Stimmt jetzt hab ichs gesehen.
Deine Helden sind nicht so schlimm.
Ich würd nur einen Hohen Dämon erlauben,
( Bei vielen Banden ist ein slott meistens nicht besetzt, eben für nen Aufstieg. Bei mir auch nur 5 der 6te kann nur durch Aufstieg besetzt werden.)
dem aber Anfangswerte von an Besessenen 540442427 90pkte.
Nur mit BF 3 und Moral 8
Max end werte von Besessenen: 68066475 10. Bei dir würd ich noch BF 3 als max lassen.
(sind ja keine Scharfschützen)
Diese Endwerte würd ich an jeden Helden lassen.
A Besessener ist immerhin von an Dämon besessen, da kann er ja ned besser als a Dämon sein
Was hältst du von den Sprüchen?
Machen die dich nicht mehr an?
Gifts of the Plagued One (Lore of Nurgle)
Sorcerers of Nurgle see it as their sacred duty to spread multiple diseases throughout the world. Thus,
they strive to use their magic as much as possible, filling the world with the power of Nurgle. Models
that are immune to disease are immune to the hostile effects of the Lore of Nurgle.
D6 Result
1 Magnificent Buboes Difficulty 7
This spell has a range of 8” and affects a single enemy warrior. The warrior must pass a Toughness
test or lose a Wound. No armour saves are allowed.
2 Sumptuous Pestilence Difficulty 10
The Sorcerer purifies the air around him with the essence of Nurgle himself. All enemy models
within 12” of the Sorcerer suffer a Strength 3 hit. No armour saves are allowed.
3 Scabrous Hide Difficulty 8
The skin of the Sorcerer becomes tough and leathery, giving him armour save of 2+ which replaces
his normal armour save. The skin-armour can be combined with a shield as normal. The Scabrous
Hide lasts until the beginning of his next turn.
4 Nurgle’s Rot Difficulty 9
All enemy models in base contact with the Sorcerer must pass a Toughness test or contract Nurgle’s
Rot. If an enemy contracts the rot, at the end of the game, roll on the following chart.
1 – Severe Case. Roll d3 times on the Injury table if a Hero; if a Henchman, he dies on a roll of 1-3.
2-5 – Mild Case. The character must miss the next game as he recovers.
6 – Full Recovery! The character was either lucky or has a divine immune system. No ill effects.
5 Favored Poxes Difficulty 7
Calling upon Nurgle to bless his enemies, the Sorcerer inflicts wave after wave of debilitating
illness. Pick any enemy model within 18” of the Sorcerer. The model reduces its WS, BS, S and Ld
by -1 (to a minimum of 1) whilst this spell lasts. This spell remains active unless the Sorcerer is
Stunned or taken Out of Action, or until the Sorcerer chooses to end it at the start of any of his turns.
6 Effulgent Boils Difficulty 9
The Foes of Nurgle erupt with glistening boils which split the skin and cause immense discomfort.
The spell has a range of 12”, and must be cast at the closest enemy model. The target takes d3 S4
hits, with no armour saves allowed.
The Lore of Change (Lore of Tzeentch)
The Magic of Tzeentch all manifests as different colored fire, which twists and warps the surrounding
air. Sorcerers of Tzeentch are not to be underestimated; all are experts in combat as well as
spellcasting, making them formidable opponents.
D6 Result
0 Red Fire of Alteration Difficulty 7
This spell has a range of 30”, causing d3+1 hits with a Strength of d6 on a single enemy model.
Armour saves are taken as normal. This spell is a fire attack for the purposes of Regeneration, etc.
1 Orange Fire of Transition Difficulty 6
The flames that spring up around the Sorcerer contain scenes from the future, warning him of what
is to come. The Sorcerer can re-roll all failed dice rolls, though the second results stand. The effect
lasts until the beginning of the Sorcerer’s next turn.
2 Yellow Fire of Transformation Difficulty 8
The Sorcerer is surrounded by a shield of fire that blocks enemy attacks. The Sorcerer gains a
special saving throw of 5+ against all attacks that cannot be modified in any way. If the Sorcerer
also possesses the skills Step Aside or Dodge (or another form of special save), the saving throw
becomes 4+ in the relevant area. This spell lasts until the Sorcerer is Stunned or put Out of Action.
