Lord Zentei
2007-02-12, 01:18 AM
EDIT: Added ideas provided by Swordguy and Charlie Kemek. Fixed some formatting issues.
EDIT: Super Bump!!
Getting back on the horse, I'm adding the following:
On the Good side: General Chang, Saangwaan, High Priest, Lord Soon, Ghost Martyr.
On the Evil side: Huecuva, Death Knight, Eye of Fear and Flame, Nightmare (steed), Hobgoblin General, Titanium Elemental.
EDIT: While I'm mostly on a hiatus from the board, I'll put in modifications of the lists from time to time as I test them.
For now: an increase in the cost of the Azurian Wizard. Rather amusing since I had improved him slightly earlier on.
EDIT: Fixed some boo-boos resulting from copy-pasting the spell descriptions. Also, raised the cost of Redcloak since the Harm, Destruction and Raise Dead spells are really deadly.
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Well, with the Battle for Azure City looming, I descided to waste some time I really don't have by preparing some material for gaming. This is based on Games Workshop's Lord of the Rings tabletop strategy game. Specifically, these are army lists to be used with that game.
Obviously, getting ahold of enough miniatures may be a bit of a problem, but the pieces from the OOTS boardgame might be useful in that regard, as might generic toy soldiers. The thing to remember is that man sized models should be mounted on 20 mm diameter circular bases.
For those who don't know what this is all about: Games Workshop devises various tabletop wargames. The players in these games purchase armies from army lists with a mutually agreed number of Army Points (1000 or less for a small game, 2000 or more for a large one), and represent them with small painted models. Acutally half the fun of this hobby is collecting, assembling and painting models, but that's not to say that the gaming aspect is any less important (it's a matter of taste which aspect each gamer prefers).
There is no "board", the game is played on modelled terrain or on a tabletop with convenient objects for terrain such as piles of books for hills, etc. all covered with a green tablecloth to represent grass (or brown to represent dirt, etc). A 4'x6' table is adequate. The players then alternate placing models in their deployment zone (usually the nearest 25% of the table within opposing board edges), and play the game for an agreed number of turns or until predefined conditions are met.
Anyway, the army lists are as follows. Azure City and the Order of the Stick go together obviously; the "Rats, Wildcards and Loners" may be used as you wish". There is no special restriction on the number of heroes you may take as relative to generic warriors, though be warned that an "all hero" army is not neccesarily the most efficient approach.
"Heroes" are any models with a Might, Fate and Will score.
Two generic army selection rule follows these lists:
No more than one third of your models, rounded up, may have ranged weapons and/or spells. This limit does not include named characters.
You are limited to only one each of the named characters.
Please note that while this is based on an existing game, these lists are NOT playtested. That would be part of the reason they are being put here. :smallwink: I am reasonably confident that it is at least moderately playable, since the characters presented here are more or less compatible with what is presented in the LotR game.
The main concern I have is as to whether the Paladins and Azure City Wizards unbalance things too much, since there is no analog to them in the LotR lists. Well, that and the target numbers for the spellcasting rolls.
THE ORDER OF THE STICK
Roy Greenhilt......185 points
{table="head"] |F.|S.|D.|A.|W.|C.|Might|Will|Fate
Roy Greenhilt| 6 | 4 | 6 | 3 | 3 | 6 | 3 | 3 | 3
[/table]
WARGEAR
Roy wears a suit of armour, which is included in his profile. In addition, he must chose one of the following weapons at the indicated cost in points:
Greatclub (free): This counts as a standard two handed weapon.
Greenhilt Blade (+10 points): The Greenhilt Blade counts as a two handed weapon, but does not incur the usual -1 penalty to hit.
Greenhilt Blade Reforged (+25 points): The Greenhilt Blade counts as a two handed weapon, but does not incur a penalty to hit and in addition re-rolls failed rolls to wound.
SPECIAL RULES
Mighty Hero: Roy Greenhilt is mighty even among heroes, and is destined to forge the fate of the world anew. He may use a single point of Might each turn without depleting his Might score.
Bull Rush: In any turn that Roy charges and is victorious in combat, one of the enemy models beaten selected by Roy's player must roll equal to or less than its Strength or be Knocked Down. This Knock Down ability does not affect Large opponents or Cavalry. Note that the number of blows struck against an opponent that is Knocked Down are doubled.
Roy may ride a horse:
Horse (+10 points): This mount is a normal creature of its type:
{table="head"] |F.|S.|D.|A.|W.|C.
Horse| 3/- | 3 | 4 | 0 | 1 | 3
[/table]
Horses move at 10" per turn instead of the normal 6". Randomize hits inflicted upon a mounted model between the rider and its mount.
Durkon Thundershield......145 points
{table="head"] |F.|S.|D.|A.|W.|C.|Might|Will|Fate
Durkon Thundershield| 5 | 4 | 7 | 2 | 3 | 6 | 3 | 6 | 1
[/table]
WARGEAR
Durkon carries a dwarf hammer (counts as a hand weapon), wears a suit of fine dwarf armour and carries a shield. The bonuses from these items have been included in his profile. In addition to this, Durkon may be given the following:
Amulet of Natural Armour (+10 points): This item adds +1 to Durkon's Defence score.
Pony (+10 points): This mount counts as a horse for game purposes.
SPECIAL RULES
Spellcaster: Durkon has the following spells, of which he may attempt to use one per round:
Cure Wounds (roll to cast: 3+): One model within 3" of Durkon regains all lost wounds.
Restoration (roll to cast: 3+): One model within 3" of Durkon regains all lost stat points from Energy Drain.
Thor's Lightning (roll to cast: 5+): Place the small blast marker anywhere withing range and line of sight, such that it does not touch a friendly model. Any model covered by the marker suffers a Strength:10 hit, and any model touched but not covered by the marker suffers a Strength 10 hit on a d6 roll of 4+. Thor's Lightning has a range of 18".
Thor's Might (roll to cast: 3+): Durkon gains +2 to his Fight, Strength and Attacks scores and counts as a Large target. In addition, he causes Terror. The effects of this spell last until the end of the next turn. Durkon may not use this spell while mounted, and it may be used only once per battle.
Turn Undead (roll to cast: 2+): Durkon causes Terror in undead, they use Courage 2 or their usual score, whichever is less. In addition, three undead models within 12" and line of sight suffer a Strength 4 hit. Roll to wound against their Courage rating, not their Defence as normal.
Haley Starshine......75 points
{table="head"] |F.|S.|D.|A.|W.|C.|Might|Will|Fate
Haley Starshine| 4/3+ | 4 | 4 | 1 | 3 | 6 | 3 | 2 | 2
[/table]
WARGEAR
Haley carries a dagger and a longbow that has a Strength of 3 rather than Strength 2 as is normally the case. In addition, she may be given the following items.
Alchemical Arrows (+10 points): These allow Haley Starshine to wound any Outsider or Undead at least on a 4+
Armour (free): If Haley Starshine wears armour, she gains a Defence score of 5.
Horse (+10 points): This mount follows the normal rule for horses.
SPECIAL RULES
Deadly Shot: Being an expert archer, Haley may fire three times during the shootig phase, rather than just once as would normally be the case.
Nimble: As long as she does not wear armour, Haley Starshine gains a +1 bonus to all rolls on the Swim, Climb, Jump or Thrown Rider charts to a maximum effective roll of 6. Note that this normally makes fumbles on such charts impossible.
Sneak Attack: Haley Starshine may count an opponent as Trapped when striking blows if that opponent fought another opponent that turn.
Elan......95 points
{table="head"] |F.|S.|D.|A.|W.|C.|Might|Will|Fate
Elan| 5 | 4 | 5 | 2 | 2 | 6 | 3 | 3 | 2
[/table]
WARGEAR
Elan is armed with a rapier (counts as a hand weapon) and wears a chain shirt (armour). In addition, he may be given the following items:
Horse (+10 points): This mount follows the normal rule for horses.
SPECIAL RULES
Dashing Swordsman: When fighting in close combat, Elan may select a single enemy model in base contact and re-roll a single die to determine who wins the close combat each turn. His selected opponent may expend a Will point to avoid this effect. All of Elan's blows must be struck against that opponent if he wins the combat.
Spellcaster: Elan has the following spells, of which he may attempt to use one per round:
Bard Song (roll to cast: 2+): One allied model may gain +1 on a single dice roll as long as it is within 3" of Elan.
Illusion (roll to cast: 4+): One enemy model may do nothing further that turn. In combat that model's Fight value counts as 1 and he will not strike blows. He may use Might, Fate and Will but may not perform Heroic actions. The effect lasts for the remainder of that turn.
Vaarsuvius......155 points
{table="head"] |F.|S.|D.|A.|W.|C.|Might|Will|Fate
Vaarsuvius| 3 | 3 | 3 | 1 | 3 | 6 | 3 | 6 | 2
[/table]
WARGEAR
Vaarsuvius may be given the following items:
Ring of Wizardry (+15 points): This potent item allows Vaarsuvius to expend one point of Will each turn without reducing his/her own Will score. This free point of will may only be used to cast spells.
Horse (+10 points): This mount follows the normal rule for horses.
SPECIAL RULES
Vaarsuvius is an Elf, and is consequently immune to the Paralysis effect of Ghouls.
Spellcaster: Vaarsuvius is a mighty spellcaster and has the following spells, of which s/he may attempt to use one per round:
Fireball (roll to cast: 3+): Place the large blast marker within 18" of Vaarsuvius and within line of sight. Any model touched by the template suffers a Strength 5 hit.
Counterspell (roll to cast: 3+): One enemy spell whose caster and/or target is within 18" of Vaarsuvius is countered, as though the target had passed its resistance roll. This applies even if the counterspell casting roll was less than the casting roll of the spell it countered.
Disintigrate (roll to cast: 5+): One enemy model within line of sight and within 18" of Vaarsuvius suffers a Strength 10 hit which causes d6 Wounds of damage. This attack will affect fortifications as a war machine would.
Evan's Spiked Tentacles of Forced Intrusion (roll to cast: 3+): Place the large blast marker within 18" of Vaarsuvius and within line of sight. Any models touched by the template must roll equal to or less than their Strength on 2d6 or become Immobilized. Immobilized models may not move nor strike blows in close combat, and they count as having a Fight score of 1. If a double was rolled on the 2d6, the model suffers a wound.
Magic Missile (roll to cast: 2+): Two enemy models within 18" and within line of sight suffer a S:2 hit each. You may concentrate these hits upon fewer models if you wish.
Power word Blind (roll to cast: 5+): One enemy model within 12" and line of sight becomes Blinded. The model may neither use ranged attacks or spells and counts as having a Fight score of 1 for duration of the game. Neither may it charge into combat unless there is a friendly model that begins and ends its charge move within 3" of it. Power Word Blind does not work on undead.
Dismissal (roll to cast: 3+): One enemy summoned creature is removed from the game. It counts as being destroyed. Dismissal has no effect upon creatures that are not summoned.
Expedious Retreat (roll to cast: 2+): Vaarsuvius doubles his/her movement for this round and the next.
Mass Buff (roll to cast: 4+): Place the small blast marker anywhere within 6" and line of sight of Vaarsuvius. All friendly models within this area gain +2 to Strength and Defense and block movement within 1" rather than ½" as would normally be the case. The effects of this spell last for this round and the next.
