|
|
|
|
Joa-Boo rolled 1 6-sided dice:
2
Total: 2 (1-6)
|
|
Posted: Mon Nov 19, 2012 12:21 am
|
|
|
|
|
|
|
Posted: Mon Nov 19, 2012 12:22 am
A 2 makes them Sober for Once which gives them +2 initiative.
|
|
|
|
|
|
|
|
|
|
|
|
|
Posted: Mon Nov 19, 2012 12:24 am
Core:
20 Gor equipment = hand weapons Special rules = primal fury
Gor M = 5 WS = 4 BS = 3 S = 3 T = 4 W = 1 I = 3 A = 1 Ld = 7
6 Tuskgor Chariot Equipment: Bestigor has a GW, Gor has a spear, Pulled by 2 Tuskgors Specail Rules: Primal Fury, Chariot, has a 4+ Armor save
TuskGor Chariot M = 0 WS = 0 BS = 0 S = 5 T = 4 W = 4 I = 0 A = 0 Ld = 0
Bestigor M = 0 WS = 4 BS = 3 S = 4 T = 0 W = 0 I = 3 A = 1 Ld = 7
Gor M = 0 WS = 4 BS = 3 S = 3 T = 0 W = 0 I = 3 A = 1 Ld = 7
Tuskar M = 7 WS = 3 BS = 0 S = 4 T = 0 W = 0 I = 2 A = 1 Ld = 0
14 Centigor Equipment: Spear, LA, shield Special Rule: Primal Fury, Drunken = Roll a D6 for each unit at the beginning of the game to see the effect 1-2 sober for once: the unit gains +2 Initiative 3-4 Hangover from hell: re-roll primal fury tests but suffers -1 movement 5-6 Drunken Bravado: this unit is stubborn
Centigor M = 8 WS = 4 BS = 3 S = 4 T = 4 W = 1 I = 2 A = 2 Ld = 7
|
|
|
|
|
|
|
|
|
|
|
Posted: Mon Nov 19, 2012 12:51 am
Special:
2 Razorgor Starting Equipment: hand weapons Special rules: Fear, Thunderous Charge = has +1 S on turn when charges
Razorgor M = 7 WS = 3 BS = 0 S = 5 T = 5 W = 3 I = 2 A = 4 Ld = 6
2 Razorgor chariots Equipment: Bestigor has a GW, Gor has a spear, Pulled by 1 Razorgor Specail Rules: Primal Fury, Chariot, Thunderous charge, Fear, has a 4+ Armor save
Razorgor chariots M = 0 WS = 0 BS = 0 S = 5 T = 5 W = 5 I = 0 A = 0 Ld = 0
Bestigor M = 0 WS = 4 BS = 3 S = 4 T = 0 W = 0 I = 3 A = 1 Ld = 7
Gor M = 0 WS = 4 BS = 3 S = 3 T = 0 W = 0 I = 3 A = 1 Ld = 7
Razorgor M = 7 WS = 3 BS = 0 S = 5 T = 0 W = 0 I = 2 A = 4 Ld = 0
|
|
|
|
|
|
|
|
|
|
|
|
|
Posted: Mon Nov 19, 2012 12:55 am
Rare:
1 Ghorgon Equipment: hand weapons Special rules: Bloodgreed = If a model with bloodgreed is on the winning side in a round of close combat it immediately becomes subject to frenzy. Each time it is on the winning side of a round of close combat, the model gains an additional attack. These bonuses go away if the model loses its frenzy. Swallow whole= the Ghorgon may forego all of its normal arracks and instead make a single special attack at an initiative of 1. This attack has the killing blow ability, but to wound rolls of a 4, 5, or 6 act as killing blow attacks.
Strength from flesh = Each time a Ghorgon causes a killing blow with its swallow whole ability, it regains D3 wounds.
