Druchii warband 1.0

Discuss and participate in the development of the Mordheim Druchii warband here.

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Druchii warband 1.0

Post by Loflar »

After years of development and playtesting, Druchii have arrived.
Enjoy.

Druchii warband for Mordheim

Changelog from Beta 2.2.

  • Maximum T set to 3
  • Warband special rules - Frail but Fey deleted.
  • Warband special rules - Excelent Sight moved among special skills
  • Warband special rules - Fey Acuity introduced.
  • Warband special rules - Slavers (effectively a clarification) introduced.
  • Heroes
    • Changed starting XP for Beastmaster and Sorceress
    • Noble's Feared and Respected rule deleted.
    • Sect Enmity among Sorceress and Witch Elf deleted.
  • Witch Elves
    • Witch Elves - Witch Elf's Offering rule deleted as unnecessary and superfluous.
    • Witch Elves - Witch Elf's Maibd Poison changed. Consequently, Black Lotus added among equipment.
  • Slavehounds
    • Corsair's Underdeck Fighter rule deleted
    • Slavehounds' Beastmaster rule updated, to allow them to use Beastmaster's Ld
    • Slavehounds' Take Down and Guard the Quarry rules replaced by Pack Work rule for testing.
    • Slavehounds do not use Noble's Ld
    • Slavehounds can also charge enemies uncovered by other slavehounds
  • Special Skills
    • Combat Movement skill deleted
    • Survival of the Fittest skill introduced
    • Counter Attack skill deleted to make space for other skills
  • Soul Stealer spell slightly reworded to clarify its usage.
  • Draich introduced



There are none living who know the
ways of the elves, save perhaps the mighty lizard-priests of the South
whose knowledge and power is rumoured to grow far beyond that even of
the High Mages of the College of Magic of Altdorf. Those few elves who
roam the lands of the Empire are mysterious, their ways impenetrable to
us.




There are those who, like Finubar the Proud, openly declare
themselves Manfriend and help defend our glorious Empire from the
encroaching forces of Chaos - too few of them, unfortunately. Of those,
we know what they would have us know - their history and that of their
families, and a little of the history of their land - the fabled island
of Ulthuan. There are those who stalk the night, warriors who come
cloaked in darkness and wielding bows, the death in their eyes revealed
in their prey as their life is snuffed out like a candle atop Brass
Keep by one, well-placed arrow shot - of those we know little, save
that they name themselves "Shadow warriors of Nagarythe" and, as their
kindred of Ulthuan reassure us, they seek to do us no harm.




There are those who protect the forests, defending them from touch
of Chaos and Man alike. There are also rumours of a fourth breed of
elves - a grim race, ruthless and sadistic. They come at night in their
low ships with sails of midnight-black, craving the poison that lurks
within the now-ruins of Mordheim, the Weyrdstone of which all those who
go to the Cursed City and return speak. They leave no witnesses, taking
prisoner those who are able-bodied enough to toil under them in
slavery, murdering the others.



Of course, such nonsense is only that - rumours, and nonsense, the
delusional affabulations of crazed minds that have seen the taint of
Chaos from too close. It may be that some elves are more ruthless than
others, but they are just that - elves, and their ways are closed to
us.
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Post by Loflar »

Choice of Warriors

A Druchii warband must include a minimum of three models. You have
500 gold crowns to recruit your initial warband. The maximum number of
warriors in a warband may never exceed 12.


Heroes
  • Noble
    - Each Druchii warband must have one Noble to lead it - no more, no less.
  • Lordlings
    - Your warband may include up to two Lordlings.
  • Sorceress
    - Your warband may include one Sorceress.
  • Beastmaster
    - Your warband may include one Beastmaster.

Henchmen
  • Corsairs
    - Your warband may include any number of corsairs.
  • Shades
    - Your warband may include up to five shades.
  • Witch Elves
    - Your warband may include up to three Witch Elves.
  • Slavehounds
    - Your warband may include up to three Slavehounds if it also includes a Beastmaster.


Starting Experience
  • A Noble starts with 20 experience.
  • Lordlings start with 8 experience.
  • A Sorceress starts with 8 experience.
  • A Beastmaster starts with 8 experience.
  • Henchmen start with 0 experience.



