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Felhammer
2014-07-07, 08:39 PM
Felhammer's Dice Rolls


Orcs: [roll0]
Orc Barbarian: [roll1]
Hill Giant: [roll2]
Sorceress: [roll3]
Wolves: [roll4]
Ulfred: [roll5]
Konthor: [roll6]
Luc: [roll7]
Silith: [roll8]
Aisha: [roll9]
Hal: [roll10]
Ash: [roll11]

Felhammer
2014-07-15, 04:10 AM
[roll0] gold pieces.

Felhammer
2014-07-22, 03:21 PM
Barbarian
Bard
Cleric
Druid
Fighter
Monk
Paladin
Ranger
Rogue
Sorcerer
Wizard
Alchemist
Cavalier
Gunslinger
Inquisitor
Magus
Oracle
Summoner
Witch
Ninja
Samurai


Class: [roll0]

----------


Dwarf
Elf
Gnome
Half-Elf
Half-Orc
Halfling
Human
Aasimar
Android
Catfolk
Changeling
Dhampir
Drow
Duergar
Fetchling
Ghoran
Gillmen
Goblin
Grippli
Hobgoblin
Ifrit
Kitsune
Kobold
Lashunta
Merfolk
Monnkey Goblin
Nagaji
Orc
Oread
Ratfolk
Samsaran
Strix
Suli
Svirfneblin
Sylph
Tengu
Tiefling
Undine
Vanara
Vishkanya
Wayang


Race: [roll1]

----------

Trait 1 (http://www.d20pfsrd.com/traits): [roll2]
Trait 2 (http://www.d20pfsrd.com/traits): [roll3]
Trait Re-Roll is Trait #2 is in the same category (http://www.d20pfsrd.com/traits): [roll4]
Trait Re-Re-Roll is Re-Roll was in the same category as Trait 1 (http://www.d20pfsrd.com/traits): [roll5]

Felhammer
2014-11-27, 09:52 PM
Kasmund's Birthday

Fare was born in 24E692.
Month: [roll0]
Day: [roll1]
Result:

Felhammer
2015-02-14, 01:12 AM
M: Manufactorum
P: Power station
F: Fuel depot


Crimson Slaughter [roll0]
Traitor Guard [roll1]
Dark Angels [roll2]
Space Wolves [roll3]
Necrons [roll4]
Black Legion [roll5]

Felhammer
2015-02-16, 01:55 PM
Andrew: [roll0]
Austin: [roll1]
Charlie: [roll2]
Joel: [roll3]
Matt: [roll4]
Travis: [roll5]

Felhammer
2015-02-24, 01:42 AM
Turn 2 Random Events!

Number of Events[roll0]
1-85: One Event
86-95: Two Events
96-100: Three Events


[roll1]

1. Ulthwe
2. Cruiser
3. Supply Ship
4. Sabotage
5. Missing In Action
6. Dark Eldar Raid!
7. The Statue of St. Constantia

[roll2]. Note, the Statue of St. Constantia may only proc once per campaign. If it is rolled for in a previous Event and then rolled again for this Event, then re-roll: [roll3]

1. Ulthwe
2. Cruiser
3. Supply Ship
4. Sabotage
5. Missing In Action
6. Dark Eldar Raid!
7. The Statue of St. Constantia

[roll4]Note, the Statue of St. Constantia may only proc once per campaign. If it is rolled for in a previous Event and then rolled again for this Event, then re-roll: [roll5]

1. Ulthwe
2. Cruiser
3. Supply Ship
4. Sabotage
5. Missing In Action
6. Dark Eldar Raid!
7. The Statue of St. Constantia




All territories have are numbered 1-25, starting at hex B-3. Numbering goes down the entire column, then jumps up to the northernmost land hex (so C-2 is #3, while D-3 is #5).

Eldrad of Craftworld Ulthwe has seen the future. His goal is to manipulate events in the war on Cypra Mundi so as to alter the horrors of the future he foresaw and, therefore, bring about a future that will better benefit the Eldar as a whole. With this in mind, Eldrad has sent a contingent of Eldar warriors to disrupt the supply lines of a particular force.

Territory [roll6] loses the benefits of its Resource (Fuel Depot, Power Station, Manufactorum, HQ) for the entire turn. At the beginning of the next turn, the Resource is repaired and becomes fully operational once more. If the territory lacks a Resource, then all battles that are fought in that zone for the remainder of the campaign will lack any terrain within 12 inches of the center of the board.




