Encyclopedia Medivo, 5th Edition

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Encyclopedia Medivo, 5th Edition

Postby Zahru II » Tue Jan 28, 2014 5:56 pm

I'm revising my homebrew armylist yet again (mostly wording but some units and mechanics will be getting tweaked) and I thought I might as well share it!
For reference, you can check the '4th edition' through the link in my sig to compare changes.
I'm interested in constructive feedback and proofreading as well (I tend to have a blindspot for my errors and most of you are native speakers).
Once I'm done with all the reworking, I will probably end up posting a general changes list to make it easier to see what has been altered.

To start things off, I'll begin with Imperial infantry and cavalry units (warning: mass amount of text incoming)

Workers

Ever-vigilant, these craftsmen help the Imperial army in times of war by building fortifications and repairing broken equipment. They are rather weak in combat and as such are better suited for support.

Stats:

Worker:
1d6-1 skill
5 inch movement
1d6-2 armor

Armed with simple tools (use rate 3, 1d6 damage, close combat).


Swordsmen

The main infantry of the Empire: as all Imperial troops, they are well disciplined, albeit poor in terms of damage. Best used for locking opposing melee units in combat.

Stats:

Swordsman
1d6 skill
5 inch movement
4 armor

Officer
1d6+1 skill
5 inch movement
1d10 armor

Special:
• Unity: Troops are disciplined enough to remain as a squad even if they lose their officer.

Armed with swords (use 2, 1d6 damage, close combat), and shields (use 2, 1d6 armor while parrying). The officer wears armor (+2 armor).




Crossbowmen

Imperial ranged troops. They are worthless in melee but compliment swordsmen very well.

Stats:

Crossbowman

1d6 skill
5 inch movement
4 armor

Officer

1d6+1 skill
5 inch movement
1d10 armor

Special:
• Unity: Troops are disciplined enough to remain as a squad even if they lose their officer.

Armed with crossbows (use 3, 1d6+1 damage, 10 inch range).


Löwengard

Elite Imperial foot soldiers; usually used as retinue for commander or royalty. They have higher damage output and better base armor, but they lack the sometimes very useful armor bonus shielded minifigs have.

Stats:

Löwengard

1d6+2 skill
6 inch movement
5 armor

Löwengard Captain

1d6+2 skill
6 inch movement
1d10+1 armor

Special:
• Unity: Troops are disciplined enough to remain as a squad even if they lose their officer.
• If the hero has no action but a Löwengard minifig has, it can redshirt willingly for the hero unit.

Armed with halberds (ur3, 1d6+2 damage, close range).


Battle Cleric

They are blessed minifigs who weave the winds of magik for healing purposes mostly, but they got other tricks too. Namely a huge flanged mace. Battle-clerics are semi-heroic units that easily overpower individual troops but can be overwhelmed by squads. Probably the best way to use them is have it join the front row of a squad then attack/tithe accordingly.

Stats:

1d6 skill
5 inch movement
4 armor
2 hit points

Special:
• Magik (clerical): clerics can use magik as heroes use their feats. Spells they're good at: Restoring hit points, Resurrecting minifigs, Dispelling foul magiks, Casting defensive barrier (as a reaction), Repel Undead.

Armed with flails (ur3, 2d6 damage, close range)

DWARVES

Hailing from the Northern mountain range of Karak-Nar, the Dwarves are the most respected allies of the Empire.

Crimson Guard

The Crimson Guard are stout warriors who can take a lot of punishment and therefore are ideal to escort hero units.

Stats:

Crimson Guard

1d6 skill
5 inch movement
5 armor

Crimsonbeard Officer

1d6+1 skill
5 inch movement
1d10 armor

Special:
• Grudge: when a dwarf dies, the rest swear to avenge him. Thus they receive a grudge point.
• Grudge points can be used to give a temporary +1 skill/movement/armor for a round.
• Shield wall (1 action (the officers is enough); the squad gains automatic parries, full cover (+2 skill to hit them with ranged weapons) and a POP of 2. As a drawback, minifigs with shield wall activated cannot sprint and they can only counterattack).

Armed with bearded axes (use 2, 1d6+1 damage, close combat) and heavy dwarven shields (use 2, 1d10 armor when parrying).