Maximum Characteristics
Characteristics for Druchii warriors may not be increased beyond the maximum limits shown here:

Code: Select all

M  WS BS S  T  W  I  A  Ld  
5  7  7  4  3  3  9  4  10 
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Post by Loflar »

May Hire
A Dark Elf warband may employ the following Hired Swords:
  • Official
    - Pit Fighter, Ogre Bodyguard, Warlock, Imperial Assassin, Tilean Marksman, Highwayman
  • Unofficial, but published by SG
    - Duelist, Witch, Emissary of Chaos, Human Scout, Old Prospector
  • Lustria
    - Dark Elf Assassin, Pathfinder
  • Khemri
    - Nomad Scout, Thief
  • Completely unofficial
    - Shade Scout



Special Rules

Kindred Hatred
The Dark Elves have been fighting the High Elves for many
centuries. The wars between these two races have been very long and
bloody affairs. Dark Elves Hate any High Elf warriors including High Elf Hired Swords.

Fey Acuity
An Elf's senses are far beyond those of other races. During the Exploration phase when
checking for artifacts or wyrdstone at the end of the game, add +1 to the number of pieces found by a Dark
Elf warband, as long as at least one hero was searching.


Disdain
Dark Elves may never use black powder weapons, as they find them too crude,
noisy and unreliable.

Slavers
In case of finding prisoners (roll of "333 - Prisoners" during Exploration phase)
Druchii may follow the rules for Skaven.
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Post by Loflar »

Druchii equipment lists


The following lists are used by Druchii warbands to pick their weapons and armour:


Druchii Heroes Equipment List
Hand-to-hand Combat Weapons
  • Dagger..........1st free/2 gc
  • Axe..........5 gc
  • Sword..........10 gc
  • Draich..........25 gc
  • Halberd..........10 gc
  • Spear..........10 gc
  • Beastlash (Beastmaster only)..........10 gc
  • Darksteel blade..........3 x price
Missile Weapons
  • Repeater Crossbow*..........20 gc
  • Crossbow Pistol..........35 gc
  • Throwing Knives..........15 gc
Armour
  • Helmet..........10 gc
  • Light Armour..........20 gc
  • Shield..........5 gc
  • Buckler..........5 gc
  • Sea Dragon Cloak..........30 gc
Miscelaneous Equipment
  • Dark Venom..........15 gc

Corsairs Equipment List
Hand-to-hand Combat Weapons

  • Dagger..........1st free/2 gc
  • Axe..........5 gc
  • Sword..........10 gc
  • Halberd..........10 gc
  • Spear..........10 gc
Missile Weapons

  • Repeater Crossbow*..........20 gc
Armour

  • Helmet..........10 gc
  • Light Armour..........20 gc
  • Shield..........5 gc
  • Buckler..........5 gc
  • Sea Dragon Cloak..........30 gc

Shades Equipment List
Hand-to-hand Combat Weapons

  • Dagger..........1st free/2 gc
  • Axe..........5 gc
  • Sword..........10 gc
Missile Weapons

  • Repeater Crossbow*..........20 gc
  • Bow..........10 gc
  • Throwing Knives..........15 gc
Armour

  • Helmet..........10 gc
  • Light Armour..........20 gc

Witch Elves Equipment List
Hand-to-hand Combat Weapons

  • Dagger..........1st free/2 gc
  • Axe..........5 gc
  • Sword..........10 gc
  • Halberd..........10 gc
  • Spear..........10 gc
Armour

  • Helmet..........10 gc
  • Light Armour..........20 gc
Miscelaneous Equipment

  • Black Lotus**..........5 gc


* These special prices represent the lower rarity of these items in
Naggaroth. When attempting to purchase these items in Mordheim, Dark
Elf warbands pay the same prices as other warbands and must roll to
find them as normal. No roll is necessary to find these items when
first starting a Dark Elf warband.

** See Witch Elves entry below for details.


Note, that henchmen promoted to heroes still select their equipment from
their henchmen-class table. They do not get access to "heroes equipment".

Druchii skill table

Noble: Combat, Shooting, Academic, Speed, Special
Lordling: Combat, Shooting, Speed, Special
Sorceress: Academic, Speed, Special
Beastmaster: Combat, Speed, Special
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Post by Loflar »

Heroes

1 Noble

75 Gold Crowns to hire


Dark Elf leaders are typically drawn from the Dark Elf nobility and
lead the warband in search of gold, slaves and arcane artifacts to
bring home to Naggaroth. They are cold and ruthless killers and they
command the respect of their troops through assassination and terror.
They have attained their position of leadership by eliminating those
rivals who stood in their way and through their remarkable cunning,
they are dangerous foes who embody the merciless traits of the Druchii
race.

