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 Piratas de Sartosa

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Tristam
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MensajeTema: Piratas de Sartosa   Miér Mayo 28, 2014 12:41 pm

Bueno, viendo el ejemplo de las Amazonas y como una manera de acercarme nuevamente al warchafa, voy a ver si arranco con la construcción del ejército de piratas, tomando como basé la banda de mordheim. Recibo consejos. 
P.D: esto no quiere decir que deje de lado (más de lo que están) a los vampiros.
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daruk_el_rojo
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MensajeTema: Re: Piratas de Sartosa   Miér Mayo 28, 2014 12:52 pm

severo nancho, consejo No 1 en la pagina donde descarga los codex tambien hay una seccion de miniaturas de marcas alternas, es un buen inicio pasarse a mirar esa parte. y pos cuando kiera vs amazonas kislev o mis orcos.
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MensajeTema: Re: Piratas de Sartosa   Jue Mayo 29, 2014 12:09 am

Uffff, excelente... sería la ley ver un army de Sartrosa Smile... justamente el otro día hablamos con el Orko de que usted debería armar uno Razz
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MensajeTema: Re: Piratas de Sartosa   Jue Mayo 29, 2014 8:17 am

Vee que casualidad
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juniac
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MensajeTema: Re: Piratas de Sartosa   Jue Mayo 29, 2014 11:19 am

Re-bien.
Yo también me propongo de sparring para los pirateis.
Smile

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Exiliados de Zharr Naggrund
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Tristam
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MensajeTema: Re: Piratas de Sartosa   Jue Mayo 29, 2014 1:32 pm

Gracias
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MensajeTema: Re: Piratas de Sartosa   Vie Mayo 30, 2014 12:48 pm

Como quiera cuando quiera y a la hora que quiera mis gobbos lo patearan !!!
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MensajeTema: Re: Piratas de Sartosa   Sáb Mayo 31, 2014 4:00 am

si quiere probar ejercito hay muchos rivales interesados
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MensajeTema: Re: Piratas de Sartosa   Sáb Mayo 31, 2014 8:22 am

Por el momento vaya monstrando las minis que tiene y las opcionadas para incorporarse en una lista que se arme, así ayudamos a buscar
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MensajeTema: Re: Piratas de Sartosa   Sáb Mayo 31, 2014 11:17 am

puede montar aki la lista ke armo y tales
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MensajeTema: Re: Piratas de Sartosa   Lun Jun 02, 2014 3:40 pm

Bueno, después del par de batallas del sábado y ver que tenía un par de cosas mal en el roster, le hice varios cambios. Así va, 


