Disciples of Maldred, The [Mousillon setting].pdf

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THE DISCIPLES OF MALDRED WARBAND
THE DISCIPLES OF MALDRED
When Duke Maldred embarked on the grail quest he returned in an unusually
short time. Even more amazing than this was the fact that he claimed to have
brought back the actual chalice of the Lady of the Lake. He claimed that this
was a portent of his kingship.
Many knights came to Mousillon to see the Holy Grail and compete in the
tournaments held by Sir Maldred. To the overall winner of each tourney
Maldred granted the right to sup from the sacred cup at a banquet held at the
close of the day. In this way Grail Knights were made in the service of Maldred
and not of the Lady of the Lake.
The legitimate Grail Knights and the Fay Enchantress denounced Maldred and
his cup as false. They lay siege to the city and eventually it crumbled from
within. The mystery surrounding the demise of Maldred and his fair city of
Mousillon has been the cause of much speculation in the years since it fell into
ruin. The damsels of the lady have called his chalice the "black grail" and it
has been commonly known as the false grail. Nevertheless, so impressive was
the display of Maldred and Malfluer that many believe it may have been the
true grail and that Duke Maldred and his fair wife did not perish but live on in
the land of the fey and will return to save Bretonnia in her darkest hour.
Now the rumors of another great chaos invasion have spread throughout the
land. Indeed raids on villages in the north have already begun. Times like this
will always bring new cults and the cult of Maldred has risen again. Prophets
of Maldred visit the courts of Dukes and preach in the halls of the Barons.
They rally questing knights to their cause and lead them into the city of
Mousillon in search of Maldred's grail. They claim that when it is found and a
new army of Grail Knights assembles in Mousillon that Duke Maldred will
return to take his place at the front of the army and lead them to victory over
the invading hordes.
CHOICE OF WARRIORS
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A warband of Maldred's disciples must include a minimum of three models. You have
500 gold crowns to assemble and equip your initial warband. The maximum number of
warriors in the warband may never exceed thirteen.
Prophet of the False Grail: Each warband of Maldred's Disciples must include one
Prophet of the False Grail - no more, no less!
Questing Knights: Your warband may include up to two Questing Knights
Squires: Your warband may include up to two Squires, though you may never have more
Squires than Questing Knights
Mercenary Guards: Your warband may include up to six Mercenary Guards
Men-at-Arms: Your warband may include up to eight Men-at-Arms, 0-4 per Questing
Knight
STARTING EXPERIENCE
A Prophet of the False Grail starts with 20 experience
Questing Knights start with 12 experience
Squires start with 4 experience
Henchmen start with 0 experience
MALDRED'S DISCIPLES SKILL TABLE
Combat Shooting Academic Strength Speed Special
Prophet x
x
x
x
Knight
x
x
x
x
Squire
x
x
x
The Knights and the Prophet use different Special Skill lists, depending on their
alignment. Consult their description for the appropriate special list.
MALDRED'S DISCIPLES EQUIPMENT LIST
Hand-to-Hand Combat Weapons:
Armour:
Dagger (1st Free)
2 gc
Mace/Hammer
Shield
5 gc
Light armour
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3 gc
Battleaxe
5 gc
Sword
10 gc
Morning star
15 gc
Double-handed weapon
15 gc
Lance
20 gc
20 gc
Heavy armour
40 gc
Helmet
10 gc
Warhorse
80 gc
Barding
40 gc
Missile Weapons:
None
SQUIRES EQUIPMENT LIST
Hand-to-Hand Combat Weapons:
Armour:
Dagger (1st Free)
2 gc
Mace
3 gc
Axe
5 gc
Sword
10 gc
Spear
10 gc
Halberd
10 gc
Shield
5 gc
Helmet
10 gc
Light Armour
20 gc
Riding Horse
30 gc
Missile Weapons:
Bow
10 gc
Longbow
15 gc
MEN-AT-ARMS EQUIPMENT
Hand-to-Hand Combat Weapons:
Armour:
Dagger (1st Free)
2 gc
Sword
Light armour
20 gc
Shield
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5 gc
Axe
5 gc
Spear
10 gc
Halberd
10 gc
Double-handed weapon
15 gc
5 gc
Helmet
10 gc
Missile Weapons:
None
HEROES
1 PROPHET OF THE FALSE GRAIL ...................80 gc
The Disciples of Maldred are led by the cunning Prophet of the False Grail. While he
claims noble birth and purpose, the Prophet is actually a pawn of the Chaos god
Tzeentch. He has been granted the use of sorceries to lead astray Questing Knights who
search for the Grail. Through his magic and charisma he convinces knights that
Maldred's grail was true and that it must be recovered to restore Mousillon and indeed
all of Bretonnia to her former greatness.
