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SoC Characters

yfrenkel

Member
I was wondering if there are any plans to eventually add SoC characters. In particualr, I am interested in the ones for the Slayer Army. :?:
 
Ungrim Ironfist: Slayer King of Karak Kadrin

Ungrim Ironfist is the Slayer King and can be fielded in a Dwarf army or a Slayer Army of Karak Kadrin.
He counts as a Lord choice and in addition takes up one of your Hero choices as well. He must be fielded exactly as described here and may not be given any additonal equipment.
He must be the army's General.


Code:
               M     WS     S      T     W      I     A     Ld
----------------------------------------------------------
Ungrim     3       7      4      5    3(4)   5     4     10

Points: 465

Weapons & Equipment: Ungrim is armed with the Axe of Dargo, wears the Dragon Cloak over gromril armor, and wears the Slayer Crown.

Dragon Cloak: The Dragon Cloak bears the Master Rune of Spite (4+ Ward save), a Rune of the Furnace (immune to fire attacks), and a Rune of Luck (one re-roll per battle).

Axe of Dargo: This is inscribed with the Master Rune of Smiting. Any enemy wounded by the Axe of Dargo (after saves, etc), loses not one wound but D6 wounds. In addition, it bears a Rune of Parrying which means that one model in base contact (chosen by the Dwarf player) loses 1 Attack in close combat. This has no effect against special attacks, such as a Night Goblin Fanatic, or a Treeman's Tree Whack.

The Slayer Crown: This bears a Rune of Fortitude (+1 Wound) and a Rune of Stone (increasing his Armor save to 3+).

SPECIAL RULES

Slayer King: As Slayer King, Ungrim is bound by the Slayer Oath. he benefits from the Slayer special rule described on page 33 of Warhammer Armies: Dwarfs, Hates Greenskins and is Unbreakable. The other Slayer rules do not apply.

-------------------------------------------------------------------------------------

Garagrim Ironfist: War-mourner of Karak Kadrin

Garagrim Ironfist may be taken in any Slayer Army of Karak Kadrin and uses up a Lord choice. He must be fielded exactly as described here and may not be given any additional equipment. He will be the Army General unless you have also taken Ungrim Ironfist. He may also be used in a regular Dwarf army but may not be the General.

Code:
                     M     WS     S     T     W     I     A     Ld
------------------------------------------------------------------
Garagrim        3       6      3     5      3     3   4(5)  10

Points: 305

Weapons & Equipment: Garagrim is armed with the Axes of Kadrin

Slayer Skills: Beastslayer, Deathblow, Vampireslayer (see page 67 of Warhammer Storm of Chaos)

SPECIAL RULES

Slayer: Garagrim follows all the rules for a Slayer as given on page 33 of Warhammer Armies: Dwarfs.

Axes of Kadrin: Chained to Garagrim's wrists so he will never lose them, these twin axes were given to him on his coming-of-age. Each is inscribed with a Grudge Rune and the Master Rune of Skalf Blackhammer. If you wish, when Garagrim makes a charge, he may attack like a Doomseeker rather than normally (including the effects of the axes' runes and his Slayer skills).
In subsequent rounds he can only attack normally, though he gains one extra attack for carrying the paired axes as noted in his profile. he makes his normal attacks for the purposes of Deathblow.

The War-mourner: As War-mourner, it is Garagrim's duty to tend to the Shrine of Grimnir, allowing him to open up the temple's store of ancient rune axes left as tribute by Slayers making a pilgrimage to Karak Kadrin.
Giant Slayers in an army led by Garagrim may be given a single weapon rune worth no more than 25 points. The Rule of Pride still applies to these weapons.
Remember that a model with a rune axe loses the normal benefits of a great weapon or additional hand weapon.
 
Hi not to bump this overly but there is a bug with Be'Lakor were it does not show that he generates power dice for being a level 4 wizard and does not add them to the total pool.

