Heroes

Durthu and Naieth data. (DRYCHA and NAESTRA AND ARAHAN are in post 11, as are Ariel and orion, so all woodelf heroes are now done:D)

Spoiler :

DURTHU THE ANCIENT

SPECIAL RULES
Durthu has the following common special rules: Forest Spirit; stubborn (Durthu will not flee); terror.

Strangle roots
Durthu, like all treemen, can plunge their roots into the ground, only tho have them erupt elsewhere, clutching and tearing at its for. However, unlike normal Treemen, Durthu can target any unit within 2 squares of him and that he can see instead of 1.
This ability uses up Durthu’s movement points. The targeted unit is said to have had the entangle spell cast on them.

Swarm of Sprites
Durthu is so old and huge that he has become infested by a swarm of Sprites, rare woodland creatures that are about the size of small birds. They have an almost Elf-like appearance and can fly. They carry tiny dart like spears with which they jab or sting their victims inflicting numerous nasty wounds. Durthu regards them as helpful friends
The swarm can fly out from Durthu’s beard of ivy and cracks in his bark-like skin to attack the nearest enemy within 1 square. The swarm acts like collateral damage from a catapult attack but only deals 2 damage. The swarm itself cannot be slain or destroyed, but will disappear if Durthu himself is slain.

Woody Skin
Durthu’s skin is even thicker than that of ordinary treemen. This means Durthu is resistant to arrows, and has magic resistance (but not against fire spells)

Fire
Like all Treemen, if Durthu is hit by a flaming weapon or a fiery spell he will take double wounds.

Hates Orcs, Goblins and Dwarfs
Like all Treemen, Durthu hates Orcs and Goblins because they are destructive to the forest. Durthu also has an intense personal hatred of Dwarfs because they carry axes and chop down trees for their furnaces and pit props in their mines! He is ancient that he can remember the damage caused by the Dwarfs many centuries ago

Move
Durthu may move in woods without penalty

Felled Treeman
When a Treeman is slain he may topple over unto any enemy or friends next to him. When Durthu Dies, he instantly deals collateral damage to the unit that slayed him.

Tree Singing.
Few creatures can match Durthu's control of the forest. He is therefore able to cast the ‘Tree Singing’ spell twice per turn in exactly the same way as a Treeman Ancient.


NAIETH THE PROPHETESS

MAGIC
Naieth counts as a Mage and knows 4 of the spells from the Lore of Athel Loren (will be posted in the Magic thread eventually). In addition, she gets 1 spell of her choice from either the lore of Beasts of Life

Treesinging:
Like all Wood Elf mages, Naieth has the treesinging ability. And can cast the tree singing spell every turn if she wishes.

Prophetess:
Naieth may also cast the spell "Second sign of Amul" (Spell 1, Heavens lore).

Othu the Owl:
Othu the Owl is Naieth's familiar. She uses it not only to channel energy, but also as a useful scout. It also has the ability to form telepathic bonds with beings other than Naieth, allowing them to see through Othu's eyes. Naieth commonly commands Othu to fly somewhere while bonded with the champion or leader of a unit of archers, or anyone else in her army, allowing them to see over intervening obstacles and giving them a clearer shot
Naieth is able to cast spells through Othu, and so may any other Spell caster in her square.
If Othu dies, Naieth is unaffected, but if Naieth dies, Othu flies off and is never seen again.

Items
Rod of Divination:

The Rod of Divination allows Naieth to re cast a spell if it fails or misses (only once per turn) She must accept the second result even if it is worse than the first. This cannot be used to prevent miscasts.
 
Volkmar, Karl Franz and Balthasar Hero info for The Empire:

Spoiler :

Grand Theogonist Volkmar the Grim

In the reign of Karl Franz the Grand Theogonist is Volkmar the Grim. Volkmar is now an old zealous preacher, utterly devoted to the destruction of Chaos, but just a few years ago he also was a mighty warrior, not afraid to face the peril of battle. When the Theogonist accompanied the Empire army into battle he rode on the War Altar of Sigmar, a huge chariot which carries the sacred altar surmounted by a huge statue of a griffon. The griffon statue was fashioned on the orders of Magnus the Pious after his accession, and is the emblem of his dynasty.