Code: Select all

M  WS BS S  T  W  I  A  Ld  
5  5  4  3  3  1  6  1  9


Weapons/Armour

A Noble may be armed with weapons and armour chosen from the Druchii Heroes Equipment list.


Special Rules

  • Leader
    - Any models in the warband within 6" of the Noble may use his Leadership instead of their own.

0-2 Lordlings

45 Gold Crowns to hire

Lordlings are would-be commanders of the Druchii forces, and often
serve under a Noble as page or lieutenant. Lordlings accompany raiding
parties to the Old World to further their career, seeking to acquire
fame, riches and status in the Witch King's court.

Code: Select all

M  WS BS S  T  W  I  A  Ld  
5  4  4  3  3  1  6  1  8 


Weapons/Armour

Lordlings may be armed with weapons and armour chosen from the Druchii Heroes Equipment list.


0-1 Dark Elf Sorceress

45 Gold Crowns to hire

Dark Elves are strange in that apart from the fell Witch King there
are no other male sorcerers - all the other practitioners of magic in
the Dark Elf race are female. It is rumoured that any males who do
develop an affinity for magic amongst the Dark Elves are immediately
put to death to prevent the fulfilling of some dark prophecy.

Dark Elf Sorceresses are mysterious, raven-haired beauties who are
grudgingly respected even by the powerful Nobles, and their services
are high in demand.

Code: Select all

M  WS BS S  T  W  I  A  Ld  
5  3  3  3  3  1  5  1  8 


Weapons/Armour

A Sorceress may be armed with weapons and armour chosen from
the Druchii Heroes Equipment list, but may not cast spells if wearing
armour.

Special Rules

  • Wizard
    - The Dark Elf Sorceress is a wizard and uses Dark Magic, detailed below.


0-1 Beastmaster

40 Gold Crowns to hire

Whereas the High Elves have a great affinity with Dragons and
Griffons and other noble creatures their malevolent kin have infamous
Beastmasters, Dark Elves of particularly cruel renown who breed many
vicious beasts and lead them into combat. Unlike the High Elves who
treat their beasts as companions, the Dark Elf Beastmasters are very
spiteful masters.

Code: Select all

M  WS BS S  T  W  I  A  Ld  
5  4  3  3  3  1  5  1  8 


Weapons/Armour

A Beastmaster may be armed with weapons and armour chosen from the Druchii Heroes Equipment list.

Special Rules

  • Slavehounds
    - The Beastmaster may be accompanied by up to three Slavehounds.
    These are bought as henchmen and follow all rules listed for them.
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Post by Loflar »

Henchmen

Bought in groups of 1-5.

Corsairs

35 Gold Crowns to hire

The Dark Elves are cruel and fierce fighters. This is especially
true of the Corsairs - the Black Ark Raiders. They are skilled with
sword and axe, as well as the repeater crossbow, the distinct missile
weapon of the Dark Elves. Whenever Druchii ships reach foreign shores,
the Corsairs are the first to launch raiding parties.

Code: Select all

M  WS BS S  T  W  I  A  Ld  
5  4  3  3  3  1  5  1  8 


Weapons/Armour

Corsairs may be armed with weapons and armour chosen from the
Corsairs Equipment list. In addition, they may wear Sea Dragon Cloaks
even though they are not Heroes.

0-5 Shades

35 Gold Crowns to hire

The stealthy Dark Elf Shades rely on their repeater crossbows to
harass and snipe at the enemy, rather than engaging them head on, as
ambush is their preferred style of fighting. These Shades are young and
inexperienced scouts that see the expeditions to the Old World as a
valuable training opportunity.

Code: Select all

M  WS BS S  T  W  I  A  Ld  
5  3  4  3  3  1  5  1  8 


Weapons/Armour

Shades may be armed with weapons and armour chosen from the Shades Equipment list.

Special Rules

  • Natural Stealth
    - The first thing that Dark Elf scouts master is the art of moving
    without being seen or heard. If a Shade is Hidden, enemy models halve
    their Initiative value for determining if they can detect it or not.

0-3 Witch Elves

45 Gold Crowns to hire

Witch Elves are the lethally beautiful followers of Khaine, the
Bloody-Handed god of murder, vengeance and war. Those amongst the
devoted who seek to become full-fledged priestesses of Khaine and learn
His holy canons are sent on missions for the Temple, to prove their
worth in the eyes of their god, and also serve to spy upon those Nobles
who are temporarily out of the King's grasp.

