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Title: Mourkain's Children - Strigany Army List


Gribnit - October 16, 2009 01:36 PM (GMT)
I just read Ancient Blood and enjoyed it greatly, i was bored the following day, and, as it was raining and i had nothing to do i made an army list!.

The idea behind the army is as follows.

The Strigany are the people of the Old Kingdom of Mourkain the Strigoi ruled Kingdom that lay in the shadow of the Worlds Edge Mountains. It was a prosperus and suprisingly benevolently led kingdom. Ushoran the greatest of the Strigoi led his court of vampires and human vassels, surrounded by fertile fields and protected by a skilled professional army led by vampiric warriors Mourkain was a powerful example of what can be achived when vampires and humans live in comparitve harmony the relationship between vampire lords and human subjects one of duty, respect and mutual advantage.

The Vampires gained an endless source of blood, fine works of art, lavish dwellings and thick walls and a skilled army to protect them when they slept. The humans gained the secruity of ancient and wise leaders nigh-unkillable in battle to protect them from the numerous threats that surrounded them and the chance that, through good service they may be granted the blood kiss and the promise of eternal life.

It was a glorius time, the Kingdom swelled, farms and villages spung up, the human population grew and Mourkain became one of the largest living cities in the region, barring the Dwarf holds. The numbers of vampires also increased, the bravest warriors, finest minds and those of noble blood joining the ranks of the Strigoi.

Alas, all things come to an end, and so it was a massive orc Waagh! decended from the mountains, led by a powerful shaman and warboss wach mounted on a Wyvern. The armies of Moukain held out for many weeks, beating back waves of greenskin attackers, the Strigoi clad in shimmering armour led companies of Mourkains finiest in a long rear-guard action that led back to the city gates.

Thier, the final attack came and Ushoran himself took to the field, he was a whirlwind of death and held the gate alone for over an hour, the gate and ground for 100 yards covered in greenskin blood and shredded flesh. Then the Greenskin shaman and warboss fell upon him, great though he was he could not endure the magics ofthe shaman combined with the ferocity of the warboss and pet wyverns. After an epic duel in which he slew the warboss and both wyverns he was struck down by the shamans magic. His noble form wracked with green flame Ushoran, King of Mourkain and beloved of all his people, fell.

The remnants of the Strigoi fled and were hunted almost to extinction by the other vampire clans who hated them for their former wealth, beauty and arrogence, for achiveing what none of them had ever achieved. Those who were left were exiled to the wild and lonely places, thier armour rusted and fell from them, thier bodies witherd and twisted on the diet of animal blood and the flesh of the dead. But worst of all was the damage done to thier minds, the Strigoi who had everything now had nothing, kings who had drunk blood from cups of gold and slept in halls draped in tapestries and the finery of ages reduced to feasting on the dead.

The diet of corrupted blood and the hidieous injustice of thier plight drove all sense and reason from them, they became bitter, hateful things thier minds and souls lost to the dark.

The remant people of old Mourkain fled and became known as the Strigany they worship the Strigoi whom they call the Old Fathers but have contact with them only rarely in thier madness the Old fathers often cannot tell friend from foe. The Strigany dream of the time when the old fathers will thow off the chains of madness and lead the Strigany to reclaim and rebuild Mourkain, a power to rival the Empire itslef.


The strigany are a scattered people, though fairly numerous they do not often gather in large numbers unless they face a common threat.
They are nomads, traders, thieves, craftsmen, and are, per head rather wealthy by the standards of the old world so the use of cross bows, good armour and well made equipment is common and widespread.


Many Strigany fight as hired blades when young, in order to earn the money to buy thier own wagon and these Veterans are fierce fighters.

The Three Trademark Strigany Weapons are.
Billhook - Used to dispose of plague bodies (this disposal is one of the main sources of employment for the Srigany).
Buckler - Small shield strapped to the arm.
Blunderbuss.

