The first four are fully done, the Gully Dwarf just doesn't have advancement skills yet and the rest are complete wips. I gave the Gnome magic. That way it's the best of both worlds, a Dwarven magician but not an actual Dwarf.
Heroes now have set a movement but the values are still compatible if you want to use random movement: Move 1 = roll 3 dice and use the lowest, 2 = roll 2 dice and use the lowest, move 6 = roll 1 dice, move 8 = roll 2 dice, move 10 = roll 3 dice and ignore the lowest and move 12 = roll three dice.
A = Attack Dice, D = Defence Dice, S = Speed, B = Body Points, M = Mind Points, L?M = Magician Level.
Dwarf: A2 D2 S8 B7 M3. You are a brave Dwaren. You are an expert at disarm traps and are faster than the average Dwarf.
Race: Dwarven. Class: Warrior-Thief. Equipment: Axe, Helm. Special Rules: Can disarm traps.
Veteran: Axeman - Can use a one handed melee weapon in each hand if at least one is any type of axe and use them to attack twice if you don't move + can use Battle Axes one handed.
Master: Immunity - Immune to Transfix, Chill Touch and hostile magic.
Legend: Toughness - Defends with black shields as well as white.
Gnome: A2_ D3 S6 B5 M5. You are a keen eyed Gnome, who lacks the strength and physical resilience of an actual Dwarf but you have complete immunity to hostile magic.
Race: Dwarven. Class: Treasure Hunter. Equipment: Hammer, Dagger, Banded Mail, Helm. Special Rules: Immunity to any hostile spell effects. Can see in the dark, including in the Cloak Of Shadows. Can disarm traps using the Tool Kit rules as standard and the Dwarf rules when using a Tool Kit. Can't attack diagonally with a Staff or Spear. Needs both hands to use a Broadsword. Take a Treasure card even if there's treasure in the room.
Veteran: Hammer Skill - +1A using any type of Hammer + can throw a Great Hammer.
Master: Casting - L0M Draw one random spell from the Chaos deck.
Legend: Infusion - L1M Two more random Chaos spells.
Mountain Dwarf: A3 D2 S8 B8 M2. You are a Slayer, a fearsome Dwarf axe specialist who has sworn an oath to use no armour or ranged weapons. You yearn to eventually become a Demon Slayer.
Race: Dwarven. Class: Slayer. Equipment: Axe. Special Rules: Tattoos give D3 against ranged attacks once you become a Troll Slayer, attacks with an extra dice when using an axe. Can't use any type of armour or ranged weapon but can still throw. Can use Battle Axes one handed. Instead of getting 500GP when you become a Champion you get 50GP and become a Troll Slayer and get +1A against a defence better than D5 by killing a Troll, Giant (or Ogre Lord if you don't have Battle Masters), Dragon (or Vampire if you don't have the model) or Greater Chaos Demon, you get 100GP and become a Giant Slayer and get an additional +1A against a defence better than D6 by killing a Giant/Ogre Lord, Dragon/Vampire or Greater Chaos Demon, you get 150GP and become a Dragon/Vampire Slayer and get another additional +1A against a defence better than D7 by killing a Dragon/Vampire or Greater Chaos Demon, and you get 200GP and become a Demon Slayer and get another additional +1A against a defence better than D8 by killing a Greater Chaos Demon. Strength means you attack with two combat dice when using a club.
Veteran: Slayer Strength - Can attack twice in hand to hand combat with two one handed melee weapons if you don't move + can use one Great Axe one handed.
Master: Slayer Swing - Can attack with an extra dice in hand to hand combat with each attack if you don't move + can use two Great Axes one handed.
Legend: Slayer Skill - Can use Slayer Swing to attack with an extra dice in hand to hand combat if you move at half rate + hostile magic immunity.
Runesmith: A2 D3 S6 B6 M4. You are a skilled Dwarven Runesmith capable of enchanting items who is held in greet esteem by your people.
Race: Dwarven. Class: Runesmith. Equipment: Rune Hammer, Rune Dagger, Runed Banded Mail. Special Rules: You can engrave any non magical item between Quests enchanting it and making it usable against ethereal enemies and protecting it from spells. You will place a rune on the equipment of allies for 10% of the items value. A runed item adds 5% to its basic sale value for every rune.
Veteran: Can engrave a rune of fire on non magical weapons giving +2A against monsters vulnerable to fire.
Master: Can engrave a rune of speed on non magical armour giving it +2S to it's maximum speed.
Legend: Can engrave a rune of protection on non magical armour giving either immunity to Transfix or Chill Touch or protection against hostile magic by rolling a combat dice when affected by an enemy spell, on a skull it's cast as normal, on a white shield it doesn't affect the bearer of the rune and on a black shield it's dispelled.
Gully Dwarf: A2 D2 S6 B7 M3
Race: Dwarven. Class: Tunnel Warrior. Equipment: Two Axes. Special Rules: Can disarm traps using the Tool Kit rules as standard and the Dwarf rules when using a Tool Kit. Can use any one handed axe and/or one handed hammer in each hand and attack twice with them if you move at half rate.
Rune Priest (Dwarf): S6 B5 M5 Basic Healing, bonuses when fighting Chaos and Undead...
Iron Breaker (Dwarf): A2 D3 S6 B7 M3 Axe, Banded Mail...
Hammerer (Dwarf): A3 D2 S6 B7 M3 Great Hammer...
Long Beard (Dwarf): A3/ D3 S6 B6 M4 Flail, Banded Mail...
Minor (Dwarf): A3 D3 S4 B7 M3 Double Axe, Splint Mail...
knightkrawler wrote:- so, no Ogres and no Centaurs for now in my game, though Windlings might be.
What the fing h is a windling? Okay I just googled it. It's a full sized fairy, basically an elf with wings.