Code: Select all

M  WS BS S  T  W  I  A  Ld  
5  4  3  3  3  1  5  1  8 


Weapons/Armour

Witch Elves may be armed with weapons and armour chosen from the Witch Elves equipment list.

Special Rules

  • Frenzy
    - Witch Elves, being intent on proving their battle prowess
    in Khaela Mensha Khaine's all-seeing gaze, follow the Frenzy special rule.
  • Maibd poison
    - Witch elves often anoint their weapons in various poisons, for both
    martial and religious purposes. They are able to prepare their poisons
    and they know where to get needed ingrediences. As a result, a warband, containing
    Witch Elves, may purchase Black Lotus as Common item for reduced price of 5 gc
    per dose. However, Black Lotus, purchased in such a way, may only be used
    by Witch Elves. The poison must be used in the next battle and cannot be sold or traded to other warbands.

0-3 Slavehounds

25 Gold Crowns to hire

The Dark Elves capture and breed many exotic creatures to fight for
them, and fights between pets are often staged as a form of
entertainment amongst the Dark Elves. Myriads of such animals can be
discovered in the Chaos Wastes. Among them is the Slavehound, a fierce
breed of wild hounds that resemble wolves more than dogs. The Dark
Elves capture and train these creatures to help them in their slave hunting
missions all over the Warhammer World.

Code: Select all

M  WS BS S  T  W  I  A  Ld  
7  4  0  4  3  1  4  1  5 


Weapons/Armour

Slavehounds are animals and do not need any weapons, save their claws and massive jaws.

Special Rules

  • Animals
    - Slavehounds are animals, and all animal rules apply to them. They never gain experience.
  • Beastmaster
    - Slavehounds are vicious creatures that are barely kept under control by their
    beastmaster. As long as Beastmaster is not knocked down, stunned or out of action,
    slavehounds may use his Leadership instead of their own for any Leadership test, provided
    that the Beastmaster is within 6" of the slavehound in question.
    But, since Beastmaster is the only authority they respect,
    they can not use Leadership of warband Leader. Consequently,
    if the Beastmaster is unable to participate in a battle, then neither will the beasts.
    If the warband does not contain a beastmaster, there is no one able to control
    slavehounds, so they have to stay in warband's camp (and when feeding time comes,
    it has to be done from a safe distance).
  • Pack Work
    - Slavehounds are trained to detect hiding slaves and show them to their masters.
    If a slavehound knows about enemy model (has a line of sight, has unhided it etc.),
    Beastmaster and all other slavehounds of the same warband
    can declare charge on this model even if they do not see it.
    No roll for Initiative is necessary.
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Post by Loflar »

Special Equipment

Darksteel Weapon
(3 x Price/Rare 9)

Darksteel weapons are forged in the city of Hag Graef, the Dark Crag.
They are fashioned from black steel, a rare form of steel found deep
within the mountains around the city and are forged using an ancient
technique known only to the Dark Elves. Weapons with Darksteel blades have wicked
protrusions and serrated edges, which inflict serious damage on an
opponent. Any Druchii hero can use a close-combat weapon with a Darksteel
blade. Getting it, however, is not that easy, and it costs three times
more that usual steel weapon of the same type. Darksteel weapons
have all abilities of their usual counterparts (i.e. swords can parry, double-handed
weapons strike last).

  • Range
    - Close Combat
  • Strength
    - The same as its standard version
  • Special Rules
    - Critical Damage, Wicked Edge

Special Rules
  • Critical Damage
    - Darksteel weapons inflict serious damage on their opponents.
    When rolling on the critical hit chart, a Darksteel weapon will add +1
    to the result.
  • Wicked Edge
    - Darksteel weapons are set with sharp protrusions and serrated
    edges which inflict serious damage on an opponent. A roll of 2-4 on the
    injury table is a stunned result.

Draich
(25+1d6 Gold Crowns/Rare 8)

Draich is a two-handed sword, typically used by dreaded Executioners of Har Ganeth.
This sword is well balanced not to encumber elven swordsman, but
can still deliver a deadly blow.