Belkar Bitterleaf......80 points
{table="head"] |F.|S.|D.|A.|W.|C.|Might|Will|Fate
Belkar| 5 | 3 | 4 | 3 | 3 | 6 | 3 | 3 | 2
[/table]
WARGEAR
Belkar is armed with a pair of daggers. Due to his skill, these count as hand weapons, rather than inferior weapons. Belkar additionally gains +1 attack die to determine who wins a round of combat (though not rolls to damage). In addition, he may be mounted on a warhound:
Warhound (+10 points): This mount counts as a horse, except that it has a Fight score of 4.
SPECIAL RULES
Evil: Belkar is not a nice guy. In fact, he is subject to any effect that applies to Evil creatures for game purposes.
Mark of Justice: The Mark of Justice prevents Belkar from ending his turn further than 24" from Roy Greenhilt. If Roy is removed from play, Belkar is removed also, as he makes his getaway. Belkar may only strike blows against Undead creatures and Outsiders. This mark may be optionally removed at an additional cost of +15 points.
Stealth: Belkar may make a "free" move after deployment is complete but before the game begins. When charging into combat, may move "through" unengaged enemy models to attack any model of his choice within charge range. Belkar is not stealthy while mounted..
Barbarian Rage: Belkar may have this ability at an additional cost of +15 points. Once per battle at the begining of his movement phase, Belkar's player may declare that Belkar will Rage. In this state, Belkar gains Defence 8 and Courage 8. He must move as far as possible to the nearest enemy in line of sight and charge that model if possible, and must always strike blows if victorious, re-rolling failed rolls to wound. However, at the end of each turn, roll a d6: on a 1-2 Belkar emerges from his rage and fights as normal for the duration of the battle.
AZURE CITY
Paladin Special Rules
All Paladins have the following special benefits and abilities:
They gain a Courage rating of 8.
They gain an extra die roll whenever they attempt to resist a spell, in addition to those gained from expended Will points, if any.
They gain the option to ride a Celestial Mount at +15 points. This mount is identical to a Horse, except for the following: it has a Courage 8, Defence 5, Attacks 1.Paladins gain the following spells and spell like abilities:
Lay on Hands (roll to cast: 2+): Any model within 3" of the Paladin may immediately recover a lost wound as though it had passed a Fate roll. Note that this ability may be used in the opponent's turn.
Smite Evil (roll to cast: 2+): Any Evil model struck by the Paladin suffers wounds on a 3+, regardless of its Defence.
Turn Undead (roll to cast: 3+): Undead are subject to Terror of the Paladin until the end of turn, and one undead model within 6" and line of sight suffers a Strength 4 hit.
Lord Hinjo......110 points
{table="head"] |F.|S.|D.|A.|W.|C.|Might|Will|Fate
Captain| 5/- | 4 | 6 | 2 | 3 | 8 | 3 | 2 | 2
[/table]
WARGEAR
Lord Hinjo counts as being armed with a hand weapon and wear heavy armour. In addition, he may be upgraded with the following option:
Shield (+5 points): the model's Defence value is improved by +1, unless it is also armed with a bow. A model armed with both a bow and shield may still use the Shielding rule.
SPECIAL
Lord Hinjo follows all the rules for Paladins, as detailed above.
Argent (+25 points): Lord Hinjo may be given the celestial warhound Argent as a monstrous mount. It has the following profile. This replaces the usual paladin's mount option:
{table="head"] |F.|S.|D.|A.|W.|C.
Argent| 4/- | 4 | 4 | 2 | 2 | 8
[/table]
O-Chul......95 points
{table="head"] |F.|S.|D.|A.|W.|C.|Might|Will|Fate
Captain| 5/- | 4 | 6 | 2 | 2 | 8 | 3 | 2 | 1
[/table]
WARGEAR
O-Chul counts as being armed with a hand weapon and wears heavy armour. In addition, he may be upgraded with the following option:
Shield (+5 points): the model's Defence value is improved by +1, unless it is also armed with a bow. A model armed with both a bow and shield may still use the Shielding rule.
SPECIAL
O-Chul follows all the rules for Paladins, as detailed above.
Lien......80 points
{table="head"] |F.|S.|D.|A.|W.|C.|Might|Will|Fate
Lien| 5/- | 4 | 6 | 2 | 2 | 8 | 2 | 2 | 1
[/table]
WARGEAR
Lien counts as being armed with a spear and wears heavy armour.
SPECIAL
Lien follows all the rules for Paladins, as detailed above.
Razor (+25 points): Lien may be given the celestial shark Razor as a monstrous mount. It has the following profile. This replaces the usual paladin's mount option. Razor counts all land areas as impassable, and all water areas as clear terrain.
{table="head"] |F.|S.|D.|A.|W.|C.
Razor| 6/- | 5 | 5 | 2 | 2 | 8
[/table]
Paladin Hero......70 points
{table="head"] |F.|S.|D.|A.|W.|C.|Might|Will|Fate
Captain| 4/- | 4 | 6 | 2 | 2 | 8 | 2 | 2 | 1
[/table]
WARGEAR
Paladin heroes count as being armed with a hand weapon and wear heavy armour. In addition, they may be upgraded with the following option:
Shield (+5 points): the model's Defence value is improved by +1, unless it is also armed with a bow. A model armed with both a bow and shield may still use the Shielding rule.
SPECIAL
Paladin heroes follow all the rules for Paladins, as detailed above.
General Chang......55 points
{table="head"] |F.|S.|D.|A.|W.|C.|Might|Will|Fate
General Chang| 5/4+ | 4 | 6 | 2 | 2 | 5 | 3 | 2 | 1
[/table]
WARGEAR
General Chang wears heavy armour and carries a hand weapon. In addition, General Chang has the following options:
Spear OR Bow OR Halberd (+5 points): Halberds count as two handed weapons.
Shield (+5 points): the model's Defence value is improved by +1, unless it is also armed with a bow. A model armed with both a bow and shield may still use the Shielding rule.
Horse (+10 points): This mount follows the normal rule for horses. Models armed with a halberd may not be mounted on a horse.
Captain......30 points
{table="head"] |F.|S.|D.|A.|W.|C.|Might|Will|Fate
Captain| 4/4+ | 4 | 5 | 2 | 2 | 4 | 2 | 1 | 1
[/table]
WARGEAR
Human Captains count as being armed with a hand weapon and wear armour. In addition, they may be upgraded with the following options:
Spear OR Bow OR Halberd (+5 points): Halberds count as two handed weapons.
Heavy armour (+5 points): the model's Defence value is improved by +1.
Shield (+5 points): the model's Defence value is improved by +1, unless it is also armed with a bow. A model armed with both a bow and shield may still use the Shielding rule.
Horse (+10 points): This mount follows the normal rule for horses. Models armed with a halberd may not be mounted on a horse.
High Priest of the Twelve Gods......80 points
{table="head"] |F.|S.|D.|A.|W.|C.|Might|Will|Fate
Cleric| 4/4+ | 4 | 4 | 1 | 2 | 6 | 1 | 6 | 1
[/table]
WARGEAR
The High Priest counts as being armed with a hand weapon.
Horse (+10 points): This mount follows the normal rule for horses.
SPECIAL RULES
Spellcaster: The High Priest has the following spells, of which he may attempt to use one per round:
Cure Wounds (roll to cast: 2+): One model within 3" of the Cleric regains all lost wounds.
Restoration (roll to cast: 2+): One model within 3" of the Cleric regains all lost stat points from Energy Drain.
Turn Undead (roll to cast: 2+): the Cleric causes Terror in undead, they use Courage 3 or their own courage, whichever is less. In addition, six undead models within 12" and line of sight suffer a Strength 4 hit. Roll to wound against their Courage rating, not their Defense as normal.
Hold Monster (roll to cast: 4+): one enemy model in base contact with the High Priest is rendered immobile for the duration of the battle: it may not move, all blows against it in close combat hit automatically, and it counts as being Trapped (blows struck against it are doubled).
Saangwaan......60 points
{table="head"] |F.|S.|D.|A.|W.|C.|Might|Will|Fate
Saangwaan| 3/4+ | 3 | 3 | 1 | 2 | 4 | 1 | 6 | 1
[/table]
WARGEAR
Saangwaan counts as being armed with a hand weapon.
Horse (+10 points): This mount follows the normal rule for horses.
SPECIAL RULES
Spellcaster: Saangwaan has the following spells, of which they may attempt to use one per round:
See Invisible (roll to cast: 3+): Select a point within line of sight and within 18" of Saangwaan, and place the small blast marker over this point. All friendly models within 3" of Saangwaan may see "hidden" troops that are touched by the blast marker and ignore cover. Secretly deployed troops within this area must be revealed.
True Seeing (roll to cast: 3+): Select an enemy model within line of sight and within 18" of Saangwaan. The opposing player must reveal all details and options of this model.
Foresight (roll to cast: 2+): This spell is used at the start of battle but before the battle begins (it may only be used once per game). Roll a d6 for each model in your army. On a roll of 6, that model may be repositioned. The new deployment must be legal.
Scry (roll to cast: 2+): This spell is used before deployment (it may only be used once per game). Roll a d6 for each model in the enemy army. On a roll of 6, the opposing player must reveal all information on that model.
Wizard......60 points
{table="head"] |F.|S.|D.|A.|W.|C.|Might|Will|Fate
Wizard| 3/4+ | 3 | 3 | 1 | 2 | 4 | 1 | 4 | 1
[/table]
WARGEAR
Wizards count as being armed with hand weapons.
Horse (+10 points): This mount follows the normal rule for horses.
SPECIAL RULES
Spellcaster: Wizards have the following spells, of which they may attempt to use one per round:
Counterspell (roll to cast: 4+): One enemy spell whose caster and/or target is within 18" of the Wizard is countered, as though the target had passed its resistance roll. This applies even if the counterspell casting roll was less than the casting roll of the spell it countered.
Fireball (roll to cast: 4+): Place the large blast marker within 18" of the Wizard and within line of sight. Any model touched by the template suffers a Strength 5 hit.
Magic Missile (roll to cast: 2+): Two enemy models within 18" and within line of sight suffer a S:2 hit each. You may concentrate these hits upon fewer models if you wish.
Cleric......50 points
{table="head"] |F.|S.|D.|A.|W.|C.|Might|Will|Fate
Cleric| 4/4+ | 4 | 4 | 1 | 2 | 4 | 1 | 3 | 1
[/table]
WARGEAR
Clerics count as being armed with hand weapons.
Horse (+10 points): This mount follows the normal rule for horses.
SPECIAL RULES
Spellcaster: Clerics have the following spells, of which they may attempt to use one per round:
Cure Wounds (roll to cast: 3+): One model within 3" of the Cleric regains all lost wounds.
Restoration (roll to cast: 3+): One model within 3" of the Cleric regains all lost stat points from Energy Drain.
Turn Undead (roll to cast: 2+): the Cleric causes Terror in undead, they use Courage 3 or their own courage, whichever is less. In addition, three undead models within 12" and line of sight suffer a Strength 4 hit. Roll to wound against their Courage rating, not their Defense as normal.