Unit Name##MvWsBsStToWoInAtLdSvWSvTypeCost
Pirate Lord146544364/596+4+In208.0
[size=undefined]Sea Legs, Dirty Fighting, Booming Voice (Units may use his Ld if within 6" or 18" if he is general); General; (Units within 18" may use General's Ld); Light Armour; (+1ArSv)[/size]
  Talisman of Preservation[size=undefined]4+ WSv[/size][45.0]
  Pistols of King Death[size=undefined]Brace of Pistols. Range 16", St4, Quick to Fire, Armour Piercing (additional -1 to ArSvs), Extra attack (2 shots or 2 CC Ats). All failed to hit and to wound rolls may be re-rolled.[/size][50.0]
Unit Name##MvWsBsStToWoInAtLdSvWSvTypeCost
Deck Gunners17433331317In212.0
[size=undefined]Sea Legs, Dirty Fighting; Blunderbuss; (Range 12", St4, Quick to Fire, Armour Piercing=additional -1 to ArSvs); Standard; (+1CR); Sea Shanty Singer; +1CR if tied. +1Ld in rally attempts. After Ld test allows unit to reform and make full normal move (not march) and fire (at -1).[/size]
  Master Gunner1433331317[20.0]
[size=undefined]Sea Legs, Dirty Fighting, He and his unit may re-roll 1s when rolling to hit with firearms. If part of a War Machine crew he may re-roll one Artillery Die per game.[/size]
  Sharpshooter1434331317[10.0]
Unit Name##MvWsBsStToWoInAtLdSvWSvTypeCost
First Mate14444/6424286+In99.0
[size=undefined]Sea Legs, Dirty Fighting, Sort of Loyal (Stubborn if Pirate Captain or Pirate Lord is in unit); Blunderbuss; (Range 12", St4, Quick to Fire, Armour Piercing=additional -1 to ArSvs); Great Weapon; (+2St , Always Strikes Last, Two-handed); Battle Standard; (+1CR, Units within 12" may re-roll break tests)[/size]
  Glittering Scales[size=undefined]Light armour. Enemies are -1 to hit bearer in CC.[/size][25.0]
Unit Name##MvWsBsStToWoInAtLdSvWSvTypeCost
Ship's Mates184433314185+In206.0
[size=undefined]Sea Legs, Dirty Fighting, Sort of Loyal (Stubborn if Pirate Captain or Pirate Lord is in unit); Light Armour; (+1ArSv); Buckler; (+1ArSv, 6+ParrySv in CC when using a mundane hand weapon and fighting to the front); Standard; (+1CR); Sea Shanty Singer; +1CR if tied. +1Ld in rally attempts. After Ld test allows unit to reform and make full normal move (not march) and fire (at -1).[/size]
  Deck Master14433314285+[10.0]
  Look-Out14333313175+[5.0]
[size=undefined]Sea Legs, Dirty Fighting, A unit with this model may re-roll failed "Look Out, Sir!" tests and may even use this rule if they are below 5 models.[/size]
Unit Name##MvWsBsStToWoInAtLdSvWSvTypeCost
Sorcerer Lord14333433185+In195.0
[size=undefined]Sea Legs,; Magic Level 3; +3 to casting and dispel rolls. Has 3 spells. During channelling a roll of 6 generates 1 extra power or dispel die.; Stromfels Lore[/size]
  Talisman of Endurance[size=undefined]5+ WSv[/size][30.0]
Unit Name##MvWsBsStToWoInAtLdSvWSvTypeCost
Pirate Sorcerer14333433186+In140.0
[size=undefined]Sea Legs; Magic Level 2; +2 to casting and dispel rolls. Has 2 spells. During channelling a roll of 6 generates 1 extra power or dispel die.; Stromfels Lore; Append Spell List[/size]
  Dispel Scroll[size=undefined]One use only. Dispels one spell (not IF spells and not RiP spells on their subsequent turns).[/size][25.0]
  Talisman of Protection[size=undefined]6+ WSv[/size][15.0]
Unit Name##MvWsBsStToWoInAtLdSvWSvTypeCost
Pirate Crew184333313176+In216.0
[size=undefined]Sea Legs, Dirty Fighting; Pistol; (Range 12", St4, Quick to Fire, Armour Piercing=additional -1 to ArSvs); Buckler; (+1ArSv, 6+ParrySv in CC when using a mundane hand weapon and fighting to the front); Standard; (+1CR); Sea Shanty Singer; +1CR if tied. +1Ld in rally attempts. After Ld test allows unit to reform and make full normal move (not march) and fire (at -1).[/size]
  Master Gunner14333313176+[15.0]
[size=undefined]Sea Legs, Dirty Fighting, He and his unit may re-roll 1s when rolling to hit with firearms. If part of a War Machine crew he may re-roll one Artillery Die per game.[/size]
  Scallywag14333313276+[10.0]
Unit Name##MvWsBsStToWoInAtLdSvWSvTypeCost
Dwarf Sea Dogs1434334131/210In210.0
[size=undefined]Sea Legs, Unbreakable, Hatred (Greenskins), Resolute (Flee & Pursue 2D6-1"), Relentless (May always march); 2nd hand weapon; (+1At); Standard; (+1CR); Sea Shanty Singer; +1CR if tied. +1Ld in rally attempts. After Ld test allows unit to reform and make full normal move (not march) and fire (at -1).[/size]
  Sea Rover134334132/310[10.0]
Unit Name##MvWsBsStToWoInAtLdSvWSvTypeCost
Harpooners7433331317In78.0
