Meet Necro figment of my imagination.
Hello guild ballers!!
I created Necro for the morticians. He is a necromancer, resurecting the undead to help the team out.
Meet: Necro, a Morticians player
30mm base – melee zone 1’’
Stats:
Mov: 5”/7”
Tac: 4
Kick: 3/6”
Def:4+
Arm: 1
INF: 2/4
HP: 12
Playbook:
First row: M> - >> - M>< – 2DMG
Seond row: MT - M 1 DMG - >> - MGB
Character Plays:
Resurect: Cost: 3 – Range 6” – Sustained Y
Once per game [Necro] can put an undead player on the pitch using this character play.
Life Drain: Cost: GB - Range 4" - Sustained N
Target enemy model loses 2HP, [Necro] Gains up to 2 HP (a model may not gain HP above his max Health) If the enemy model suffers the taken out condition as a result of this play replace the model with a random undead player and remove all depletion counters from it. This Character Play may only be used once per enemy model.
Character Traits:
Reanimate
Once per turn when this model is reduced to [0] HP,before suffering the taken-out condition, recover [3]HP and remove all conditions.
Shared Life:
When an undead player suffers the taken out condition [Necro] suffers half his health-boxes worth of damage rounded down.
Painful Rage [6]
If this model is below the specified HP, this model gains [+2] TAC and [1]DMG to Playbook damage results.
Heroic Play:
Mortal Meditation:
Forfait [Necro]'s activation to generate a 4" aura. Pick one: 'Add a depletion counter on an undead player' or: 'All friendly players within the aura are healed for 2HP, in addition all undead players within this aura are healed for an additional 1HP. This model suffers the KD condition.'
UNDEAD PLAYERS
Undead players don't generate VP when taken out, instead they generate an extra MP (so two in total)Undead players can't use the Icy sponge rule.
Undead players have one depletion counter on them. In the maintenance phase remove a depletion counter from the undead player, if you can't the undead player suffers the taken out condition.
Undead players activativate immediatly after the player that ressurected them or that player has forfaited his activation. If that player is suffering from the taken out condition the undead player does not activate - he can spend momentum out of activation (fi to make a snapshot or to defensive stance or counterattack...) Charactertraits are still active.
Nr°1: the skeleton.
30mm base – melee zone 1’’
Stats:
Mov: 6”/8”
Tac: 3
Kick: 3/6”
Def:4+
Arm: 0
INF: 0/2
HP: 6
Playbook:
First row: T - 1 DMG - >> - GB
Second Row: > - [nothing] - 2DMG
Character Plays:
Ball’s Gone! Cost: GB - Range: P
Tackle the target enemy model. Possession of the ball-marker may then be given to a friendly model within [4”]of this model.
Character Trait:
Ratling bones:
Enemy players get a free counterattack against [Skeleton].
Nr°2: The Zombie.
30mm base – melee zone 1’’
Stats:
Mov: 4”/6”
Tac: 3
Kick: 1/4”
Def:3+
Arm: 1
INF: 0/2
HP: 6
Playbook:
First row: 1 DMG - KD - GB
Second Row: > - [nothing] - 2DMG
Character Plays:
Life Drain: Cost: 2/GB - Range 4" - Sustained N
Target enemy model loses 2HP, [Necro] Gains up to 2 HP (a model may not gain HP above his max Healt) If the enemy model suffers the taken out condition as a result of this play replace the model with a random undead player and remove all depletion counters from it. This Character Play may only be used once per enemy model.
Character Trait:
Braindead:
[Zombie] can only move directly towards a non-undead player. When engaging a player (friend or foe) [Zombie] must attack that player. (when engaging multiple players the player controlling [zombie] chooses the target)
Nr°3: The Mummy.
40mm base – melee zone 1’’
Stats:
Mov: 3”/6”
Tac: 6
Kick: 1/4”
Def:2+
Arm: 0
INF: 0/2
HP: 10
Playbook:
First row: 1 DMG - GB - 1DMG KD - 2 DMG > - 3 DMG
Second Row: > - >> - 2DMG - T - T > - T>>
Character Plays:
Hamstring: Cost: GB - Range: P - Sustained: Y
Target enemy model suffers [-4”/-4”]MOV.
Character Trait:
Rush Keeper:
While this model is within [4”] of a friendly goal-token, when an enemy model ends its Advance within [6”]of this model and this model is not engaged, this model may immediately make a Charge targeting the enemy model.
Nr°4: The Ghoul.
30mm base – melee zone 1’’
Stats:
Mov: 6”/9”
Tac: 4
Kick: 3/7”
Def:3+
Arm: 1
INF: 0/2
HP: 8
Playbook:
First row: > - >> - T - T>
Second Row: < - << - 1DMG - T<
Character Plays:
Super Shot: Cost: 1 - Range: S - Sustained Y
This model gains [+1/+2”]KICK.
Character Trait:
Unpredictable Movement:
Once per turn when an enemy model ends an Advance in this model’s melee zone, this model may immediately make a [2”] Dodge.
Nr°5: The Ghost.
30mm base – melee zone 1’’
Stats:
Mov: 6”/9”
Tac: 3
Kick: 1/4”
Def:3
Arm: 0
INF: 0/2
HP: 6
Playbook:
First row: [nothing] - [nothing] - GB
Second Row: > - < - ><
Character Plays:
Ghostly Chills : cost 2/GB - Range: 4" - Sustained : Y
Move this model into base contact with the target model, it suffers [-1]DEF and [-1/-2] MOV and [-2] TAC
Character Trait:
Gaseous form:
Ignore all playbook results and character plays targeting this model excluding DMG caused by fire. When this model is in base contact with another model that suffers the burning condition, this model also suffers the burning condition.
Follow Up:
When an enemy model ends an Advance that caused it to leave this model’s melee zone, this model may immediately make a Jog directly towards that model.
Nr°6: The Wight
30mm base – melee zone 2’’
Stats:
Mov: 5”/7”
Tac: 4
Kick: 2/4”
Def: 4+
Arm: 1
INF: 0/3
HP: 8
Playbook:
First row: 1 DMG - 1DMG > - 2DMG - GB
Second Row: > - < - >< - 1DMG ><
Character Plays:
Thousand Cuts: Cost: 3/GB - Range: 6" - Sustained : Y
Target enemy model suffers [-2] DEF and [1]DMG.
Character Trait:
Life Drinker:
When this model damages one or more enemy models with an Attack or Play, it may recover [1] HP
I hope you liked reading up on yet a new player !
See you on the pitch some day!
Bob Out
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