Sapphire Guard Paladin......20 points
{table="head"] |F.|S.|D.|A.|W.|C.|Might|Will|Fate
Paladin| 4/- | 3 | 5 | 1 | 1 | 8 | 1 | 1 | 0
[/table]
WARGEAR
Paladins count as being armed with a hand weapon and wear heavy armour. In addition, they may be upgraded with the following options:
Shield (+5 points): the model's Defence value is improved by +1, unless it is also armed with a bow. A model armed with both a bow and shield may still use the Shielding rule.
SPECIAL
Paladin heroes follow all the rules for Paladins, as detailed above.
Azure City Warrior......6 points
{table="head"] |F.|S.|D.|A.|W.|C.
Warrior| 3/4+ | 3 | 4 | 1 | 1 | 3
[/table]
WARGEAR
Human Warriors count as being armed with a hand weapon and wear armour. In addition, they may be upgraded with the following options:
Spear OR Bow OR Halberd (+1 point): Halberds count as two handed weapons.
Heavy armour (+1 point): the model's Defence value is improved by +1.
Shield (+1 point): the model's Defence value is improved by +1, unless it is also armed with a bow. A model armed with both a bow and shield may still use the Shielding rule.
Horse (+5 points): This mount follows the normal rule for horses. Models armed with a halberd may not be mounted on a horse.
THE FORCES OF EVIL
Lord Xykon the Sorcerer......200 points
{table="head"] |F.|S.|D.|A.|W.|C.|Might|Will|Fate
Lord Xykon| 4/4+ | 4 | 6 | 1 | 3 | 6 | 1 | 10 | 3
[/table]
WARGEAR
Lord Xykon is not armed with any weapons, but such is his power that he counts as being equipped with a hand weapon regardless. He is Immune to Terror, except against Turn Undead spells.
SPECIAL RULES
Xykon is Evil and Undead, and he Causes Terror. Though Undead, he is highly resistant to attempts to Turn him, so he ignores any such attempts on a d6 roll of 2+
Crystal Ball: This mighty scrying device allows Lord Xykon to anticipate the actions of his enemies. Roll a d6 for each model in the army after deployment is complete but before the game begins. On any roll of 6, the given model may be redeployed. The new deployment must be legal.
Paralysis: Xykon's close combat attacks cause paralysis in the same manner as Ghouls.
Spellcaster: Though deprived of his Ring of Wizardry, Lord Xykon is still a formidable spellcaster.
Counterspell (roll to cast: 3+): One enemy spell whose caster and/or target is within 18" of Lord Xykon is countered, as though the target had passed its resistance roll. This applies even if the counterspell casting roll was less than the casting roll of the spell it countered.
Death Spell (roll to cast: 5+):One model within 12" of Lord Xykon and in line of sight suffers a single Wound of damage with no saves from Fate points or other sources permitted.
Disintegrate (roll to cast: 5+): One enemy model within line of sight and within 18" of Lord Xykon suffers a Strength 10 hit which causes d6 Wounds of damage. This attack will affect fortifications as a war machine would.
Forcecage (roll to cast: 5+): One non-Large infantry model within 6" and line of sight is imprisoned by this spell: it may not move or strike blows if victorious in combat, though its Fight score is unaffected. If beaten in combat, it counts as being Trapped (taking double hits). It may use ranged attacks and spells if it has them, but counts as being behind a defended obstacle if fired upon. Forcecage ends on a d6 roll of 6 at the end of each enemy turn. It may be ended by a successful use of a Disintigrate spell. Lord Xykon may also chose to end the spell at any time.
Lightning Bolt (roll to cast: 3+): Draw a line from Lord Xykon to any point within 12" and line of sight. All models along this line suffer a single Strength 6 hit and are Knocked Down on a d6 roll of 4+.
Magic Missile (roll to cast: 2+): Two enemy models within 18" and within line of sight suffer a S:2 hit each. You may concentrate these hits upon fewer models if you wish.
Raise Dead (roll to cast: 4+):You may immediately place d3 Zombie models within 6" and line of sight of Lord Xykon. They may not be placed within ½" of an enemy model, but may move and act freely on the turn they arrive.
Symbol of Pain (roll to cast: 5+): Up to three enemy models within 12" of Lord Xykon, within 3" of each other and in line of sight become Immobilized. They count as having a Fight score of 1 and may not move or strike blows if victorious in combat until the end of turn.
Symbol of Insanity (roll to cast: 4+): Place the large blast marker within 6" and line of sight of Xykon. All models touched by the marker strike blows upon themselves as though in combat. Each target model must resist the spell individually. One use per game.
Greater Invisibility (roll to cast: 4+): Xykon (and his mount, if any) may not be targeted by ranged weapons nor may they be charged in combat . They may be attacked as normal if they engage the enemy in close combat, though in this case, each blow struck against them will miss and deal no damage unless the Good player can roll a 4+ on a d6 roll. One use per game.
Zombie Dragon (+150 points): Xykon may be given a Zombie Dragon as a monstrous mount. It has the following profile:
{table="head"] |F.|S.|D.|A.|W.|C.
Zombie Dragon| 5/- | 6 | 6 | 3 | 6 | 6
[/table]
SPECIAL RULES
The Zombie Dragon counts as being Undead and Evil. In addition, it may Fly; moving 12" in the movement phase, ignoring intervening terrain. It is Immune to Terror, except against Turn Undead spells.
Cursed Breath: During the shooting phase, the Zombie dragon may breathe toxic and corrosive fumes upon Lord Xykon's enemies. Place the Flame template with the pointed end in contact with the Zombie Dragon. All other models touched by the template suffer a Wound on a d6 roll of 4+, regardless of their Defence.
Large: The Zombie dragon is a large model.
Redcloak......125 points
{table="head"] |F.|S.|D.|A.|W.|C.|Might|Will|Fate
Redcloak| 4/4+ | 4 | 4 | 2 | 2 | 4 | 1 | 6 | 3
[/table]
WARGEAR
Redcloak counts as being armed with a light weapon.
SPECIAL RULES
Redcloak is Evil, and subject to effects that apply to evil models.
Spellcaster: Redcloak has the following spells, of which he may attempt to use one per round:
Raise Dead (roll to cast: 4+):You may immediately place d3 Zombie models within 6" and line of sight of Redcloak. They may not be placed within ½" of an enemy model, but may move and act freely on the turn they arrive.
Bolster Undead (roll to cast: 2+): Up to three undead models within 12" and line of sight ignore the Turn Undead spell until the end of turn. This spell may be used in response to the casting of a Turn Undead, at the same time as resistance rolls would normally be permitted.
Harm (roll to cast: 5+): One model within 3" of Redcloak and in line of sight loses all but a single Wound. If the model had only one wound when this spell was cast, it is slain.
Destruction (roll to cast: 4+): One model within 3" of Redcloak suffers d3 points of damage to both its Fight and Defence scores. Should the Fight score be reduced to 1, the model's Attacks is reduced to 1 as well, and the model may not move or initiate assaults. This damage can accumulate, and can be removed with a Restoration spell..
Disintegrate (roll to cast: 5+): One enemy model within line of sight and within 18" of Redcloak suffers a Strength 10 hit which causes d6 Wounds of damage. This attack will affect fortifications as a war machine would.
Monster Summoning (roll to cast: 2+): Place one of the following models within 3" of Redcloak. They must be paid for from the army points allowance: if you have no additional monsters paid for, Redcloak may not use this spell. Both count as Summoned Monsters and are thus vunerable to Dismissal.
Fiendish Mammoth (+90 points): The Fiendish Mammoth may be used as a Monstrous Mount:
{table="head"] |F.|S.|D.|A.|W.|C.
Fiendish Mammoth| 4/- | 6 | 6 | 2 | 2 | 8
[/table]
Fiendish Octopus (+60 points): The Fiendish Octopus counts all water areas as clear terrain and all land areas as impassable. It may attack models within 2" as though they were in base contact with it.
{table="head"] |F.|S.|D.|A.|W.|C.
Fiendish Octopus| 4/- | 6 | 5 | 2 | 2 | 8
[/table]
The Monster in the Dark......400 points
{table="head"] |F.|S.|D.|A.|W.|C.|Might|Will|Fate
Monster in the Dark| 10/- | 8 | 10 | 4 | 10 | 8 | 0 | Spcl | 0
[/table]
WARGEAR
The Monster in the Dark carries no wargear (other than its precocious umbrella), nor does it need any. It fights as though equipped with a hand weapon.
SPECIAL RULES
The Monster in the Dark counts as an Evil Outsider. In addition, the darkness that envelops it provides concealment as though it were in cover.
Resistance: The Monster in the Dark is an incredibly powerful supernatural being. Each time it attempts a resistance roll against magic, it rolls a number of dice equal to its remaining Wounds.
Cause Terror [not]: The Monster in the Dark is the incarnation of the most unimaginable horror and power, and consequently...
err... nevermind.
The Huecuva......100 points
{table="head"] |F.|S.|D.|A.|W.|C.|Might|Will|Fate
The Huecuva| 4/4+ | 4 | 6 | 1 | 2 | 6 | 1 | 6 | 1
[/table]
WARGEAR
The Huecuva is not armed with any weapons, but such is his power that he counts as being equipped with a hand weapon regardless. He is Immune to Terror, except against Turn Undead spells.
SPECIAL RULES
The Huecuva is Evil and Undead, and he Causes Terror. Though Undead, he is highly resistant to attempts to Turn him, so he ignores any such attempts on a d6 roll of 4+
Spellcaster: The Eye of Fear and Flame is a spellcaster and has the following spells, which he may attempt to use one per round:
Bolster Undead (roll to cast: 2+): Up to three undead models within 12" and line of sight ignore the Turn Undead spell until the end of turn. This spell may be used in response to the casting of a Turn Undead, at the same time as resistance rolls would normally be permitted.
Harm (roll to cast: 5+): One model within 3" of Redcloak and in line of sight loses all but a single Wound. If the model had only one wound when this spell was cast, it is slain.
Death Knight......100 points
{table="head"] |F.|S.|D.|A.|W.|C.|Might|Will|Fate
The Huecuva| 6/4+ | 4 | 7 | 2 | 2 | 6 | 3 | 3 | 1
[/table]
WARGEAR
The Death Knight wears armour and is armed with a hand weapon. He is Immune to Terror, except against Turn Undead spells. The Death Knight is mounted on a Nightmare (counts as a Horse with the Undead rule).
SPECIAL RULES
The Death Knight is Evil and Undead, and he Causes Terror. Though Undead, he is highly resistant to attempts to Turn him, so he ignores any such attempts on a d6 roll of 4+
Spellcaster: The Death Knight is a spellcaster and has the following spell, which he may attempt to use one per round:
Fireball (roll to cast: 3+): Place the large blast marker within 18" of the Death Knight and within line of sight. Any model touched by the template suffers a Strength 5 hit.
Eye of Fear and Flame......100 points
{table="head"] |F.|S.|D.|A.|W.|C.|Might|Will|Fate
The Eye of Fear and Flame| 4/4+ | 4 | 6 | 1 | 2 | 2 | 1 | 6 | 1
[/table]
WARGEAR
The Eye of Fear and Flame is not armed with any weapons, but such is his power that he counts as being equipped with a hand weapon regardless. Unlike his brethren, he is NOT Immune to Terror.
