New special characters, fresh from the forges of the campaign team!
All of these are the result of many months of painstaking playtesting... oh, OK - actually the team scrawled them on the back of a napkin over lunch.
Now, since we don't have a buch of shiny miniatures to sell to the kiddies, these aren't Valten/Archaon-type characters that will dominate a game with their awesome eliteness. But they are characterful and amusing to play with (hopefully). None of them are heroes, most of them aren't even very good leaders...
Comment away with any comments! Sling mud, sing praises, anything you like.
StirlandMartin Volker, the Graf von Stirlandhttp://www.warhammer-empire.com/wos/DP%20Stirland.htmGraf Martin can be taken in a Stirland army. He counts as a lord choice, and must always be the general, even if another character with equal or higher leadership is present. He must be fielded exactly as presented, and may not have any additional equipment.M WS BS S T W I A Ld
Graf Martin 4 5 5 4 4 3 5 3 9
Warhorse 8 3 0 3 3 1 3 1 5
Cost: 160 points
Equipment: Runefang, hand weapon, shield, full plate armour, barded warhorse
Special Rules: Magic Banner: One unit of Halberdiers, Spearmen or Swordsmen may carry a magic banner costing up to 50 points.
Slayer of Vampires: Whatever the truth behind the myth of Hel Fenn, Graf Martin is revered by his men as a hero. A unit of knights joined by Graf Martin can reroll any failed psychology tests.
Disdain for the commoner: Graf Martin has little regard for the common grunts of the infantry, often leading to questionable decisions in the heat of battle. For this reason, friendly units using the general’s leadership must include a penalty of one to the score – they count the graf’s leadership as 8 instead of 9. Units of knights, pistoliers and greatswords can use the graf’s leadership of 9 without penalty.
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TalabeclandMarshall Huppert Gernothttp://www.warhammer-empire.com/wos/DP%20Talabecland.htmMarshall Huppert Gernot can be taken in a Talabecland army. He counts as a lord choice, and must always be the general, even if another character with equal or higher leadership is present. He must be fielded exactly as presented, and may not have any additional equipment.M WS BS S T W I A Ld
Marshall Gernot 4 4 4 4 4 3 4 3 9
Cost: 160 points
Equipment: Great weapon, Full plate armour, Fang of the Winter Wolf
Special Rules: Magic Banner: One unit of Halberdiers, Spearmen, Swordsmen or Handgunners may carry a magic banner costing up to 50 points.
Iron Discipline: Marshall Gernot has absolute control over his troops. Any friendly unit within 12” of him may reroll all failed rally tests. This does not apply if Marshall Gernot is himself fleeing, but he may still reroll his own failed rally tests (even if he has joined a unit).
Fang of the Winter Wolf: An ancient and powerful relic normally kept at the High Temple of Ulric in Talabheim, the Fang grants Marshall Gernot a 4+ Ward Save. In addition, any time he is reduced below one wound, immediately roll a dice. On a roll of 5 or more, he is restored to one wound and the wounds suffered do not count towards combat resolution.
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MiddenlandHerzog Adalbert Richterhttp://www.warhammer-empire.com/wos/DP%20Middenland.htmHerzog Adalbert Richter can be taken in a Middenland army. He counts as a lord choice, and must always be the general, even if another character with equal or higher leadership is present. He must be fielded exactly as presented, and may not have any additional equipment.M WS BS S T W I A Ld
Herzog Richter 4 5 5 4 4 3 5 3 7
Warhorse 8 3 0 3 3 1 3 1 5
Cost: 160 points
Equipment: Wiesel, hand weapon, shield, full plate armour, barded warhorse
Special Rules:Magic Banner: One unit of Halberdiers, Spearmen or Swordsmen may carry a magic banner costing up to 50 points.
Wizardly Connections: Herzog Richter is one of the primary patrons of the Magician’s Guide in Middenheim, and as a result has unusually easy access to sorcerous artefacts. One character in the army, including Herzog Richter, may take a single magic item costing up to 50 points. This item is free – you do not need to pay the points cost to take it – and it may be chosen either from the Empire army book or from the Cult of Ulric army list. It counts towards the character’s magic item allowance as normal.
In addition, one Illusionist in the army may take up to 50 points of magic items instead of 25 points as normal. You must still pay the points for these items however.
Wiesel: This finely-crafted sword has been in Herzog Richter’s family for generations, a gift from the Magician’s Guild in return for a particularly generous donation. It grants its wielder +1 Strength, and is
Armour Piercing.
Utter Fool: Herzog Richter has absolutely no talent for command, and his staff know it all too well. The Middenland player suffers –1 to the rolls to determine choice of table edge, order of deployment and first turn.
Keep him busy!: After determining which army will take the first turn, but before beginning the game, roll a dice. On a roll of two or more, Herzog Richter has been persuaded to delegate the role of general to one of his aides instead. Choose any friendly character – that character now has Ld 9 and is considered to be the general for all purposes, instead of Herzog Richter. However, on a roll of one Herzog Richter will not listen and remains as the army general.
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KislevKnyaz Makarihttp://www.warhammer-empire.com/wos/DP%20Middenland.htmKnyaz Makari can be taken as the commander of a Kislev Allied contingent in a Middenland army, or as the general of a Kislev army. He counts as a hero choice, and must always be the contingent commander/general as appropriate, even if another character with higher leadership is present. He must be fielded exactly as presented, and may not have any additional equipment. M WS BS S T W I A Ld
Knyaz Makari 4 6 4 4 4 2 5 4 8
Warhorse 8 3 0 3 3 1 3 1 5
Cost: 90 points
Equipment: Lance, hand weapon, heavy armour, shield, warhorse
Special Rules: Impetuous: Makari, and any unit he joins, is impetuous. After charges are declared, if any Impetuous units did not declare a charge but are within charge range of an enemy, then they must take a Leadership test to restrain themselves from charging. If this test is failed, they are forced to charge. If the test is passed, they may move normally.
Glory Hound: Makari, and any unit he joins, must always pursue, and must roll an extra dice and chose the highest three (or two if the unit would normally pursue 2D6).