3 Green Fire of Mutation Difficulty 7
The spell has a range of 18” and must be cast on the closest enemy model. Roll a d6 and add the
Sorcerer’s Leadership to the score; then roll a d6 and add the target’s Leadership. If the Sorcerer
beat his opponent’s score, he gains control of the model until the model passes a Leadership test in
his own Recovery phase. The model may not commit suicide, but can attack models on his own
side and will not fight warriors from the Sorcerer’s warband. If he was engaged in hand-to-hand,
place the models 1” apart. The model gains an immediate out-of-phase movement, and can use this
movement to declare a charge.
4 Blue Fire of Metamorphosis Difficulty 10
This spell has a range of 12”, and causes 2d3 hits with a Strength of d6+1 on a single enemy model.
Armour saves are taken as normal. This spell is a fire attack for the purposes of Regeneration, etc.
5 Indigo Fire of Change Difficulty 9
The Sorcerer engulfs the surrounding area in mutating flames. All enemy models within 6” of the
Sorcerer suffer a Strength 4 hit, with no armour saves allowed. This spell is a fire attack for the
purposes of Regeneration, etc.
6 Violet Fire of Tzeentch Difficulty 7
Propelling himself off the ground with blazing fire, the Sorcerer may immediately move anywhere
within 12”, and will count as charging if he engages an enemy. If he engages a fleeing enemy in the
close combat phase, he will score one automatic hit, and the opponent will flee again (if they
survived).
The Lore of Pain & Pleasure (Lore of Slaanesh)
Sorcerers of Slaanesh enjoy giving strong sensations as well as receiving them, and so strive to do so
through their magic. Their incantations are usually ecstatic squeals of delight, as raw magic courses
through their bodies and is shaped to a more pleasing form.
D6 Result
1 Blissful Throes Difficulty 10
A long whip of pure Chaos energy lashes out at the enemy with a delightful crack, leaving its
victims wracked with pain, to the envy of the caster. The spell has a 12” range, and causes d3
Strength 6 hits. Armour saves are taken as normal.
2 Luxurious Torment Difficulty 7
This spell has a range of 24”, and can be cast on any model (friend or foe). The target is engulfed
by a wave of hysteria and begins crying out and weeping, clawing at themselves and turning on
everyone with weapons bared. The model becomes subject to the rules for Frenzy, even if normally
immune to psychology. However, the model automatically suffers d3 Strength 3 hits at the start of
each players turn. This spell lasts until the Sorcerer is Stunned or taken Out of Action, or until the
Sorcerer ends the spell at the beginning of any of his turns.
3 Titillating Delusions Difficulty 8
Slaanesh creates an illusion of the enemy’s deepest desire, and they find it impossible to resist the
urge to capture it. This may be cast on an unengaged enemy model within 18”. Mark a point on the
tabletop and within the model’s line of sight for the illusion to appear. The model must move as
directly and quickly toward this point, but it can charge and fight any enemy unit that lies along this
line of advance. The spell lasts until: the caster decided to end it (which he can do at the start of
any of his turns), the caster is Stunned or put Out of Action, or the model reaches the illusion marker.
4 Delectable Torture Difficulty 7
This spell may be cast on any unengaged enemy model within 12”. The model will immediately
attack any friendly model that he is in base-to-base contact with (if any). If there are no such
models, the victim may immediately use any missile weapon to fire at any model chosen by the
Chaos player. This spell cannot be cast specifically on a model’s mount.
5 Enrapturing Spasms Difficulty 9
The spasms can be targeted at an enemy model within 12”. The model cannot voluntarily move in
the Movement phase, and cannot shoot, attack in close combat, or cast spells. The model will be
automatically hit in close combat, and is also temporarily rendered immune to Psychology. This
spell lasts until the beginning of the Sorcerer’s next turn.
6 Delicious Excruciation Difficulty 7
The Sorcerer compresses and extends his muscles to their breaking points, quickly leaping into the
air. He may immediately move anywhere within 12”, and will count as charging if he engages an
enemy. If he engages a fleeing enemy in the close combat phase, he will score one automatic hit,
and the opponent will flee again (if they survived).