Рульбук банды
1 Giant Slayer 85 gold crowns to hire M WS BS S T W I A Ld
3 5 4 3 4 1 3 1 9
0-2 Doomseeker 50 gold crowns to hire M WS BS S T W I A Ld
3 4 3 3 4 1 2 1 9
0-1 Rememberer 40 gold crowns to hire M WS BS S T W I A Ld
Dwarf 3 3 2 3 4 1 2 1 8
Human 4 3 3 3 3 1 3 1 7
SPECIAL RULES
Grim Account: The Rememberer’s task is to record the doom of each of the slayers. When he is close by, the slayers will fight even harder to make their death more honourable. Once per game, any Slayer Hero fighting within 6” of the Rememberer and is fighting against a Large creature or a creature with Toughness 5 or greater may re-roll any failed To Hit rolls, accepting the second result.
Pick up the Slack. If he was not taken out of action, the Rememberer may make an additional rarity or Dramatis Personae roll for every two Slayer heroes that were taken out of action this game. (Ex. If you lose two heroes, he may make 2 rare rolls- if you lose four heroes, may make three rolls, etc.)
Not a Slayer: A Rememberer is not a Slayer, and does not gain the benefit of slayer rules such as “Deathwish”, “Good Day to Die”, “Damnable Luck”. Also, he may not learn “Slayer Only” skills, and may never be warband leader.
Humans: If you choose to have a Human Rememberer, he does not gain the benefits of being a dwarf. He does not gain “Hard to Kill,”, “Hard Head”, or learn any “Dwarf Only” skills.
Henchmen (Bought in groups of 1-5)
Troll Slayers 40 gold crowns to hire M WS BS S T W I A Ld
3 4 3 3 4 1 2 1 9
0-5 Axe Hurler 40 gold crowns to hirе M WS BS S T W I A Ld
3 3 3 3 4 1 2 1 9
Stubbles 25 gold crowns to hire M WS BS S T W I A Ld
3 3 2 3 4 1 2 1 8
SLAYER CULT SKILLS
Giant Slayer - Combat, Strength, Special
Doomseekers - Combat, Strength, Special
Dwarf Remem. - Combat, Shooting, Acad, Special
Human Remem. - Combat, Acad, Speed, Special
SLAYER EQUIPMENT LIST
Hand-to-hand Combat Weapons
Dagger . . . . . . . . . . . . . . . . . . . . . 1st free/2 gc
Mace/Hammer . . . . . . . . . . . . . . . . . . .3 gc
Axe . . . . . . . . . . . . . . . . . . . . . . .5 gc
Dwarf Axe. . . . . . . . . . . . . . . . . . . .15 gc
Sword . . . . . . . . . . . . . . . . . . . . . 10 gc
Double-handed weapon . . . . . . . . . . . . . .15 gc
Gromril weapon* . . . . . . . . . . .............3 times the cost
!!!Missile Weapons Throwing Axes . . . . . . . . ..15gc
DOOMSEEKER EQUIPMENT LIST
Hand-to-hand Combat Weapons
Dagger . . . . . . . . . . . . . . . . . . . . . 1st free/2 gc
Mace/Hammer . . . . . . . . . . . . . . . . . . .3 gc
Axe . . . . . . . . . . . . . . . . . . . . . . 5 gc
Dwarf Axe. . . . . . . . . . . . . . . . . . . .15 gc
Sword . . . . . . . . . . . . . . . . . . . . . 10 gc
Double-handed weapon . . . . . . . . . . . . . .15 gc
Flail . . . . . . . . . . . . . . . . . . . . ..15 gc
Whirling Blades. . . . . . . . . . . . . . . . .30 gc
Gromril weapon* . . . . . . . . . . .............3 times the cost
!!!Missile Weapons None
REMEMBERER EQUIPMENT LIST
Hand-to-hand Combat Weapons
Dagger . . . . . . . . . . . . . . . . . . . . . 1st free/2 gc
Mace/Hammer . . . . . . . . . . . . . . . . . . .3 gc
Axe . . . . . . . . . . . . . . . . . . . . . . .5 gc
Dwarf Axe. . . . . . . . . . . . . . . . . .....15 gc (Dwarf only)
Sword . . . . . . . . . . . . . . . . . . . . . 10 gc
Spear . . . . . . . . . . . . . . . . . . . . . 10 gc
Double-handed weapon . . . . . . . . . . . . . .15 gc
Gromril weapon* . . .............................3 times the cost (Dwarf only)
!!!Missile Weapons
Throwing Axes . . . . . . . . . . . . . . . . . 15gc
Pistols. . . . . . . . . . . . . . . . . . . . .15gc/30 brace
Bow . . . . . . . . . . . . . . . . . . . . . ..10gc (Human Only)
Crossbow. . . . . . . . . . . . . . . . . . . . 25g
!!!Equipment
Light Armor . . . . . . . . . . . . . . . . . . 20gc
Helmet. . . . . . . . . . . . . . . . . . . . . 10 gc
Shield. . . . . . . . . . . . . . . . . . . . . .5 gc
Buckler. . . . . . . . . . . . . . . . . . . . . 5 gc
TROLL SLAYER SKILLS
Deathwish: The hero is completely immune to all psychology and never need to test if fighting alone. In addition, they will never voluntarily or involuntarily leave combat. [Stubbles and Axe Hurlers Only. See ‘Stubbles’ and “Axe Hurlers” for details.]