Irongut Warriors

The Irongut clan is the most ferocious of the dwarves. They represent the fast attack option for dwarves: as such they are more fragile but can provide sudden bursts of damage which can be devastating.

Stats:

Irongut Warrior

1d6 skill
6 inch movement
4 armor

Irongut Officer

1d6+1 skill
6 inch movement
1d10 armor


Special:
• Grudge: when a dwarf dies, the rest swear to avenge him. Thus they receive a grudge point.
• Grudge points can be used to give a temporary +1 skill/movement/armor for a round.
• Frenzy: The minifig may choose to deliver a flurry of blows instead of a regular swing. Its controller may roll twice for damage after skillcheck, and deal the combined amount minus 1 of the rolls to the opponent. This wears out the minifig though, replacing its base armor value for 1d6 until the following turn.

Armed with steel war axes (use 2, 1d6+2 damage, close combat) and dwarven bucklers (use 2, provides 1d4 armor when parrying).


Miners

When a dwarf reaches a certain age, he decides to retire from fighting and do what a dwarf does best: digging for treasures. This doesn’t mean that they won’t use their picks to crack some skulls if needed, though. Miners are average melee units but their burrow ability gives them a slight edge over other units, as it provides the squad a quick and safe way to reposition and deliver sneak attacks.

Stats:

Miner:

1d6 Skill
5 inch Movement
4 Armor

Miner Officer

1d6+1 Skill
5 inch Movement
1d10 Armor

Special:
• Grudge: when a dwarf dies, the rest swear to avenge him. Thus they receive a grudge point.
• Grudge points can be used to give a temporary +1 skill/movement/armor for a round.
• Burrow: The unit may choose to burrow themselves and move underground with double movement speed. Burrowing counts as a full action, but resurfacing is only a quick action.
• Mad Mead: The miners chug their favourite dwarven stout to enhance their fighting capabilities, giving them a plus 2 skill modifier for one turn. This ability can only be used once per battle.

Armed with Mining Picks (use 3, 1d6+2 damage, close combat) and Mugs of Ale.


ELVES

Hailing from the Eastern lands beyond the Evergreen Woods, the secretive elves ally themselves with the Empire if needed.

Silver Spears

These resilient warriors possess mighty fighting capabilities. Pure stats wise they are probably the best Imperial melee unit with good damage and adjustable armor value.

Stats:

Phalanx

1d6+1 skill
7 inch movement
5 armor

Phalanx Captain

1d6+2 skill
7 inch movement
1d10 armor

Special:
• Shield wall (1 action (the officers is enough); the squad gains automatic parries, small cover (+1 skill to hit them with ranged weapons) and a POP of 2. As a drawback, minifigs with shield wall activated cannot sprint; their movement is also reduced by 2 inches and they can only counterattack).

Armed with mithril spears (use 3, 1d6+2 damage, close combat) and elven shields (use 2, 1d6 armor when parrying).


Elven Longbowmen

As all elves, the ones on Medivo are masters of the bow and arrow as well. These are the best ranged infantry units, outranging almost every other ranged infantry.

Stats

Longbowman

1d6+1 skill
7 inch movement
4 armor

Longbowman Captain

1d6+2 skill
7 inch movement
1d10 armor

Armed with elven longbows (use 3, 1d6+2 damage, 12 inch range).


CAVALRY

Knights

Cavalry are probably the most powerful land units; their charge can be surely devastating. They can be considered a one-trick penis unit as usually they don’t get the chance to charge for a second time; however, with lucky rolls they probably don’t need one. They are also good at outrunning infantry and striking ranged infantry, who usually stand no chance against them.

Stats:

Knight

1d6 skill
5 inch movement
4 armor

Special:
• Unity: Troops are disciplined enough to remain as a squad even if they lose their officer.

Armed with lances (use 4, 2d6 damage, close combat/charge), swords (use 2, 1d6 damage, close combat), shields (use 2, 1d6 armor when parrying). All of them wear armor (+2 armour).

Runeknights

The most powerful knights who could manage to control the power of ancient runic magiks. Runeknights are the stronger and faster versions of vanilla knights however their runic skillset makes them far more versatile.