  • Range
    - Close combat
  • Strength
    - As user +2
  • Special Rules
    - Two-handed; Swift

Special Rules

  • Two-handed
    - A model armed with a double-handed weapon may not use a shield,
    buckler or additional weapon in close combat. If the model is equipped
    with a shield, he will still get a +1 bonus to his armour save against shooting.
  • Swift
    - Draich, unlike other double-handed weapons, does not Strike last.
Last edited by Loflar on Sun Dec 27, 2009 6:31 pm, edited 1 time in total.
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Post by Loflar »

Beastlash (Beastmaster only)
(10+D6 Gold Crowns/Rare 8)

The Beastmasters make good use of their whips to goad their hounds and creatures into combat.

  • Range
    - Close combat
  • Strength
    - As user
  • Special Rules
    - Beastbane; Whipcrack; Cannot be parried; +1 Enemy armour save.

Special Rules
  • Beastbane
    - The Beastmaster wielding a Beastlash causes Fear in animals.
    Any animal charged by or wishing to charge a Beastmaster with one of
    these weapons must first take a fear test as mentioned in the
    psychology section of the Mordheim rules.
  • Whipcrack
    - When the wielder charges they gain +1A for that turn. This
    bonus attack is added after any other modifications. When the wielder
    is charged they gain +1A that they may only use against the charger.
    This additional attack will ‘strike first’. If the wielder is
    simultaneously charged by two or more opponents he will still only
    receive a total of +1A. If the wielder is using two whips at the same
    time then he gets +1A for the additional hand weapon, but only the
    first whip gets the whipcrack +1A.
  • Cannot be parried
    - A Beastlash, being a very flexible weapon and used with great expertise
    by the Beastmaster wielding it, cannot be parried.
  • +1 Enemy armour save
    - Whips are not made for penetrating an enemy model's armour. An enemy
    wounded by a beastlash gains a +1 bonus to his armour save,
    and a 6+ armour save if he has none normally.


Sea Dragon Cloak
(30+2D6 Gold Crowns/Rare 10)

Dark Elf Corsairs use special cloaks fashioned from the skin and
scales of the sea monsters that dwell deep in the oceans depths. These
cloaks are tough and resilient, and offer Dark Elves a very good amount
of protection.

Special Rules
  • Scales
    - The wearer of the Sea Dragon Cloak receives a +2 bonus to his save
    against shooting (or in the event where he has none, a 5+ save)
    and a +1 bonus to his save in close combat (or, if he has none, a
    6+ save). A Sea Dragon Cloak may be combined with other pieces of
    armour (shield, light armour) with no penalty.
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Post by Loflar »

Druchii Special Skill Table
Dark Elf Heroes may use the following Skill table in addition to any of the standard skill tables available to them:

Fury of Khaine
The Dark Elf is infused with an intense raging thirst for blood and
is a whirlwind in hand-to-hand combat, moving from opponent to
opponent. The Druchii may make a 4" follow up move if he takes all of
his opponents out of action. If he comes into contact with another
enemy, this starts a new combat. This
new combat takes place in the following turn and the model counts as charging.

Fey Quickness
Few can ever hope to match an Elf's inhuman quickness and agility.
An Elf with Fey Quickness can avoid melee or missile attacks on a roll
of 6. If the Elf also has Step Aside or Dodge, this will increase
to a 4+ in the relevant area. For example,
an Elf with Fey Quickness and Step Aside avoids melee attacks on a 4+
and missile attacks on a 6.

Infiltration
The Dark Elf can Infiltrate. This skill is exactly the same as the Skaven skill.

Master of Poisons
The Dark Elf is proficient in concocting different poisons. If the
Hero doesn't search for rare items, he may make D2 doses of Dark Venom
instead. The poison must be used in the next battle and cannot be sold
or traded to other warbands as the Dark Elves guard their secrets very
carefully.

Uraithen Master
Eyes of this hero are so keen and hands so steady that he can completely omit
the penalty for long range if using a crossbow type weapon. Further, if he did not move this turn,
he can shoot from repeater crossbow twice per turn without penalty or three times per turn
with -1 penalty to hit.

Survival of the Fittest
Naggaroth is a harsh land with harsh inhabitants and weaklings are shown no mercy.
This elf is able to survive by pure strength of will. If the model gets out of action
and result of the Serious Injuries roll is death, make a Leadership test against
unmodified Ld of the model (no holy relics etc.). If you succeed, the model will
survive but will miss D3 battles instead.

Excellent Sight
There are numerous legends detailing the excellent eyesight of the Elves,
both Druchii and Asur kin. This elf can spot Hidden enemies from twice as far
away than normal warriors (i.e. twice his Initiative value in inches).
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Post by Loflar »

Dark Magic

Like their hated Asur kin, the Dark Elves are accomplished
practitioners of magic. However, whereas the High Elves essentially use
magic defensively and for the power of good, the Dark Elves utilise the
evil powers of Dark Magic - a very destructive force indeed.

