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House of the Shadow ElvesAuthor: David Shepherd Đ 2000Background and fiction textI didnīt have the text from the old "The Judgeīs Corner"-Site.Have you the text, please send me the file. Thanks Forces of RevengeThe following rules apply to All Shadow House Forces.- A Shadow House force may have up to 1/3 of the total points spent on Devout allies. - A Shadow House force with Devout allies cannot have a Devout Spellcaster. - A Shadow House force with Devout allies may not have any Risen Swordsmen or Risen Archers. - All Shadow House Warbands are Immune to Fear. - All Shadow House Warbands are Immune to Panic when fighting any Non-Shadow House Elven force or forces. - For every 1000 points in a Devout force, one Shadow House Warband and one Individual may be used as allies. A Shadow House Individual must accompany the Shadow House Warband. - A Shadow House Warband or Individual can never be Given Orders by a Devout Individual. Nightshade demons may be purchased for a Shadow House army. Each Nightshade counts as an individual and the Individual-to-Warband ratio may not be exceeded as per standard Chronopia rules. The UnitsSHADOW HOUSE AXEMENAxemen
Leader
Standard Bearer
Special Abilities: - Immune to Panic, Immune to Fear, Ferocity - Shadow House Axemen Standard Bearers carry the Banner of Vengeance. - Axemen Standard Bearers have Secondary Attack. Equipment: - Axemen and Axemen Leaders are armed with Battleaxes. - Axemen Standard Bearers are armed with 2 Handaxes. Structure: - 4 to 6 Axemen - 1 Axemen Leader - Up to 1 Axemen Standard Bearer SHADOW HOUSE SPEARMEN Spearmen
Leader
Standard Bearer
Special Abilities: - Immune to Fear, Ferocity, Brace Equipment: - All Shadow House Spearmen are armed with 2 Handed Spears and carry Shields. The Shields cannot be used in close combat and are only effective vs. missile fire. Structure: - 4 to 6 Spearmen - 1 Spearmen Leader - Up to 1 Spearmen Standard Bearer SHADOW HOUSE SWORDSMEN Swordsmen
Leader
Greatswordsmen
Special Abilities: - Immune to Fear, Ferocity Equipment: - Swordsmen and Swordsmen Leaders are armed with Longswords and carry Shields. - Greatswordsmen are armed with 2 Handed Swords. Structure: - 4 to 6 Swordsmen - 1 Swordsmen Leader - Up to 1 Greatswordsmen for every 3 Swordsmen THE REVENGED
Special Abilities: - Immune to Panic, Immune to Fear, Secondary Attack - Cannot Wait - Cannot be given Orders Equipment: - The Revenged are armed with either 2 Swords, 2 Handaxes, or a combination of both a Sword and a Handaxe. Structure: - 6 to 12 Revenged SHADOW HOUSE ARCHERS Archer
Leader
Special Abilities: - Immune to Fear, Hail of Arrows Equipment: - Archers are armed with Longbows and Swords. Archer Leaders are armed with a Longbow and a Longsword. Structure: - 4 to 6 Archers - 1 Archer Leader PURPLE LOTUS EATER
Special Abilities: - Immune to Panic, Immune to Fear - May purchase spells from the Purple Lotus Spell List - Only one Purple Lotus Eater for every 1000 points in your army - Immune to the effects of all harmful Purple Lotus Magic - Purple Lotus Eaters radiate the Aura of Madness (see explanation) Equipment: - Purple Lotus Eaters are armed with a Longsword and a Staff of Channeling. Structure: - INDIVIDUAL NIGHTLORD
Special Abilities: - Immune to Panic, Immune to Fear, Berserk, Ferocity - Nightlords radiate the Aura of Madness (see explanation) Equipment: - Nightlords are armed with a Shadowblade. Structure: - INDIVIDUAL SHADOW HOUSE ASSASSIN
Special Abilities: - Immune to Panic, Immune to Fear, Eagle Eye, Stalk - Only one Shadow House Assassin allowed for every 1000 points in your army. Equipment: - Longbow of Venom, Longsword of Venom. Structure: - INDIVIDUAL NIGHTSHADE (DEMON OF THE NETHER REALM)
Special Abilities: - Immune to Panic, Immune to Fear, Cause Fear - Cannot Give Orders - Due to its shimmering appearance, all missile attacks against the Nightshade are at -2 Equipment: - The Nightshade attacks in CC with its claws, DAM 14. Structure: - INDIVIDUAL SHADOWLORD on DRAGONBANE Shadowlord