[size=undefined]Skirmishers, Sea Legs, Dirty Fighting; Javelin; (Range 12", St as user, Quick to Fire); Sea Shanty Singer; +1CR if tied. +1Ld in rally attempts. After Ld test allows unit to reform and make full normal move (not march) and fire (at -1).; Skirmish; Models deployed ½" apart, close gap during CC, may reform any number of times in remaining moves phase (up to double its Mv value), can shoot at -1 if marching, moving or reforming (but not Move or Fire weapons), -1 to be hit by enemy missile fire, counts as having zero ranks (but can still make supporting attacks), can be joined by non-mounted infantry characters.[/size]
  Leviathan Slayer1434331317[20.0]
[size=undefined]Harpoon Launcher; (Range 36", St5, Move or Fire, D3 Multiple Wos)[/size]
Unit Name##MvWsBsStToWoInAtLdSvWSvTypeCost
Wokou Raiders9443331417In100.0
[size=undefined]Ambushers, Sea Legs; Bow; Range 24", St3, Volley fire (½ models 3rd rank & beyond may shoot if static).; Standard; (+1CR); Sea Shanty Singer; +1CR if tied. +1Ld in rally attempts. After Ld test allows unit to reform and make full normal move (not march) and fire (at -1).; Ambushers; (Starting from turn 2, Unit turns up in Remaining Moves sub-phase from any table edge facing any direction on 3+, if it fails to turn up all game VPs to opponent)[/size]
  Shanghai'er1443331427[10.0]
Unit Name##MvWsBsStToWoInAtLdSvWSvTypeCost
Deck Cannon173WM155.0
[size=undefined]Chain Shot; (Range 36", St6, Strikes D3 models wide instead of 1)[/size]
  Master Gunner1433331317[15.0]
[size=undefined]Sea Legs, Dirty Fighting, He and his unit may re-roll 1s when rolling to hit with firearms. If part of a War Machine crew he may re-roll one Artillery Die per game.[/size]
  Crew3433331317[0.0]
Unit Name##MvWsBsStToWoInAtLdSvWSvTypeCost
Hell-Hammer Cannon175WM180.0
[size=undefined]Cumbersome (may not move after deployment); Hell-Hammer; (Range 72", St10, Slow to Fire, D6+1 Multiple Wos)[/size]
  Master Gunner1433331317[20.0]
[size=undefined]Sea Legs, Dirty Fighting, He and his unit may re-roll 1s when rolling to hit with firearms. If part of a War Machine crew he may re-roll one Artillery Die per game.[/size]
  Crew5433331317[0.0]
Option Footnotes:
  0:Shark God's Wrath Signature[size=undefined]6+ (12+) to cast, Range 24" (all friendly units within 12"), Augment, Target unit gains Bloodlust - every successful Wo generates an extra attack which cannot generate more attacks - until start of caster's next magic phase.[/size]
  1: Water Blast[size=undefined]6+ (9+) to cast, Range 18" (24"), Magic Missile, Target unit takes 2D6 (3D6) St3 hits.[/size]
  2: Drowned Man's Face[size=undefined]8+ (11+) to cast, Range 18" (36"), Direct Damage, All models in target unit take a To test or suffer a St3 hit, no ArSvs.[/size]
  3: Watery Grave[size=undefined]9+ (12+) to cast, Range 18" (36"), Hex, Target unit counts as if in Dangerous Terrain until start of caster's next magic phase. For every 2" the target unit moves the chance of failing the test increases by 1.[/size]
  4: Eye of the Storm[size=undefined]12+ (15+) to cast, Range 24", Direct Damage, Place marker within range and each enemy unit within 2D6" (3D6") suffers 2D6 St2 hits. War Machines, Buildings and Unique units suffer 2D6 St6 hits.[/size]
  5: Stromfels' Jaws[size=undefined]14+ (24+) to cast, Range 18", Direct Damage, Place centre of small (large) template within range and scatter D6". Any model touched by template takes a St5 hit with D3 Multiple Wos.[/size]
  6: Rip Tide[size=undefined]15+ (18+) to cast, Range 18" (36"), Direct Damage, Each model in target unit must take a St test or suffer a Wo, no ArSv.[/size]
  7:Dark Waters (Lore Attribute)[size=undefined]Whenever a spell from this lore is cast on an enemy unit within 3" of a water feature they take D6 St3 hits or 2D6 St3 hits if they are in the water.[/size]
  Append Miscast Table[size=undefined]Roll 2D6. 2-4 Centre large round template over wizard, all models touched including wizard suffer a St10 hit. On a D6 roll 1-3 wizard dies, 4-6 D6 power dice are lost instead. 5-6 Centre small round template over wizard, every model touched including wizard suffers St10 hit and D6 dice are lost from power pool. 7 All models in BtB with wizard suffer a St10 hit but not the wizard and D6 dice are lost from the power pool. 8-9 The wizard and every friendly model that can channel suffer a St6 hit and D6 dice are lost from the power pool. 10-12 Wizard's level is reduced by D3, minimum 0, and forgets the spell that was miscast and another random spell for each wizard level lost beyond the first. Wizard cannot attempt further casts this phase.[/size]
Total Army Cost: 1999.0 Pts.
[size=undefined]Notes:
6th October 2013