Ferocious Charge: The Slayer may double his attacks on the turn in which he charges. He will suffer a -1 ‘to hit’ penalty on that turn. Slayers Only
Monster Slayer: In close combat, the Slayer always wounds any opponent on a roll of 4+, regardless of Toughness, unless his own Strength (after all modifiers due to weapon bonuses, etc) would mean that a lower roll than this is needed. Slayers Only.
Berserker: The Slayer may add +1 to his close combat ‘to hit’ rolls during the turn in which he charges. Slayers Only.
Deathblow – If the Hero is taken out of action in hand-to-hand, he may immediately make the remainder of his attacks before being removed, if he hasn’t made all of his attacks already this turn. He may use this skill if he is knocked down or stunned. Slayers Only.
Relentless – If the Hero charges a model but the charge fails, the Hero may still move the full distance of his move. This skill may only be used against enemies within sight or that the Slayer can detect. Slayers Only.
True Grit Dwarfs are hardy individuals and this Hero is hardy even for a Dwarf! When rolling on the Injury table for this Hero, a roll of 1-3 is treated as knocked down, 4-5 as stunned, and 6 as out of action. Dwarves Only.
Thick Skull The Hero has a thick skull, even for a Dwarf. He has a 3+ save on a D6 to avoid being stunned. If the save is made, treat a stunned result as knocked down instead. Dwarves Only.
Songster: A Bard's rousing war songs steel the hearts of all those around him. Any friendly model within 6" of a Bard may re-roll any failed Leadership test with a +1 to Leadership, to a max of 10. This includes rout tests. Rememberer only.
Song of Honor: Any time a Slayer in your Warband dies, you may grant +1 Experience to any Slayer Hero in your warband. Rememberer only.
Special weapons
DWARF AXE 15 gold crowns
Availability: Rare 8 (Dwarfs only)
Dwarf axes are smaller-hafted weapons made of lighter (but stronger) materials than normal axes. Dwarf Warriors are specially trained in their use and are able to use them as deftly as a Human warrior might wield a sword.
Range: Close Combat Strength: As User Special Rules: Cutting Edge, Parry
SPECIAL RULES
Cutting Edge: Dwarf axes have an extra save modifier of -1, so a model with Strength 4 using a Dwarf axe has a -2 save modifier when he hits an opponent with the axe in close combat.
Parry: Dwarf axes offer an excellent balance of defense and offense. A model armed with a Dwarf axe may parry blows. When his opponent rolls to hit, the model armed with a Dwarf axe may roll a D6. If the score is greater than the highest to hit score of his opponent, the model has parried the blow and that attack is discarded. A model may not parry attacks made with double or more its own Strength – they are simply too powerful to be stopped. A model may not parry more than one attack in a single Close Combat phase; a model armed with two Dwarf axes (or a Dwarf axe and a sword, etc) does not get to parry two attacks but may instead re-roll a failed parry.
THROWING AXE 15 gold crowns
Availability: Slayers-Common, (Non-slayers, Rare 5)
A smaller axe specially weighted for hurling from dangerous distances.
Range: 6”; Strength: As User ;
Special Rules: Thrown Weapon, Axe Thrower
SPECIAL RULES
Thrown Weapon: Throwing axes suffer no penalty for throwing over half range, or for moving and shooting.
Axe Thrower: All heroes armed with Throwing Axes and have access to Shooting Skills may learn the following skill, Axe Thrower: “The warrior can throw a maximum of two axes in his shooting phase, both of which gain +1 Strength, and may divide his shots between any targets within range as he wishes. Note that this skill cannot be combined with the Quick Shot skill or the Knife Fighter skill.”
The skill Knife Thrower does not allow the user to throw multiple Throwing Axes.
WHIRLING BLADES 30 gold crowns per pair
Availability: Rare 9 (Slayers only)
The signature weapon of the Doomseeker, the Whirling Blade is an axe on a chain. Even expert slayers have trouble mastering such a difficult weapon, but once mastered, the damage dealt can be staggering.
Range: Close Combat Strength: As User
Special Rules: Pair, Cannot be parried, Cutting Edge, Whirlwind of Death
SPECIAL RULES
Pair: Whirling Blades are traditionally used in pairs, one in each hand. A warrior armed with Whirling Blades gets an additional attack.