Stats:

Runeknight

1d10 skill
7 inch movement
2d6 armor
2 hit points

Special:
• Rune Magik: Activating rune powers is a quick/free action, but only one of the rune spells can be used per turn; runes can be used as response action. One rune power can only be used once in a battle per runeknight.
Runes:
• Rune of the Swift Winds: gives a unit 1d6 bonus movement until the end of the turn.
• Rune of Shielding: gives a unit 1d6 armor bonus against an attack. This rune can be used as a reaction.
• Rune of Smiting: 6 inch range. Deals 1d6 damage to a single opponent. Damage only checks for the base armor of the target and ignores any additional armor.

Armed with lances (use 4, 2d6 damage, close combat), runeswords (use 3, 1d6+2 damage, close combat), shields (use 2, 1d6 armor when parrying), and armor (+2 armor, for the horses too).


Dawnriders

Dawnriders are elven cavalry units, they are less armored than Imperial knights, but fare better in close combat.

Stats:

1d6 skill
5 inch movement
4 armor

Dawnrider Champion

1d6+1 skill
6 inch movement
1d10 armor

Armed with lances (use 4, 2d6 damage, close combat/charge), elven longswords (use 3, 1d6+2 damage, close combat), shields (use 2, 1d6 armor when parrying). All of them wear armor (+2 armour).

Gryphonriders

Gryphonriders are the most mobile of all cavalry units; however they are the least armored as well, making them great for harassment and flanking but not direct assault.

Stats:

Gryphonrider

1d6 skill
5 inch movement
4 armor

Gryphonrider Champion

1d6+1 skill
6 inch movement
1d10 armor

Gryphon

1d6 skill
12 inch movement
1d10 armor
2 hp
Attack:
Claw (use 2, CC, 1d6+1 damage)

Special:
• Flyer (can move through obstacles and enemy units)

Armed with lances (use 4, 2d6 damage, close combat/charge) and elven longswords (use 3, 1d6+2 damage, close combat).

Tomorrow I will finish the Imperial overhaul with all the special units.
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Re: Encyclopedia Medivo, 5th Edition

Postby Zahru II » Wed Jan 29, 2014 4:00 pm

Continuing Imperial units:

IMPERIAL SIEGE ARMAMENTS

General machinery rules:

When attacking with war machines, if a critical skill fail occurs, the player must roll 1d6 to determine the consequences that will occur. Depending on the roll these could be:
1: BOOM! The machine blows up, dealing 1d10 explosive damage in a 2 inch radius to all minifigs and structures. The machine is destroyed and beyond repairs; it can still be salvaged and rebuilt to something else.
2-3: The machine is broken; its weaponry won't work until repaired.
4-5: The machine’s weaponry gets jammed, the attack fails. The machine cannot attack next turn because the crew is occupied with unjamming it.
6: OVERDRIVE! The machine performs way beyond standard expectations: the attack is considered successful. In addition, the player may roll for damage with double amount of dice than usual. Afterwards, the machine is considered broken until repaired.


Engineers

Engineers are crafty fellows, known for their constant tinkering, and coming up with new inventions. Engineers are specialist units designed to complement mechanized units, either via keeping them in good shape or helping the operators with aiming.

Stats:

1d6 skill
5 inch movement
4 armor

Special:
• Can repair broken machinery.
• Targeting: If equipped with proper object, the minifig can target an opposing unit; other friendly minifigs gain a +1 skill modifier when performing ranged attacks against the ‘targeted unit’.

Armed with guns (use 3, 1d6 damage, 6 inch range), and a random distance-measuring device(random object).


Rotary Cannon

A rather complex design from the engineer's guild, it is devastating but also unpredictable. The rotary cannon, with the right positioning can be incredibly strong against rows of infantry units. Alternatively it can be used against large targets with multiple hit points to whittle them down.

Stats:
No skill
Same movement as the minifig who's pushing it
1d10 armor

Attack:
use 3, 10 inch range. it deals 1d6 times 1d6 damage in a 2 inch wide line. Damage is dealt to everyone within the weapons’ range.
As a drawback, 1 turn is needed for reloading.


Siege Engine

The Imperial siege engine is a cutting edge design, the closest equivalent to modern day tanks. Being heavily armored and capable of dishing out explosive amounts of damage, it is up to par with the veteran dwarven war machine designs, if a bit more safe.

