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WOLFENAuthor: The Judgeīs Corner Đ 2000DescriptionNOTE: This race was initially created for the Atlanta Chronopia Campaign utilizing the amazing Confrontation figures from Rackham.The Wolfen are an old fabled race dating back to well before the rise of power of the Stygian. For millenia they slept in isolated hibernation in the "valley of the mists" in the heart of the continent of Ensallon. The lesser races moved on, developing civilizations of their own and they largely forgot about this once noble yet domineering race. All that remains now are inaccurate and rare childrenīs fables of "werewolves" and other "werebeasts" that only hint at the power and majestic beauty of this race. However, in recently times, explorers have reawakened the guardians of the valley and now they begin to rebuild their stronghold in the hopes of reemerging onto the worldīs stage. The Wolfenīs true relationship to their lesser cousins, the wolves and their kind is long lost in the tales of the past. They are a very rare race and exist now only in a handful of small tribes in the heart of Ensallon. The tribes have a definite social order with a Pack Leader or alpha-male, a Shaman (male or female) and their lesser brood. Individually they are more powerful than 4 or 5 lesser creatures but their small numbers and incredibly small birth rate have lead them to live their lives in shadow and seclusion until they can rebuild their strength. They once ruled the continent of Ensallon through fear and domination. Where once they would have exerted their power and dominance, now they rely on the fear and disbelief of lesser creatures and their ridiculous tales to keep their existence secret. Force Structure Any conflict with the Wolfen will most likely be contact with a single tribe. On rare occasions multiple tribes will band together for the good of the race but in these times of rebuilding they keep their numbers spread out to reduce the risk of discovery. If conflict with a single tribe occurs, it will be found to have a martial structure as follows: - 1 Pack Leader (alpha-male) - 1 Shaman - Adults fighting as individuals - Adolescents fighting in smaller sub-packs (warbands) (pups are kept out of any battle situations and are not presented in this force list) The structure is to be as with other Chronopia armies. Namely, 1 individual for every warband and only 1 missile firing warband for every supporting melee warband in the force ADULT WOLFEN (INDIVIDUALS)PACK LEADER (ie. Killyox)
Special Abilities: Immune to Fear and Panic, Feast, Cause Fear, Secondary attack Weapons: Heavy Double Blade. Bite DAM 14 Structure: Individual WOLFEN SHAMAN (ie. Irix, Ophyr)
Special Abilities: Immune to Fear and Panic, Feast, Cause Fear, Secondary attack and may cast Shaman Lore spells. Weapons: Lore Staff, Bite DAM 10 Structure: Individual WOLFEN CHAMPION (ie. Onix)
Special Abilities: Immune to Fear and Panic, Feast, Cause Fear, Secondary attack Weapons: Bloodthirster Sword, Bite DAM 10 Structure: Individual WOLFEN ADVENTURER (ie. Kassar the Fugitive)
Special Abilities: Immune to Fear and Panic, Feast, Secondary attack Weapons: Two Heavy Blades, Bite DAM 10 NOTE: When an adventurer attacks it gets 3 attacks per action. The two Heavy Blades are counted as the primary attack (no modifier) and the bite is the secondary attack at -4 CC. Structure: Individual ADOLESCENT WOLFEN (WARBANDS)WOLFEN WITH CROSSBOWS
Special Abilities: Immune to Fear, Feast Weapons: Bloodseeker Crossbow, Bite DAM 10 Structure: 2 to 4 Wolfen with Crossbows WOLFEN WARRIORS
Special Abilities: Immune to Fear, Feast, Secondary attack Weapons: Bite DAM 10 May be armed with Chains, a Heavy Blade (+3 pts) or a 2 Handed Blade (+10 pts) Structure: 2 to 4 Warriors WOLFEN HUNTERS
Special Abilities: Immune to Fear, Feast, Secondary attack Weapons: Heavy Spear, Bite DAM 10 Structure: 2 to 4 Warriors REPENTANT WOLFEN
Special Abilities: Immune to Fear, Feast, Secondary attack Weapons: Halberd, Bite DAM 10 Structure: 2 to 4 Repentant WOLFEN ARMOURYHalberd Heavy BladePolearm One Handed Weapon CR MX RM DAM CR MX RM DAM CC - - 14 CC - - 8 Bloodthirster Sword Lore Staff One Handed Weapon Polearm CR MX RM DAM CR MX RM DAM CC - - 10(x2) CC - - 6(x2) Bloodseeker Crossbow Heavy Double Blade Missile Weapon One Handed Weapon CR MX RM DAM CR MX RM DAM 16 22 -3 15 CC - - 12(x2) Heavy Spear Chains Polearm One Handed Weapon CR MX RM DAM CR MX RM DAM CC - - 12 CC - - 6 Two Handed Blade Two Handed Weapon CR MX RM DAM CC - - 10(x2) Note: If the Bloodseeker Crossbow is shot at a size 1 or 2 model and kills it?s target then roll an additional d20. On a 1-10 the bolt continues through the model that was killed in a straight line from the origin point of the shot to it?s max range. If this path goes through another model (friend or foe) roll to hit on it and resolve any hits with the DAM reduced to 10. The bolt cannot go through 2 targets. WOLFEN SHAMAN LORE SPELLSBlood FrenzyCOST: 15 RANGE: LOS and 18 INCHES LEVEL: 3 ACTIONS: 2 SAVE: YES - for the unit EFFECT: When cast on a unit, they suffer from Blood Frenzy if they fail their save. See the LoTR book for clarifications on Blood Frenzy. Blood Fear COST: 10 RANGE: LOS and 24 INCHES LEVEL: 3 ACTIONS: 1 SAVE: YES - for the unit EFFECT: When cast on a unit, they must make their saving throw or they are affected by FEAR (see Chronopia main rules ) Blood Haze COST: 15 RANGE: LOS and 24 INCHES LEVEL: 3 ACTIONS: 2 SAVE: YES - for the unit EFFECT: When cast on a unit, the spell caster causes the targets? blood to rush to their heads causing ?red outs? and hazy vision. The target warband must make their saving throws. If they pass they are unaffected, if they fail their LOS is cut to 8 inches and their LD is penalized by ?4. If the target warband rolls a natural 20 on it?s save then each model must save vs a DAM 15 attack as the excessive blood pressure leads to massive head trauma possibly causing injury and death. Blood Drain COST: 20 RANGE: LOS and 24 INCHES LEVEL: 4 ACTIONS: 2 SAVE: YES EFFECT: When this is cast on a unit, the target models suffer from severe lethargy and weakness due to sluggish blood flow. All models that fail their save suffer a -2 penalty to CC, MW and PW, their MV drops by 1 and their DEF suffers a +2 penalty. Use some form of marker to indicate which models have been affected. Blood Boil COST: 40 RANGE: LOS and 18 INCHES LEVEL: 5 ACTIONS: 3 SAVE: YES EFFECT: When cast on a target model, the spellcaster makes the targetīs very blood boil within it causing massive internal damage. If the target model fails itīs saving throw it must save against a DAM 14 attack. If it fails itīs wound save it takes a wound and must continue making saving throws (taking a wound for each failure) until it successfully passes one - such as with poison and fire attacks. HOWEVER, if the target rolls a natural 20 (fumble) on any wound save, the target model explodes in a fountain of gore and any enemy unit within 6" and LOS must make an immediate test vs panic Comments
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