Strigany society is orderd roughly as follows.
All strigany are one "family".
Each branch of the family is a caravan. Each caravan is run by an Domu, a chief/headman.
Each caravan is severved by a Petru and a number of apprentices these are the magic users and healers of the Strigany.

Army Style.
Human based army.
Lots of Skirmishers.
Fairly good shooting, crossbows and bows back up by blunderbuss shots at close range.
Magic focuses on enhancing your troops and weakening your opponents.
Hard Hitting but not much staying power.

Cool things.
Brings back the WAR WAGON! i used to love it, well in this list it is back, fits in with the idea of a traveling caravan perfectly and looks cool.
Vampires are in the list, kinda different from the vc book but still in keeping with the law.

Ok.

Here it is. (Btw, its not finished yet)

Strigany Army List

Lord Choices.

Elder Petru – 170 points
M – 4
WS – 4
BS – 4
S – 3
T – 3
A - 2
W – 3
I – 4
LD – 9

Special Rules.
Iron Will
Stern Command
In the Shadows

The Elder Petru is a level 2 spellcaster. May be upgraded too a level 3 for +35 points..
May have a horse for +28 points


100 points of magic items.

Special Rules.
Iron Will.
The Petru’s are the keepers of the old ways, the stories and legends of their people it is they who must have dealings with the Old fathers. Such burdens temper their spirit giving them an iron will.
As such the Elder Petru and any unit they join become immune too psychology.

Stern Command.
Almost before they learn too walk, Strigany learn that the word of the Petru’s is law and most would rather die than shame themselves and their family by disobeying.
The Elder Petru Acts as a Battle standard bearer.

In the Shadows
The Petru will always deffer command to the Khazarkharn, if on is present they will always be the amy general.

Khazarkharn – 135 points - One chosen by vote, and trial by combat if the vote is contested only the strongest Domu's may reach this holy office, leader of a large collection of familes.

M – 4
WS – 6
BS – 4
S – 4
T – 4
A – 4
W – 3
I – 5
LD – 9

Equipment
Hand Weapon
Light Armour.

May be equipped with an extra hand weapon for 3 points or a great weapon for 4 points.
May have a shield for 4 points.
May have bill hook for 6 points.
May have a Blunderbuss for 10 points
May have a horse for 18 points.

100 points of magic items

Special Rules
Chosen of Ushoran
The Khazarkhan is the chosen of Ushoran and as such he and any unit he joins are stubbon.

Hero Choices

Petru – 80 points
A Healer and user of charm-lore.
M – 4
WS – 3
BS –3
S –3
T –3
A –2
W –2
I –4
LD -8

Special Rules.
Iron Will.

The Petru is a level 1 wizard.

50 points of magic items

Domu – 65 points
The Domu is the head of a small group of familes.

M – 4
Ws – 5
BS - 4
S – 4
T – 4
A – 3
W – 2
I – 4
LD – 8

Special Rules

Walk Softly
All strigany learn the ways of the woods and the wilds the Domu may join skirmishing units.

Equipment
Hand Weapon
Light Armour.

May be equipped with an extra hand weapon for 3 points or a great weapon for 4 points.
May have a shield for 4 points.
May have bill hook for 6 points.
May have a blunderbuss for 10 points.
50 point magic items



Beast Tamer - 45 Points.
M - 4
Ws - 4
BS - 4
S - 4
T - 3
A - 2
W - 2
I - 4
Ld - 8.

Special Rules.
Beast Tamer.
To busy taming.
Uncertain Company.

Beast Tamer.
The Beast Tamer trains beast to perform in the caravans mobile circus, a popular attraction that has earned many a gold crown. The beast tamer lives, and often sleeps with his charges and as such builds a close bond with them.
The Beast tamer may form a unit with his charges, if he does then he and his beasts skirmish.

The Beast Tamer may purchase beasts from the following list.