A cruiser in space belonging to the [roll7] ...

1. Crimson Slaughter
2. Traitor Guard
3. Black Legion
4. Space Wolves
5. Dark Angels
6. Necrons

... Has broken through the blockade and rains down death and destruction from above. Enemy ships are hot on their tail and thus the Cruiser has only a short window in which to make a difference. The owning player may cast an Orbital Bombardment one time during the turn.



The barriers between the immeterium and the materium are growing weaker as the forces of Chaos spread like a blight across the land. The bonds are particularly weak in zone [roll8]. For [roll9] campaign turns, all non-vehicle units that do battle in this zone have the Rage special rule. Additionally a Vortex manifests in the center of the board starting at the top of turn 1. At the top of turn 3, a second Vortex manifests in the center of the board. At the top of turn 5, a third Vortex manifests at the center of the board.

A supply ship belonging to the [roll10] ...

1. Crimson Slaughter
2. Traitor Guard
3. Black Legion
4. Space Wolves
5. Dark Angels
6. Necrons

... Has slipped past enemy sentries in space and has managed to actually re-supply the army! For the remainder of the turn, the lucky force can play with an additional 50 points above and beyond the determined points limit.




Enemy saboteurs have infiltrated your lines and detonated a devastating attack upon your supply lines! For the remainder of the turn, the... [roll11] ...

1. Crimson Slaughter
2. Traitor Guard
3. Black Legion
4. Space Wolves
5. Dark Angels
6. Necrons

... Will head into battle with 50 points less than the agreed upon points total!



One of your scouts has been kidnapped while infiltrating your enemy's territory! You believe the scout has very important information and you must mount a rescue operation immediately!

Whomever you attack during this turn will have possession of the Scout. The Scout is attached to any squad the defender chooses. The Scout cannot make attacks, nor can he be targeted by an attack or take wounds. For all intents and purposes, he is simply a model that follows a unit around.

The Scout is worth 3 victory points if the Attacker destroys the unit the Scout is attached to, while the Defender earns 3 victory points if the Scout's unit survives the battle.

The Scout was from the... [roll12] ...

1. Crimson Slaughter
2. Traitor Guard
3. Black Legion
4. Space Wolves
5. Dark Angels
6. Necrons




Before the war, there was a great Cathedral dedicated to St. Constantia, who is said to have personally lead the defense of the city of Votum from a great and powerful Waaagh lead by the cunning of Warboss - Torok Rockstab. She was martyred on the battlefield but her sacrifice inspired millions of men to lay down their lives and push back the green tide.

The fifty foot tall statue that stood inside the cathedral has been found in territory [roll13]. The faction that controls the zone during the score phase earns 1 additional Conquest Point. That player may then move the statue to an adjacent territory they control.



The Dark Eldar have appeared on the horizon! They are looking for slaves to drag back to their dark city. They have attacked zone [roll14]. For the remainder of the campaign turn, the following effect applies: If a battle is fought in this territory, then after Deployment, Scout moves and Infiltration but before the start of game turn 1, each infantry unit on the battlefield that is not in a vehicle or fortification takes d6 S4 AP- hits as the Dark Eldar zoom across the battlefield in their Raiders kidnapping as many poor souls as they can.

Felhammer
2015-03-03, 01:58 AM
Turn 3 Random Events!

Number of Events [roll0]
1-70: One Event
71-95: Two Events
96-100: Three Events


[roll1]
1. Ulthwe
2. Cruiser
3. Supply Ship
4. Sabotage
5. Missing In Action
6. Dark Eldar Raid!


[roll2]

1. Ulthwe
2. Cruiser
3. Supply Ship
4. Sabotage
5. Missing In Action
6. Dark Eldar Raid!


[roll3]

1. Ulthwe
2. Cruiser
3. Supply Ship
4. Sabotage
5. Missing In Action
6. Dark Eldar Raid!





All territories have are numbered 1-25, starting at hex B-3. Numbering goes down the entire column, then jumps up to the northernmost land hex (so C-2 is #3, while D-3 is #5).