SPECIAL RULES
The Eye of Fear and Flame is Evil and Undead, and he Causes Terror. Though Undead, he is highly resistant to attempts to Turn him, so he ignores any such attempts on a d6 roll of 5+
Spellcaster: The Eye of Fear and Flame is a spellcaster and has the following spells, which he may attempt to use one per round:
Fireball (roll to cast: 3+): Place the large blast marker within 18" of the Eye of Fear and Flame and within line of sight. Any model touched by the template suffers a Strength 5 hit.
Cause Fear (roll to cast: 3+): Place the small blast marker within 18" of the Eye of Fear and Flame and within line of sight. Any model touched by the template must pass a Courage test or fall back.
If the Eye of Fear and Flame is destroyed by Belkar Bitterleaf, he gains his spellcasting abilities. At the end of each round of the game thereafter, roll a d6: on a roll of 1, the spellcasting abilities are lost once again. Use the Eye of Fear and Flame's Will points to cast these spells, not Belkar's own Will points. When the EoFaF's remaining Will points are exhausted, Belkar cannot use his spells for the rest of the battle.
Hobgoblin General......70 points
{table="head"] |F.|S.|D.|A.|W.|C.|Might|Will|Fate
Hobgoblin Captain| 6/4+ | 4 | 6 | 2 | 2 | 5 | 3 | 2 | 1
[/table]
WARGEAR
The Hobgoblin General counts as being armed with a hand weapon and wears heavy armour. In addition, he may be upgraded with the following options:
Spear OR Bow OR Halberd (+5 points): Halberds count as two handed weapons.
Shield (+5 points): the model's Defence value is improved by +1, unless it is also armed with a bow. A model armed with both a bow and shield may still use the Shielding rule.
SPECIAL RULES
Hobgoblin society is cruel and the most malevolant rise to positions of authority. In consequence of this, the Hobgoblin general is Evil.
Hobgoblin Captain......50 points
{table="head"] |F.|S.|D.|A.|W.|C.|Might|Will|Fate
Hobgoblin Captain| 5/4+ | 4 | 5 | 2 | 2 | 4 | 2 | 1 | 1
[/table]
WARGEAR
Hobgoblin Captains count as being armed with a hand weapon and wear armour. In addition, they may be upgraded with the following options:
Spear OR Bow OR Halberd (+5 points): Halberds count as two handed weapons.
Heavy armour (+5 points): the model's Defence value is improved by +1.
Shield (+5 points): the model's Defence value is improved by +1, unless it is also armed with a bow. A model armed with both a bow and shield may still use the Shielding rule.
SPECIAL RULES
Hobgoblin society is cruel and the most malevolant rise to positions of authority. In consequence of this, Hobgoblin captains are Evil.
Hobgoblin War Priest......60 points
{table="head"] |F.|S.|D.|A.|W.|C.|Might|Will|Fate
Hobgoblin Shaman| 4/4+ | 4 | 4 | 1 | 2 | 4 | 1 | 3 | 1
[/table]
WARGEAR
Hobgoblin Shaman count as being armed with a hand weapon.
SPECIAL RULES
Hobgoblin society is cruel and their deities are typically of a malevolant disposition. In consequence of this, Hobgoblin shamen are Evil.
Spellcaster: Hobgoblin Shaman have the following spells, of which they may attempt to use one per round:
Cure Wounds (roll to cast: 3+): One model within 3" of the Shaman regains all lost wounds.
Cause Wounds (roll to cast: 5+): One model within 3" of the Shaman and in line of sight loses a single Wound.
Bolster Undead (roll to cast: 2+): Up to three undead models within 12" and line of sight ignore the Turn Undead spell until the end of turn. This spell may be used in response to the casting of a Turn Undead, at the same time as resistance rolls would normally be permitted.
Hobgoblin Warrior......9 points
{table="head"] |F.|S.|D.|A.|W.|C.
Hobgoblin Warrior| 4/4+ | 4 | 4 | 1 | 1 | 3
[/table]
WARGEAR
Hobgoblin Warriors count as being armed with a hand weapon and wear armour. In addition, they may be upgraded with the following options:
Spear OR Bow OR Halberd (+1 point): Halberds count as two handed weapons.
Heavy armour (+1 point): the model's Defence value is improved by +1.
Shield (+1 point): the model's Defence value is improved by +1, unless it is also armed with a bow. A model armed with both a bow and shield may still use the Shielding rule.
SPECIAL RULES
While many hobgoblins tend in that direction, they are not inherently Evil, and are not subject to effects that apply to evil creatures.
Ghoul......10 points
{table="head"] |F.|S.|D.|A.|W.|C.
Ghoul| 3/- | 3 | 5 | 1 | 1 | 3
[/table]
WARGEAR
Ghouls count as being armed with a hand weapon.
SPECIAL RULES
Ghouls count as being Undead and Evil. They are Immune to Terror, except against Turn Undead spells.
Paralysis: Ghouls can paralyze their opponents in combat. If a Ghoul is victorious in combat, select one defeated model and roll a d6 for each Wound the model has on its profile. If you roll a 4+ on all of these dice, that model becomes Immobile. Make this test after the Ghould strikes its blows. Paladins and Elves are immune to this effect.
Immobile creatures may not move, shoot or strike blows in combat, and they count as having Fight: 1/-. Paralysis may be reversed with the Restoration spell.
Zombie......5 points
{table="head"] |F.|S.|D.|A.|W.|C.
Zombie| 2/- | 3 | 4 | 1 | 1 | 2
[/table]
WARGEAR
Zombies count as being armed with a hand weapon.
SPECIAL RULES
Zombies count as being Undead and Evil. They are Immune to Terror, except against Turn Undead spells.
Winged Zombie......10 points
{table="head"] |F.|S.|D.|A.|W.|C.
Winged Zombie| 2/- | 3 | 4 | 1 | 1 | 2
[/table]
WARGEAR
Winged Zombies count as being armed with a hand weapon.
SPECIAL RULES
Winged Zombies count as being Undead and Evil. In addition, they may Fly; moving 12" in the movement phase, ignoring intervening terrain. They are Immune to Terror, except against Turn Undead spells.
Titanium Elemental......100 points
{table="head"] |F.|S.|D.|A.|W.|C.
Titanium Elemental| 4/- | 6 | 8 | 2 | 2 | 8
[/table]
WARGEAR
Titanium Elementals are immensely strong, and although they do not carry any equipment, they count as being armed with hand weapons.
SPECIAL RULES
Titanium Elementals are immune to Terror, and count as being Summoned.
Titanium Elementals count as having Strength 10 against structures and war engines.
Titanium elementals may be launched into position using the rules for catapults (see below). Resolve the catapult hit as normal, then place the Titanium elemental as close as possible to the point of impact. They may count this as a charge, resolving additional attacks above and beyond the initial impact. The range for this deployment is 25% greater than for usual catapult shots. Before they are launched in this way, you must secretly write down which catapults have Titanium Elementals as ammunition (each catapult may have only one); this counts as Secret Deployment for the elemental and Equipment for the catapult (see: Saangwaan in the Azure City Army List for relevance).
RATS, WILDCARDS AND LONERS
Nale......105 points
{table="head"] |F.|S.|D.|A.|W.|C.|Might|Will|Fate
Nale| 5 | 4 | 5 | 2 | 2 | 5 | 3 | 3 | 2
[/table]
WARGEAR
Nale is armed with a bastard sword. In any given turn, he may use it as either a hand weapon or a two handed weapon. In addition, Nale wears a chain shirt (armour) and he may be given the following items:
Horse (+10 points): This mount follows the normal rule for horses.
SPECIAL RULES
Nale is Evil, and subject to effects that apply to evil models.
Spellcaster: Nale has the following spells, of which he may attempt to use one per round:
Charm Person (roll to cast: 5+): One enemy model within 6" of Nale comes under the control of Nale's player until the end of turn.
Illusion (roll to cast: 3+): One enemy model may do nothing further that turn. In combat that model's Fight value counts as 1 and he will not strike blows. He may use Might, Fate and Will but may not perform Heroic actions. The effect lasts for the remainder of that turn.
Sabine......85 points
{table="head"] |F.|S.|D.|A.|W.|C.|Might|Will|Fate
Sabine| 4/- | 4 | 8 | 1 | 2 | 3 | 3 | 2 | 2
[/table]
WARGEAR
Though she carries no weapons, Sabine's power as a Fiend allows her to fight in close combat as though armed with a hand weapon.
SPECIAL RULES
Sabine is Evil and an Outsider, and subject to effects that apply to models with these types. In addition, she can Fly; moving 12" in the movement phase, ignoring intervening terrain.
Energy Drain: Whenever Sabine wins a round of close combat against an opponent, that opponent suffers a -1 penalty to its Fight and Defence scores. Should the Fight score be reduced to 1, the model's Attacks is reduced to 1 as well, and the model may not move or initiate assaults. This damage can accumulate, and can be removed with a Restoration spell.
Thog......95 points
{table="head"] |F.|S.|D.|A.|W.|C.|Might|Will|Fate
Thog| 6 | 5 | 5 | 3 | 3 | 5 | 3 | 0 | 2
[/table]
WARGEAR
Thog wears a suit of armour, which is included in his profile. In addition, he is armed with a Greataxe (two handed weapon).
SPECIAL RULES
Thog is Evil, and subject to effects that apply to evil models.
Barbarian Rage: Once per battle at the begining of his movement phase, Thog's player may declare that Thog will Rage. In this state, Thog gains Defence 8 and Courage 8. He must move as far as possible to the nearest enemy in line of sight and charge that model if possible, and must always strike blows if victorious, re-rolling failed rolls to wound. However, at the end of each turn, roll a d6: on a 1-2 Thog emerges from his rage and fights as normal for the duration of the battle.
Miko Myazaki, the Fallen......125 points
{table="head"] |F.|S.|D.|A.|W.|C.|Might|Will|Fate
Miko Myazaki| 7 | 4 | 5 | 3 | 3 | 5 | 2 | 3 | 3
[/table]
WARGEAR
Miko Myazaki wields a Katana (it may be used either as a one handed weapon or as a two handed weapon in any turn). In addition, she may chose any of the following weapons or items at the indicated cost in points:
Wakizashi (+15 points): This is a secondary weapon that may be used in one of the following ways each close combat phase: it either allows Miko to reduce the number of attacks of a single opponent in base contact with her by one attack to a minimum of one attack OR it adds +1 the number of dice Miko may roll to determine who wins the round (though not to damage).
Horse (+10 points): This mount follows the normal rule for horses.
Armour (+5 points): Miko Myazaki may wear armour, which increases her Defence value to 6.
SPECIAL RULES:
Stun: In any turn in which she beats an opponent in close combat, she may choose to Stun that opponent in lieu of striking blows. That opponent may not move during its next movement phase and makes no attacks in close combat. It may still use the Shielding rule if able. Only one opponent may be stunned this way per turn.
Nimble: Miko Myazaki gains a +1 bonus to all rolls on the Swim, Climb, Jump or Thrown Rider charts to a maximum effective roll of 6. Note that this normally makes fumbles on such charts impossible.
Madness: More unstable than evil, Miko may nonetheless be considered a borderline case. Roll a d6 each time she is subjected to an effect that has special rules against Evil creatures. On a 4+, Miko will count as being Evil for game purposes for that effect.