Wolf/Dogs - 0-10 - 6 Points Each.
M - 9
Ws - 3
Bs - 0
S - 3
T - 3
A - 1
W - 1
I - 4
Ld - 5

Bear - 0-2 - 18 Points Each.
M - 7
Ws - 4
Bs - 0
S - 4
T -4
A - 2
W - 2
I - 4
Ld - 5

6+ save from thick fur.

Wild Cat - 0-3 - 11 Points
M - 7
Ws - 4
Bs - 0
S - 3
T - 3
A - 2
W - 1
I - 5
Ld - 5

Lightning Relexes.
Wild Cats always strikes First.

Monkey 0-1 - 8 Points
The Monkey is one of the most popular pets a tamer can have, though they are to small to fight, they will distract the enemy, scampring over thier arms and shrieking in thier ears.
May not attack, is removed when tamer dies, may not be targeted in any way.
One model in base to base contact with the mokey loses 1 attack of your choice.

Silverback - 0-1 - 50 Points.
M - 7
Ws - 4
Bs - 3
S - 5
T - 4
A - 3
W -2
I -4
Ld - 6

6+ save from thick fur.



These are amongst the rarest of beasts, a handful are brought back in cages from fabled Lustria each year and there has been some success at breeding them in the Imperial Zoo at Altdorf. Many are owned by rich merchants who have a tendency to leave gates open and as such a few have escaped and fallen into the hands of the wide-roaming Strigany.
(There are rumours of a breeding group living wild in the uppder reaches of forest of shadows, Though most assume they are just reports of beastmen)


To Busy Taming.
The Beast Tamer is to busy watching his charges to pay much attention to those around him.
Beast Tamer may never be the army general, troops may never use his leadership.
Beasts under his command always use his leadership, never that of the army generals.


Uncertain company.
Though well trained, the Tamers pets make for uncertain company.
If he has purchased beasts the tamer may only join a unit of out riders. If he does so, the beasts join the unit and rank up.

Equipment.
Hand weapon
Light armour.

May have great weapon for + 6 Points
Bill hook + 6 Points
Extra Hand Weapon - + 4 Points
Buckler + 1 Point

Horse + 19 Points

May choose 50 Points of Magic Items from the Strigany or common magic item list.

Core Units.

Strigany Skirmishers. – 7 Points per model

M – 4
Ws – 3
BS - 3
S – 3
T – 3
A – 1
W – 1
I – 3
LD – 7

Special Rules
Skirmish.

Equipment
Two hand weapons
May be equipped with light armour for 1 point
May be equipped with a buckler for 1 point
1 model may be equipped with a blunderbuss for 10 points.
Musician – 5 Points
Standard – 10 Points
Champion – 10 Points
Unit Size 10-20

Wagoneer's. - 18 Points Each.
M - 4
Ws - 3
BS - 3
S - 3
T - 3
A - 1
W - 1
I - 3
LD - 7

Special Rules
Skirmish.
Precious Few.
Tinkers.

Precious Few.
There are precious few wagoneer's in each caravan, these weathered old timers are vetrans of the road. They have seen off outlaws, orcs and greedy barons over the course of many years, they are masters of the art of wagoncraft (an ancient and noble proffesion, they would have you know). Though wealthy and well armed, there are precious few of em.
May only have 1 unit of wagoneers per 1000 Points.
They do not count towards the minimum number of core units for the purposes of army selection.

Tinkers.
Wagoneer's know a thing or two about fixing things that includes firearms (of which each owns a distressing number).
Wagoneer blunderbusse's have a range of 12 inches, not 8.

Equipment.
Hand weapon.
Light armour.
Blunderbuss.

Unit size - 3 - 10


Outriders – 23 points each

M – 4 (8 with horse)
Ws – 3
BS - 3
S – 3
T – 3
A – 1 (2 For Champ)
W – 1
I – 3
LD – 7

Special rules
Fast Cavalry
Beast Charmers

Beast Charmers
Outriders are picked from not only the best horsemen but from those who know the old animal charms, and who can recite them the most fluently.
Causes fear to cavalry.