Stats:
6 inch movement
2d10 armor
no skill
3 structural points

Attack:
cannon attack: use 3, 10 inch range, 1d10+2 explosive damage in a 2 inch radius.

It is operated by 2 minifigs.


Trogdor

The Trogdor is based on a reused dwarven schematic; its function is to act as an automatized burninator. Best used against infantry and flammable targets.

Stats:
7 inch movement
2d10 armor
Attack:
flame burst (ur 3, 6 inch range, 1d6+2 fire damage in a 90 degree angled cone)



Trogdor Driver:
1d6 skill
5 inch movement
5 armor

Special:
• Grudge: when a dwarf dies, the rest swear to avenge him. Thus they receive a grudge point.
• Grudge points can be used to give a temporary +1 skill/movement/armor for a round.


TechKnight

Versatile combo of man and machine, techknights are demi-heroic units, though they can be easily upgraded to be a hero.

Stats:

Techknight

1d10 skill
7 inch movement
2d6 armor
2 hp

Techknight can be upgraded with a heroic ego; if that happens, the techknight gains +1 hp and the ability to do 2 actions per turn.

Special:
• Prostetic arm: a slew of different weaponry can be attached to it. The techknight gains a +1 skill modifier when striking with the attached weapon.
• No restrictions and penalties for unusual weapon combinations: the techknight can wield any combination of minifig weaponry.

Armed with Runesword (ur 3, 1d6+2 damage, CC) and Handcannon (ur 3, 1d6+1 damage, 10 inch range). Can equip mkII rocketeer backpack (gains flyer and upgrades movement to 12 inches).

Automaton steed

1d6 skill
10 inch movement
1d10 armor
3 hp

The steed counts as Steel Horse+Gun horse

The steed is equipped with a lance for the TK to wield (ur4, 2d6 damage, cc).


Rocketeers

Rocketeers are demi-heroic fast attack units, designed to harass and annoy melee units.

Stats:
1d6 skill
10 inch movement
1d6 armor
2 hit points

Special:
• Flyer (can move through obstacles and enemy units)

Armed with dual pistols (use 3, 6 inch range, 1d6 damage).


Dwarven Warmachine

Stats:
6 inch movement
2d10 armor
no skill
Attack:
catapult: use 3, 10 inch range, 1d10 explosive damage.

It is ‘manned’ by 2 dwarves (both have regular minifig stats).

CREATURES

Storm Titan

Hailing from the mountainous regions of Medivo, these noble giants were former servitors of the Majistik back in the war of unification. Now they aid minifigs in their fight against evil. Storm Titans are large units designed to counter enemy large units.

Stats:
1d10 skill
6 inch movement
2d10 armor
3 hit points
2 actions

Special:
• Storm Bolt: on success, this feat calls down an arc of lightning, dealing 1d10 damage to a single target.
• Static Shield: can only be used as a response action: on success, it gives the Titan an additional 1d6 armour and deals 1d6 damage to all units near the Titan. It fades at the beginning of the next turn.

Armed with a thundering greatsword (use 3 (for the titan only, tripled use for a normal minifig), 2d6 damage, close combat) and great shield (use 3, 2d10 armor when parrying).

Tomorrow's gonna be all about ork infantry.
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Re: Encyclopedia Medivo, 5th Edition

Postby Zahru II » Thu Jan 30, 2014 2:29 pm

Orkish units, not much has changed here so I was able to go through this section fairly quick, including special units too.

ORKS

INFANTRY

Orkboyz

Regular greenskin fighters; they are slightly better than Imperial Swordsmen.

Stats:

Orkboy

1d6 skill
5 inch movement
4 armor

Champiork:

1d6+1 skill
5 inch movement
1d10 armor
2 hit points

Special:
• Strength in Numbers: Ork units gain a +1 damage bonus when 2 or more ork squads are less than 3 inches from each other.

Armed with ork choppas (use 2, 1d6+1 damage, close combat) and looted shields (use 2, 1d6 armor when parrying).


Crossbow Orks

Long-range skirmishers, they are statistics-wise equal to Imperial Crossbowmen, if not a little better due to their special.

Stats:

Crossbow Ork

1d6 skill
5 inch movement
4 armor

Champiork

1d6+1 skill
5inch movement
1d10 armor


Special:
• Strength in Numbers: Ork units within a squad gain a +1 damage bonus when 2 or more ork squads are less than 3 inches from each other.

