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| Kingdoms of Ind - Cult of Kahlee | |
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jackalope Hero
Posts : 30 Trading Reputation : 0 Join date : 2011-12-13
| Subject: Kingdoms of Ind - Cult of Kahlee Sun 1 Jan 2012 - 3:40 | |
| Cult of Kahlee
Throughout the kingdoms of Ind the death cult of Kahlee has spread. Kahlee is the goddess of death and blood, four armed, with black skin and rolling blood red eyes, she is seen as both kind and cruel in the eyes of her worshipers. Her cult has gained in popularity among the lower castes and the criminal elements in Ind, though she is viewed as a dark goddess she is still very much revered and feared by others in Ind society.
Max. size 15 models. Minimum 3.
Heroes
1 Avatar of Death 125 Gold Crowns to Hire A construct of dead body parts, stitched together, and brought to life to harbor the presence of the Dark Goddess. With four arms wielding weapons, and glowing eyes, the powerful figure brings fear to all on the battlefield.
M WS BS S T W I A LD 6 4 4 4 4 2 4 3 9
Weapons/Armour: May choose weapons and armour from the Cultist List.
Special Rules Leader: Any models in the warband within 6" of the Avatar may use his Leadership instead of their own. Four arms: The Avatar has four arms, meaning she can wield 4 single handed weapons, 2 double handed weapons, or a combination. Cause Fear: Avatars are terrifying Undead creatures and therefore cause fear. Immune to Psychology: Avatars are not affected by psychology (such as fear) and never leave combat. Immune to Poison: Avatars are not affected by any poison. No Pain: Avatars treat a ‘Stunned’ result on the Injury chart as ‘Knocked Down’. Construct: The Avatar is an undead construct and may re-roll any rolls on the heroes serious injury table except for wounds caused by fire. The second roll always counts.
0-3 Thuggees 25 Gold Crowns to Hire Often criminals will worship the Goddess Kahlee, asking for her protection in their criminal acts, and sacrificing others in payment. Thuggees are well known in and around the kingdoms of Ind for their deceitful and cut throat ways.
M WS BS S T W I A LD 4 3 3 3 3 1 3 1 7
Weapons/Armour: May choose weapons and armour from the Cultist List.
0-1 Priest of Kahlee 40 Gold Crowns to Hire A Priest of Kahlee is a much feared figure within Ind society. He, or she, may take years to learn the secret of the Dark goddess, channelling her magic into returning the dead to a half life, and if possible constructing an Avatar vessel for Kahlee herself.
M WS BS S T W I A LD 4 3 3 3 3 1 3 1 8
Weapons/Armour: May choose weapons and armour from the Cultist List.
Special Rules Priest: Priest of Kahlee starts with one Prayer of Kahlee. When choosing a skill a Priest can opt to roll for another prayer instead.
Henchmen (In groups of 1-5)
Devotees 20 Gold Crowns to Hire Often from the poorest parts of society, devotees of Kahlee must make a blood oath to the Goddess, giving their lives to her in exchange for her protection.
M WS BS S T W I A LD 4 2 2 3 3 1 3 1 6
Weapons/Armour: May choose weapons and armour from the Cultist List..
Returned 30 Gold Crowns to Hire The dead returned to a half life by the dark blood magics of the Cult of Kahlee. Black-skinned and unnaturally strong, the returned are feared by those that encounter them.
M WS BS S T W I A LD 4 3 0 4 3 1 2 1 5
Weapons/Armour: Returned are unarmed but fight without penalty.
Special Rules Cause Fear: Returned are terrifying Undead creatures and therefore cause fear. May not Run: Returned are slow Undead creatures and may not run (but may charge normally). Immune to Psychology: Returned are not affected by psychology and never leave combat. Immune to Poison: Returned are not affected by any poison. No Pain: Returned treat a Stunned result on the Injury chart as Knocked Down. No Brain: Returned never gain experience. They do not learn from their mistakes. What did you expect?
0-5 Jackals 15 Gold Coins to Hire Often found picking clean the bones of the dead, wild jackals are a common site in the ruins of end, and are commonly associated with the Goddess Kahlee.
M WS BS S T W I A LD 6 4 0 4 3 1 4 1 5
Weapons/Armour: Jaws and brutality! Jackals never use or need weapons and armor.
Special Rules: Animals: Warhounds are animals and thus do not gain experience.
0-2 Wandering Spirits 55 Gold Crowns to Hire Cults of Kahlee commonly attract wandering spirits from nearby areas. Their ghostly forms can be seen walking through walls and standing among the shadows.
M WS BS S T W I A LD 4 2 0 3 3 1 2 2 7
Weapons/Armour: Wandering Spirits are unarmed but fight without penalty.