Equipment
Light armour
Hand Weapon
Spear
Bucker

May be equipped with short bows for 5 points a model.

Musician + 6 points
Champion + 10 points
Unit size 5-10

One unit of outriders in the army may be upgraded to Veterans.
These gain + 1 Str, + 1 Ld, + 1 Ws and + 1 Bs. and gain heavy armour, they are no longer light cavelry.
Upgrade costs + 6 Points per model.

Strigany Archers. – 6 Points Each

M – 4
Ws – 3
BS - 3
S – 3
T – 3
A – 1
W – 1
I – 3
LD – 7

Equipment
Bows.
May be have light armour for 1 point per model
May Have crossbows for + 4 points per model.
Unit size 10-30

Special Units.

Plague Eaters – 14 points each.
These Strigany are employed to clear plague ridden villages of corpses, their heavy, all in-closing suits of banded leather and tinted glass provied good protection, spattered with gore and reeking of death they are frightning opponents.

M – 4
Ws – 3
BS - 3
S – 3
T – 3
A – 1 (2 for Champ)
W – 1
I – 3
LD – 8

Special Rules.
Fear.
Skirmish.
Poison.

Equipment.
Billhooks.
Heavy armour.

Champion - 10 Points

Unit Size – 10-25

Strigany veterans – 10 pts a model

M – 4
Ws – 4
BS - 4
S – 4
T – 3
A – 1 (2 for Champ)
W – 1
I – 4
LD – 8

Equipment.
Light armour
Hand weapon.

May have a shield or buckler for +1 point.
May have an additional hand weapon or great weapon for +3 points.
May have a bill hook for +4 points.
May have heavy armour for +2 points.
May have crossbows for +5 Points.
Up too 3 members of the unit may be given a blunderbuss for +10 points each.

Musician – 5 Points
Standard – 10 Points
Champion – 10 Points
Unit size – 10 - 30

Strigany Night-Brothers. 11 Points Each.

These are those Strigany who take up the noble art of theft, adept at climbing into the homes of the rich and avoiding prying eyes they are useful on the field of battle where they use thier stealth and deadly knives to good effect.

M – 4
Ws – 4
BS - 4
S – 3
T – 3
A – 1
W – 1
I – 4
LD – 8

Special rules.
Skirmish
Scout.
Quick Fingers.

Equipment.
Two Hand Weapons.
May be given throwing knives for +2 points each.
May poisen their weapons for +3 Points per model.

Quick Fingers
With nimble fingers Night brothers can scale anything.
May move thorough impassable terrain with no penalty.

Silken Sisters - 16 Points Each.

The Strigany are famous for many things, the beauty, grace and casual spitefulness of their women is one of these things. Clad in brightly coloured silks that leave little to the imagination these Silken Sisters perform dances to attract potential customers to the Strigany camp. These apparently innocent dances hide a more sinister purpose, for the Strigany have traveled far and wide, have learnt the martial arts of far Cathay, the dance of blades from fabled Nippon and the One True Path from the jungles of Ind. These skills, learnt second, third and fourth hand are passed around, filtered and distilled in the dances of the Silken Sisters. In battle the Sisters are a storm of brightly coloured silk, hidden blades and deadly grace.

M – 4
Ws – 5
BS - 3
S – 3
T – 3
A – 2
W – 1
I – 5
LD – 8

Special Rules.
Deadly Grace
Silk Storm
Keeping Time


Equipment
Hidden Blades, counts as two hand weapons.

Deady Grace
The sisters move with a deadly grace, twisting and flexing from the path of blows, swaying in time to music of the dance they slide between arrows and blows.
All models in the unit have a 5+ ward save.