Armed with stolen crossbows (use 3, 1d6+1 damage, close long-range).


Black Orks

Elite ork infantry, they are as strong as Imperial Löwengard.

Stats:

Black Ork

1d6+1 skill
5 inch movement
5 armor

Champiork

1d6+2 skill
5 inch movement
1d10 armor

Special:
• Strength in Numbers: Ork units gain a +1 damage bonus when 2 or more ork squads are less than 3 inches from each other.

Armed axes (ur 3, 1d6+2 damage, close combat). Champiork wears armor (+2 armor).


Berserkers

Berserkers are bloodthirsty orks, who are usually first in line to attack the enemy. They are highly mobile but extremely fragile.

Stats:

Berserker

1d6 skill
7 inch movement
4 armor

Champiork

1d6+1 skill
6 inch movement
1d10 armor

Special:
• Strength in Numbers: Ork units gain a +1 damage bonus when 2 or more ork squads are less than 3 inches from each other.
• Frenzy: The minifig may choose to deliver a flurry of blows instead of a regular swing. Its controller may roll twice for damage after skillcheck, and deal the combined amount minus 1 of the rolls to the opponent. This wears out the minifig though, replacing its base armor value for 1d6 until the following turn.

Armed with twin klaws (use 2, 1d6 damage, close combat).


CREATURES


Trolls

Trolls are big hulking greenskins, it is still a matter of dispute whether they are mutated orks, or a different race.

General stats for a Troll:
1d6 skill
7 inch movement
2d6 armor
2 hit points

Special:
• Regenerate: using it is an action. Use 3, the troll regains 1 hp on success. Dead trolls cannot regenerate.

Variants:

CannonTroll

Armed with stolen cannon (use 3, 12 inch range, uses explosive shells which deal 1d10 explosive damage in a 2 inch radius; reloading requires 1 turn; on skill fail, use the machine malfunction chart seen at Imperial Siege Machines), and a Club (use 3 (6 for a minifig), 2d6 damage, close combat; can use it for sweeping attacks (sweeping attacks hit multiple targets in a line for full weapon damage; sweeping attacks have a skill rate of the weapon’s skill rate +1)).

Troll Juggernaut

Juggernauts represent the sheer strength and savage brutality of the orkish hordes. Only a few selected trolls can become juggernauts; and even some perish during the transformation process, which is painful and rather sadistic. However, those few who manage to endure all the pain and suffering would emerge as fearsome demigods of war.

Stats:

1d6+1 skill
4 inch movement
3d10 armor
3 hit points

Special:
• Agony Rush: the juggernaut may double his movement for one round, at the cost of 1 hp.
• Fear generator: all non-undead enemy units within a 3 inch radius of the juggernaut suffer a -1 skill modifier. Multiple fear generators do not stack.
• War Banner: friendly units within 2 inches of the juggernaut gain a +1 skill modifier.

Armed with Crusher Mace (use3, CC, 2d6+2 damage) and Jagged Blade (ur2, CC, 1d6+3 damage)


Spider Rider

A hideous cavern spider, which is ridden by a just as hideous ork warrior.

Stats:

Rider:

1d6 skill
5 inch movement
1d6-1 armor

Armed with polearm (use 4, 2d6 damage, close combat)

Special:
• Riding

Spider:

1d6 skill
12 inch movement
2d10 armor
3 hit points

Attacks:
Claw: Use 3, 1d6+2 damage, close combat, can use it twice per combat.
Bite: Use 2, 1d6 damage, close combat; poisons its opponent on hit (poisoned units suffer 1d6-1 damage at the start of each round)

Special:
• Crawler: Can pass trough any sort of rough terrain and walls.
• Web: Use 2, 6 inch range; webs a target unit on hit. Webbed units cannot move and attack while webbed. Webbed units may attempt to free themselves once per turn (feat).

Awesomeosaur

A lumbering herbivore trained by orks as a warbeast.

Stats:

1d6 skill
10 inch movement
2d10 armor
4 hit points

Attack:
Horns (use 3, 4d6 damage, close combat/charging)
Stomp (use 3, 1d6 damage in 4 inches, additionally knocks over minifigs).

