is 20.Claw Leader: Each Skaven Clan Mors warband must have one Claw Leader; no more, no less!Stormvermin: Your warband may include up to 2 Stormvermin.Mors Sorcerer: Your warband may include a single Mors Sorcerer.Young Claws: Your warband may include up to 2 Young Claws.Clanrats: Your warband may include any number of Clanrats.Skavenslaves: Your warband may include any number of Skavenslaves.Rat Ogre: Your warband may include a single Rat Ogre.STARTING EXPERIENCEA Claw Leader starts with 20 experience.Mors Sorcerers and Stormvermin start with 8 experience.Young Claws start with 0 experience.Henchmen start with 0 experience.SPECIAL WEAPONSSkaven Clan Mors may use the Skaven weapons as detailed in the rulebook.SKAVEN SPECIAL SKILLSSkaven Heroes may use any of the Skaven Special Skills in the rulebook except for the Art of Silent Death.HEROES1 Claw Leader60 gold crowns to hireThe Claw Leader is in charge of a warband tasked with keeping the tunnels clear of Dwarfs and Goblins.He also takes the opportunity to search for treasure to increase his standing in the clan.ProfileMWSBSSTWIALd544431517Weapons/Armour: A Claw Leader may be equipped with weapons and armour from the Skaven Heroes equipment list.SPECIAL RULESLeader: Any model in the warband within 6" of the Claw Leader may use his Leadership instead of their own.Tactical Genius: Clan Mors' warlords are trained in the arts of war and are strategic geniuses (in their eyes at least).The Clan Mors player can add +1 to his dice score to see who sets up first.0-2 Stormvermin40 gold crowns to hireThe black furred Stormvermin are the ultimate Skaven warriors.They enjoy special privileges such as access to the breeding chambers and first pick of the best equipment and armour - after the Claw Leader of course [ Pobierz całość w formacie PDF ]