Silk Storm
The Sisters can, when the music is right go into a frenzy of whirling and spinning long streams of silk blurring and blending into a wall of colour and sound.
Once per game, the unit may perform the silk storm, it has two functions described as follows.
1. May be activated at the start of an enemies magic phase, the unit becomes impossible to target with ranged attacks. - Ward save is increased to 2+ vs all ranged attacks, including magic missiles.

2. May be activated at the start of an opponents close combat phase, the sisters gain a 2+ ward save vs all close combat attacks.

Keeping Time.
The Sisters rely on the music to keep in time with each other during their dancing, whilst the music is playing they notice little except the rhythm.
A musician MUST be purchased, as long as the musician is alive the unit is immune to psychology and stubborn.

Must purchase a musician for + 15 Points, may also purchase a second musician for 15 points.

Unit Size 5-15

Ghouls – 5 Points each.
0-1 Unit per Army. If an Old Father is Present, they become a 0-1 core choice.

M – 6
Ws – 2
BS – 2
S – 2
T – 3
A – 2
W – 1
I – 4
LD – 5

Special Rules.
Ravenous.
Poison Attacks.
Subservient.

Ravenous – The Ghouls are starving, retched creatures and consume any meat they find with a terrible hunger.
This unit may never overrun.

Subservient – Ghouls are cowards, fleeing from anything larger or more frightening than themselves, only when bound by a Petru’s charm or the will of an Old Father will they obey commands, let alone fight.
May use the leadership of any Petru or Old Father within 12 inches.
If they are not within 12 inches of either, they fear all enemies.

Unit size – 10-30



Rare Units.

Old Father - 235

M – 6
Ws – 6
BS - 1
S – 6
T – 5
A – 4
W – 5
I – 8
LD – 10

Special Rules
Undead.
Terror.
Insane.
Regenerate.

Equipment.
Claws and Teeth.

Insane.
The Old fathers are considered lost and almost all have slipped into madness.

At the Start of each turn, before charges are declared roll a d6 and consul the table below.

1-3. Subject Too Frenzy for the rest of the turn.
4-5. Subject Too Stupidity for the rest of the Turn (make the test after this result is rolled)
6. Subject to frenzy and hatred fro the rest of the turn.



War Wagon – 200 points

These are Strigany wagons, covered in plates of steel and iron and pulled by armoured horses they often form a centre-point in the Strigany battle line.

M – 8
S – 5
T – 5
W – 4
LD – 7

Crew.

M – 4
Ws – 3
BS - 3
S – 3
T – 3
A – 1
W – 1
I – 3
LD – 8



Special Rules
Chariot.
Stable Platform.
Armour Plated.

Pulled by three horses.

Crew.
6 crew including driver.
Equipment.
All crew are armed with bill hooks.
Driver is armed with a blunderbuss
All crew may be equipped with handguns at +3 points each.

Stable Platform.
Crew may always fire.
Penalties for moving do not apply.
Due too height advantage crew may see over friendly units and may all shoot within a 360 degree arc.
In close combat all crew may fight, the driver fights in melee with a close combat weapon.

Armour Plated.
Armour plates, think planks of oak and iron bars cover the wagon.
Wagon has a 3+ armour save and a 5+ ward save.


Army Special Rules.
Buckler.
This small shield is strapped too the forearm though of great use in a melee it provides no protection from ranged fire.
+1 armour save in combat regardless of weapons used
may be used in conjunction with a hand weapon for +2 save. (eg 5+)



Billhook
A long heavy bladed hook on a pole. It is used by many strigany in their roles as plague eaters where it is used to moves the plague dead and drag the heavy bodies of dead horses into pyres ect. It is also an extremly effecttive weapon adept and hooking riders off steads and reaching round an opponets shield.
Acts as a Halberd.
Armour Piercing.

Blunderbuss.
The blunderbuss is a rare weapon, beloved of coachmen, inn keepers and rich shopkeepers. Its large threatening bulk and ease of use make it excellent for scaring off would-be robbers just as its arc of fire makes it almost impossible too miss.
Almost anything can be used as ammo, pottery, glass, stones or lead shot but the huge volume of black powder needed per shot makes it an expensive weapon and so only the wealthiest Strigany have them.