Dragonbane
Combined
Special Abilities: - Immune to Panic, Immune to Fear, Cause Fear, Ferocity - The Dragonbane has a Bite Attack, DAM 12 - One Shadowlord per Shadow House army. - The Shadowlord radiates the Aura of Madness (see explanation) Equipment: - The Shadowlord is armed with a Lance, a Shield, and a Longsword of Venom. Structure: - INDIVIDUAL SHADOW HOUSE DRAGONBANE WARKILLER Warkiller
Dragonbane
Combined
Special Abilities: - Immune to Fear, Cause Fear, Ferocity - The Dragonbane has a Bite Attack, DAM 12 Equipment: - Shadow House Dragonbane Warkillers are armed with a Lance, a Shield, and a Longsword. Structure: - INDIVIDUAL SHADOW HOUSE DRAGONBANE SCOUT Scout
Dragonbane
Combined
Special Abilities: - Immune to Fear, Cause Fear, Ferocity - The Dragonbane has a Bite Attack, DAM 12 Equipment: - Shadow House Dragonbane Scouts are armed with a Longbow and a Longsword. Structure: - INDIVIDUAL SHADOW HOUSE FLYING DRAGONBANE Scout
Dragonbane
Combined
Special Abilities: - Immune to Fear, Cause Fear, Ferocity - The Dragonbane has a Bite Attack, DAM 12 Equipment: - Shadow House Flying Dragonbane Riders are armed with a Lance, a Shield, a Longsword, and Javelins.. Structure: - INDIVIDUAL ArmourySWORDSingle Handed Weapon
LONGSWORD Single Handed Weapon
GREATSWORD Two Handed Weapon
SHADOWBLADE Two Handed Weapon
HANDAXE Single Handed Weapon
BATTLEAXE Two Handed Weapon
LONGSWORD OF VENOM Single Handed Weapon Poison based attack
LONGBOW OF VENOM Missile Weapon Poison based attack
LONGBOW Missile Weapon
LANCE Lance/Mounted Weapon
+4 to DAM when Charging TWO HANDED SPEAR Two Handed Weapon, Polearm
-1 to CC of enemy charging or counter-charging a model using a Two Handed Spear. StandardsBanner of Vengeance: When a Warband is equipped with this standard, the unit is granted the Special Ability of Berserk.Banner of Hatred: When a Warband is equipped with this standard, the unit is granted +1 to CC and +1 to DAM. Purple Lotus SpellsRemoranīs FuryCOST: 10 RANGE: LOS and 20 INCHES LEVEL: 4 ACTIONS: 2 SAVE: N/A EFFECT: This spell when cast on a friendly unit or individual will give +1 to CC, +1 to MW, and +1 to DAM for the unitīs or individualīs next activation. Caster must have LOS to at least one model in a friendly warband to cast the spell on that warband. Ancestorsī Vengeance COST: 25 RANGE: LOS and 20 INCHES LEVEL: 4 ACTIONS: 3 SAVE: YES EFFECT: When cast on an enemy unit or individual, the affected warband or individual immediately falls to the ground writhing in pain as the vengeful spirits of the Shadow House ancestors spiritually attack the soul of the victim(s). The affected unit or individual looses its next activation. The unit or individual cannot engage in CC and suffers the -4 to its armour rating as if the model(s) were prone. If the caster spends an action concentrating, the saving throw attempt suffers a -2 penalty. When cast upon an enemy warband, the caster must have LOS to at least one model in the warband. Visions of the Dark Lord COST: 30 RANGE: N/A LEVEL: 4 ACTIONS: pre-battle SAVE: YES EFFECT: When successfully cast, a unit or individual in the opposing force, the affected unit or individual is plagued by horrific nightmares of the Dark Lord and are continually haunted by the maddening visions. The Shadow House player nominates a unit or individual in the opposing force before any units are deployed for the game. The nominated unit is allowed a saving throw. If the saving throw is failed, the affected unit or individual suffers -1 to CC, MW, LD, and does not get the benefit of any DEF modifiers for the duration of the game. Dark Lordīs Shadow COST: 25 RANGE: LOS AND 20 INCHES LEVEL: 4 ACTIONS: 2 SAVE: N/A EFFECT: When cast on a friendly unit or individual, the affected unit or individual is shrouded in a thick, black mist. The unit or individual suffers no penalties while cloaked in the mist, but all missile weapon attacks by the enemy against the affected unit or individual are at -4. The mist will move with the affected unit or