Eldrad of Craftworld Ulthwe has seen the future. His goal is to manipulate events in the war on Cypra Mundi so as to alter the horrors of the future he foresaw and, therefore, bring about a future that will better benefit the Eldar as a whole. With this in mind, Eldrad has sent a contingent of Eldar warriors to disrupt the supply lines of a particular force.

Territory [roll4] loses the benefits of its Resource (Fuel Depot, Power Station, Manufactorum, HQ) for the entire turn. At the beginning of the next turn, the Resource is repaired and becomes fully operational once more. If the territory lacks a Resource, then all battles that are fought in that zone for the remainder of the campaign will lack any terrain within 12 inches of the center of the board.




A cruiser in space belonging to the [roll5] ...

1. Crimson Slaughter
2. Traitor Guard
3. Black Legion
4. Space Wolves
5. Dark Angels
6. Necrons

... Has broken through the blockade and rains down death and destruction from above. Enemy ships are hot on their tail and thus the Cruiser has only a short window in which to make a difference. The owning player may cast an Orbital Bombardment one time during the turn.



The barriers between the immeterium and the materium are growing weaker as the forces of Chaos spread like a blight across the land. The bonds are particularly weak in zone [roll6]. For [roll7] campaign turns, [roll8] ...

1. All non-vehicle units that do battle in the zone have the Rage special rule
2. Each player generates +1 Warp Charge per turn
3. All non-vehicle units that do battle in the zone have the Relentless special rule
4. All non-vehicle units that do battle in the zone have the Fleet special rule

Additionally a Strength D, AP 2 Vortex manifests in the center of the board starting at the top of turn 1. At the top of turn 3, a second Vortex manifests in the center of the board. At the top of turn 5, a third Vortex manifests at the center of the board.

A supply ship belonging to the [roll9] ...

1. Crimson Slaughter
2. Traitor Guard
3. Black Legion
4. Space Wolves
5. Dark Angels
6. Necrons

... Has slipped past enemy sentries in space and has managed to actually re-supply the army! For the remainder of the turn, the lucky force can play with an additional 50 points above and beyond the determined points limit.




Enemy saboteurs have infiltrated your lines and detonated a devastating attack upon your supply lines! For the remainder of the turn, the... [roll10] ...

1. Crimson Slaughter
2. Traitor Guard
3. Black Legion
4. Space Wolves
5. Dark Angels
6. Necrons

... Will head into battle with 50 points less than the agreed upon points total!



One of your scouts has been kidnapped while infiltrating your enemy's territory! You believe the scout has very important information and you must mount a rescue operation immediately!

Whomever you attack during this turn will have possession of the Scout. The Scout is attached to any squad the defender chooses. The Scout cannot make attacks, nor can he be targeted by an attack or take wounds. For all intents and purposes, he is simply a model that follows a unit around.

The Scout is worth 3 victory points if the Attacker destroys the unit the Scout is attached to, while the Defender earns 3 victory points if the Scout's unit survives the battle.

The Scout was from the... [roll11] ...

1. Crimson Slaughter
2. Traitor Guard
3. Black Legion
4. Space Wolves
5. Dark Angels
6. Necrons




The Dark Eldar have appeared on the horizon! They are looking for slaves to drag back to their dark city. They have attacked zone [roll12] . For the remainder of the campaign turn, the following effect applies: If a battle is fought in this territory, then after Deployment, Scout moves and Infiltration but before the start of game turn 1, each infantry unit on the battlefield that is not in a vehicle or fortification takes d6 S4 AP- hits as the Dark Eldar zoom across the battlefield in their Raiders kidnapping as many poor souls as they can.



WEATHER

Hex [roll13] and all adjacent hexes are affected by a... [roll14]

1. Snow Storm: Reduce all land-based movement by 2 for the first two turns of the game. Reduce all charge moves by 2 inches for turns 3 and after.
2. Rain Storm: Night Fighting for the first two game turns.
3. Thunderstorm: All reserve rolls are reduced by 1 for the entire battle.
4. Plague of Locusts: A S3 AP - Vertex begins play in the center of each table quarter
5. Nothing of note
6. Nothing of note
7. Nothing of note
8. Nothing of note
9. Nothing of note

Felhammer
2015-03-13, 12:26 AM
Turn 4 Random Events!