Naval Bombardment: Once per game may fire D3 cannon shots for every 1000 army points from deployment zone edge. Roll 1st Art die (on misfire no shot that turn) then scatter impact point D6''. Resolve shot as normal.

Dirty Fighting: Before CC, unit makes 1 attack at highest Ws in unit. If this attack hits then enemy unit is -1Ws (min 1) for rest of turn.

Sea Legs: Models with this rule may re-roll Dangerous Terrain tests.

Sea Shanty Singers: These models follow the rules for musicians.

Models in Army: 100
[/size]
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daruk_el_rojo
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MensajeTema: Re: Piratas de Sartosa   Lun Jun 02, 2014 3:52 pm

las 2 salvaciones especiales de los magos me parecen ke sobran, pero en especial a del lvl 2, salvar a 6 es casi casi tan util como no salvar y le cobran 15 puntos por eso Razz. veo ke saco la infanteria montruosa esa me gusta son los cascones de su ejercito falta ver como keda asi
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Maka
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MensajeTema: Re: Piratas de Sartosa   Lun Jun 02, 2014 4:44 pm

mi unico consejo es llevar unidades de hostigadores mas pequeñas, los bucaneros son buenos para matar apollos enemigos, los arponeros no vi muy bien que hacen, pero recomiedo llevar varias unidades de disparo mas pequeñas en vez de una grande, asi uno piede concentrar o dividir los disparos si es nescesario
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AnkOrc
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MensajeTema: Re: Piratas de Sartosa   Miér Jun 04, 2014 11:01 pm

yo no entendi un culo !!!! Evil or Very Mad
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Tristam
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MensajeTema: Re: Piratas de Sartosa   Jue Jun 05, 2014 1:28 am

Fresco que los piratas le harán entender con una masacre  Twisted Evil
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daruk_el_rojo
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MensajeTema: Re: Piratas de Sartosa   Jue Jun 05, 2014 2:26 pm

jajajajajajaajajjajajajajajajaja
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Tristam
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MensajeTema: Re: Piratas de Sartosa   Jue Jun 05, 2014 7:16 pm

Bueno, otra versión para probar, atendiendo los comentarios:

