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Registered: 04-2006
Location: USA, Western hemisphere, earth
Posts: 5730
Kra'el, Chaos Warrior (seanyseanybean)


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Kra'el
Chaos Warrior

Played by seanyseanybean
Battle Level 1 (Initiate)

Biography: Kra'el was once a wild man from the north. His village was persuaded to join forces with the great Wizard Saruman. Kra'el proved himself worthy in battle and found himself rising in the ranks of the dark army. His body has become twisted and unrecognisable through the dark magic of Mordor and he is heavily clad in the armour of Orc smiths. He has now been enlisted to find the one ring and bring glory to his master Sauron.

NOTE:

Wounds 12
Move 4
Weapon Skill 4
Ballistic Skill 5+
Strength 3
Damage Dice 1
Toughness 3 (4)
Initiative 3
Attacks 1
Luck 0/0 (but see MArk of Chaos below)
Willpower 2
Escape Pinning 5+
Gold 0
Experience 0

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DEFAULT WEAPON: I will assume that Kra'el will be using the Axe of Mighty Striking just because it is a magic weapon.


Chaos Artefacts

Axe of Mighty Striking. Once per adventure, this weapon will cause 8D6 Wounds damage. Toughness and armour may be deducted as normal. The Chaos Warrior must state he is going to make this special attack before he rolls the dice to hit. If he misses, the attack is wasted. At other times the axe causes normal damage (1D6+3), though it does still count as being magical.

Ring of Desolation This ring allows the bearer to make an Ice Missile attack once per turn, in addition to any other attacks he might make. The Chaos Warrior must make a BS roll to hit. Any Monster hit is frozen for the rest of the turn. While frozen, a Monster may not attack or be attacked. The Monster will return to normal at the beginning of the next turn.


Chaos Attributes

Mark of Chaos (original mark doesn't count as visible) -- Re-roll any single dice, once per adventure (works the same as luck in Old Warrior's games). Not used yet for first adventure.

Arcane Knowledge
If the Wizard rolls a 6 in the Power Phase, the Chaos Warrior is overcome by dark, chaotic thoughts Roll a D6.
    1-2 The Chaos Warrior may do nothing this turn. Any opponents who attack him may add +2 to their to hit rolls. The Chaos Warrior Returns to normal at the start of the next turn.
    3-6 The Chaos Warrior gains + lD6 Initiative for the turn. He may also take one random spell card, which must be cast immediately The spell is cast automatically If it cannot be cast for any reason, it is discarded.

Random Spell Table (Arcane Knowledge continued). Please see the RPB Spell List or the Wizard's spell cards for how each spell works.
Roll 1D6: 1-2 = Attack, 3-4 = Defense, 5-6 = Healing. Then Roll 1D5: on the correct spell class below.

Attack
1 - Ogre Strength
2 - Lightning Bolt
3 - Fireball
4 - Freeze
5 - Pit of Despair

Defense
1 - Confuse
2 - Levitate
3 - Rebound
4 - Iron Skin
5 - Shield

Healing
1 - Healing Hands
2 - Heal Wounds
3 - Life Force
4 - Life Bringer
5 - Resurrection


Equipment:

Mordor Rations (4x) - These work much like provisions in the normal game except that there is a chance they have spoiled before being consumed. Roll 1D6 for each time a Mordor Ration is to be consumed. On 1 or 2, it is spoiled and does no good; on 3-4 it restores 1 Wound; and, on 5-6 it restores 2 Wounds. Because of this built-in spoilage factor, these rations may be carried until used.


Weapons (Non-artefact):

Mighty Axe does normal damage = DD + 3 (current warrior strength)



Armour:

Chaos Armour: +1 T


Treasures:




CANNOT USE:



Notes: Many nice treasures the Chaos Warrior cannot use (see full rules), but he can certainly sell them and/or trade with other warriors.


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Last edited by OldWarrior, 31/Oct/2008, 8:30 pm


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