Number of Events [roll0]
1-65: One Event
66-95: Two Events
96-100: Three Events


[roll1]
1. Ulthwe
2. Cruiser
3. Supply Ship
4. Sabotage
5. Missing In Action
6. Dark Eldar Raid!
7. Statue


[roll2] (Note the statue may only proc once per game, re-roll if it does: [roll3]

1. Ulthwe
2. Cruiser
3. Supply Ship
4. Sabotage
5. Missing In Action
6. Dark Eldar Raid!
7. Statue


[roll4]

1. Ulthwe
2. Cruiser
3. Supply Ship
4. Sabotage
5. Missing In Action
6. Dark Eldar Raid!





All territories have are numbered 1-25, starting at hex B-3. Numbering goes down the entire column, then jumps up to the northernmost land hex (so C-2 is #3, while D-3 is #5).

Eldrad of Craftworld Ulthwe has seen the future. His goal is to manipulate events in the war on Cypra Mundi so as to alter the horrors of the future he foresaw and, therefore, bring about a future that will better benefit the Eldar as a whole. With this in mind, Eldrad has sent a contingent of Eldar warriors to disrupt the supply lines of a particular force.

Territory [roll5] loses the benefits of its Resource (Fuel Depot, Power Station, Manufactorum, HQ) for the entire turn. At the beginning of the next turn, the Resource is repaired and becomes fully operational once more. If the territory lacks a Resource, then all battles that are fought in that zone for the remainder of the campaign will lack any terrain within 12 inches of the center of the board.




A cruiser in space belonging to the [roll6] ...

1. Crimson Slaughter
2. Traitor Guard
3. Black Legion
4. Space Wolves
5. Dark Angels
6. Necrons

... Has broken through the blockade and rains down death and destruction from above. Enemy ships are hot on their tail and thus the Cruiser has only a short window in which to make a difference. The owning player may cast an Orbital Bombardment one time during the turn.



The barriers between the immeterium and the materium are growing weaker as the forces of Chaos spread like a blight across the land. The bonds are particularly weak in zone [roll7]. For [roll8] campaign turns, [roll9] ...

1. All non-vehicle units that do battle in the zone have the Rage special rule
2. Each player generates +1 Warp Charge per turn
3. All non-vehicle units that do battle in the zone have the Relentless special rule
4. All non-vehicle units that do battle in the zone have the Fleet special rule

Additionally a Strength D, AP 2 Vortex manifests in the center of the board starting at the top of turn 1. At the top of turn 3, a second Vortex manifests in the center of the board. At the top of turn 5, a third Vortex manifests at the center of the board.

A supply ship belonging to the [roll10] ...

1. Crimson Slaughter
2. Traitor Guard
3. Black Legion
4. Space Wolves
5. Dark Angels
6. Necrons

... Has slipped past enemy sentries in space and has managed to actually re-supply the army! For the remainder of the turn, the lucky force can play with an additional 50 points above and beyond the determined points limit.




Enemy saboteurs have infiltrated your lines and detonated a devastating attack upon your supply lines! For the remainder of the turn, the... [roll11] ...

1. Crimson Slaughter
2. Traitor Guard
3. Black Legion
4. Space Wolves
5. Dark Angels
6. Necrons

... Will head into battle with 50 points less than the agreed upon points total!



One of your scouts has been kidnapped while infiltrating your enemy's territory! You believe the scout has very important information and you must mount a rescue operation immediately!

Whomever you attack during this turn will have possession of the Scout. The Scout is attached to any squad the defender chooses. The Scout cannot make attacks, nor can he be targeted by an attack or take wounds. For all intents and purposes, he is simply a model that follows a unit around.

The Scout is worth 3 victory points if the Attacker destroys the unit the Scout is attached to, while the Defender earns 3 victory points if the Scout's unit survives the battle.

The Scout was from the... [roll12] ...

1. Crimson Slaughter
2. Traitor Guard
3. Black Legion
4. Space Wolves
5. Dark Angels
6. Necrons




The Dark Eldar have appeared on the horizon! They are looking for slaves to drag back to their dark city. They have attacked zone [roll13] . For the remainder of the campaign turn, the following effect applies: If a battle is fought in this territory, then after Deployment, Scout moves and Infiltration but before the start of game turn 1, each infantry unit on the battlefield that is not in a vehicle or fortification takes d6 S4 AP- hits as the Dark Eldar zoom across the battlefield in their Raiders kidnapping as many poor souls as they can.