Special Rules Cause Fear: Wandering Spirits are terrifying Undead creatures and therefore cause fear. May not Run: Wandering Spirits are slow Undead creatures and may not run (but may charge normally). Immune to Psychology: Wandering Spirits are not affected by psychology and never leave combat. Immune to Poison: Wandering Spirits are not affected by any poison. No Pain: Wandering Spirits treat a Stunned result on the Injury chart as Knocked Down. No Brain: Wandering Spirits never gain experience. They do not learn from their mistakes. What did you expect? Ethereal: Wandering Spirits have the ability ‘Ethereal’, which gives a 4+ unmodifiable save against all attacks. It has no affect against magical attacks (Spells, Prayers, Artifacts, Gromril, Ithilmar, & Silver Bullets.) Also, the model may take a leadership test in the movement phase: If successful, they may through any terrain piece. If the model starts his next turn in the middle of a terrain piece, they must take another Leadership test in the movement phase: if the test fails, the model is instantly taken out of action.
Skill Lists Combat Shooting Academic Strength Speed Avatar of Death x x - x x Thuggee x - - x x Priest of Kahlee x - x - -
Prayers of Kahlee 1. Dance of Kahlee: A single Returned within 6" of the Priest may immediately move again up to its maximum Movement distance. If this moves them into basecontact with an enemy model, they count as charging. Difficulty: 6 2. Return of Darkness: One Returned that went out of action during the last hand-to-hand combat or Shooting phase immediately returns to the battle. Place the model within 6" of the Priest. The model cannot be placed straight into hand-to-hand combat with an enemy model. Difficulty: 7 3. Kahlee's Fury: All Devotees and Returned within 12” of the Priest may double their attacks in the following round of combat. Difficult: 8 4. Skull Blade: The wielder gains +2 Strength in hand-to-hand combat and all hits he inflicts cause double damage (eg, 2 wounds instead of 1). The Priest must test each shooting phase he wants to use the Blade. Difficulty: 7 5. Burning Heart: You may choose a single model within base contact. The target suffers a wound (no save allowed) and thePriest of Kahlee gains an extra wound for the duration of the battle. This may take the Priest’s Wounds above his original maximum value. This spell will not affect the any Undead models. Difficulty: 9 6. Blood Rite of Kahlee: If an enemy Hero is killed (ie, your opponent rolls 11-16 on the Serious Injury chart after the battle) then the Priest may raise him to fight as a Returned in his servitude. The dead Hero retains his characteristics and all his weapons and armour but may not use any other equipment or skills. He may no longer run, counts as a Henchman group on his own, and may not gain additional experience. This spell always succeeds. The new Returned follows all the normal Returned rules (immune to poison, causes fear) except for retaining his profile, weapons and armour. Difficulty: Auto
Cult of Kahlee Equipment
Cultist List
Melee Weapons Dagger – first free/2gc Mace – 3gc Axe – 5gc Sword – 10gc Spear – 10gc Double Handed Wpn – 15gc Garrote* – 10gc
Range Weapons Sling – 2gc Short Bow – 5gc Bow – 10gc Throwing Knives – 15gc
Armour Shield – 5gc Light ar. – 20gc Helmet – 10gc
Special weapons Garrote* 10gc Str: as user, +1 Armour Save Special Rules Thuggee only: only Thuggee's may use Garrotes. Strangle: In close combat, if the wielder makes a successful hit against an enemy, instead of rolling to wound, he can choose to roll against the enemy's strength. If he rolls over the enemy's strength successfully causes an injury, roll on the injury table.
