
|
CC |
MW |
PW |
LD |
AC |
W |
ST |
MV |
A |
Def |
S |
Cost |
|
|
14 |
10 |
16 |
15 |
3 |
2 |
0 |
3 |
21 |
0 |
1 |
75 |
Magister |
|
15 |
0 |
- |
15 |
2 |
2 |
3 |
4 |
24 |
-3 |
1 |
55 |
Possessed |
|
13 |
10 |
- |
13 |
2 |
1 |
1 |
3 |
22 |
-1 |
1 |
30 |
Mutant |
|
14 |
10 |
- |
13 |
2 |
2 |
2 |
3 |
22 |
-1 |
1 |
31 |
Beastman |
|
12 |
10 |
- |
12 |
2 |
1 |
0 |
3 |
20 |
0 |
1 |
19 |
Brethren |
|
10 |
10 |
- |
19 |
2 |
1 |
1 |
3 |
20 |
-3 |
1 |
30 |
Darksoul |
Equipment: The
Magister is armed with a hand axe. The Possessed is armed with a bad attitude
and claws. The Mutants and Beastmen are armed with swords and shields. Brethren
are armed with either spears or maces and daggers. Darksouls are armed with 2
Handed Battle Axes.
Structure: Warband [One Magister plus 1 Possessed, 2 Mutants, 2 Beastmen, 4 Brethren and 2 Darksouls] If you fail to replace any lost members the remaining troops will leave you army.
Special Abilities: Brethren:
Those armed with maces and daggers have the secondary attack ability.
Possessed: Immune to Panic & Fear, Causes Fear
Darksoul: Immune to Panic & Fear
[If the warband fails a Panic or Fear test the Possessed and Darksouls may form
a separate warband if the controlling player wishes. They will fight on their
own as a leaderless warband for the rest of the game.]
Weapons: Hand
Axe [CR = CC, MX = n/a, RM = n/a, Dam = 7]
Possessed Claws [CR = CC, MX = n/a, RM = n/a, Dam = 11x2]
Sword [CR = CC, MX = n/a, RM = n/a, Dam = 9]
Spear [CR = CC, MX = n/a, RM = n/a, Dam = 11]
Mace [CR = CC, MX = n/a, RM = n/a, Dam = 7]
Dagger [CR = CC, MX = n/a, RM = n/a, Dam = 4]
2 Handed Battle Axe [CR = CC, MX = n/a, RM = n/a, Dam = 16]
Special Spells: Before
the game starts the Magister may choose two spells from the following list at
no cost. They are used like any regular spell in Chronopia.
A fountain of caustic blood shoots out of the Magister’s hand and automatically
hits the closest enemy model that is in LOS and within 9”.The target takes a
Dam 12x2 hit and the Magister takes a Dam 8 hit from loss of blood. The
Magister gets a save based on his PW instead of his armor.
Vision
of Torment [Actions = 1, Difficulty = 4]
The Magister may select any Warband or Individual that is within 24”.If the
spell is successfully cast the target must make a Fear test at –4.
Eye of God [Actions = 2, Difficulty = 4]
If successfully cast roll a d20 and consult the table below to see how the foul Chaos Gods reward the Magister.
1 - 3 &nbssp; Falls to the ground unconscious. Is out for the rest of the game and counts as a casualty, but suffers no lasting wounds.
4 - 17 &nbbsp; +3 to one of the following stats for the rest of the game: CC, MW, PW, or LD
18 - 20 &nbbsp; +3 to all of the following stats for the rest of the game: CC, MW, PW, and LD
Word of Pain [Actions = 2, Difficulty = 4]
Center
the deviation template over the Magister. Any model whose base is touched by
the template takes an automatic Dam 12 hit.
Lure of Chaos [Actions = 3, Difficulty = 12]
This is a very powerful version of the Possession spell. The Magister first designates any un-activated warband or Individual within 16” as the target of the spell. If successfully cast and not saved against the warband comes under immediate control of the Magister and is immediately activated. The target will not commit suicide, but can otherwise be used as the Magister wishes. The Lure of Chaos only lasts for the current turn.
Wings of Darkness [Actions = 1, Difficulty = 3]
When successfully cast the Magister may move up to 12” in any direction. This movement is part of the casting of the spell and does need the use of a Move action.
Special Rules: When the warband is hired you must choose one mutation for each Mutant and the Possessed.
Hideous: Causes Fear
Daemon
Soul: Immunity
to Magic
Great Claw: +1 Strength
Cloven Hooves: +1 Movement
Tentacle: Additional –1 Def
Blackblood: If the model takes a wound in CC the model causing the wound is splashed with acidic blood and takes an automatic Dam 8 hit.
Spines: When charged or charging, your opponent takes a Dam 8 hit if they fail a LD test.
Scorpion
Tail: One
extra CC attack with no penalty at Dam 8 for every attack action used.
Minimum Bid: 388