Counts as a High Priest in a Chariot

WARRIOR PRIEST:

All the rules that normally apply to an Empire Warrior Priest also apply to the Theogonist.
Blessing of Sigmar
Warrior priests are blessed by Sigmar and can invoke the god’s protection against the sorcerous powers of the enemy. (Volkmar has magic protection)
Righteous Fury
Volkmar and all unit in his stack hate all units in any of the following races: All Chaotic races (Chaos, Beastmen, Chaos Dwarves, Hung, Kurgan), all undead (Khemri and vampire counts) all Skaven.
NOTE: this ability does not affect othe characters in his stack, and units immune to Psychology are also unaffected.
Prayers of Sigmar
Warrior priests are granted exceptional powers by their divine patron. Not as powerful as the spells of the Battle Wizards, these prayers are still valuable in war.
Volkmar may choose one Prayer, chosen from the Prayers of Sigmar list (coming soon in the Magic Thread) all prayers can be cast on the caster himself, or any unit next to the caster. (prayers of Sigmar do not affect Knights of the White Wolf.)

ITEMS:

THE WAR ALTAR:
The War Altar exudes raw power which banishes all thought of fear or panic. So long as the War Altar is not fleeing, the Grand Theogonist and any Empire unit within 1 square are Immune to psychology, except that they will still Hate all Chaos, Undead and Skaven (as per the Righteous Fury special rule)

THE JADE GRIFFON:
The Jade Griffon is a huge piece of carved jade that hangs upon the Grand Theogonist's chest. It draws magic power from the War Altar and glows with a green inner light. If the Grand Theogonist suffers harm the Jade Griffon uses the power of the War Altar to instantly heal him. Unless the Grand Theogonist is killed outright the Jade Griffon will enable him to sustain wounds that would kill an ordinary man. The effect of the Jade Griffon is worked out at the end of each turn. If the Grand Theogonist has suffered any damage but has not been killed, then all his wounds are instantly healed. If the Theogonist is killed outright in one turn then the Jade Griffon is powerless to save him. This means that in order to slay the Theogonist the enemy must reduce his strength to 0 before the end of the next turn.

THE STAFF OF COMMAND:
The Staff of Command is the Grand Theogonist's badge of office, it draws power from the War Altar and passes it into the Grand Theogonist. This gives him incredible strength, the Grand Theogonist may add +2 to his Strength. If the War Altar is destroyed then the Staff of Command is useless and all bonuses are lost.

THE HORN OF SIGISMUND:
The Emperor Sigismund was given this huge enchanted horn by the Dwarfs after the battle of Grimgrill Dale. After the death of Sigismund during the siege of Altdorf the horn passed into the keeping of the Temple of Sigmar. It has remained in the temple ever since, and is blown three times on the anniversary of the death of Sigismund as a solemn reminder of the dark days when the Empire was ravaged by Orcs and Altdorf was almost destroyed. When the War Altar goes to battle the Horn of Sigismund is taken as well. The Horn is sounded by the Theogonist as the War Altar charges into combat. When the War Altar charges into battle the sounding of the Horn strikes Terror into the charged enemy unit. Terror is caused on the charged unit. Note that this only affects the unit being charged, and not any other enemy units nearby. (terror)


Balthasar Gelt, The Supreme Patriarch

Balthasar made his first appearance in the busy port of Marienburg, having bought passage on a merchant ship coming from his native Black Gulf. As he had paid for the journey with gold which he had transmuted himself, Balthasar left for Altdorf quickly before the effects wore off. The Colleges of Magic were his destination.
Since his early years, Balthasar had always been fascinated by alchemy, especially by the mystic search for the Philosopher’s Stone. To turn vile metals into the noblest of all, pure gold, had always been an obsession for Balthasar. Driven by this powerful force and sustained by a natural talent for manipulating the Winds of Magic, Balthasar rose in the ranks of the Gold Order. In Altdorf, he spent many years studying and experimenting on how to combine Alchemy with the magic of Metals. His inquisitive intelligence and open-minded approach made Balthasar quite popular with the Alchemists’ Guild and even among the Engineers, who benefited from his research into new types of blackpowder.
One day, a freak accident in his laboratory almost killed him, and from that day, he always appears in public completely covered in robes and wearing a golden mask. Some say that his entire skin turned to gold and others swear that he is horribly disfigured, but nobody knows exactly what happened to him. One thing is sure, the accident did not reduce his will to succeed in his research nor did it hamper his powers. On the contrary, he has risen to the position of Supreme Patriarch of the Colleges of Magic, defeating Thyrus Gormann in the ritual duel and replacing the prominence of the Bright Order with his beloved Gold.
From that day on, the winds of power have blown strong for the magic of the Metals and a new Supreme Patriarch, riding a Pegasus and surrounded by a golden halo, has appeared on many a battlefield where the Emperor’s troops are fighting

Balthasar counts as an Archmage on a Pegasus

Alchemist Supreme:
Balthasar is an alchemical Archmage and knows all spells from the lore of metals, and 1 spell from the lore of fire.