Unit Name##MvWsBsStToWoInAtLdSvWSvTypeCost
Pirate Lord146544364/596+4+In208.0
[size=undefined]Sea Legs, Dirty Fighting, Booming Voice (Units may use his Ld if within 6" or 18" if he is general); General; (Units within 18" may use General's Ld); Light Armour; (+1ArSv)[/size]
  Talisman of Preservation[size=undefined]4+ WSv[/size][45.0]
  Pistols of King Death[size=undefined]Brace of Pistols. Range 16", St4, Quick to Fire, Armour Piercing (additional -1 to ArSvs), Extra attack (2 shots or 2 CC Ats). All failed to hit and to wound rolls may be re-rolled.[/size][50.0]
Deck Gunners17433331317In212.0
[size=undefined]Sea Legs, Dirty Fighting; Blunderbuss; (Range 12", St4, Quick to Fire, Armour Piercing=additional -1 to ArSvs); Standard; (+1CR); Sea Shanty Singer; +1CR if tied. +1Ld in rally attempts. After Ld test allows unit to reform and make full normal move (not march) and fire (at -1).[/size]
  Master Gunner1433331317[20.0]
[size=undefined]Sea Legs, Dirty Fighting, He and his unit may re-roll 1s when rolling to hit with firearms. If part of a War Machine crew he may re-roll one Artillery Die per game.[/size]
  Sharpshooter1434331317[10.0]
First Mate14444/6424286+In99.0
[size=undefined]Sea Legs, Dirty Fighting, Sort of Loyal (Stubborn if Pirate Captain or Pirate Lord is in unit); Blunderbuss; (Range 12", St4, Quick to Fire, Armour Piercing=additional -1 to ArSvs); Great Weapon; (+2St , Always Strikes Last, Two-handed); Battle Standard; (+1CR, Units within 12" may re-roll break tests)[/size]
  Glittering Scales[size=undefined]Light armour. Enemies are -1 to hit bearer in CC.[/size][25.0]
Ship's Mates194433314185+In196.0
[size=undefined]Sea Legs, Dirty Fighting, Sort of Loyal (Stubborn if Pirate Captain or Pirate Lord is in unit); Light Armour; (+1ArSv); Buckler; (+1ArSv, 6+ParrySv in CC when using a mundane hand weapon and fighting to the front); Standard; (+1CR); Sea Shanty Singer; +1CR if tied. +1Ld in rally attempts. After Ld test allows unit to reform and make full normal move (not march) and fire (at -1).[/size]
  Look-Out14333313175+[5.0]
[size=undefined]Sea Legs, Dirty Fighting, A unit with this model may re-roll failed "Look Out, Sir!" tests and may even use this rule if they are below 5 models.[/size]
Sorcerer Lord1433343318In165.0
[size=undefined]Sea Legs,; Magic Level 3; +3 to casting and dispel rolls. Has 3 spells. During channelling a roll of 6 generates 1 extra power or dispel die.; Stromfels Lore[/size]
Pirate Sorcerer1433343318In125.0
[size=undefined]Sea Legs; Magic Level 2; +2 to casting and dispel rolls. Has 2 spells. During channelling a roll of 6 generates 1 extra power or dispel die.; Stromfels Lore; Append Spell List[/size]
  Dispel Scroll[size=undefined]One use only. Dispels one spell (not IF spells and not RiP spells on their subsequent turns).[/size][25.0]
Pirate Crew184333313176+In216.0
[size=undefined]Sea Legs, Dirty Fighting; Pistol; (Range 12", St4, Quick to Fire, Armour Piercing=additional -1 to ArSvs); Buckler; (+1ArSv, 6+ParrySv in CC when using a mundane hand weapon and fighting to the front); Standard; (+1CR); Sea Shanty Singer; +1CR if tied. +1Ld in rally attempts. After Ld test allows unit to reform and make full normal move (not march) and fire (at -1).[/size]
  Master Gunner14333313176+[15.0]
[size=undefined]Sea Legs, Dirty Fighting, He and his unit may re-roll 1s when rolling to hit with firearms. If part of a War Machine crew he may re-roll one Artillery Die per game.[/size]
  Scallywag14333313276+[10.0]
Harpooners7433331317In78.0
[size=undefined]Skirmishers, Sea Legs, Dirty Fighting; Javelin; (Range 12", St as user, Quick to Fire); Sea Shanty Singer; +1CR if tied. +1Ld in rally attempts. After Ld test allows unit to reform and make full normal move (not march) and fire (at -1).; Skirmish; Models deployed ½" apart, close gap during CC, may reform any number of times in remaining moves phase (up to double its Mv value), can shoot at -1 if marching, moving or reforming (but not Move or Fire weapons), -1 to be hit by enemy missile fire, counts as having zero ranks (but can still make supporting attacks), can be joined by non-mounted infantry characters.[/size]
  Leviathan Slayer1434331317[20.0]
[size=undefined]Harpoon Launcher; (Range 36", St5, Move or Fire, D3 Multiple Wos)[/size]
Wokou Raiders9443331417In90.0