1 - Doombolt
Difficulty 8

Whispering an ancient incantation, the Sorceress conjures a bolt of
pure dark energy and unleashes it from her outstretched hand.

The Doombolt may be targeted at any enemy model in line of sight.
The bolt has an 18" range and causes a Strength 5 hit. If the target
model is wounded, then the next closest model within 6" is also hit on
a 4+, at -1 Strength from the previous hit. The bolt will leap
a maximum of four times or until there are no more targets within range.
A model may only be hit once by a single casting of the spell.
Take armour saves as normal.

2 - Word of Pain
Difficulty 8

The Sorceress calls down the wrath of Khaine upon her enemy, causing his resolve to disappear.

The spell may be cast at an enemy model within 12". The victim must
re-roll all successful hand to hand or missile attacks and all to wound
rolls. If the victim wishes to charge, he must pass a successful
Leadership test first. Lasts until the beginning of the next Dark Elf
turn.



3 - Soul Stealer
Difficulty 9

At the Sorceress's touch, the essence of life is drained from her
enemy and absorbed into her body, giving her renewed strength and
vigour.

Once successfully cast, the Sorceress has to succeed in at least one to-hit roll
in close combat phase against a model in base contact. If the attack is successful and her
opponent is struck, he suffers a wound with no armour save possible.
The Sorceress feeds on this life-force and adds one wound to her
current total.

Note: the Sorceress can never have more then one extra wound on
her profile from the use of this spell (she may cast it as many times
as she wishes to regain lost wounds) and the extra wound is lost once
the battle is over.



4 - Black Blade of Khaine
Difficulty 8

Summoning Dark Magic, the Sorceress engulfs a weapon in twisted black flames.

The Sorceress may choose the hand-to-hand combat weapon of a member
of her warband within 6" to be engulfed in flames. A weapon with these
flames acts as a normal weapon of its type, but adds a +2 bonus to the
user's Strength. Hits inflicted from the weapon ignore armour saves.
Lasts until the Sorceress' shooting phase.



5 - Deathspasm
Difficulty 9

The Sorceress channels Dark Magic into her enemy, causing him to writhe in excruciating pain.

The Deathspasm has a range of 6" and must be cast on the closest
enemy model. The affected model must roll on the injury chart. If
successfully cast, the casting Sorceress is immediately knocked down.
This cannot be prevented by using the Jump Up skill.



6 - Witch Flight
Difficulty 7

The Sorceress bends the winds of magic to her will and flies through the air.

The Sorceress may immediately move anywhere within 12", and may
count as charging. If she engages a fleeing enemy in the close combat
phase, she will score 1 automatic hit and then the opponent will flee
again.
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Post by Loflar »

Well, that's it. After a lot of Internal Server Errors, I have managed to push it through the system. So, enjoy. From my experience, this warband works, and, in hands of better players, can compete. More or less.

Thanks to everyone who participated in the development, especially my gaming group.
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Post by Dangerous Beans »

Loflar - I'm sorry if this is necro but its been a while since I was last on - I for one would like to say a huge and massive thank you - I do use your rules written here and find them immensely satisfying and fun whilst my opponents report that they do not seem to be overly imbalanced or cheesey.

Congratulations mate - job very well done!
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Loflar
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Post by Loflar »

Thanks, I am glad to hear that it is useful.
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Ragian Cain
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Post by Ragian Cain »

Top stuff again, Ive put this a slightly more astheticaly pleasing PDF if anyone wants it drop me a PM.

Cheers again
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xFallenx
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Post by xFallenx »

What timing. I was just flipping through my old GW Game binder and found an old list. Would you mind pointing me in the direction of your PDF?
Thanks!
Oct 2013-Current: 3-2-0
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Ragian Cain
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Post by Ragian Cain »

PM me you email address and ill send it over dude

Heres the link:

http://bttcrecords.com/manticore/downloads/GW/Druchii%20Warband.pdf

Some of the feathering took a kicking in the PDF process unfortunatly.
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Post by Darkgul »

I'm gonna start my first warband using this material. I'd like to offer my thanks too, this really seems like you put in a lot of work.
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Loflar
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Post by Loflar »

Thanks, I hope you will like it. And that it will not discourage you, since it is not an easy one to play.
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