Frenzy, Immune to psychology, Large target, stubborn, terror
Ghorgon M = 7 WS = 4 BS = 0 S = 6 T = 6 W = 6 I = 3 A = 6 Ld = 10
|
|
|
|
|
|
|
|
|
|
|
Posted: Mon Nov 19, 2012 1:23 am
Heroes:
1 Wargor BSB on Razorgor chariot Equipment: Wargor has hand weapon and Silvered steel (2+ armor save)(45 pts), Gor has a spear, Pulled by 1 razorgor Special Rules: Primal Fury, Chariot, Thunderous charge, has a 4+ Armor save
Razorgor chariots M = 0 WS = 0 BS = 0 S = 5 T = 5 W = 5 I = 0 A = 0 Ld = 0
Wargor M = 5 WS = 5 BS = 3 S = 4 T = 5 W = 2 I = 4 A = 3 Ld = 8
Gor M = 0 WS = 4 BS = 3 S = 3 T = 0 W = 0 I = 3 A = 1 Ld = 7
Razorgor M = 7 WS = 3 BS = 0 S = 5 T = 0 W = 0 I = 2 A = 4 Ld = 0
3 Bray-Shaman Equipment: hand weapons, 1 of them brought the Shard of the Herdstone= each friendly wizard within 6inches of the herdstone generates an additional power dice (50 pts) Special rules: Primal Fury
Bray-Shaman M = 5 WS = 4 BS = 3 S = 3 T = 4 W = 2 I = 3 A = 1 Ld = 7
All 3 Bray-Shamans took the signature Lore of the Shadows spell (Miasma)
Miasma = Casts on a 5+. Hex spell with a range of 48". The target unit's WS, BS, I, or M (My choice) is reduced by D3 (to a minimum of 1) until the start of the caster's next magic phase. The caster can chose to cast a more powerful version and instead reduce all four stats by D3 (1 roll). This makes the casting a 10+
|
|
|
|
|
|
|
|
|
|
|
|
|
Posted: Mon Nov 19, 2012 1:51 am
Lords:
*Doombull Army General Equipment: hand weapon Sword of swift slaying = always strikes first (25 pts) Gnarled Hide = 5+ armor save that adds with others (15 pts) Ram Helm = 6+ armor save that adds with others , For every armor save he passes, the bearer may immediately make a bonus attack at his basic strength. (15 pts) Special Rules: Bloodgreed, fear, frenzy, Impact hits D3
Doombull M = 6 WS = 6 BS = 3 S = 6 T = 5 W = 5 I = 5 A = 5 Ld = 8
1 Ghorros Warhoof in Centigor unit 1 Ghorros Equipment: Mansmasher = each unsaved wound cased is multiplied into D3 wounds Skull of Unicom Lord = Magic Resistance (2)
Ghorros Specail Rules: Sons of Ghorros = the unit Ghorros is in has +1 WS Father of Beast = Should Ghorros be killed, the whole army has +1 LD
Ghorros Warhoof M = 8 WS = 5 BS = 3 S = 5 T = 5 W = 2 I = 3 A = 4 Ld = 8
Great Bray-Shaman Equipment: hand weapons, Fold-able tower (100 pts) Special rules: Primal Fury
Great Bray-Shaman M = 5 WS = 5 BS = 3 S = 4 T = 5 W = 3 I = 4 A = 2 Ld = 8
The Great Bray-Shaman is a level 3 wizard with spells 3, 4, and 5 of the Lore of Shadows.
3. The Withering = Cast on a 13+. Remains in play. Hex spell with range 18". All models in the target unit has their toughness reduced by D3 (to a minimum of 1) for the duration of the spell. The wizard can chose to increase the range of this spell to 36" at the cost of 16+.
4. The Penumbral Pendulum = 13+ to cast. This is a direct damage spell. Extend a straight line, 6D6 in length, directly away from the caster. Each model in the way must pass an initiative test or suffer a strength 10 hit causing D3 wounds. The wizard can chose to double the length by making it a 18+ to cast.
5. Pit of Shades = 14+ to cast. This is a direct damage spell. Place the small round template anywhere within 24" of the caster. It then scatters D6". All units under it must pass an Initiative test or be removed from the game as casualties with no saves of any kind. The wizard can chose to use the large round template, making the spell cost 17+ and uses 2D6 to scatter
|
|
|
|
|
|
|
|
|
|
Dugan195 rolled 4 6-sided dice:
1, 3, 2, 3
Total: 9 (4-24)
|
Posted: Mon Nov 19, 2012 3:37 pm
Roll for first turn. First two dice belong to the Beastmen, second two dice belong to the Tomb Kings
|
|
|
|
|
|
|
|
|
|
|
|
|
Posted: Mon Nov 19, 2012 3:38 pm
Dugan195 Roll for first turn. First two dice belong to the Beastmen, second two dice belong to the Tomb Kings Tomb Kings win the roll off and elect to take the first turn.
|
|
|
|
|
|
|
|
|
|
|
Posted: Mon Nov 19, 2012 4:01 pm
|
|
|
|
|
|
|
|
|
Posted: Mon Nov 19, 2012 4:02 pm
Tomb King Turn 1 Movement Phase
|
|
|
|
|
|
|
|
|
|
Dugan195 rolled 4 6-sided dice:
4, 2, 5, 1
Total: 12 (4-24)
|
Posted: Mon Nov 19, 2012 4:05 pm
Tomb King Turn 1 Magic Phase
Tomb Kings roll 2d6 for winds of magic (first two dice)
Lich Priest Tries to Channel an extra power dice. (third dice)
Covenant of Power from the Casket of Soul adds an automatic d3 power dice to the pool. (fourth dice)
|
|
|
|
|
|
|
|
|
|
|
|
|
Posted: Mon Nov 19, 2012 4:06 pm
Dugan195 Tomb King Turn 1 Magic Phase Tomb Kings roll 2d6 for winds of magic (first two dice) Lich Priest Tries to Channel an extra power dice. (third dice) Covenant of Power from the Casket of Soul adds an automatic d3 power dice to the pool. (fourth dice) Tomb Kings have 7 power dice to draw on for their magic phase. Beastmen receive four from winds of magic.
|
|
|
|
|
|
|
|
|
|
Dugan195 rolled 3 6-sided dice:
5, 6, 5
Total: 16 (3-18)
|
Posted: Mon Nov 19, 2012 4:23 pm
Lich Priest goes to cast Incantation of Desert wind (8+) with 3 power dice and a wizard level of 2 (really needs to roll a 6)
|
|
|
|
|
|
|
|
|
|
|
|
|
Posted: Mon Nov 19, 2012 4:28 pm
Dugan195 Lich Priest goes to cast Incantation of Desert wind (8+) with 3 power dice and a wizard level of 2 (really needs to roll a 6) Lich Priest rolls a 16 (18 with lvl) so the spell is cast. Beastmen let the spell go through.
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|