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Karak Redio Characters


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#1 HoR

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Posted 20 November 2014 - 05:46 PM

Hey Dawi

 

As some of you may know im writing a story for my hold and for game terms im making the rules for them they may not be too balanced, but that's because they are designed to be used in end times games; where our dwarfs will need some good lords and heroes

 

If you like my rules im fine if you use them

 

King Redio VI:  M  WS  BS  S  T  W  I  A  LD  940PTS

                        3    8     7   4  5   4  5  4 10

 

Equipmant: Axe of Grungni,Shield of Grungi, Armour of Karak Redio

 

Special rules: Stubborn,Hatred(Orcs & Goblins, Skaven) Relentless,Resolute,Shield wall

 

Axe of Grungni: This axe grants Redio ASF (Always strikes first) and + 1 strength, additionally no armor saves can be made against this weapon, and it causes D3 wounds on monsters

 

Shield of Grungni: This shield grants Redio 4+ward save and grants him a 2+ ward save against killing blow and multiple wounds

 

Armour of Karak Redio: This Runuic Armour grants Redio a 2+ Armour save which can be combined with the shield of Grungni which will grant him a 1+ Armour save

 

King of Karak Redio: This special rule increases Redios inspiring presence to 16 inches, additionally if Redio is killed all dwarf models on the board become frenzied and can re roll all hits and wounds against the unit which killed Redio.

 

 

Runelord Thorak  960PTS:   

 

M 3

 

WS: 7

 

BS: 8

 

S: 4(6)

 

T: 5

 

W: 4(6)

 

I: 4

 

A: 4

 

LD: 10

 

Equipmant: Anvil of doom

 

Special Rules: Hatred(Orcs & Goblins, Skaven) Relentless,Resolute,Shield wall,Rune Lore, Armor piercing, Forge fire, Magic resistance(3), Unbreakable

 

Runic hammer of the Fire Forge clan: This hammer is a great weapon, but does not grant the always strike last special rule. Additionally, it also grants Thorak the master Rune of braking  and the struck target will loses -2 initiative if wounded by it, the negative effect will then go away in the dwarf players next movement phase.

 

Thoraks armor: This armor provides Thorak with a 3+ ward save and a 4+ armor save, and a 2+ ward save against flaming attacks.

 

Master Runelord: This rule means that when striking a spell on his anvil, Thorak will gain Thorak gains a +2 to cast his anvils bound spells additionally, Should Thorak roll 3 six's the spell can't be dispelled

 

Talisman of Valaya: This Runic item, acts as master Rune of balance; but for every master Rune of Valaya on the board, the talisman of Valya will gain a +1 to its roll additionally, This Rune also gives Thorak +2 on his channeling rolls.

 

 

Belegar leader of the holds hammerers 890PTS

 

M 3

 

WS: 8

 

BS: 7

 

S: 4(6)

 

T: 5

 

W: 4

 

I: 5

 

A: 5

 

LD: 10

 

Equipment: (See special rules)

 

Special rules: Stubborn,Hatred(Orcs & Goblins, Skaven) Relentless,Resolute,Shield wall

 

Runic hammer of daemon slaying: This weapon grants its wielder hatred(Legions of chaos,Beastman,WOC, and DOC) additionally it has killing blow (Against any army), and heroic killing blow against any monster or monstrous infantry in DOC  although it is a great weapon it forged with such skill it grants both ASF and ASL.

 

Runic armor of the captain of hammerers: This armor grants a 1+ armor save and a 4+ ward save.

 

 

Morgrim Icebeard leader of the Icebeard clan    750PTS

 

 

M: 3

 

WS: 7

 

BS: 10

 

S: 4

 

T: 4

 

W: 3

 

I: 5

 

A: 4

 

LD: 10

 

Equipment: Heavy armor and great weapon as well the equipment in special rules(See special rules)

 

Special rules: Stubborn,Hatred(Orcs & Goblins, Skaven) Relentless,Resolute,Shield wall

 

Cloak of Valaya: This magic talisman grants Morgrim the and the unit he is in the swiftstride special rule, and grants Morgrim a 4+ ward save, additionally it also grants Morgrim immune to the snipe special rule.

 

Talisman of the fireforge: This magic talisman causes enemy's in combat or in a challenge with Morgrim to have -1 to hit in addition it adds +2 to his armor save and grants him a 2+ ward save against killing blow and multiple wounds.

 

The crossbow of the Icebeards: This magic weapon is a shooting attack which has the multiple shots (3) and is at strength 4 and all rolls to hit which have failed may be re rolled. In addition to this it has the heroic killing blow against monsters additionally all monsters wounded by this weapon (Regular wounds or heroic killing blow) must re roll all successful ward saves.

 

 

 

 

 

 


Edited by Hero of Rome, 10 January 2015 - 11:10 AM.


#2 Tah Kazak Rik

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Posted 03 December 2014 - 04:12 AM

Good stuff. Totally fixed Thorgrim! His axe is pretty much the only problem I have with him, and you fixed it!

Belegar's hammer does not need the complicated rules you gave it. Simply killing blow and ASF would be enough. Why the DoC specific rules?

Also I do not think Thorek's hammer needed improvement. 



#3 HoR

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Posted 05 December 2014 - 04:39 PM

Good stuff. Totally fixed Thorgrim! His axe is pretty much the only problem I have with him, and you fixed it!

Belegar's hammer does not need the complicated rules you gave it. Simply killing blow and ASF would be enough. Why the DoC specific rules?

Also I do not think Thorek's hammer needed improvement. 

Thanks

 

To see why Belegars hammer does what it does it is stated in my Karak timeline is the preacher corner basically it was created in the golden age as anti Daemon weapon

 

Yep I will change Thoreks hammer I will change the killing blow to some sort of anti magic weapon damage as it seems more appropriate. 






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