Last edited by jackalope on Sun 1 Jan 2012 - 10:16; edited 1 time in total | |
| | | jackalope Hero
Posts : 30 Trading Reputation : 0 Join date : 2011-12-13
| Subject: Re: Kingdoms of Ind - Cult of Kahlee Sun 1 Jan 2012 - 3:53 | |
| So, Ind's Undead list, kind of a mix between Undead and Witch Hunters. Originally I was planning on having the priest as the leader, but I think I like this way better. Not sure about the Jackals or the Wandering Spirits- let me know your opinions. Possibly the Avatar is too powerful and/or cheap. I imagine the figure being larger than an average figure, with another set of arms stitched on. | |
| | | RationalLemming Etheral
Posts : 1483 Trading Reputation : 0 Join date : 2008-11-05 Age : 40 Location : Toowoomba, Qld, Australia
Personal Info Primary Warband played: Ostlanders Achievements earned: none
| Subject: Re: Kingdoms of Ind - Cult of Kahlee Sun 1 Jan 2012 - 8:08 | |
| The avatar is much too strong. You have given it 3 attacks plus 4 arms. This means it can start with 6 attacks! I understand that you wanted something different by making the construct the leader. It could be seen by the warband (and others) as a manifestation of Kahlee in physical form hence why it is the leader and I think that should be added to the fluff! I would change it to a henchman unit that 'acts' as the leader when fielded. Add 'no brain', 'may not run' and remove 3 Attack from profile due to four arms. If you want to give it a bit more flavour than make it add +1 to the priest's spells when within leadership range since priest is close to his god | |
| | | jackalope Hero
Posts : 30 Trading Reputation : 0 Join date : 2011-12-13
| Subject: Re: Kingdoms of Ind - Cult of Kahlee Sun 1 Jan 2012 - 10:12 | |
| The 3 Attacks were supposed to represent the 4 arms. I suppose A 1 (4) would be a better way to put it. I'll definitely consider making it a henchmen unit. Thanks for the feedback. | |
| | | jackalope Hero
Posts : 30 Trading Reputation : 0 Join date : 2011-12-13
| Subject: Re: Kingdoms of Ind - Cult of Kahlee Mon 2 Jan 2012 - 3:45 | |
| Second attempt, swapped Avatar with the Wandering Spirit. Not sure on the prices. Added a skill for the Thuggee, don't think it'd make them overpowered of anything.
Cult of Kahlee
Throughout the kingdoms of Ind the death cult of Kahlee has spread. Kahlee is the goddess of death and blood, four armed, with black skin and rolling blood eyes, she is seen as both kind and cruel in the eyes of her worshipers. Her cult has gained in popularity among the lower castes and the criminal elements in Ind, though she is viewed as a dark goddess she is still very much revered and feared by others in Ind society.
Max. size 15 models. Minimum 3.
Heroes
1 Priest of Kahlee 70 Gold Crowns to Hire A Priest of Kahlee is a much feared figure within Ind society. He, or she, may take years to learn the secret of the Dark goddess, channeling her magic into returning the dead to a half life, and if possible constructing an Avatar vessel for Kahlee herself.
M WS BS S T W I A LD 4 4 4 3 3 1 3 1 8
Weapons/Armour: May choose weapons and armour from the Cultist List.
Special Rules Leader: Any models in the warband within 6" of the Avatar may use his Leadership instead of their own. Priest: Priest of Kahlee starts with one Prayer of Kahlee. When choosing a skill a Priest can opt to roll for another prayer instead.
0-3 Thuggees 25 Gold Crowns to Hire Often criminals will worship the Goddess Kahlee, asking for her protection in their criminal acts, and sacrificing others in payment. Thuggees are well known in and around the kingdoms of Ind for their deceitful and cut throat ways.
M WS BS S T W I A LD 4 3 3 3 3 1 3 1 7
Weapons/Armour: May choose weapons and armour from the Cultist List.
Special Rules Stranglers: If multiple Thuggee are engaged in combat, instead of attacking a thuggee can forgo his attack and add +1 to another Thuggee's Garrote Strangle roll.
0-1 Spirit Orphan 30 Gold Crowns to Hire Cults of Kahlee commonly attract wandering spirits from nearby areas. Their ghostly forms can be seen walking through walls and standing among the shadows. Cults will sometimes adopt an orphan spirit, using their gifts to their advantage.
M WS BS S T W I A LD 4 2 2 3 3 1 3 1 6
Weapons/Armour: May choose weapons and armour from the Cultist List.
Special Rules Cause Fear: Wandering Spirits are terrifying Undead creatures and therefore cause fear. Immune to Poison: Wandering Spirits are not affected by any poison. No Pain: Wandering Spirits treat a Stunned result on the Injury chart as Knocked Down. Ethereal: Wandering Spirits have the ability ‘Ethereal’, which gives a 4+ unmodifiable save against all attacks. It has no affect against magical attacks (Spells, Prayers, Artifacts, Gromril, Ithilmar, & Silver Bullets.) Also, the model may take a leadership test in the movement phase: If successful, they may through any terrain piece. If the model starts his next turn in the middle of a terrain piece, they must take another Leadership test in the movement phase: if the test fails, the model is instantly taken out of action.
Henchmen (In groups of 1-5)
Devotees 20 Gold Crowns to Hire Often from the poorest parts of society, devotees of Kahlee must make a blood oath to the Goddess, giving their lives to her in exchange for her protection.
M WS BS S T W I A LD 4 2 2 3 3 1 3 1 6
Weapons/Armour: May choose weapons and armour from the Cultist List..
Returned 30 Gold Crowns to Hire The dead returned to a half life by the dark blood magics of the Cult of Kahlee. Black-skinned and unnaturally strong, the returned are feared by those that encounter them.
