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 modified Tzeentch Rituals (Marauders of Chaos)

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Exterminans
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Exterminans


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Join date : 2011-03-05
Location : Northern Germany

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modified Tzeentch Rituals (Marauders of Chaos) Empty
PostSubject: modified Tzeentch Rituals (Marauders of Chaos)   modified Tzeentch Rituals (Marauders of Chaos) Icon_minitimeWed 24 Apr 2013 - 17:24

Hi all,

first: i'm from germany, but i tried my best for grammar (thanks http://dict.leo.org/). Please feel free to correct me, as this is a nice way to boost my english Smile



Sooo, I love the Marauders of Chaos warband from Border Town Burning, and when it comes to demonic affiliation, everything comes down to Tzeentch. But as Tzeentch is THE master of magic, for me this is not represented by the Tchar rituals. In my eyes, Followers of Tzeentch should command powerful magic easily.

So I tried to tune the list to fit my vision, and here's the result. Now its your turn to comment and criticize my ideas.
Obviously, i tried to balance all through "arcane consumption", but maybe a further gold increase for hiring the mage is needed? Also, i can immagine to include more warping/mutating effekts into the spell list - any suggestions?
Please tell me if this is all nuts or if it's fluffy (from my personal perspective of course)...



MARK OF TZEENTCH

Tzeetch is the Changer of the ways. He is the Master of the ever-mutating energy known as magic and his followers are skillful practitioners of the arcane arts.

Leader: The Hero is capable of casting spells and immediately learns one random spell from the Tzeentch Rituals. However, he suffers –1 on all rolls for Difficulty unless he was a wizard before.

Chaos mage: A Chaos mage of Tzeentch has command of powerful sorcery and is subject to the following special rules.

- Winds of magic: Tzeentch is the master of magic and as such grants his worshippers powerful sorcery. The chaos mage starts with two spells from the Tzeentch spell list. One can be chosen freely, the second is randomly determined.

- Arcane Knowledge: The chaos mage is prone to learn as many spells as possible to satisfy his patron. If any spell (not prayer) is cast during normal combat by other models, the chaos mage may himself cast that spell following the normal rules for the duration of the game. The player should note down the name and difficulty of the spells that have been cast by other models. Difficulty for each spell is the base difficulty, not counting any modifiers that apply for the original caster such as having learned a spell multiple times.

- Arcane Consumption: The chaos mage is able to form the winds of magic into tremendously strong spells with ease. However, handling such powerful energy does not go without risk for anyone except Tzeentch himself. Each time the chaos mage succesfully casts a spell from the Tzeentch rituals he has to roll equal to or less than his toughness on a D6 to see if the warping and mutating energies are overwhelming him with excessive pain. If he fails, roll on the Injury table, though treat the out of action result as stunned instead.



TZEENTCH RITUALS

The Tzeentch Rituals are used by Chaos mages who worship the Changer of ways. For Tzeentch is the Lord over destiny and fate respecting wisdom and subtlety his servants are amongst the mightiest of spellcasters and his magic is especially destructive and manipulating.


1 Lightning of Tzeentch Difficulty 7

The chaos mage is able to summon striking lighting blasts to vaporise a single foe.

The Lighting of Tzeentch has a range of 18" and causes one Strength 5 hit. It strikes the first model in its path. No armor saves allowed.


2 Fire of Tzeentch Difficulty 7

The chaos mage is able to cast a burst of pink and blue flames against his enemies. This magical fire burns armor, flesh and bones equally and completely negates reality of the unfortunate victims.

When casting the Fire of Tzeentch draw a line 6" long and 1" wide in any direction from the caster (the line must be absolutely straight). All models in its path, friend or foe, suffer D3 Strength 3 hits. No Armour saves allowed.


3 Wind of Magic Difficulty 6

The chaos mage's mastery of magic enables him to float on the winds of magic.

The chaos mage may immediately move anywhere within 12", including into base contact with an enemy, in which case he counts as charging. If he engages a fleeing enemy, in the close combat phase he will score one automatic hit and then his opponent will flee again (if he survives).


4 Warp of Chaos Difficulty 8

So powerful is the magic woven by the chaos mage that it changes the very earth.

Choose one enemy model within 12". The model must immediately roll equal to or less than his strength on a D6 or tentacles emerging from the ground will grab him with supernatural power. If he fails, he can do nothing in his next turn as the tentacles are holding him in place. The model may try to pass a strenth test in each subsequent recovery phase to free himself. Can only be active once at a time.


5 Foresight Difficulty 6

Tzeentch is the master of time and destiny and may grant his worshippers visions of the future.

When cast succesfully the chaos mage may choose to reroll any one die roll and modify the result by +/- 1 until his next recovery phase where the spell effect expires. This cannot be used in conjunction with other effects that allow rerolls.


6 Demon of Tzeentch Difficulty 10

If a chaos mage states himself as purpose- and useful regarding the will and plans of his patron god, Tzeentch may bless him with control over some of his minor demons.

If cast succesfully, roll a D6. On a roll of 1-3 the chaos mage summons D3 Pink Horrors and on a roll of 4-6 a mighty Flamer appears in these mortal realms. Place the demon(s) within 6" of the chaos mage. The demon(s) cannot be placed straight into hand-to-hand combat with an enemy model. A summoned demon does not count as a member of the warband for the purposes of warband size and rout tests, cannot gain experience and will vanish after the game. Can only be cast succesfully once per game. Additionally, when cast succesfully, the chaos mage is focused on keeping mental command of the summoned demon(s), and therefore may not cast any other spell for the duration of the battle (but can move and fight in close combat as normal).



Pink Horror of Tzeentch
M WS BS S T W I A Ld
4 3 0 3 3 1 3 1 7

- Demonic: Pink Horrors are demons of the Lord of Change, Tzeentch, and are not made of living flesh but the eternal and twisting forces of chaos. Due to the magical, intangible nature of demons they have a special armour save of 5+. This is modified by the Strength of the attack as normal and is completely negated by magic weapons and spells.

- Immune to psychology: Pink Horrors are demons and do not know the concept of fear. They automatically pass any leadership-based test they are required to take.

- Cause fear: Pink Horrors are horrifying supernatural creatures and therefore cause fear.

- Flaming Attacks: Attacks made by Pink Horrors are considered magical attacks.

- Sorcerous: As demons of Tzeentch, Pink Horrors are capable of sorcery. They may try to cast the "Flickering Fire of Tzeentch" at a difficulty of 7. The spell has a range of 12" and causes D3 Strength 3 hits. It strikes the first model in its path. No armor saves allowed.



Flamer of Tzeentch
M WS BS S T W I A Ld
6 2 4 5 4 2 4 2 7

- Demonic: Flamers of Tzeentch are demons of the Lord of Change, Tzeentch, and are not made of living flesh but the eternal and twisting forces of chaos. Due to the magical, intangible nature of demons they have a special armour save of 5+. This is modified by the Strength of the attack as normal and is completely negated by magic weapons and spells.

- Immune to psychology: Flamers of Tzeentch are demons and do not know the concept of fear. They automatically pass any leadership-based test they are required to take.

- Cause fear: Flamers of Tzeentch are horrifying supernatural creatures and therefore cause fear.

- Flaming Attacks: Attacks made by Flamers of Tzeentch are considered magical attacks.

- Sorcerous: As demons of Tzeentch, Flamers of Tzeentch are capable of sorcery. They may try to cast the "Firebolt of Tzeentch" using their ballistic skill. The spell has a range of 18" and causes one Strength 5 hit. It strikes the first model in its path. No armor saves allowed.


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