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FatherSquee
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26th June 2007 - 07:08 AM
Post #1
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Holder of Clan Pestilens "Most Sexiest" Award
- Posts:
- 2,510
- Group:
- Lords of Decay
- Member
- #273
- Joined:
- 18 June 2004
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Well now that I've started to get all my stuff organized again I've finally had a chance to update my websites: Clockwork Legacy and Æethra. So just to let you all in on what's going on both Moulder Pitfighters and the new and exiting Dok Warz have both decided to join the Clockwork Legacy family! On top of that on Æthra I've just finished bringing the Ailalee Race up to the 2nd Edition rules and I'm now moving on to the Revenants so there's even more of a reason to check us out!
We've got the games, we've the communities, we've even got the hype; all we need now it all you folk to come over to Clockwork Legacy and join the fun, just click the link in my Sig and enter a world where only your imagination is the limit!
As an Added bonus, I'm including here the complete rules to the Ailalee's new Racial Ability: Alchemy
- Quote:
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Alchemy The Ailalee have recently had a revelation in their society, they’ve found a way to create reactions without the use of magic or other mundane Support Tactics, these reactions are called Alchemy. Alchemy occurs when a troop combines one or more Regents with a Sigil. You can purchase both from the equipment list though there are some troops that already come equipped with some. All Alchemy takes place at the end of the Intelligence phase after everything else is resolved. There are two levels to alchemy, known techniques and unknown techniques. If a troop isn’t familiar with a technique then you must first roll a D10 and take a Discipline Test, if you pass and you’re holding the necessary tools then they merge and create the desired effects. If you are familiar then it will tell you in the troop’s starting stats, in that case the process is easy; as long as you have past your Discipline test for that turn and that troops holds the necessary ingredients then he can create a reaction. For every two points that you are under your Discipline when you roll your reaction will become stronger, likewise for every two points that you are over your Discipline when you roll means that it’ll backfire that much worse. The exact circumstances of each will be written under the reaction though even if you just barely backfire the Alchemist cannot perform any other action that turn as he must have time to recover.
Alchemical Supplies Sigils Sigil of Might: 5pts Sigil of Luck: 5pts Sigil of the Wanderer: 5pts (can only be purchased from the Wanderer and the Holy Teacher) Sigil of Shifting Faces: 5pts (can only be purchased by the Harlequin and the Holy Teacher) Sigil of Conjuring: 10pts Sigil of the Voice: 15pts Sigil of Form: 15pts Sigil of Everlasting Life: 30pts
Reagents Glass Bottle 2pts Dreamspider Web 3pts Whisper Grass 4pts Core Stone 4pts Sandform 5pts Burning Essence 5pts Blowing Essence 5pts Liquid Essence 5pts Terra Essence 5pts Blood Sacrifice 6pts Poison Leaf 6pts (can only be purchased from the Wanderer and the Holy Teacher) Chameleon Scale 6pts (can only be purchased by the Harlequin and the Holy Teacher)
Alchemical Techniques Ball of Fire: With a clap of the materials and a bang in the air the Fire Ball is loosed across the field of battle. Sigil - Sigil of Conjuring Reagent - Burning Essence (excel) Hits D3 troops in the unit. Modifiers: +1S for every 2 under, -1S for every 2 over
Tranquil Wind: The calming wind seems to appear out of nowhere and as it leaves it takes all doubts of victory away with it. Sigil - Sigil of Conjuring Reagent - Blowing Essence Target unit within 6" of the Alchemist cannot fall back this turn. You cannot use this technique on a unit that is already falling back. Modifiers: +2" for every 2 under, -2" for every two over
Hydro Blast: The Alchemist opens his arms wide as a wave of water flows from him. Sigil - Sigil of Conjuring Reagent - Liquid Essence (excel) Hydro blast hits every troop (friend or foe) in a square block that extends 10" forward and 3" out to each side directly in front of the Alchemist Modifiers: +1" forward for every 2 under, -1" backward for every 2 over Earthquake: As he slams his fist to the ground the Alchemist causes an mighty Earthquake that rapidly expands outward from his position. Sigil - Sigil of Conjuring Reagent - Terra Essence All troops within 12" of the Alchemist have their movement speed reduced by 2. Flying troops are unaffected. Modifiers: -1M for every 2 under, +2M for every 2 over.