[size=undefined]Ambushers, Sea Legs; Bow; Range 24", St3, Volley fire (½ models 3rd rank & beyond may shoot if static).; Standard; (+1CR); Ambushers; (Starting from turn 2, Unit turns up in Remaining Moves sub-phase from any table edge facing any direction on 3+, if it fails to turn up all game VPs to opponent)[/size]
  Shanghai'er1443331427[10.0]
Sons of Stromfels6645/643337MI276.0
[size=undefined]Cause Fear, Killing Blow (a to wound roll of 6 auto-kills), Sea Creature, Bloodlust (Every successful Wo generates an extra attack which cannot generate more attacks), Stomp (1 St5 hit, ASL); Trident; (+1St , Two-handed)[/size]
Deck Cannon173WM155.0
[size=undefined]Chain Shot; (Range 36", St6, Strikes D3 models wide instead of 1)[/size]
  Master Gunner1433331317[15.0]
[size=undefined]Sea Legs, Dirty Fighting, He and his unit may re-roll 1s when rolling to hit with firearms. If part of a War Machine crew he may re-roll one Artillery Die per game.[/size]
  Crew3433331317[0.0]
Hell-Hammer Cannon175WM180.0
[size=undefined]Cumbersome (may not move after deployment); Hell-Hammer; (Range 72", St10, Slow to Fire, D6+1 Multiple Wos)[/size]
  Master Gunner1433331317[20.0]
[size=undefined]Sea Legs, Dirty Fighting, He and his unit may re-roll 1s when rolling to hit with firearms. If part of a War Machine crew he may re-roll one Artillery Die per game.[/size]
  Crew5433331317[0.0]
Option Footnotes:
  0:Shark God's Wrath Signature[size=undefined]6+ (12+) to cast, Range 24" (all friendly units within 12"), Augment, Target unit gains Bloodlust - every successful Wo generates an extra attack which cannot generate more attacks - until start of caster's next magic phase.[/size]
  1: Water Blast[size=undefined]6+ (9+) to cast, Range 18" (24"), Magic Missile, Target unit takes 2D6 (3D6) St3 hits.[/size]
  2: Drowned Man's Face[size=undefined]8+ (11+) to cast, Range 18" (36"), Direct Damage, All models in target unit take a To test or suffer a St3 hit, no ArSvs.[/size]
  3: Watery Grave[size=undefined]9+ (12+) to cast, Range 18" (36"), Hex, Target unit counts as if in Dangerous Terrain until start of caster's next magic phase. For every 2" the target unit moves the chance of failing the test increases by 1.[/size]
  4: Eye of the Storm[size=undefined]12+ (15+) to cast, Range 24", Direct Damage, Place marker within range and each enemy unit within 2D6" (3D6") suffers 2D6 St2 hits. War Machines, Buildings and Unique units suffer 2D6 St6 hits.[/size]
  5: Stromfels' Jaws[size=undefined]14+ (24+) to cast, Range 18", Direct Damage, Place centre of small (large) template within range and scatter D6". Any model touched by template takes a St5 hit with D3 Multiple Wos.[/size]
  6: Rip Tide[size=undefined]15+ (18+) to cast, Range 18" (36"), Direct Damage, Each model in target unit must take a St test or suffer a Wo, no ArSv.[/size]
  7:Dark Waters (Lore Attribute)[size=undefined]Whenever a spell from this lore is cast on an enemy unit within 3" of a water feature they take D6 St3 hits or 2D6 St3 hits if they are in the water.[/size]
  Append Miscast Table[size=undefined]Roll 2D6. 2-4 Centre large round template over wizard, all models touched including wizard suffer a St10 hit. On a D6 roll 1-3 wizard dies, 4-6 D6 power dice are lost instead. 5-6 Centre small round template over wizard, every model touched including wizard suffers St10 hit and D6 dice are lost from power pool. 7 All models in BtB with wizard suffer a St10 hit but not the wizard and D6 dice are lost from the power pool. 8-9 The wizard and every friendly model that can channel suffer a St6 hit and D6 dice are lost from the power pool. 10-12 Wizard's level is reduced by D3, minimum 0, and forgets the spell that was miscast and another random spell for each wizard level lost beyond the first. Wizard cannot attempt further casts this phase.[/size]
Total Army Cost: 2000.0 Pts.

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daruk_el_rojo
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MensajeTema: Re: Piratas de Sartosa   Jue Jun 05, 2014 8:50 pm

me gusta mas
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Tristam
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MensajeTema: Re: Piratas de Sartosa   Jue Jun 05, 2014 9:10 pm

Gracias Daruk, pero ambos estamos comprometidos, cuando se podía no aprovechó Very Happy
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