Sigbjørn "Ugrush" Eriksrud - ID
585 - Prophet, General, Wizard Master of Pyromancy and Alchemy, Shield, Alchemist’s Alloy, Tablet of Ashuruk (In the opponent's Magic Phase, during Siphon the Veil before converting Veil Tokens into Magic Dice, remove one Veil Token from the opponent’s Veil Token pool and add one Veil Token to your Veil Token pool.), Essence of a Free Mind
355 - Vizier, BSB, Infernal Weapon, Shield, Icon of Inferno (When a non-Attribute non-Bound Spell is successfully cast by a friendly Wizard within 12" of the bearer (and after the corresponding Path Attribute Spell has been resolved if applicable), the bearer may automatically cast Blaze from Pyromancy, which cannot be dispelled.), Willow’s Ward, Talisman of the Void, Lucky Charm
400 - 2x 20 Hobgoblins, Musician, Bows, Shields
290 - 10 Citadel Guard, Musician, Replace shield with Flintlock Axes (Range 18”, Shots 1, Str 4, AP 2. Attacks made with this weapon do not suffer any negative to-hit modifiers from a Stand and Shoot Charge Reaction. This weapon can also be used as a Close Combat Weapon. Close Combat Attacks made with it gain +1 Strength. A model using this weapon cannot simultaneously use a Shield against Melee Attacks. Chosen of Ashuruk
440 - 25 Infernal Warriors, FCG, Shield, Flaming Standard, Chosen of Ashuruk
410 - 2x 5 Taurukhs, Musician, Infernal Weapons, Shields, Chosen of Ashuruk
290 - Rocket Battery, 290p (Volley Gun Artillery Weapon: Range 48”, Shots 2D6, Str 7, AP 2.)
600 - 2x Titan Mortar, 300p (Titan Mortar (4+): Catapult (4) Artillery Weapon: Range 6-48", Shots 1, Str 4 [7], AP 1 [4], [Multiple Wounds (D3, Clipped Wings)]. Any unit that loses one or more Health Points due to an attack from weapon will count all Terrain (including Open Terrain) as Dangerous Terrain (1) and must reroll all natural to-hit rolls of '6'. A War Machine within 8" of a unit that is hit by this weapon must roll a D6 just before shooting; on a roll of 4+ it cannot shoot. These effects last until the end of the next Player Turn.
1130 - 2x5 Kadim Incarnates (Supernal, Fear, Fly (6”, 12”), Frenzy, Large Inf) Volcanic Embrace All Melee Attacks (including Special Attacks) made by model parts with Volcanic Embrace gain Flaming Attacks. In addition, at Initiative Step 0, all enemy models in base contact with one or more model parts with Volcanic Embrace suffer a hit with Strength 4, Armour Penetration 0, and Flaming Attacks.
4490
Chosen of Ashuruk The model automatically passes all Fear Tests (but still suffers -1 Discipline from Fear) and considers all units without Chosen of Ashuruk as Insignificant. Furthermore, model parts without Harnessed gain Battle Focus, which cannot be used during the first Round of Combat.
Kenn die Armee nicht, hab noch nie gegen sie gespielt.
Viel Beschuss, muss stürmen, weil wenn ich hinten bleib, schießen mich die Kriegsmaschinen tot.
Kadim Incarnates sollte ich wohl versuchen kleiner zu bekommen, bevor sie einen Nahkampf sehen.
Primäre Ziele für Sniper sind die Chars, für den rest aber die Kadim Incarnetes
H: ist eh fix
1: Geschosszauber, immer brauchbar,
2: Stärke/Widerstand senken: ebenfalls
3: General/BSB negieren: kann interessant sein.
4: Atemwaffe: eher nicht so wichtig.
5: Komet: gegen die statischen Sachen brauchbar
6: Sniper: hauptsächlich gegen die Chars.