Special:
• Can escort minifigs and host various weaponry.


Greater Demon

A vile creature from the Abyss, summoned by orkish rage and foul magiks.

Stats:

1d10 skill
7 inch movement
2d10 armor
4 hit points
2 actions per round

Attack:
Claw attack: use 3, 1d6+1 damage, close combat range.

Special:
• Flight: It can use its mighty wings to pass through otherwise impassable terrain or other units.
• Sorcerous magik feats (heroic feat, in essence); it has a +1 modifier due to the different eldritch gems etched on his fetid hide.

SUPPORT

If any of the warmachine’s operators roll 1 on their skill check, consult the malfunction table at Imperial Siege Machines.

Catapult

A simple yet effective catapult.

Stats:

No skill
Movement equal to the unit pushing it
1d10 armor
2 structural points

Attack:
use 3, 10 inch range, 1d6+2 damage. If the operator has a torch, it may use that to ignite the catapult’s projectile, upgrading it to explosive damage (1d10 damage in a 2 inch radius).


Ballista

Stats:

No skill
Movement equal to the unit pushing it
1d10 armor
2 structural points

Attack:
use 3, 10 inch range, deals 2d6 explosive damage in a 4 inch radius.

All war machines are operated by regular ork minifigs (they have simple minifig stats)
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Re: Encyclopedia Medivo, 5th Edition

Postby Brikguy0410 » Sat Feb 08, 2014 6:36 pm

:overwatch: :666: :666: :666: :666: :666: :666: :guinness:
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Re: Encyclopedia Medivo, 5th Edition

Postby Zahru II » Sun Feb 09, 2014 1:56 pm

Finally done with the undead units:

UNDEAD

Skeletons are the main infantry for the unliving, as they are large in numbers, and easy to reanimate.


Skeleton Warriors

Stats:

Skeleton
1d6 skill
5 inch movement
4 armor

Ebon Skeleton (officer)
1d6+1 skill
6 inch movement
1d10 armor


Special:
• Undying Resolve (immune to fear effects such as ‘fear generator’)
• Point Resistance: Skeletal units take 1 less damage from units with bows and crossbows.

Armed with random heavy weapons (use 3, 1d6+2 damage, close combat) and shields (use 2, provides 1d6 additional armor in close combat)


Bone Archers

Stats:

1d6 skill
5 inch movement
4 armor

Special:
• Undying Resolve (immune to fear effects)
• Point Resistance: Skeletal units take 1 less damage from units with bows and crossbows.

Armed with bow and arrows (use 3, 1d6+1 damage, 10 inch range).


Ghosts

Ghosts are restless spirits who still haunt the battlefield.

Stats:

1d6 skill
8 inch movement
1d10 armor


Special:
• Spectral Shift: Whenever a Ghost rolls a critical for armor; prevent all damage that would be dealt to it.
• Fear generator (all non-undead units within a 3 inch radius of the BB suffer -1 skill). Multiple fear generators do not stack.
• Undying Resolve (immune to fear effects)
• Possession: This feat can be used on opposing minifigs. On success, the ghost possesses the opposing minifig, gaining control over it. The possessed minifig can only move or attack on the same turn it has been possessed if it hadn’t done either yet that turn. The possessed minifig will retain its skill and movement, but its armor value gets replaced by the ghost’s. If the possessed minifig is dealt fatal damage, then the ghost is vanquished and the minifig will belong to its original owner.
• Displacement: This quick feat can only be used while the ghost possesses a minifig. On success, the ghost dislodges itself from its host. Best used as a reactionary feat, allowing the ghost to dodge an attack at the cost of its host taking the damage.


Cultist Initiates

Initiates are rookie members of the Cult of the Corrupted, eager to prove their worth and transcend mortality.

Stats:

Initiate

1d6 skill
7 inch movement
4 armor

Armed with dagger (use rate 2, 1d6 damage close combat range).

Special:
• Stealth: cultist initiates always have a natural 1/3 cover (2/3 if they spend their turn not moving).
• Backstab bonus: initiates get to roll 2d6 for damage, if they attack their opponent from the back the first time they engage in close combat.

Corruptor Cultists

Crazed minions of the deceased mad scientist Ezra, they carry the legacy of the damned.