Cannot be parried: The Whirling Blades is a flexible weapon and a Doomseeker use it with great expertise. Attempts to parry its strikes are futile. A model attacked by a whirling blade may not make parries with swords or bucklers.
Cutting Edge: Whirling Blades have an extra save modifier of -1, so a model with Strength 4 using a Whirling Blade has a -2 save modifier when he hits an opponent with the blade in close combat.
Whirlwind of Death: When the wielder charges they gain +1A for that turn. This bonus attack is added after any other modifications (like ‘Ferocious Charge’ skill). Likewise, when the wielder is charged, if he is not already in combat, then he gains +1A that they may only use against a charging model. This additional attack will ‘strike first’. If the wielder is simultaneously charged by two or more opponents, the wielder will still only receive a total of +1A. The user also gains +1A for the additional hand weapon (the other whirling blade) but only the first Whirling Blade gets the ‘Whirlwind of Death’ +1A (like having two whips). (Example: A Deathseeker has a Stat of 1 Attack. If he is charged, he gains +1 Whirlwind Attack {which strikes first}. When the order of initiative allows the Deathseeker to attack as normal, he gains 1 attack for his base Attack stat, and 1 attack for the additional hand weapon {as the Whirling Blades count as two hand weapons}. This equals 3 attacks in the first turn, and 2 attacks for every turn after it.)
Special Rules
All Slayers are subject to the following special rules:
Hard to Kill. Dwarfs are tough, resilient individuals who can only be taken out of action on a roll of 6 instead of 5-6 when rolling on the Injury chart. Treat a roll of 1-2 as knocked down, 3-5 as stunned, and 6 as out of action.
Hard Head. Dwarfs ignore the special rules for maces, clubs, etc. They are not easy to knock out!
Grudgebearers. Dwarfs hold an ancient grudge against Elves from the days when the two races fought for supremacy in the Old World. A Dwarf warband may never include any kind of Elven Hired Sword or Dramatis Personae.
Damnable Luck: While Slayers SEEK death, it often eerily avoids them. All Slayer heroes add +1 to all Serious Injury rolls- they will never roll a result higher than 66.
Deathwish: Slayers seek an honorable death in combat. Unless stated otherwise, all members of this are completely immune to all psychology and never need to test if fighting alone. This includes Frenzy & Stupidity. In addition, they will never voluntarily or involuntarily leave combat.
No Toys! Slayers may never use armor of any kind (does not include Lucky Charms), and may not use any missiles that aren’t thrown. Also, Slayers may never learn magic.
SLAYERS & EXPLORATION
Slayers do not explore for riches in the traditional sense- most of them are so overwrought by their past sufferings that it overpowers even their love of gold! Rather, it is not uncommon for a successful slayer band to receive aid from a generous patron… maybe from the Slayer King of Karak Kardin himself!
Reward for Recklessness
A slayer hero that survives a game without getting taken out of action does NOT, sadly, get any exploration dice- their goal is to die, not to wait around doing nothing! Instead, if a Slayer is taken out of action by means of an enemy attack (ex. Attacked by a enemy warrior, falling off a cliff after a crossbow bolt, taken out by a friendly model that’s under an enemy’s control), then and ONLY then does the Slayer gain an exploration dice. If a Slayer is taken out of action without any opposing influences (ex. deliberately walking off a cliff, failing a climbing down roll), he does not gain an exploration dice. This only applies to heroes that are Slayers, however, so the Rememberer still gains an Exploration Dice as per the usual rules.
To Drive Your Enemy Before You
If all opposing warbands have routed from the board and your warband still remains, you may, instead of gaining exploration dice as the above rules state, gain exploration dice equal to the number of enemy heroes still on the board when that opponent routed. (Ex. If you have two Slayers taken out by enemies [2 Dice] and have a Rememberer still in play [1 dice]. This would give you a total of 3 exploration dice. However, you caused an opposing Skaven Warband to rout, when he still had 4 heroes left on the board- you may instead receive 4 exploration dice [1 for each enemy hero] with +1 for the Remember. If you won the scenario, you gain +1 dice for winning too!) Note that you do NOT gain any bonuses or modifiers that your opponent would receive from skills, hired swords, or items, nor may you gain more Exploration dice than the number of Slayer Heroes in your warband (so if you only have 3 Slayer Heroes, causing a Skaven opponent to rout with 6 heroes on the board will only grant you 3 dice, with an additional dice if your Remember is still in play). If facing more than one opponent, you may choose which warband to “steal” your dice from, but may not gain them both (ex. If a Skaven warband of 5 heroes and a Dark Elf warband of 3 heroes both rout, you may gain 5 or 3 exploration dice… NOT 8!) You may wait until the end of the game to choose whether you want your “Reckless” dice, or your “Driven Before You” dice (we suggest you go with whichever amount is greater!)
Отредактировано Bleeck (2015-01-06 14:34:51)