Range – 8 inches.
Causes d6 strength 3 armour piercing hits.
May only fire every other turn.
You may stand and shoot with this weapon.
You may move and fire at its full range.


Charm Lore.

All Strigany know at least a few charms, some excel at one or two, others have a passing knowledge of dozens. These charms are simple things, technically magic but a magic so slight and minor as too be almost impossible to detect unless the one looking is a master and close by when the charm is performed.
These charms, generally are a combination of a repeated phrases, soothing tones and a minor exertion of will power. The average Strigany can do little more than calm a horse, befriend a dog or find his way home when lost.
The Petru’s are the masters of charm lore which has its roots in the will-power based magic of the vampire and the incantations of ancient Nehekara.
Petru’s can move unseen through a crowd, charm a flock of ravens too do tier bidding or panic half dozen horses. Some can befuddle the senses, make people see what is not there and make suggestions that seem impossible too refuse.
The Elder Petu’s have greater power and can shatter a cavalry charge or kill with a touch.

Yet despite this, Charm-lore is a minor magic, even a Petru Elder is little match for a master of the higher lores. The true strength of charms is that the more people who speak it, the stronger it becomes, with a Petru and three dozen Strigany focused on a single charm it becomes a spell of considerable power.

Charm Magic.

All Petru’s know all Charm Spells.
When casting a charm spell the Petru may roll 1 extra power dice for each other Petru within 12 inches and adds +1 to the casting role for each Strigany unit with a unit strength of at least 5 within 12 inches. Units in close combat or those suffering from stupidity or those fleeing do not generate these bonus.

Strigany Charms Cannot be miscast.
A roll of a double 1 will not make the cast fail.
A double 1 when dispel still means you auto fail too dispel.

Crow-Friend – 3+
Range 24 inches.
Causes d6 strength 3 hits. Line of sight not required.

Charming a small flock of crows the Petru fills their heads with images of juicy eyes and ripe organs, fuelling their hunger till they fall on the Petru’s foes.

Sure-foot Charm 4+
Range 18 inches.
May target any non-engaged friendly unit. The unit may move through difficult terrain with no penalty until the end of the next magic phase.

Seeing through the eyes of local birds and small animals the Petru guides his allies, leading them through the hidden paths and safest ground.

Hold-Fast Charm 4+

May target any friendly unit within 24 inches.
Unit adds +1 too its leadership until the start of the next magic phase. (Multiple castings have no further effect)
The Petru reaches into the hearts of his family and firms their spirit against the trials to come, reciting with them the old tales from their lost homeland.

Second Wind – 5+
Range 24
May be cast on any friendly unit, this unit gains +1 movement until the end of the next magic phase. (effects of multiple castings are no cumulative)

A warm charm, the Petru sings softly and the lungs of his friends expand with new found breath.

Charm of Befuddlement 3+

May be Cast on any enemy unit within 24 inches.
The unit suffers –1 I and –1 WS until the start of the next magic phase.

Muttering a complex charm the Petru befuddles his enemies filling their heads with conflicting thoughts and emotions.
(may not be cast on Undead Or Deamons)


Primal Fear 5+
Range 24 inches.
May be cast on any enemy cavalry unit, monster or steed.
Unit must take a panic test.
Does not effect undead or deamons.

Whispering harsh words in the old tongue of lost Mourkain the Petru fills the minds of beasts with mindless fear.

Magic Items.

Magic Weapons.

Ushoran’s Hand. – 60 Points
This fluted mace was carried from the ruins of Mourkain by the Strigany, it is said that with this mace Ushoran killed the Wyvern Flayscale.

Grants the user +1 strength, all hits cause d3 wounds.