Shroud of the Spirits: The Alchemist throws out his hand as a giant web of captured spirits envelops all those around him. Sigil - Sigil of Might Reagent - Dreamspider Web The Alchemist and the unit he is with cannot be charged by any unit that didn't pass bother their Bravery and Discipline tests this turn. Modifier: 4 under; cannot be charged by any unit, 4 over; only stops those who have failed their Bravery test
Strike of the Blood Palm: The Alchemist Slices open his palm, infusing his blood with powerful Alchemy, he then places a mark on his enemy which immediately boils through to the bone. Sigil - Sigil of Might Reagent - Blood Sacrifice The Alchemist looses 4HP to deal 2D6HP points of damage to the enemy no Armor Saves allowed. You must be in Close Combat with the target. Modifiers: +2S for every 2 under, +2HP lost for every 2 over
Smoke Bomb: The Alchemist smashed the bottle on the ground and in a matter of moments the entire area is filled with a dense greasy fog. Sigil - Sigil of Luck Reagent - Glass Bottle The Alchemist and his unit are camouflaged until the end of the turn. Modifiers: 4 under - all troops within 6" of the unit gain camouflage as well, roll 1D6+Scatter Dice for every 2 over and move the cloud that many inches
Second Sight: Placed on the forehead this technique offers the bearer visions of the future. Sigil - Sigil of Luck Reagent - Whisper Grass Target Troop within 8" my re-roll any missed ranged shots or close combat attacks this turn. The re-rolled result stays. Modifiers: +1AS for every 2 under, 2 over - cannot shoot or attach this turn
Commanding Voice: The enhanced voice of your General drills itself deep into the souls of his troops. Sigil - Sigil of the Voice Reagent - Whisper Grass All your units gain +3 to their next Brav/Dis test. Can only be used if your General is still in play. Modifier: +1 Brav/Dis for every 2 under, -2 Brav/Dis for every 2 over.
Erupting Wall: Literally drawing a line in the sand the Alchemist calls for a cascading wall of stone to rise from the very ground. Sigil - Sigil of Form Reagent - Core Stone Create a barrier directly in front of the Alchemist 1D6" long until the end of the next movement phase. Troops can still fly over the Barrier. Modifier: +1D3 for every 2 under, at the end of the next movement phase all troops within 3" take 1D6 damage for every 2 over.
Light of Rejuvenation: Sometimes one needs to feel the pain before they ascend... Sigil - Sigil of Everlasting Life Reagent - Blood Sacrifice Restore 1D2 wounds to any troop within 12" of the Alchemist. Modifier: 4 under; restore all wounds, 4 under; target troop is destroyed.
Desert Mind: The sound of the stone breaking cuts through a mind sharper than any blade, clearing all thought and refreshing the soul. Sigil - Sigil of the Wanderer Reagent - Core Stone Target friendly troop with an SP value within 12" gains +2SP until the end of the turn. Modifier: +1SP for every 2 under, -1SP for every 2 over
Infection: A small corpse of the sacrifice flies out from the Alchemist's hand and with a cold hard blast it explodes its diseased filled contents all over the target. Sigil - Sigil of the Wanderer Reagent - Blood Sacrifice Target enemy troop within 12" gets -1 to their RS and SI. Modifier: 4 under; the change becomes permanent, -2" range for every 2 over
Strike of the Asp: The Alchemist coats the blades of those around him with oozing poison. Sigil - Sigil of the Wanderer Reagent - Poison Leaf The Alchemist and 1D3 target troops within 6" permanently gain +1S Modifier: 4 under; +1 is effected, -1SI for every 2 over
Plague Wind: The low red fog flows across the field of battle, so thick that many who enter never see anything else again. Sigil - Sigil of the Wanderer Reagent - Blood Sacrifice + Poison Leaf Place a 6" marker at any point within 12" and roll 1D6+Scatter Dice. For every troop the marker touches they cannot move, shoot or attack this turn Modifier: Troops get +1D6HP lost for every 2 under, initial range decreased by 6" for every 2 over
Solid Ground: The stone expands underneath the Alchemists feet making the ground easier to maneuver on. Sigil - Sigil of Shifting Faces Reagent - Core Stone The Alchemist and the unit he is with gain +2 to their movement until the end of the next movement phase. Modifier: +1M for every 2 under, -1MInt. for every 2 over
Ocean of Sand: The ground around important structures start to move and slip away as waves of sand flow from them. Sigil - Sigil of Shifting Faces Reagent - Sandform The HQ's deployment Zone counts as Soft Terrain. You can only cast this if the Alchemist is in the Deployment Zone of the target. Modifier: 2 under - becomes Hard Terrain, 4 under - becomes Water Terrain, 2 over - units cannot deploy, 4 over cannot use Intelligence Tactics
Illusion of Striking: The Alchemist transmutes the weapons of those around him to become a blade of pure shifting light. Sigil – Sigil of Shifting Faces Reagent – Chameleon Scale The Alchemist and 1D3 target troops within 6” ignore Armor Saves until the end of the turn. Modifiers: 4 under; 1D6, -2 Strength for every 2 over.
