Dark Elf Corsairs [Mousillon setting].pdf

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DARK ELF CORSAIR WARBAND
DARK ELF CORSAIRS
The dreaded Dark Elven Corsairs are creatures of nightmare, spoken of in hushed
whispers of abject terror. There are few that haven't heard of the dreadful raids the dark
clad Elven pirates perform, striking out with lightning speed and ferocity in the middle of
the night. Dread legends speak of their horrific slave raids, striking almost anywhere and
without warning. It is commonly known that coastal regions are especially prone to
attack, as the maligned Druchii strike out from their titanic Black arks. Tales abound of
small raiding parties, sallying forth from the floating fortresses to spread fear, terror,
and reap prisoners to take back to their nightmarish realm where unspeakable attrocities
occur.
These hellish raiding parties are undertaken by elves of higher rank on the ships,
normally under leadership of a young captain. To them, sewing terror is a pleasurable
hobby, and they raid purely for personal gain. The Noble in command of their fortress
vessels even hires out 'man' power to these raiding bands, as long as appropriate
gratitude is shown.
CHOICE OF WARRIORS
A Druchii Corsair warband must include a minimum of 3 models. You have 500 gold
crowns available to spend. The maximum number of warriors in the warband may never
exceed 12
Captain: Each warband must have one Captain, no more, no less!
Reavers: Each warband may include up to two Reavers
Blood Blade: Your warband may include up to one Blood Blade
Specialist: Your warband may field a single Specialist per battle. Note that a Specialist
does not count towards the maximum warband size.
Corsairs: Your warband may include any number of Corsairs
Shades: Your warband may include no more than five Shades
STARTING EXPERIENCE
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The Captain starts with 20 experience
A Reaver starts with 12 experience
A Blood Blade starts with 8 experience
A Specialist gains no experience
Henchmen start with 0 experience
CORSAIR SKILL TABLE
Captain
Combat Shooting Academic Strength Speed Special
x
x
x
x
Reaver
x
x
x
x
Blood Blade x
x
x
x
CORSAIR SPECIAL SKILLS
Dark Elf Corsairs with the Special Skills available to them may choose to use the
following Skill list instead of any of the standard Skill tables available to them.
Fey Quickness: The Dark Elf has inhuman agility and as such can avoid melee or missile
attacks on a roll of 6. This save can be combined with Dodge or Step aside for a 4+ save
in the relevant area.
Furious charge: The Dark Elf feels invincible, he adds one attack when he charges.
Excellent Sight: By training his eyesight for years the Dark Elf can spot hidden enemy
models up to twice as far away as normal warriors.
Looting: Looting is an art and certain Dark Elves understand to find even the most
expensive pieces in the shortest time. Once per battle you may try to loot a KD/St
character. Determine at random which item he takes (daggers do not count)
Infiltration: The Dark Elf is an expert in infiltrating behind enemy lines. Therefore he is
always deployed last, anywhere out of sight of the enemy. If both players have infiltrate,
roll 1d6. Lowest roll deploys first.
REAVERS EQUIPMENT LIST
Hand-to-Hand Combat Weapons:
Armour:
Dagger (first free)
2 gc
Axe
5 gc
Sword
Buckler
5 gc
Light Armour
20 gc
Helmet
x
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10 gc
Spear
10 gc
Double-Handed Weapon
15 gc
10 gc
Missile Weapons:
Repeating Crossbow
35 gc
Miscellaneous Equipment:
Dragon Cloak
50 gc
SHADES EQUIPMENT LIST
Hand-to-Hand Combat Weapons:
Missile Weapons:
Dagger (first free)
2 gc
Axe
5 gc
Sword
10 gc
Repeater Crossbow
35 gc
Armour:
Light Armour
20 gc
HEROES
1 CAPTAIN ...................70 gc
The Captain of each galley is accountable to the Nobles aboard the Black Arks for the
performance of his crew at sea and the raids made ashore.
Profile M WS BS S T W I A Ld
Captain 5 4 5 3 3 1 6 1 9
Weapons/Armour: Your Captain may be equipped from the Reavers equipment list.
SPECIAL RULES:
Leader: Any warrior within 6" of the Captain may use his Leadership value when taking
Leadership tests.