Before the war, there was a great Cathedral dedicated to St. Constantia, who is said to have personally lead the defense of the city of Votum from a great and powerful Waaagh lead by the cunning of Warboss - Torok Rockstab. She was martyred on the battlefield but her sacrifice inspired millions of men to lay down their lives and push back the green tide.

The fifty foot tall statue that stood inside the cathedral has been found in territory [roll14]. The faction that controls the zone during the score phase earns 1 additional Conquest Point. After the score Phase but before the start of the next turn, the controlling player may then move the statue to an adjacent territory they control.


WEATHER

Hex [roll15] and all adjacent hexes are affected by a... [roll16]

1. Snow Storm: Reduce all land-based movement by 2 for the first two turns of the game. Reduce all charge moves by 2 inches for turns 3 and after.
2. Rain Storm: Night Fighting for the first two game turns.
3. Thunderstorm: All reserve rolls are reduced by 1 for the entire battle.
4. Plague of Locusts: A S3 AP - Vertex begins play in the center of each table quarter
5. Nothing of note
6. Nothing of note
7. Nothing of note
8. Nothing of note
9. Nothing of note

Felhammer
2015-03-15, 05:03 PM
Andrew's rolls...

Set 1:

[roll0]
[roll1]
[roll2]
[roll3]
[roll4]
[roll5]

Set 2:

[roll6]
[roll7]
[roll8]
[roll9]
[roll10]
[roll11]

Set 3:

[roll12]
[roll13]
[roll14]
[roll15]
[roll16]
[roll17]

Felhammer
2015-03-28, 01:39 PM
Travis' rolls...

Set 1:

[roll0]
[roll1]
[roll2]
[roll3]
[roll4]
[roll5]

Set 2:

[roll6]
[roll7]
[roll8]
[roll9]
[roll10]
[roll11]

Set 3:

[roll12]
[roll13]
[roll14]
[roll15]
[roll16]
[roll17]

Felhammer
2015-04-11, 10:27 PM
Set 1:
[roll0]
[roll1]
[roll2]
[roll3]
[roll4]
[roll5]

Set 2:
[roll6]
[roll7]
[roll8]
[roll9]
[roll10]
[roll11]

Set 3:
[roll12]
[roll13]
[roll14]
[roll15]
[roll16]
[roll17]

Felhammer
2015-04-20, 12:56 AM
Set 1:
[roll0]
[roll1]
[roll2]
[roll3]
[roll4]
[roll5]

Set 2:
[roll6]
[roll7]
[roll8]
[roll9]
[roll10]
[roll11]

Set 3:
[roll12]
[roll13]
[roll14]
[roll15]
[roll16]
[roll17]

Felhammer
2015-11-05, 03:03 PM
Set 1:
[roll0]
[roll1]
[roll2]
[roll3]
[roll4]
[roll5]

Set 2:
[roll6]
[roll7]
[roll8]
[roll9]
[roll10]
[roll11]

Set 3:
[roll12]
[roll13]
[roll14]
[roll15]
[roll16]
[roll17]

Felhammer
2015-12-24, 02:14 AM
Kaldo: [roll0]
Auron: [roll1]
Reiker: [roll2]
Geedee: [roll3]
Niika: [roll4]
Fandomar: [roll5]
Sorlath : [roll6]


Kaldo: [roll7]
Auron: [roll8]
Reiker: [roll9]
Geedee: [roll10]
Niika: [roll11]
Fandomar: [roll12]
Sorlath : [roll13]


Kaldo: [roll14]
Auron: [roll15]
Reiker: [roll16]
Geedee: [roll17]
Niika: [roll18]
Fandomar: [roll19]
Sorlath : [roll20]


Kaldo: [roll21]
Auron: [roll22]
Reiker: [roll23]
Geedee: [roll24]
Niika: [roll25]
Fandomar: [roll26]
Sorlath : [roll27]


Kaldo: [roll28]
Auron: [roll29]
Reiker: [roll30]
Geedee: [roll31]
Niika: [roll32]
Fandomar: [roll33]
Sorlath : [roll34]

Felhammer
2016-01-23, 11:53 PM
Quadrant: [roll0]
Location: [roll1] Horizontal, [roll2] Vertical

Spread:

[roll3]


[roll4] line north
[roll5] line east
[roll6] line south
[roll7] line west
[roll8] burst