individual. The spell will not have any negative effects on enemy units already engaged in CC with the affected unit or individual, but any enemy units charging into CC with the affected unit will loose its charging bonuses. The spell lasts until the caster is next activated. Voidshift COST: 30 RANGE: SELF or LOS and 18 INCHES LEVEL: 5 ACTIONS: 3 SAVE: N/A EFFECT: This spell may be cast on the caster or on a friendly unit or individual. The effect is to transport the caster or the affected unit or individual to any spot on the battlefield within 24 inches and LOS of the caster. The transported model(s) simply disappear and reappear in the new location. This spell may not be used to move friendly units or individuals into or out of close combat. If cast on a friendly unit, the first model moved will be considered the "focal point" and all models subsequently moved must be placed within command distance of the first model, although the first model may not be considered the leader of that unit. If the spell is successfully cast, the caster must make a LD test after the first model is moved. If successful, the targeted model(s) may be placed as desired. If the LD test is failed, the model deviates in a random direction as per the Deviation Rules. If a Warband Deviates, use the first model moved to determine where the unit deviates, and then place the remaining models within command distance. Summon Nightshade COST: 60 RANGE: SUMMON LEVEL: 4 ACTIONS: 3 SAVE: N/A EFFECT: When this spell is successfully cast a Nightshade is Summoned to the battlefield. The Aura of MadnessThe Aura of Madness is an area effect that radiates from specified Shadow House Individuals. It is an ability that is gained by drinking a special Purple Lotus elixir.The elixir is a mixture of Purple Lotus essence, various other ingredients, and the demonic blood of the Nightshade. It gives the Individual the ability to generate a random reaction in enemy troops when they enter the affected area. The area covered by the Aura of Madness is the same as the Hail of Arrows Template. Upon entering the Aura of Madness, enemy units(Individuals and Warbands) must make a successful LD test. If the LD test fails, the affected models will suffer a randomly generated effect. Affected units can make a LD test once per turn, but cannot test in the same turn that the effects take place. If the affected unit remains in the Aura of Madness, subsequent LD test are made with a -4 modifier. If the enemy models are all part of the same Warband, they will all suffer the same effect. If the enemy models are part of separate Warbands, or are Individuals, they will suffer different effects. The Aura of Madness causes the following random effects: Roll a d20 to determine effect D20 result: # 1-4 Hallucinations: The affected unit believes the closest friendly troops(Individual or Warband) are possessed by hideous demons and immediately move to attack the "possessed." They will continue to attack until killed or a succesful LD test is made. # 5-8 Catatonia: The affected unit becomes catatonic. The unit stares aimlessly at the horizon. The unit cannot move or defend itself until a successful LD test is made. # 9-12 Paranoia: The affected unit begins to suffer from extreme paranoia. The unit constantly glances around the battlefield "checking up" on friendly units. The unit suffers a -2 modifier to all CC and MW attacks as it believes other members of itīs army are "out to get them." # 13-16 Delirium: The affected unit wanders aimlessly around the battlefield. The unit will spend all actions moving in a random direction. Use the Deviation rules to determine direction. # If the unit is attacked, it will defend itself, but all attacks against the affected unit are at +2 and it loses the benefit of any DEF modifiers. 17-20) Diseased: The affected unit believes it has been affected by a deadly demonic plague. The unit feels weak and sickly. Reduce all DAM inflicted by the unit in CC by 2. Comments
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