Hardened: Seen everything done everything… It makes him immune to fear.
Slaver: Any opponent, that has the bad fortune to be captured, will await only the whip
of the slave master… if he is lucky. Any captured result may only be dealt with, in the
sold to slavery option.
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0-2 REAVERS ...................40 gc
These weapon masters are next in command after the Captain of the galley. They direct
units of corsairs in boarding actions and shore raids.
Profile M WS BS S T W I A Ld
Reaver 5 4 4 3 3 1 6 1 8
Weapons/Armour: A Reaver may be equipped from the Reaver equipment list.
0-1 BLOOD BLADE ...................30 gc
A Blood Blade is an apprentice Corsair, of noble birth, but yet unproven in battle. Blood
Blades derive their title from the blood pack they make with their captain, drawing their
dagger across their wrists and letting the blood flow till the Captain stops it by wrapping
his hands around the cuts, (usually after the initiate has passed out). Thus having been
initiated and bonded the Blood Blade serves in whatever capacity the Captain
commands, learning the art of raiding until his Captain feels he is ready to become a
Reaver when a position "becomes" available.
Profile M WS BS S T W I A Ld
Blood Blade 5 3 3 3 3 1 5 1 7
Weapons/Armour: A Blood Blade may be equipped from the Reaver equipment list.
0-1 SPECIALIST ...................Special
A galley Captain may request one of the following specialists to accompany his crew
during a raid. As long as the specialist returns to the Black Ark unharmed and the proper
tribute for the Witch King is paid (half of the plunderings of the raid), there is no hiring
cost. However, if something should befall the specialist in question, a fine is levied
against the Captain for the loss of such a valuable asset of the Black Ark.
SPECIAL RULES:
Hiring Fee: A specialist is free to hire before a battle. However, proper payment is
expected for the services of the warrior after the battle (with a proportion going to the
Witch King himself). Therefore, a warband that employs the services of a specialist must
pay half of their earnings (i.e. gold crowns, rounding up) in tax. Furthermore, if
something should befall the specialist in question, a fine is levied against the Captain for
the loss of such a valuable asset of the Black Ark. This fee is listed after the specialist
type, and is payed on top of the 50% contribution. Should a warband not have enough to
pay the fine immediately, they may spend no other gold crowns in subsequent battles
until the debt is payed off. A warband may not use a Specialist while it is in debt.
Provisory Ally: During battle, a Specialist acts like an ordinary member of the warband
(contributing to route totals, Captain's Ld etc.). A specialist will temporarily add +10
points to the warband (for purposes of underdog and such). They will take part in the
exploration phase assuming they survived the battle. However, after the battle the
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Specialist returns to the Black Ark and effectively leaves the warband. A Captain may
not request the same specialist for two raids in a row.
In Demand: Specialists are highly in demand, and dispatched all over the world to assist
with raiding parties. As such, a warband is unlikely to employ the services of the same
warrior, rather receiving the aid of another in his or her field. To reflect this, a Specialist
will not gain any experience, as it is unlikely to be the same one (of course, feel free to
develope your own character background and model for repeated use). Also, a Specialist
must be equipped exactly as they are listed.
SPECIALISTS:
Assassin: replacement cost 90 gc
Profile M WS BS S T W I A Ld
Assasin 5 5 5 4 4 1 7 1 8
Same as Hired
Sword from TC 12
Sorceress: replacement cost 70 gc
Profile M WS BS S T W I A Ld
Sorceress 5 4 4 3 3 1 5 1 8 Is a wizard and uses
Dark Magic, as per TC12, she will have 2 randomly determined spells. She is
equipped with a dark elven blade and dagger.
Beastmaster: replacement cost 110 gc
Accompanied by two cold one beasthounds
Profile M WS BS S T W I A Ld
Beastmaster 5 4 3 3 4 1 6 1 8 The beastmasters is
equipped with Light armour, a dark elven blade and a beastlash.
Cold One Beasthound:
A beasthound causes
fear and is stupid. He may use the beastmaster's Ld, if he is within 6" of his
master. His scaly skin gives the beasthound and unmodifyable 6+ armoursave.
Witch Elf: replacement cost 50 gc
6 3 - 4 4 1 1 1 4
Profile M WS BS S T W I A Ld
Cold One
Beasthound
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