Profile M WS BS S T W I A Ld
Prophet 4 4 3 3 3 1 3 1 8
Weapons/Armour: Your Prophet of the False Grail may be equipped from the Maldred's
Discpiles equipment list.
SPECIAL RULES:
Leader: Any warrior within 6" of the Prophet may use his Leadership value when taking
Leadership tests.
Wizard: The Prophet of the False Grail is a wizard and uses Chaos Rituals.
Corrupting Influence: A Prophet of the False Grail uses guile and cunning to deceive
his followers into acts of depravation. As a Knight under the Prophet's tutelage follows
his increasingly amoral instructions, the seeds of corruption sprout and blossom within
him, increasingly undermining his values and beliefs. The Knight gradually loses his
willpower as he descends into the unholy realm of his master, ultimately losing all
strength to resist. When this happens he freely embraces his new patron Tzentch, a
twisted and corrupted mockery of his proud former self.
A Disciples of Maldred warband whose leader has the Corrupting Influnce skill must test
to see whether any untainted Knights under him are corrupted. For full effects, read the
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description under the Questing Knights entry. Note that a Corrupt Knight will always
become leader over an untainted Knight should the Prophet perish, and will gain the
Corrupting Influnce skill on his promotion.
His Master's Gift: When a Prophet has accumulated enough experience, instead of
picking a skill he may roll on the Gifts of Tzentch table, as he seeks an audience with his
patron. Roll 2D6 to determine the result, and consult the chart below.
GIFTS OF TZENTCH
2 - 3: The Master's Foresight.
The warrior is granted visions of past, present and future. Events and
images swirl before his eyes before evaporating into swirling colours. For a
moment, the warrior is able to catch a glimpse of the future as it instantly
melts and changes.
From now on the character is allowed to reroll one die during each battle
(not during the post battle sequence). In addition, the next time you roll on
this table you may add +1 to your dieroll. This bonus is one use only.
4: Unfit!
In his omniscient wisdom, the Great Corrupter has deemed his follower
unworthy of an audience. The warrior is sent reeling back to the mortal
plane, banished from his master's presence until he is worthy of an
apparition or audience.
The character receives a permanant –1 Ws, but is allowed to continue to
fight for the warband.
5: Twisted Fate
The fickle god twists and contorts his follower's destiny, altering it for his
own amusement.
If the character is taken O.O.A. but survives his injury roll (i.e. anything but
a Dead result), he has to immediately roll again and accept the second result
too. This lasts for D6 turns, before Tzentch loses interest and abandons him.
6 - 8: Silence
The warrior consults the oracles and performs the appropriate rituals, but
nothing happens. Who can see why a god chooses to hear or ignore his
followers pleas? For whatever reason, the warrior receives nothing but
silence.
Nothing happens...
9: Tzeentch's Temperament
No mortal could ever claim to understand the mind of a god. The gods of
Chaos especially are infamous for their capricious nature. The body of the
warrior is constantly mutating; sometimes the change aids the warrior and
other times acts as a hindrance.
Before each battle starts roll a D6. On an even number the hero is –1 I and
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