Stats:

Corruptor

1d6 skill
5 inch movement
4 armor

Armed with toxo-cannons (use rate 3, 1d6+1 damage, 6 inch range, ignores armor above the targets base armor value. It doesn't affect mechanical units).


CAVALRY

Dreadknights

Stats:

Dreadknight

1d6 skill
5 inch movement
4 armor

Dreadknight Champion

1d6+1 skill
6 inch movement
1d10 armor

Armed with lances (use 4, 2d6 damage, close combat/charge), swords (use 2, 1d6+2 damage, close combat), shields (use 2, 1d6 armor when parrying). All of them wear armor (+2 armour).

Special:
• Fear generator (all non-undead units within a 3 inch radius of the BB suffer -1 skill). Multiple fear generators do not stack.


CREATURES


Angel of Death

Winged horrors of the abyss.

Stats:

1d6+2 skill
10 inch movement
1d10 armor
2 hit points

Special:
• Flyer, Cleaving attack (this works like a heroic feat; instead of attacking one, the AoD attacks all units in a 3 inch line on success)

Armed with giant halberds (use 4, 2d6 damage, close combat)


Corpse Grinder

The abomination 'model' referred to as Corpse Grinder, is another iconic undead unit. A shambling mass of dead sewn and forcedly stiched together, this patchwork monstrosity is the living force of nature.

Stats:

1d6 skill
6 inch mov
2d10 armor
4 hp
2 small cc weapons

Attacks:
Punch: ur 3, 1d6+2 damage
Chain blade: it has the same stats as the punch attack but also a range of 3 inches
Breath attack: ur 4, 2d6 damage in a 2 inch cone, can be used only in cc
Grab 'n' chomp: feat, on success he grabs and eats a minifig, restoring 1 hp.
All of these attacks have a 1 turn 'cooldown'. He has 2 actions per turn.

Special:
• Stench of evil: All living within a 1 inch radius of the CG suffer 1d6 damage at the start of each turn.


Carrion Bug

A pestilent plague bringer that usually appears when it’s least expected.

Stats:

1d6 skill
6 inch movement
1d10 armor

Attack:
Suicide: instant action; no skill check, deals 3d10 damage in a 4 inch radius to all living units; the attack kills the CB itself.

Special:
• Burrow: The unit may choose to burrow themselves and move underground with double movement speed. Burrowing counts as a full action, but resurfacing is only a quick action.


Infernus

Despite its sheer size and bulk, this towering creature of flame and rock is still considered to be a lesser demon. Nonetheless, it's still a huge threat to all who oppose the undead.

Stats:

1d10 skill
6 inch movement
2d10+2 armor
4 hit points

Attacks:
Bash/stomp attack: use 2, 1d6+2 damage, cc range
Stalagmite attack: the Infernus can rip off one of its rock spires and hurl it as a makeshift 'javelin'. Use 3, 1d6+2 damage, 6 inch range. Has 3 'stalagmites'.
Fire breath: ur 4, 2d6 damage in a 2 inch cone, 6 inch range.

Special:
• Immune to fire


SUPPORT


Glommox

The Glommox were the invention of the treacherous Red Majistik, Malekim, who used them as firing support for his evil intentions. After Malekim's fall, Warhead got his hands on the glommox, and thanks to his faithful minion Ezra who had found a way how to build additional ones, it has been a trademark unit of the undead ever since.

Stats:

1d6 skill
7 inch movement
1d10 armor
2 hit points

Attack:
Poison spread: use 3, 1d6+1 damage in 2 inch radius, 10 inch range. Units who remain on the infected area suffer 1d6 damage at the beginning of the following turn.


Skullflame Catapult

The skullflame catapult is a rickety war machine that fires explosive corpses.

Stats:

No skill
Movement speed equal to the minifigs pushing it.
2d10 armor
3 sp

Attack:
Corpse Fire (use 3, 12 inch range, 1d10 explosive damage in 3 inch radius)

Special:
• Overload: the catapult operators may choose to load up multiple payloads of burning corpses to be fired at once, up to 3. Each additional corpse adds an extra 1d10 worth of explosive damage, but also decreases the catapult’s range by 1 inch.
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Zahru II
balls just have this nasty tendency to wear out over time
 
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