Old Bess – 50 Points.
This massive, ornate blunderbuss was gifted to the Strigany by a mage of the golden order in payment for a particularly fine gold silk robe.

Blunderbuss.
Uses Breath-weapon Template.
All models touched by template suffer a strength 3 hit.

Flensing Blades – 30 Points.
These twin skinning knives have been wielded by skilled hands for generations and something of that skill still lingers in the steel.

Counts as two hand weapons.
+1 to all rolls to hit in close combat.
Armour piercing.

Wardens Bane. – 20 Points.
This heavy cutlass was wielded by Domu Rachek during the last stand of his people. It is said that with it, he cut down a dozen of the Emperors road wardens, since then this blade has had a fearsome reputation.

+ 2 Strength.

Plague Friend – 25 Points.
This Billhook has been used for generations and has helped to dispose of countless plague corpses.
Counts as a billhook.
Poisons on a 5+.

Magic Armour.

Shield of the Old Fathers. – 50 Points.
This shield was born by one of the great lords of Mourkain in the times before its fall. Upon its surface is graven an image of Ushoran as he once was, filled with a terrible beauty.

Counts a shield.
The bearer causes fear.

Wanders Hauberk – 20 Points.
This bettered piece of leather and steel and been worn by countless young Strigany making their way in the world as hired blades, over the years it has picked up many charms and blessings.

Counts as heavy armour.
Confers a 5+ ward save.

Cloak of Bitter Wishes – 30 Points.
This cloak is imbued with the bitter curses of the dying and has warmed many in the final hours of their passing.

Attacks against the wearer suffer –1 to hit.

Talismans

Warding Charm. – 50 Pts
Made from a rare fragment of unicorn horn meshed within a net of silver and rowan wood. This talisman wards away harmful magic.

The bearer and any unit they join gain magic resistance 2.

Arcane Items

Skull of Kharkhazul – 70 Points
This is the Skull of Kharkhazul, an Old Father who fell at the hands of witch hunters, though he was avenged the “murder” of Sigmars holy warriors brought a bout the great purge of the Strigany during the long winter that followed. This skull enhances the Petru’s power, increasing his mental fortitude tenfold.

The wielder gains +2 to all casting rolls and gains magic resistance 1.

Witching Stave – 20 Points.

This withered stave is carved from the charred remains of a burnt out wagon. The pain of the wagons occupants lives on in the wood.

Once per game the wielder my force an opponent to re-roll the results of a miscast.


Enchanted Items.

Plague Shot – 10 Points.
This blunderbuss ammo is made from utensils taken from a village stuck down by the plague and carries the same deadly contagion.

May only be used in conjunction with a blunderbuss.
Shots count as poisoned.

Hot Shot - 10 Points
This Blunderbuss ammo as been enchanted to burst into flame on impact.
May only be used in conjunction with a blunderbuss.
Shots count as flaming.

Dwarven Powder - 10 Points.
This fine, silken black powder is worth its weight in silver and has come a long way from the Worlds edge mountains, it explodes more fiercely and with greater power.

May only be used in conjunction with a blunderbuss.
Shots have +1 Str.

Blood Balm – 10 Points.
This thick balm heals the worst of wounds, but its best not to inquire as to where it originates.

One use only (used at the start of your turn) – Heals all the bearers wounds, or the wounds of another in base to base contact.

Griffon Charm – 20 Points
This small wooden charm emits a griffon’s shriek when broken, startling horses and animals who hear it.

One use only.
May be used after a charged has been declared.
Charging unit automatically fails its charge, even if it is in range.
Only affects cavalry and chariots.

Ok please bear in mind its a work in progress!

What do you think?

Gramnir - October 24, 2009 10:02 PM (GMT)
I think it looks great. have you considered that the silken sisters aoutomaticly gives a wardsave to any character that joins them? i think it quite in line with the fluff, but might affect theyre point cost.

all in all i think its really well made and thought throug. good luck with it :D




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