M WS BS S T W I A LD 4 3 0 4 3 1 2 1 5
Weapons/Armour: Returned are unarmed but fight without penalty.
Special Rules Cause Fear: Returned are terrifying Undead creatures and therefore cause fear. May not Run: Returned are slow Undead creatures and may not run (but may charge normally). Immune to Psychology: Returned are not affected by psychology and never leave combat. Immune to Poison: Returned are not affected by any poison. No Pain: Returned treat a Stunned result on the Injury chart as Knocked Down. No Brain: Returned never gain experience. They do not learn from their mistakes. What did you expect?
0-5 Jackals 15 Gold Coins to Hire Often found picking clean the bones of the dead, wild jackals are a common site in the ruins of end, and are commonly associated with the Goddess Kahlee.
M WS BS S T W I A LD 6 4 0 4 3 1 4 1 5
Weapons/Armour: Jaws and brutality! Jackals never use or need weapons and armor.
Special Rules: Animals: Warhounds are animals and thus do not gain experience.
0-1 Avatar of Death 160 Gold Crowns to Hire A construct of dead body parts, stitched together, and brought to life to harbor the presence of the Dark Goddess. The powerful figure brings fear to all on the battlefield.
M WS BS S T W I A LD 6 4 3 5 4 3 4 1(4) 6
Weapons/Armour: May choose weapons and armour from the Cultist List.
Special Rules May not Run: Avatar are slow Undead creatures and may not run (but may charge normally). Four arms: The Avatar has four arms, meaning she can wield 4 single handed weapons, 2 double handed weapons, or a combination. Cause Fear: Avatars are terrifying Undead creatures and therefore cause fear. Immune to Psychology: Avatars are not affected by psychology (such as fear) and never leave combat. No Brain: Avatar never gain experience. They do not learn from their mistakes. What did you expect? Immune to Poison: Avatars are not affected by any poison. No Pain: Avatars treat a ‘Stunned’ result on the Injury chart as ‘Knocked Down’. Construct: The Avatar is an undead construct and may re-roll any rolls on the injury table except for wounds caused by fire. The second roll always counts.
Skill Lists Combat Shooting Academic Strength Speed Priest of Kahlee x - x - x Thuggee x - - x x Spirit Orphan - x - - x
Prayers of Kahlee 1. Dance of Kahlee: A single Returned within 6" of the Priest may immediately move again up to its maximum Movement distance. If this moves them into basecontact with an enemy model, they count as charging. Difficulty: 6 2. Return of Darkness: One Returned that went out of action during the last hand-to-hand combat or Shooting phase immediately returns to the battle. Place the model within 6" of the Priest. The model cannot be placed straight into hand-to-hand combat with an enemy model. Difficulty: 7 3. Kahlee's Fury: All Devotees and Returned within 12” of the Priest may double their attacks in the following round of combat. Difficult: 8 4. Skull Blade: The wielder gains +2 Strength in hand-to-hand combat and all hits he inflicts cause double damage (eg, 2 wounds instead of 1). The Priest must test each shooting phase he wants to use the Blade. Difficulty: 7 5. Burning Heart: You may choose a single model within base contact. The target suffers a wound (no save allowed) and thePriest of Kahlee gains an extra wound for the duration of the battle. This may take the Priest’s Wounds above his original maximum value. This spell will not affect the any Undead models. Difficulty: 9 6. Blood Rite of Kahlee: If an enemy Hero is killed (ie, your opponent rolls 11-16 on the Serious Injury chart after the battle) then the Priest may raise him to fight as a Returned in his servitude. The dead Hero retains his characteristics and all his weapons and armour but may not use any other equipment or skills. He may no longer run, counts as a Henchman group on his own, and may not gain additional experience. This spell always succeeds. The new Returned follows all the normal Returned rules (immune to poison, causes fear) except for retaining his profile, weapons and armour. Difficulty: Auto
Cult of Kahlee Equipment
Cultist List
Melee Weapons Dagger – first free/2gc Mace – 3gc Axe – 5gc Sword – 10gc Spear – 10gc Double Handed Wpn – 15gc Garrote* – 10gc
Range Weapons Sling – 2gc Short Bow – 5gc Bow – 10gc Throwing Knives – 15gc
Armour Shield – 5gc Light ar. – 20gc Helmet – 10gc
Special weapons Garrote* 10gc Str: as user, +1 Armour Save Special Rules Thuggee only: only Thuggee's may use Garrotes. Strangle: In close combat, if the wielder makes a successful hit against an enemy, instead of rolling to wound, he can choose to roll against the enemy's strength. If he rolls over the enemy's strength successfully causes an injury, roll on the injury table. | |
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