Thanks
 
SoC Valten Exalted of Sigmar

Valten, Exalted of Sigmar

Valten may be fielded in any Empire army, and counts as two Lord choices.


Code:
                   M   WS  BS  S    T    W   I    A   Ld
Valten          4    7    5    4    4    3    5    4    9
Althandin     9    4    0    4    3    3    5    2    7

Points: 560 (510 for Valten, 50 for Althandin)

Equipment: Valten wields Ghal Maraz – the Hammer of Sigmar, and wears the Armour of the Heldenhammer.

Mount: Valten rides the Elven steed, Althandin.

Special Rules
Against the Odds: Valten’s courage knows no limits and even impossible odds do not faze him. Enemy units can never gain the Combat Resolution bonus points for flank or rear attacks or for outnumbering in a combat involving Valten. In addition Valten and any unit he leads is Immune to Psychology. The only exception is that they always count as being stubborn.

Awesome Presence: Valten is not a military officer. He does not give rousing speeches or offer rewards to fighters around him, nor does he yell orders or threats in battle. Instead others are inspired by his presence and fight even harder as they see Valten strike down foe after foe. Wounds inflicted by Valten in close combat are counted towards the Empire Combat Resolution score of any combat within 12” of him, not just the one he is taking part in.

When wielding Ghal Maraz the number of wounds passed on to other combats within 12” is the number inflicted before multiplying the effects of the hammer. The total number of wounds caused still count for the combat Valten is fighting in. For example, Valten is fighting a unit of minotaurs. He inflicts 3 wounds which cause 2, 3 and 3 wounds respectively. For his combat he adds 8 to the Combat Resolution total. For other combats within 12” he only adds 3 to the Combat Resolution total.

Valten may not be your army General unless he has the highest Leadership value in the army: if there are other characters in the army with the same Leadership as Valten, one of those other characters will always be the General instead. Even if Valten is the General, Units within 12” of him may not use his Leadership as they would normally be able to – the Awesome Presence rule replaces this.

Iron Resolve: Valeten has steel sinews and a will of iron and is able to grit his teeth and fight on despite woulds that would kill lesser men ten times over. To represent this hi has a 5+ Ward save.

In addition if Valten is killed, take a Leadership test for him at the end of that phase. If he passes his astounding strength of will allows him to ignore the wound and continue fighting. He remains alive on 1 Wound and the wounds that killed him are discounted.

Note that the effects of combat resolution, panic and so on are worked out after determining whether Valten recovers. This rule does not apply if he is fleeing and is run down by chargers or pursuers or hit with Killing Blow.

Armour of the Heldenhammer: Forged over two and a half thousand years ago for the Warrior-King Sigmar, this ancient gromril armour was never claimed by the founder of the Empire. Its many rues provide protection against attack and malign magic.

The Armour of the Heldenhammer provides a 2+ Armour saving throw, and Magic Resistance 2. No model in base contact may cast spells(including friendly models) or use Bound Items.

Althandin: In battle Althendin counts as a monster and his profile is given abouve. Althandin wears ithilmar barding, giving himan Armour saving throw of 5+ with no reduction in Movement.

GHAL MARAZ: Meaning Skullsplitter in the Dwarf tongue. Ghal Maraz is the legendary hammer wielded by sigmar himself when the Empire was forged over two and a half millennia ago. Given to Sigmar by King Kurgan in return for rescuing the Dwarf and his retainers from Orcs, Ghal Maraz is too powerful for even the most skilled Runesmiths alive today to replicate.

The Hammer of Sigmar grants its wielder +2 Attacks. Any hits would automatically and no Armour saves are allowed. Each unsaved wound becomes D3 wounds.

Note: During the events known as the Storm of Chaos, Ghal Maraz is wielded by the Exalted of Sigmar, Valten. If Valten is in the same army as Karl Franz the Emperor must be armed with his Runfang.
 
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