EDIT: Super Bump!!
Getting back on the horse, I'm adding the following:
On the Good side: General Chang, Saangwaan, High Priest, Lord Soon, Ghost Martyr.
On the Evil side: Huecuva, Death Knight, Eye of Fear and Flame, Nightmare (steed), Hobgoblin General, Titanium Elemental.
EDIT: While I'm mostly on a hiatus from the board, I'll put in modifications of the lists from time to time as I test them.
For now: an increase in the cost of the Azurian Wizard. Rather amusing since I had improved him slightly earlier on.
EDIT: Fixed some boo-boos resulting from copy-pasting the spell descriptions. Also, raised the cost of Redcloak since the Harm, Destruction and Raise Dead spells are really deadly.
-------------------------------------------------------------------------
Well, with the Battle for Azure City looming, I descided to waste some time I really don't have by preparing some material for gaming. This is based on Games Workshop's Lord of the Rings tabletop strategy game. Specifically, these are army lists to be used with that game.
Obviously, getting ahold of enough miniatures may be a bit of a problem, but the pieces from the OOTS boardgame might be useful in that regard, as might generic toy soldiers. The thing to remember is that man sized models should be mounted on 20 mm diameter circular bases.
For those who don't know what this is all about: Games Workshop devises various tabletop wargames. The players in these games purchase armies from army lists with a mutually agreed number of Army Points (1000 or less for a small game, 2000 or more for a large one), and represent them with small painted models. Acutally half the fun of this hobby is collecting, assembling and painting models, but that's not to say that the gaming aspect is any less important (it's a matter of taste which aspect each gamer prefers).
There is no "board", the game is played on modelled terrain or on a tabletop with convenient objects for terrain such as piles of books for hills, etc. all covered with a green tablecloth to represent grass (or brown to represent dirt, etc). A 4'x6' table is adequate. The players then alternate placing models in their deployment zone (usually the nearest 25% of the table within opposing board edges), and play the game for an agreed number of turns or until predefined conditions are met.
Anyway, the army lists are as follows. Azure City and the Order of the Stick go together obviously; the "Rats, Wildcards and Loners" may be used as you wish". There is no special restriction on the number of heroes you may take as relative to generic warriors, though be warned that an "all hero" army is not neccesarily the most efficient approach.
"Heroes" are any models with a Might, Fate and Will score.
Two generic army selection rule follows these lists:
No more than one third of your models, rounded up, may have ranged weapons and/or spells. This limit does not include named characters.
You are limited to only one each of the named characters.
Please note that while this is based on an existing game, these lists are NOT playtested. That would be part of the reason they are being put here. :smallwink: I am reasonably confident that it is at least moderately playable, since the characters presented here are more or less compatible with what is presented in the LotR game.
The main concern I have is as to whether the Paladins and Azure City Wizards unbalance things too much, since there is no analog to them in the LotR lists. Well, that and the target numbers for the spellcasting rolls.
THE ORDER OF THE STICK
Roy Greenhilt......185 points
{table="head"] |F.|S.|D.|A.|W.|C.|Might|Will|Fate
Roy Greenhilt| 6 | 4 | 6 | 3 | 3 | 6 | 3 | 3 | 3
[/table]
WARGEAR
Roy wears a suit of armour, which is included in his profile. In addition, he must chose one of the following weapons at the indicated cost in points:
Greatclub (free): This counts as a standard two handed weapon.
Greenhilt Blade (+10 points): The Greenhilt Blade counts as a two handed weapon, but does not incur the usual -1 penalty to hit.
Greenhilt Blade Reforged (+25 points): The Greenhilt Blade counts as a two handed weapon, but does not incur a penalty to hit and in addition re-rolls failed rolls to wound.
SPECIAL RULES
Mighty Hero: Roy Greenhilt is mighty even among heroes, and is destined to forge the fate of the world anew. He may use a single point of Might each turn without depleting his Might score.
Bull Rush: In any turn that Roy charges and is victorious in combat, one of the enemy models beaten selected by Roy's player must roll equal to or less than its Strength or be Knocked Down. This Knock Down ability does not affect Large opponents or Cavalry. Note that the number of blows struck against an opponent that is Knocked Down are doubled.
Roy may ride a horse:
Horse (+10 points): This mount is a normal creature of its type:
{table="head"] |F.|S.|D.|A.|W.|C.
Horse| 3/- | 3 | 4 | 0 | 1 | 3
[/table]
Horses move at 10" per turn instead of the normal 6". Randomize hits inflicted upon a mounted model between the rider and its mount.
Durkon Thundershield......145 points
{table="head"] |F.|S.|D.|A.|W.|C.|Might|Will|Fate
Durkon Thundershield| 5 | 4 | 7 | 2 | 3 | 6 | 3 | 6 | 1
[/table]
WARGEAR
Durkon carries a dwarf hammer (counts as a hand weapon), wears a suit of fine dwarf armour and carries a shield. The bonuses from these items have been included in his profile. In addition to this, Durkon may be given the following:
Amulet of Natural Armour (+10 points): This item adds +1 to Durkon's Defence score.
Pony (+10 points): This mount counts as a horse for game purposes.
SPECIAL RULES
Spellcaster: Durkon has the following spells, of which he may attempt to use one per round:
Cure Wounds (roll to cast: 3+): One model within 3" of Durkon regains all lost wounds.
Restoration (roll to cast: 3+): One model within 3" of Durkon regains all lost stat points from Energy Drain.
Thor's Lightning (roll to cast: 5+): Place the small blast marker anywhere withing range and line of sight, such that it does not touch a friendly model. Any model covered by the marker suffers a Strength:10 hit, and any model touched but not covered by the marker suffers a Strength 10 hit on a d6 roll of 4+. Thor's Lightning has a range of 18".
Thor's Might (roll to cast: 3+): Durkon gains +2 to his Fight, Strength and Attacks scores and counts as a Large target. In addition, he causes Terror. The effects of this spell last until the end of the next turn. Durkon may not use this spell while mounted, and it may be used only once per battle.
Turn Undead (roll to cast: 2+): Durkon causes Terror in undead, they use Courage 2 or their usual score, whichever is less. In addition, three undead models within 12" and line of sight suffer a Strength 4 hit. Roll to wound against their Courage rating, not their Defence as normal.
Haley Starshine......75 points
{table="head"] |F.|S.|D.|A.|W.|C.|Might|Will|Fate
Haley Starshine| 4/3+ | 4 | 4 | 1 | 3 | 6 | 3 | 2 | 2
[/table]
WARGEAR
Haley carries a dagger and a longbow that has a Strength of 3 rather than Strength 2 as is normally the case. In addition, she may be given the following items.
Alchemical Arrows (+10 points): These allow Haley Starshine to wound any Outsider or Undead at least on a 4+
Armour (free): If Haley Starshine wears armour, she gains a Defence score of 5.
Horse (+10 points): This mount follows the normal rule for horses.
SPECIAL RULES
Deadly Shot: Being an expert archer, Haley may fire three times during the shootig phase, rather than just once as would normally be the case.
Nimble: As long as she does not wear armour, Haley Starshine gains a +1 bonus to all rolls on the Swim, Climb, Jump or Thrown Rider charts to a maximum effective roll of 6. Note that this normally makes fumbles on such charts impossible.
Sneak Attack: Haley Starshine may count an opponent as Trapped when striking blows if that opponent fought another opponent that turn.
Elan......95 points
{table="head"] |F.|S.|D.|A.|W.|C.|Might|Will|Fate
Elan| 5 | 4 | 5 | 2 | 2 | 6 | 3 | 3 | 2
[/table]
WARGEAR
Elan is armed with a rapier (counts as a hand weapon) and wears a chain shirt (armour). In addition, he may be given the following items:
Horse (+10 points): This mount follows the normal rule for horses.
SPECIAL RULES
Dashing Swordsman: When fighting in close combat, Elan may select a single enemy model in base contact and re-roll a single die to determine who wins the close combat each turn. His selected opponent may expend a Will point to avoid this effect. All of Elan's blows must be struck against that opponent if he wins the combat.
Spellcaster: Elan has the following spells, of which he may attempt to use one per round:
Bard Song (roll to cast: 2+): One allied model may gain +1 on a single dice roll as long as it is within 3" of Elan.
Illusion (roll to cast: 4+): One enemy model may do nothing further that turn. In combat that model's Fight value counts as 1 and he will not strike blows. He may use Might, Fate and Will but may not perform Heroic actions. The effect lasts for the remainder of that turn.
Vaarsuvius......155 points
{table="head"] |F.|S.|D.|A.|W.|C.|Might|Will|Fate
Vaarsuvius| 3 | 3 | 3 | 1 | 3 | 6 | 3 | 6 | 2
[/table]
WARGEAR
Vaarsuvius may be given the following items:
Ring of Wizardry (+15 points): This potent item allows Vaarsuvius to expend one point of Will each turn without reducing his/her own Will score. This free point of will may only be used to cast spells.
Horse (+10 points): This mount follows the normal rule for horses.
SPECIAL RULES
Vaarsuvius is an Elf, and is consequently immune to the Paralysis effect of Ghouls.
Spellcaster: Vaarsuvius is a mighty spellcaster and has the following spells, of which s/he may attempt to use one per round:
Fireball (roll to cast: 3+): Place the large blast marker within 18" of Vaarsuvius and within line of sight. Any model touched by the template suffers a Strength 5 hit.
Counterspell (roll to cast: 3+): One enemy spell whose caster and/or target is within 18" of Vaarsuvius is countered, as though the target had passed its resistance roll. This applies even if the counterspell casting roll was less than the casting roll of the spell it countered.
Disintigrate (roll to cast: 5+): One enemy model within line of sight and within 18" of Vaarsuvius suffers a Strength 10 hit which causes d6 Wounds of damage. This attack will affect fortifications as a war machine would.
Evan's Spiked Tentacles of Forced Intrusion (roll to cast: 3+): Place the large blast marker within 18" of Vaarsuvius and within line of sight. Any models touched by the template must roll equal to or less than their Strength on 2d6 or become Immobilized. Immobilized models may not move nor strike blows in close combat, and they count as having a Fight score of 1. If a double was rolled on the 2d6, the model suffers a wound.
Magic Missile (roll to cast: 2+): Two enemy models within 18" and within line of sight suffer a S:2 hit each. You may concentrate these hits upon fewer models if you wish.
Power word Blind (roll to cast: 5+): One enemy model within 12" and line of sight becomes Blinded. The model may neither use ranged attacks or spells and counts as having a Fight score of 1 for duration of the game. Neither may it charge into combat unless there is a friendly model that begins and ends its charge move within 3" of it. Power Word Blind does not work on undead.
Dismissal (roll to cast: 3+): One enemy summoned creature is removed from the game. It counts as being destroyed. Dismissal has no effect upon creatures that are not summoned.
Expedious Retreat (roll to cast: 2+): Vaarsuvius doubles his/her movement for this round and the next.
Mass Buff (roll to cast: 4+): Place the small blast marker anywhere within 6" and line of sight of Vaarsuvius. All friendly models within this area gain +2 to Strength and Defense and block movement within 1" rather than ½" as would normally be the case. The effects of this spell last for this round and the next.