Al-kahest
Instead of attacking, Balthasar may through a vial of highly acidic alchemical substances taken from the box in the saddle bags of his Pegasus.
Balthasar selects one enemy unit next to him, and the target is dealt 3 damage, where defensive bonuses are ignored.

Panacea Universalis
Instead of attacking of throwing a vile of Al-kahest, Balthaser can use a vile of Panacea Universalis taken from the box. The vile heals 50% of Balthasar’s strength instantly.

ITEMS:

Staff of Volans
This magic staff belonged to Volans, the greatest human wizard of all ime, who was taught by no less than the supreme mage Teclis of Ulthuan during the Great war against Chaos.
This staff makes all the spells Balthasar casts stronger, and removes any mistakes possible (does not miscast, makes irresistible force spell more common) all magic protection does not work against Balthasar, and magic immunity is reduced to magic protection.

The Gleaming Robe.
The robe give Balthasar and his Pegasus an advantage against ranged enemies, making them miss 20% of the time when they attack.

Amule of Sea Gold
Balthasar is immune to magic.


:king: EMPEROR KARL FRANZ:king:

SPECIAL RULES

LEADER OF MEN: The presence and unflinching courage of the Emperor greatly raise the morale of the Empire troops, inspiring the humblest of soldiers to mighty acts of heroism.
The Emperor is immune to Panic. All friendly units that can see the Emperor can always use his Ld instead of their own. In addition, all units using Karl Franz's Ld can re-roll failed Psychology tests (remember that break tests are not Psychology tests).

INCARNATION OF SIGMAR: The divine patron of the Empire watches over the Emperor and can bestow upon him a fragment of his power in situations where his champion is in dire need.
One use only. The Emperor can choose to invoke the power of Sigmar at the beginning of the turn. For the duration of that turn, the Emporer’s strength will be increased by 10, and his movement will change to 5. They will revert to the original value at the end of turn. Any wounds suffered during that turn are taken first from these 10 extra strength and then from any of his original wounds remaining.

DEATHCLAW: So strong is the bond developed from many years of war and adventure between the Emperor and his beloved Griffon, that Deathclaw automatically passes the Leadership test he needs to take if Karl Franz falls. In addition, Deathclaw will Hate the unit that kills Karl Franz.

MAGIC ITEMS

THE SILVER SEAL:
and Magic Resistance to the Emperor and his mount.

BRONZE SHIELD
: The Emperor gets a permanent defensive bonus of +25%.

GHAL MARAZ: (the unit that slays Karl Franz gets this weapon, similarly to Orthus’s axe in FfH) Carries the following Dwarf runes:

Master Rune of Skalf Blackhammer: Karl Franz never misses.

Master Rune of Alaric the Mad: Ignores defensive bonuses when attacking.

Two Runes of Fury: gains the blitz promotion.

The Hammer of Sigmar carries two Master Runes and a total of four Runes, breaking two of the main rules for runic weapons! Such was the power of the Dwarfs of old…

 
is it possible to make the Warlords change into unique heroes or do they allways have to be the same generic great general thingo (whatever, i dont have the game yet:p)

what exaclty do the Warlord units do? are they just like the great generals in FFH, or like the armys in civ 3, or a mix o both.

just another random idea: it would be cool if you had to build a building first to be able to chane a warlord into your hero of choice. for instance, using the Woodelves as an example again:p, we could make it so they had to build the Oak of Ages before the warlord would be able to cange into Ariel or Orion or Drycha or Durthu. and you could pick which hero you wanted. dunno if that would work with the warlord thing though. im just verbal diarhoeaing now, sorry :p
 
Yes it should be possible to have diffent sorts of heros. A Warlord mainly adds promotions and experience to a unit but I think it should be possible to have almost any effect we want for that(via programming special promotions possibly).

I think we can use the mechanic as a base to have ordinary regimentchampions as well as real heros and of course finally an armystandard;)
 
Agreed. I just talked about the mechanic of the General refering to joining and leaving of units. Imo all Heros and Wizards should join units and not have icombats unless they are special characters. This would be a workaround for the problem you mentioned earlier that heros could be stronger than whole armies in civscale.
Special Charactars on the other hand should be able to fight for themselves if needbe but still be stronger joined with units(if not riding a monster i.e.) since they are simply to precious to have em killed without a fight.
 
yep, motion moved ;) i agree.

Olleus, how will we incorporate the 'Warlords' unit into that?

How many named characters (ill just call them characters) should each civ have? 2, 3, 4, more? i think 4, but only 2 at a time at the most.
 
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