H, 1, 2, 5, 6
585 - Prophet, General, Wizard Master of Pyromancy and Alchemy, Shield, Alchemist’s Alloy, Tablet of Ashuruk (In the opponent's Magic Phase, during Siphon the Veil before converting Veil Tokens into Magic Dice, remove one Veil Token from the opponent’s Veil Token pool and add one Veil Token to your Veil Token pool.), Essence of a Free Mind
355 - Vizier, BSB, Infernal Weapon, Shield, Icon of Inferno (When a non-Attribute non-Bound Spell is successfully cast by a friendly Wizard within 12" of the bearer (and after the corresponding Path Attribute Spell has been resolved if applicable), the bearer may automatically cast Blaze from Pyromancy, which cannot be dispelled.), Willow’s Ward, Talisman of the Void, Lucky Charm
400 - 2x 20 Hobgoblins, Musician, Bows, Shields
290 - 10 Citadel Guard, Musician, Replace shield with Flintlock Axes (Range 18”, Shots 1, Str 4, AP 2. Attacks made with this weapon do not suffer any negative to-hit modifiers from a Stand and Shoot Charge Reaction. This weapon can also be used as a Close Combat Weapon. Close Combat Attacks made with it gain +1 Strength. A model using this weapon cannot simultaneously use a Shield against Melee Attacks. Chosen of Ashuruk
440 - 25 Infernal Warriors, FCG, Shield, Flaming Standard, Chosen of Ashuruk
410 - 2x 5 Taurukhs, Musician, Infernal Weapons, Shields, Chosen of Ashuruk
290 - Rocket Battery, 290p (Volley Gun Artillery Weapon: Range 48”, Shots 2D6, Str 7, AP 2.)
600 - 2x Titan Mortar, 300p (Titan Mortar (4+): Catapult (4) Artillery Weapon: Range 6-48", Shots 1, Str 4 [7], AP 1 [4], [Multiple Wounds (D3, Clipped Wings)]. Any unit that loses one or more Health Points due to an attack from weapon will count all Terrain (including Open Terrain) as Dangerous Terrain (1) and must reroll all natural to-hit rolls of '6'. A War Machine within 8" of a unit that is hit by this weapon must roll a D6 just before shooting; on a roll of 4+ it cannot shoot. These effects last until the end of the next Player Turn.
1130 - 2x5 Kadim Incarnates (Supernal, Fear, Fly (6”, 12”), Frenzy, Large Inf) Volcanic Embrace All Melee Attacks (including Special Attacks) made by model parts with Volcanic Embrace gain Flaming Attacks. In addition, at Initiative Step 0, all enemy models in base contact with one or more model parts with Volcanic Embrace suffer a hit with Strength 4, Armour Penetration 0, and Flaming Attacks.
4490
Chosen of Ashuruk The model automatically passes all Fear Tests (but still suffers -1 Discipline from Fear) and considers all units without Chosen of Ashuruk as Insignificant. Furthermore, model parts without Harnessed gain Battle Focus, which cannot be used during the first Round of Combat.
Kenn die Armee nicht, hab noch nie gegen sie gespielt.
Viel Beschuss, muss stürmen, weil wenn ich hinten bleib, schießen mich die Kriegsmaschinen tot.
Kadim Incarnates sollte ich wohl versuchen kleiner zu bekommen, bevor sie einen Nahkampf sehen.
Primäre Ziele für Sniper sind die Chars, für den rest aber die Kadim Incarnetes
H: ist eh fix
1: Geschosszauber, immer brauchbar,
2: Stärke/Widerstand senken: ebenfalls
3: General/BSB negieren: kann interessant sein.
4: Atemwaffe: eher nicht so wichtig.
5: Komet: gegen die statischen Sachen brauchbar
6: Sniper: hauptsächlich gegen die Chars.
H, 1, 2, 5, 6
The-ninth-age: Orcs and Goblins (20000), Highborn Elves (10000)
Legends of the old West: Mexican Banditos, Lawman
Epic: Eldar (6000), Orks (6000) Baran Siegemaster (2000)
RGP: DnD , DSA, Warhammer, Deadlands und bei Gelegenheit noch einige andere Systeme
Wer ein System ausprobieren mag, ich zeig es ihm gerne.
Legends of the old West: Mexican Banditos, Lawman
Epic: Eldar (6000), Orks (6000) Baran Siegemaster (2000)
RGP: DnD , DSA, Warhammer, Deadlands und bei Gelegenheit noch einige andere Systeme
Wer ein System ausprobieren mag, ich zeig es ihm gerne.
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