Belkar Bitterleaf......80 points
{table="head"] |F.|S.|D.|A.|W.|C.|Might|Will|Fate
Belkar| 5 | 3 | 4 | 3 | 3 | 6 | 3 | 3 | 2
[/table]
WARGEAR
Belkar is armed with a pair of daggers. Due to his skill, these count as hand weapons, rather than inferior weapons. Belkar additionally gains +1 attack die to determine who wins a round of combat (though not rolls to damage). In addition, he may be mounted on a warhound:
Warhound (+10 points): This mount counts as a horse, except that it has a Fight score of 4.
SPECIAL RULES
Evil: Belkar is not a nice guy. In fact, he is subject to any effect that applies to Evil creatures for game purposes.
Mark of Justice: The Mark of Justice prevents Belkar from ending his turn further than 24" from Roy Greenhilt. If Roy is removed from play, Belkar is removed also, as he makes his getaway. Belkar may only strike blows against Undead creatures and Outsiders. This mark may be optionally removed at an additional cost of +15 points.
Stealth: Belkar may make a "free" move after deployment is complete but before the game begins. When charging into combat, may move "through" unengaged enemy models to attack any model of his choice within charge range. Belkar is not stealthy while mounted..
Barbarian Rage: Belkar may have this ability at an additional cost of +15 points. Once per battle at the begining of his movement phase, Belkar's player may declare that Belkar will Rage. In this state, Belkar gains Defence 8 and Courage 8. He must move as far as possible to the nearest enemy in line of sight and charge that model if possible, and must always strike blows if victorious, re-rolling failed rolls to wound. However, at the end of each turn, roll a d6: on a 1-2 Belkar emerges from his rage and fights as normal for the duration of the battle.
AZURE CITY
Paladin Special Rules
All Paladins have the following special benefits and abilities:
They gain a Courage rating of 8.
They gain an extra die roll whenever they attempt to resist a spell, in addition to those gained from expended Will points, if any.
They gain the option to ride a Celestial Mount at +15 points. This mount is identical to a Horse, except for the following: it has a Courage 8, Defence 5, Attacks 1.Paladins gain the following spells and spell like abilities:
Lay on Hands (roll to cast: 2+): Any model within 3" of the Paladin may immediately recover a lost wound as though it had passed a Fate roll. Note that this ability may be used in the opponent's turn.
Smite Evil (roll to cast: 2+): Any Evil model struck by the Paladin suffers wounds on a 3+, regardless of its Defence.
Turn Undead (roll to cast: 3+): Undead are subject to Terror of the Paladin until the end of turn, and one undead model within 6" and line of sight suffers a Strength 4 hit.
Lord Hinjo......110 points
{table="head"] |F.|S.|D.|A.|W.|C.|Might|Will|Fate
Captain| 5/- | 4 | 6 | 2 | 3 | 8 | 3 | 2 | 2
[/table]
WARGEAR
Lord Hinjo counts as being armed with a hand weapon and wear heavy armour. In addition, he may be upgraded with the following option:
Shield (+5 points): the model's Defence value is improved by +1, unless it is also armed with a bow. A model armed with both a bow and shield may still use the Shielding rule.
SPECIAL
Lord Hinjo follows all the rules for Paladins, as detailed above.
Argent (+25 points): Lord Hinjo may be given the celestial warhound Argent as a monstrous mount. It has the following profile. This replaces the usual paladin's mount option:
{table="head"] |F.|S.|D.|A.|W.|C.
Argent| 4/- | 4 | 4 | 2 | 2 | 8
[/table]
O-Chul......95 points
{table="head"] |F.|S.|D.|A.|W.|C.|Might|Will|Fate
Captain| 5/- | 4 | 6 | 2 | 2 | 8 | 3 | 2 | 1
[/table]
WARGEAR
O-Chul counts as being armed with a hand weapon and wears heavy armour. In addition, he may be upgraded with the following option:
Shield (+5 points): the model's Defence value is improved by +1, unless it is also armed with a bow. A model armed with both a bow and shield may still use the Shielding rule.
SPECIAL
O-Chul follows all the rules for Paladins, as detailed above.
Lien......80 points
{table="head"] |F.|S.|D.|A.|W.|C.|Might|Will|Fate
Lien| 5/- | 4 | 6 | 2 | 2 | 8 | 2 | 2 | 1
[/table]
WARGEAR
Lien counts as being armed with a spear and wears heavy armour.
SPECIAL
Lien follows all the rules for Paladins, as detailed above.
Razor (+25 points): Lien may be given the celestial shark Razor as a monstrous mount. It has the following profile. This replaces the usual paladin's mount option. Razor counts all land areas as impassable, and all water areas as clear terrain.
{table="head"] |F.|S.|D.|A.|W.|C.
Razor| 6/- | 5 | 5 | 2 | 2 | 8
[/table]
Paladin Hero......70 points
{table="head"] |F.|S.|D.|A.|W.|C.|Might|Will|Fate
Captain| 4/- | 4 | 6 | 2 | 2 | 8 | 2 | 2 | 1
[/table]
WARGEAR
Paladin heroes count as being armed with a hand weapon and wear heavy armour. In addition, they may be upgraded with the following option:
Shield (+5 points): the model's Defence value is improved by +1, unless it is also armed with a bow. A model armed with both a bow and shield may still use the Shielding rule.
SPECIAL
Paladin heroes follow all the rules for Paladins, as detailed above.
General Chang......55 points
{table="head"] |F.|S.|D.|A.|W.|C.|Might|Will|Fate
General Chang| 5/4+ | 4 | 6 | 2 | 2 | 5 | 3 | 2 | 1
[/table]
WARGEAR
General Chang wears heavy armour and carries a hand weapon. In addition, General Chang has the following options:
Spear OR Bow OR Halberd (+5 points): Halberds count as two handed weapons.
Shield (+5 points): the model's Defence value is improved by +1, unless it is also armed with a bow. A model armed with both a bow and shield may still use the Shielding rule.
Horse (+10 points): This mount follows the normal rule for horses. Models armed with a halberd may not be mounted on a horse.
Captain......30 points
{table="head"] |F.|S.|D.|A.|W.|C.|Might|Will|Fate
Captain| 4/4+ | 4 | 5 | 2 | 2 | 4 | 2 | 1 | 1
[/table]
WARGEAR
Human Captains count as being armed with a hand weapon and wear armour. In addition, they may be upgraded with the following options:
Spear OR Bow OR Halberd (+5 points): Halberds count as two handed weapons.
Heavy armour (+5 points): the model's Defence value is improved by +1.
Shield (+5 points): the model's Defence value is improved by +1, unless it is also armed with a bow. A model armed with both a bow and shield may still use the Shielding rule.
Horse (+10 points): This mount follows the normal rule for horses. Models armed with a halberd may not be mounted on a horse.
High Priest of the Twelve Gods......80 points
{table="head"] |F.|S.|D.|A.|W.|C.|Might|Will|Fate
Cleric| 4/4+ | 4 | 4 | 1 | 2 | 6 | 1 | 6 | 1
[/table]
WARGEAR
The High Priest counts as being armed with a hand weapon.
Horse (+10 points): This mount follows the normal rule for horses.
SPECIAL RULES
Spellcaster: The High Priest has the following spells, of which he may attempt to use one per round:
Cure Wounds (roll to cast: 2+): One model within 3" of the Cleric regains all lost wounds.
Restoration (roll to cast: 2+): One model within 3" of the Cleric regains all lost stat points from Energy Drain.
Turn Undead (roll to cast: 2+): the Cleric causes Terror in undead, they use Courage 3 or their own courage, whichever is less. In addition, six undead models within 12" and line of sight suffer a Strength 4 hit. Roll to wound against their Courage rating, not their Defense as normal.
Hold Monster (roll to cast: 4+): one enemy model in base contact with the High Priest is rendered immobile for the duration of the battle: it may not move, all blows against it in close combat hit automatically, and it counts as being Trapped (blows struck against it are doubled).
Saangwaan......60 points
{table="head"] |F.|S.|D.|A.|W.|C.|Might|Will|Fate
Saangwaan| 3/4+ | 3 | 3 | 1 | 2 | 4 | 1 | 6 | 1
[/table]
WARGEAR
Saangwaan counts as being armed with a hand weapon.
Horse (+10 points): This mount follows the normal rule for horses.
SPECIAL RULES
Spellcaster: Saangwaan has the following spells, of which they may attempt to use one per round:
See Invisible (roll to cast: 3+): Select a point within line of sight and within 18" of Saangwaan, and place the small blast marker over this point. All friendly models within 3" of Saangwaan may see "hidden" troops that are touched by the blast marker and ignore cover. Secretly deployed troops within this area must be revealed.
True Seeing (roll to cast: 3+): Select an enemy model within line of sight and within 18" of Saangwaan. The opposing player must reveal all details and options of this model.
Foresight (roll to cast: 2+): This spell is used at the start of battle but before the battle begins (it may only be used once per game). Roll a d6 for each model in your army. On a roll of 6, that model may be repositioned. The new deployment must be legal.
Scry (roll to cast: 2+): This spell is used before deployment (it may only be used once per game). Roll a d6 for each model in the enemy army. On a roll of 6, the opposing player must reveal all information on that model.
Wizard......60 points
{table="head"] |F.|S.|D.|A.|W.|C.|Might|Will|Fate
Wizard| 3/4+ | 3 | 3 | 1 | 2 | 4 | 1 | 4 | 1
[/table]
WARGEAR
Wizards count as being armed with hand weapons.
Horse (+10 points): This mount follows the normal rule for horses.
SPECIAL RULES
Spellcaster: Wizards have the following spells, of which they may attempt to use one per round:
Counterspell (roll to cast: 4+): One enemy spell whose caster and/or target is within 18" of the Wizard is countered, as though the target had passed its resistance roll. This applies even if the counterspell casting roll was less than the casting roll of the spell it countered.
Fireball (roll to cast: 4+): Place the large blast marker within 18" of the Wizard and within line of sight. Any model touched by the template suffers a Strength 5 hit.
Magic Missile (roll to cast: 2+): Two enemy models within 18" and within line of sight suffer a S:2 hit each. You may concentrate these hits upon fewer models if you wish.
Cleric......50 points
{table="head"] |F.|S.|D.|A.|W.|C.|Might|Will|Fate
Cleric| 4/4+ | 4 | 4 | 1 | 2 | 4 | 1 | 3 | 1
[/table]
WARGEAR
Clerics count as being armed with hand weapons.
Horse (+10 points): This mount follows the normal rule for horses.
SPECIAL RULES
Spellcaster: Clerics have the following spells, of which they may attempt to use one per round:
Cure Wounds (roll to cast: 3+): One model within 3" of the Cleric regains all lost wounds.
Restoration (roll to cast: 3+): One model within 3" of the Cleric regains all lost stat points from Energy Drain.
Turn Undead (roll to cast: 2+): the Cleric causes Terror in undead, they use Courage 3 or their own courage, whichever is less. In addition, three undead models within 12" and line of sight suffer a Strength 4 hit. Roll to wound against their Courage rating, not their Defense as normal.
Sapphire Guard Paladin......20 points
{table="head"] |F.|S.|D.|A.|W.|C.|Might|Will|Fate
Paladin| 4/- | 3 | 5 | 1 | 1 | 8 | 1 | 1 | 0
[/table]
WARGEAR
Paladins count as being armed with a hand weapon and wear heavy armour. In addition, they may be upgraded with the following options:
Shield (+5 points): the model's Defence value is improved by +1, unless it is also armed with a bow. A model armed with both a bow and shield may still use the Shielding rule.
SPECIAL
Paladin heroes follow all the rules for Paladins, as detailed above.
Azure City Warrior......6 points
{table="head"] |F.|S.|D.|A.|W.|C.
Warrior| 3/4+ | 3 | 4 | 1 | 1 | 3
[/table]
WARGEAR
Human Warriors count as being armed with a hand weapon and wear armour. In addition, they may be upgraded with the following options:
Spear OR Bow OR Halberd (+1 point): Halberds count as two handed weapons.
Heavy armour (+1 point): the model's Defence value is improved by +1.
Shield (+1 point): the model's Defence value is improved by +1, unless it is also armed with a bow. A model armed with both a bow and shield may still use the Shielding rule.
Horse (+5 points): This mount follows the normal rule for horses. Models armed with a halberd may not be mounted on a horse.
THE FORCES OF EVIL
Lord Xykon the Sorcerer......200 points
{table="head"] |F.|S.|D.|A.|W.|C.|Might|Will|Fate
Lord Xykon| 4/4+ | 4 | 6 | 1 | 3 | 6 | 1 | 10 | 3
[/table]
WARGEAR
Lord Xykon is not armed with any weapons, but such is his power that he counts as being equipped with a hand weapon regardless. He is Immune to Terror, except against Turn Undead spells.
SPECIAL RULES
Xykon is Evil and Undead, and he Causes Terror. Though Undead, he is highly resistant to attempts to Turn him, so he ignores any such attempts on a d6 roll of 2+
Crystal Ball: This mighty scrying device allows Lord Xykon to anticipate the actions of his enemies. Roll a d6 for each model in the army after deployment is complete but before the game begins. On any roll of 6, the given model may be redeployed. The new deployment must be legal.
Paralysis: Xykon's close combat attacks cause paralysis in the same manner as Ghouls.
Spellcaster: Though deprived of his Ring of Wizardry, Lord Xykon is still a formidable spellcaster.
Counterspell (roll to cast: 3+): One enemy spell whose caster and/or target is within 18" of Lord Xykon is countered, as though the target had passed its resistance roll. This applies even if the counterspell casting roll was less than the casting roll of the spell it countered.
Death Spell (roll to cast: 5+):One model within 12" of Lord Xykon and in line of sight suffers a single Wound of damage with no saves from Fate points or other sources permitted.
Disintegrate (roll to cast: 5+): One enemy model within line of sight and within 18" of Lord Xykon suffers a Strength 10 hit which causes d6 Wounds of damage. This attack will affect fortifications as a war machine would.
Forcecage (roll to cast: 5+): One non-Large infantry model within 6" and line of sight is imprisoned by this spell: it may not move or strike blows if victorious in combat, though its Fight score is unaffected. If beaten in combat, it counts as being Trapped (taking double hits). It may use ranged attacks and spells if it has them, but counts as being behind a defended obstacle if fired upon. Forcecage ends on a d6 roll of 6 at the end of each enemy turn. It may be ended by a successful use of a Disintigrate spell. Lord Xykon may also chose to end the spell at any time.
Lightning Bolt (roll to cast: 3+): Draw a line from Lord Xykon to any point within 12" and line of sight. All models along this line suffer a single Strength 6 hit and are Knocked Down on a d6 roll of 4+.
Magic Missile (roll to cast: 2+): Two enemy models within 18" and within line of sight suffer a S:2 hit each. You may concentrate these hits upon fewer models if you wish.
Raise Dead (roll to cast: 4+):You may immediately place d3 Zombie models within 6" and line of sight of Lord Xykon. They may not be placed within ½" of an enemy model, but may move and act freely on the turn they arrive.
Symbol of Pain (roll to cast: 5+): Up to three enemy models within 12" of Lord Xykon, within 3" of each other and in line of sight become Immobilized. They count as having a Fight score of 1 and may not move or strike blows if victorious in combat until the end of turn.
Symbol of Insanity (roll to cast: 4+): Place the large blast marker within 6" and line of sight of Xykon. All models touched by the marker strike blows upon themselves as though in combat. Each target model must resist the spell individually. One use per game.
Greater Invisibility (roll to cast: 4+): Xykon (and his mount, if any) may not be targeted by ranged weapons nor may they be charged in combat . They may be attacked as normal if they engage the enemy in close combat, though in this case, each blow struck against them will miss and deal no damage unless the Good player can roll a 4+ on a d6 roll. One use per game.
Zombie Dragon (+150 points): Xykon may be given a Zombie Dragon as a monstrous mount. It has the following profile:
{table="head"] |F.|S.|D.|A.|W.|C.
Zombie Dragon| 5/- | 6 | 6 | 3 | 6 | 6
[/table]
SPECIAL RULES
The Zombie Dragon counts as being Undead and Evil. In addition, it may Fly; moving 12" in the movement phase, ignoring intervening terrain. It is Immune to Terror, except against Turn Undead spells.
Cursed Breath: During the shooting phase, the Zombie dragon may breathe toxic and corrosive fumes upon Lord Xykon's enemies. Place the Flame template with the pointed end in contact with the Zombie Dragon. All other models touched by the template suffer a Wound on a d6 roll of 4+, regardless of their Defence.
Large: The Zombie dragon is a large model.
Redcloak......125 points
{table="head"] |F.|S.|D.|A.|W.|C.|Might|Will|Fate
Redcloak| 4/4+ | 4 | 4 | 2 | 2 | 4 | 1 | 6 | 3
[/table]
WARGEAR
Redcloak counts as being armed with a light weapon.
SPECIAL RULES
Redcloak is Evil, and subject to effects that apply to evil models.
Spellcaster: Redcloak has the following spells, of which he may attempt to use one per round:
Raise Dead (roll to cast: 4+):You may immediately place d3 Zombie models within 6" and line of sight of Redcloak. They may not be placed within ½" of an enemy model, but may move and act freely on the turn they arrive.
Bolster Undead (roll to cast: 2+): Up to three undead models within 12" and line of sight ignore the Turn Undead spell until the end of turn. This spell may be used in response to the casting of a Turn Undead, at the same time as resistance rolls would normally be permitted.
Harm (roll to cast: 5+): One model within 3" of Redcloak and in line of sight loses all but a single Wound. If the model had only one wound when this spell was cast, it is slain.
Destruction (roll to cast: 4+): One model within 3" of Redcloak suffers d3 points of damage to both its Fight and Defence scores. Should the Fight score be reduced to 1, the model's Attacks is reduced to 1 as well, and the model may not move or initiate assaults. This damage can accumulate, and can be removed with a Restoration spell..
Disintegrate (roll to cast: 5+): One enemy model within line of sight and within 18" of Redcloak suffers a Strength 10 hit which causes d6 Wounds of damage. This attack will affect fortifications as a war machine would.
Monster Summoning (roll to cast: 2+): Place one of the following models within 3" of Redcloak. They must be paid for from the army points allowance: if you have no additional monsters paid for, Redcloak may not use this spell. Both count as Summoned Monsters and are thus vunerable to Dismissal.
Fiendish Mammoth (+90 points): The Fiendish Mammoth may be used as a Monstrous Mount:
{table="head"] |F.|S.|D.|A.|W.|C.
Fiendish Mammoth| 4/- | 6 | 6 | 2 | 2 | 8
[/table]
Fiendish Octopus (+60 points): The Fiendish Octopus counts all water areas as clear terrain and all land areas as impassable. It may attack models within 2" as though they were in base contact with it.
{table="head"] |F.|S.|D.|A.|W.|C.
Fiendish Octopus| 4/- | 6 | 5 | 2 | 2 | 8
[/table]
The Monster in the Dark......400 points
{table="head"] |F.|S.|D.|A.|W.|C.|Might|Will|Fate
Monster in the Dark| 10/- | 8 | 10 | 4 | 10 | 8 | 0 | Spcl | 0
[/table]
WARGEAR
The Monster in the Dark carries no wargear (other than its precocious umbrella), nor does it need any. It fights as though equipped with a hand weapon.
SPECIAL RULES
The Monster in the Dark counts as an Evil Outsider. In addition, the darkness that envelops it provides concealment as though it were in cover.
Resistance: The Monster in the Dark is an incredibly powerful supernatural being. Each time it attempts a resistance roll against magic, it rolls a number of dice equal to its remaining Wounds.
Cause Terror [not]: The Monster in the Dark is the incarnation of the most unimaginable horror and power, and consequently...
err... nevermind.
The Huecuva......100 points
{table="head"] |F.|S.|D.|A.|W.|C.|Might|Will|Fate
The Huecuva| 4/4+ | 4 | 6 | 1 | 2 | 6 | 1 | 6 | 1
[/table]
WARGEAR
The Huecuva is not armed with any weapons, but such is his power that he counts as being equipped with a hand weapon regardless. He is Immune to Terror, except against Turn Undead spells.
SPECIAL RULES
The Huecuva is Evil and Undead, and he Causes Terror. Though Undead, he is highly resistant to attempts to Turn him, so he ignores any such attempts on a d6 roll of 4+
Spellcaster: The Eye of Fear and Flame is a spellcaster and has the following spells, which he may attempt to use one per round:
Bolster Undead (roll to cast: 2+): Up to three undead models within 12" and line of sight ignore the Turn Undead spell until the end of turn. This spell may be used in response to the casting of a Turn Undead, at the same time as resistance rolls would normally be permitted.
Harm (roll to cast: 5+): One model within 3" of Redcloak and in line of sight loses all but a single Wound. If the model had only one wound when this spell was cast, it is slain.
Death Knight......100 points
{table="head"] |F.|S.|D.|A.|W.|C.|Might|Will|Fate
The Huecuva| 6/4+ | 4 | 7 | 2 | 2 | 6 | 3 | 3 | 1
[/table]
WARGEAR
The Death Knight wears armour and is armed with a hand weapon. He is Immune to Terror, except against Turn Undead spells. The Death Knight is mounted on a Nightmare (counts as a Horse with the Undead rule).
SPECIAL RULES
The Death Knight is Evil and Undead, and he Causes Terror. Though Undead, he is highly resistant to attempts to Turn him, so he ignores any such attempts on a d6 roll of 4+
Spellcaster: The Death Knight is a spellcaster and has the following spell, which he may attempt to use one per round:
Fireball (roll to cast: 3+): Place the large blast marker within 18" of the Death Knight and within line of sight. Any model touched by the template suffers a Strength 5 hit.
Eye of Fear and Flame......100 points
{table="head"] |F.|S.|D.|A.|W.|C.|Might|Will|Fate
The Eye of Fear and Flame| 4/4+ | 4 | 6 | 1 | 2 | 2 | 1 | 6 | 1
[/table]
WARGEAR
The Eye of Fear and Flame is not armed with any weapons, but such is his power that he counts as being equipped with a hand weapon regardless. Unlike his brethren, he is NOT Immune to Terror.
SPECIAL RULES
The Eye of Fear and Flame is Evil and Undead, and he Causes Terror. Though Undead, he is highly resistant to attempts to Turn him, so he ignores any such attempts on a d6 roll of 5+
Spellcaster: The Eye of Fear and Flame is a spellcaster and has the following spells, which he may attempt to use one per round:
Fireball (roll to cast: 3+): Place the large blast marker within 18" of the Eye of Fear and Flame and within line of sight. Any model touched by the template suffers a Strength 5 hit.
Cause Fear (roll to cast: 3+): Place the small blast marker within 18" of the Eye of Fear and Flame and within line of sight. Any model touched by the template must pass a Courage test or fall back.
If the Eye of Fear and Flame is destroyed by Belkar Bitterleaf, he gains his spellcasting abilities. At the end of each round of the game thereafter, roll a d6: on a roll of 1, the spellcasting abilities are lost once again. Use the Eye of Fear and Flame's Will points to cast these spells, not Belkar's own Will points. When the EoFaF's remaining Will points are exhausted, Belkar cannot use his spells for the rest of the battle.
Hobgoblin General......70 points
{table="head"] |F.|S.|D.|A.|W.|C.|Might|Will|Fate
Hobgoblin Captain| 6/4+ | 4 | 6 | 2 | 2 | 5 | 3 | 2 | 1
[/table]
WARGEAR
The Hobgoblin General counts as being armed with a hand weapon and wears heavy armour. In addition, he may be upgraded with the following options:
Spear OR Bow OR Halberd (+5 points): Halberds count as two handed weapons.
Shield (+5 points): the model's Defence value is improved by +1, unless it is also armed with a bow. A model armed with both a bow and shield may still use the Shielding rule.
SPECIAL RULES
Hobgoblin society is cruel and the most malevolant rise to positions of authority. In consequence of this, the Hobgoblin general is Evil.
Hobgoblin Captain......50 points
{table="head"] |F.|S.|D.|A.|W.|C.|Might|Will|Fate
Hobgoblin Captain| 5/4+ | 4 | 5 | 2 | 2 | 4 | 2 | 1 | 1
[/table]
WARGEAR
Hobgoblin Captains count as being armed with a hand weapon and wear armour. In addition, they may be upgraded with the following options:
Spear OR Bow OR Halberd (+5 points): Halberds count as two handed weapons.
Heavy armour (+5 points): the model's Defence value is improved by +1.
Shield (+5 points): the model's Defence value is improved by +1, unless it is also armed with a bow. A model armed with both a bow and shield may still use the Shielding rule.
SPECIAL RULES
Hobgoblin society is cruel and the most malevolant rise to positions of authority. In consequence of this, Hobgoblin captains are Evil.
Hobgoblin War Priest......60 points
{table="head"] |F.|S.|D.|A.|W.|C.|Might|Will|Fate
Hobgoblin Shaman| 4/4+ | 4 | 4 | 1 | 2 | 4 | 1 | 3 | 1
[/table]
WARGEAR
Hobgoblin Shaman count as being armed with a hand weapon.
SPECIAL RULES
Hobgoblin society is cruel and their deities are typically of a malevolant disposition. In consequence of this, Hobgoblin shamen are Evil.
Spellcaster: Hobgoblin Shaman have the following spells, of which they may attempt to use one per round:
Cure Wounds (roll to cast: 3+): One model within 3" of the Shaman regains all lost wounds.
Cause Wounds (roll to cast: 5+): One model within 3" of the Shaman and in line of sight loses a single Wound.
Bolster Undead (roll to cast: 2+): Up to three undead models within 12" and line of sight ignore the Turn Undead spell until the end of turn. This spell may be used in response to the casting of a Turn Undead, at the same time as resistance rolls would normally be permitted.
Hobgoblin Warrior......9 points
{table="head"] |F.|S.|D.|A.|W.|C.
Hobgoblin Warrior| 4/4+ | 4 | 4 | 1 | 1 | 3
[/table]
WARGEAR
Hobgoblin Warriors count as being armed with a hand weapon and wear armour. In addition, they may be upgraded with the following options:
Spear OR Bow OR Halberd (+1 point): Halberds count as two handed weapons.
Heavy armour (+1 point): the model's Defence value is improved by +1.
Shield (+1 point): the model's Defence value is improved by +1, unless it is also armed with a bow. A model armed with both a bow and shield may still use the Shielding rule.
SPECIAL RULES
While many hobgoblins tend in that direction, they are not inherently Evil, and are not subject to effects that apply to evil creatures.
Ghoul......10 points
{table="head"] |F.|S.|D.|A.|W.|C.
Ghoul| 3/- | 3 | 5 | 1 | 1 | 3
[/table]
WARGEAR
Ghouls count as being armed with a hand weapon.
SPECIAL RULES
Ghouls count as being Undead and Evil. They are Immune to Terror, except against Turn Undead spells.
Paralysis: Ghouls can paralyze their opponents in combat. If a Ghoul is victorious in combat, select one defeated model and roll a d6 for each Wound the model has on its profile. If you roll a 4+ on all of these dice, that model becomes Immobile. Make this test after the Ghould strikes its blows. Paladins and Elves are immune to this effect.
Immobile creatures may not move, shoot or strike blows in combat, and they count as having Fight: 1/-. Paralysis may be reversed with the Restoration spell.
Zombie......5 points
{table="head"] |F.|S.|D.|A.|W.|C.
Zombie| 2/- | 3 | 4 | 1 | 1 | 2
[/table]
WARGEAR
Zombies count as being armed with a hand weapon.
SPECIAL RULES
Zombies count as being Undead and Evil. They are Immune to Terror, except against Turn Undead spells.
Winged Zombie......10 points
{table="head"] |F.|S.|D.|A.|W.|C.
Winged Zombie| 2/- | 3 | 4 | 1 | 1 | 2
[/table]
WARGEAR
Winged Zombies count as being armed with a hand weapon.
SPECIAL RULES
Winged Zombies count as being Undead and Evil. In addition, they may Fly; moving 12" in the movement phase, ignoring intervening terrain. They are Immune to Terror, except against Turn Undead spells.
Titanium Elemental......100 points
{table="head"] |F.|S.|D.|A.|W.|C.
Titanium Elemental| 4/- | 6 | 8 | 2 | 2 | 8
[/table]
WARGEAR
Titanium Elementals are immensely strong, and although they do not carry any equipment, they count as being armed with hand weapons.
SPECIAL RULES
Titanium Elementals are immune to Terror, and count as being Summoned.
Titanium Elementals count as having Strength 10 against structures and war engines.
Titanium elementals may be launched into position using the rules for catapults (see below). Resolve the catapult hit as normal, then place the Titanium elemental as close as possible to the point of impact. They may count this as a charge, resolving additional attacks above and beyond the initial impact. The range for this deployment is 25% greater than for usual catapult shots. Before they are launched in this way, you must secretly write down which catapults have Titanium Elementals as ammunition (each catapult may have only one); this counts as Secret Deployment for the elemental and Equipment for the catapult (see: Saangwaan in the Azure City Army List for relevance).
RATS, WILDCARDS AND LONERS
Nale......105 points
{table="head"] |F.|S.|D.|A.|W.|C.|Might|Will|Fate
Nale| 5 | 4 | 5 | 2 | 2 | 5 | 3 | 3 | 2
[/table]
WARGEAR
Nale is armed with a bastard sword. In any given turn, he may use it as either a hand weapon or a two handed weapon. In addition, Nale wears a chain shirt (armour) and he may be given the following items:
Horse (+10 points): This mount follows the normal rule for horses.
SPECIAL RULES
Nale is Evil, and subject to effects that apply to evil models.
Spellcaster: Nale has the following spells, of which he may attempt to use one per round:
Charm Person (roll to cast: 5+): One enemy model within 6" of Nale comes under the control of Nale's player until the end of turn.
Illusion (roll to cast: 3+): One enemy model may do nothing further that turn. In combat that model's Fight value counts as 1 and he will not strike blows. He may use Might, Fate and Will but may not perform Heroic actions. The effect lasts for the remainder of that turn.
Sabine......85 points
{table="head"] |F.|S.|D.|A.|W.|C.|Might|Will|Fate
Sabine| 4/- | 4 | 8 | 1 | 2 | 3 | 3 | 2 | 2
[/table]
WARGEAR
Though she carries no weapons, Sabine's power as a Fiend allows her to fight in close combat as though armed with a hand weapon.
SPECIAL RULES
Sabine is Evil and an Outsider, and subject to effects that apply to models with these types. In addition, she can Fly; moving 12" in the movement phase, ignoring intervening terrain.
Energy Drain: Whenever Sabine wins a round of close combat against an opponent, that opponent suffers a -1 penalty to its Fight and Defence scores. Should the Fight score be reduced to 1, the model's Attacks is reduced to 1 as well, and the model may not move or initiate assaults. This damage can accumulate, and can be removed with a Restoration spell.
Thog......95 points
{table="head"] |F.|S.|D.|A.|W.|C.|Might|Will|Fate
Thog| 6 | 5 | 5 | 3 | 3 | 5 | 3 | 0 | 2
[/table]
WARGEAR
Thog wears a suit of armour, which is included in his profile. In addition, he is armed with a Greataxe (two handed weapon).
SPECIAL RULES
Thog is Evil, and subject to effects that apply to evil models.
Barbarian Rage: Once per battle at the begining of his movement phase, Thog's player may declare that Thog will Rage. In this state, Thog gains Defence 8 and Courage 8. He must move as far as possible to the nearest enemy in line of sight and charge that model if possible, and must always strike blows if victorious, re-rolling failed rolls to wound. However, at the end of each turn, roll a d6: on a 1-2 Thog emerges from his rage and fights as normal for the duration of the battle.
Miko Myazaki, the Fallen......125 points
{table="head"] |F.|S.|D.|A.|W.|C.|Might|Will|Fate
Miko Myazaki| 7 | 4 | 5 | 3 | 3 | 5 | 2 | 3 | 3
[/table]
WARGEAR
Miko Myazaki wields a Katana (it may be used either as a one handed weapon or as a two handed weapon in any turn). In addition, she may chose any of the following weapons or items at the indicated cost in points:
Wakizashi (+15 points): This is a secondary weapon that may be used in one of the following ways each close combat phase: it either allows Miko to reduce the number of attacks of a single opponent in base contact with her by one attack to a minimum of one attack OR it adds +1 the number of dice Miko may roll to determine who wins the round (though not to damage).
Horse (+10 points): This mount follows the normal rule for horses.
Armour (+5 points): Miko Myazaki may wear armour, which increases her Defence value to 6.
SPECIAL RULES:
Stun: In any turn in which she beats an opponent in close combat, she may choose to Stun that opponent in lieu of striking blows. That opponent may not move during its next movement phase and makes no attacks in close combat. It may still use the Shielding rule if able. Only one opponent may be stunned this way per turn.
Nimble: Miko Myazaki gains a +1 bonus to all rolls on the Swim, Climb, Jump or Thrown Rider charts to a maximum effective roll of 6. Note that this normally makes fumbles on such charts impossible.
Madness: More unstable than evil, Miko may nonetheless be considered a borderline case. Roll a d6 each time she is subjected to an effect that has special rules against Evil creatures. On a 4+, Miko will count as being Evil for game purposes for that effect.