Mirage: The intricate movements of the Alchemist are so fast that they begin to blur until soon the area around him begins to phase out of focus and it isn’t long before they’re completely gone from view without a trace. Sigil – Sigil of Shifting Faces Reagent – Sandform + Chameleon Scale The Alchemist and the unit he is with becomes Hidden. Once hidden secretly roll 1D10 and move the unit that many inches in any direction. The unit remains hidden until you do another action with it or you wish to reveal it. Modifiers: 4 under; roll an additional 1D6, 4 over; roll a Scatter Dice as well, if you come into contact with the enemy the unit is revealed and combat ensues. Neither unit counts as charging.
Sigil of the Spirits: A Sigil is created that has the power to hold the souls of the elements and fallen soldiers. Sigil - Sigil of the Voice Reagent - Dreamspider Web Creates a Sigil of the Spirits. This item stays with the Alchemist until used.
Bound Element: Taking a specific element and applying it to the Sigil exposes its true form to the world. Sigil – Sigil of Form Reagent – Chose One: Burning Essence, Blowing Essence, Liquid Essence, and Terra Essence. Creates a Reagent of either a Bound Fire Element, Bound Air Element, Bound Water Element or a Bound Earth Element
Clay Gollum: Joining rare Alchemical ingredients the Alchemist creates a living creature out of the very earth. Sigil – Sigil of the Spirits Reagent – Sandform M RS SI Brav/Dis HP AS 1/6 2 * 10/10 7 5+ Unit Size: 1 Weapons: Hand Weapon Special Rules: Mindless – The Clay Gollum always attacks last. Elementally Void – Support Tactics of a magical or elemental nature do not affect the Clay Gollum. Clay Darts – The Gollum can shoot bits of itself at the enemy. BI RG S NS 1 16 6/4 - Alchemical Creature – This troop cannot join or be joined by troops other than troops like it and the Alchemist that created it and cannot chase down fleeing enemy troops. Opponents gain nothing from destroying these troops. Modifier: +1 additional Hand Weapon for every 2 under, -1AS for every 2 over.
Alchemical Elementals: With a word of power and an explosion of energy the living essence of the very elements appears before the Alchemist. Sigil – Sigil of the Spirits Reagents – Choose One: Bound Fire Element, Bound Air Element, Bound Water Element or a Bound Earth Element M RS SI Brav/Dis HP SV 4/4 - 4 10/10 12 5+ Unit Size: 1D3 Weapons: Themselves (Hand Weapon) Special Rules: Alchemical Creature – This troop cannot join or be joined by troops other than troops like it and the Alchemist that created it and cannot chase down fleeing enemy troops. Opponents gain nothing from destroying these troops. Chosen Element – Whatever Bound Element you use to make the Alchemical Elemental will determine exactly what the troop’s abilities are: Bound Fire Element – Fire Elemental. -6HP, counts as having 4 Hand Weapons Bound Air Element – Air Elemental. Gains Flying (flying troops may move 20” to move and charge. They may fly overtop of terrain but may never enter it, if they do they receive 1D6 damage.) -5 to Brav/Dis. Bound Water Element – Water Elemental. Aquatic 7 (may move through water terrain with an initiative of 7.) +3 to all Initiatives. May only roll 1D3 for Strength Bound Earth Element – Earth Elemental. 18HP, 4+AS, 2/2M Modifiers: 4 under; 2D3 troops created, 4 over; Technique fails, nothing is created and the ingredients are lost.
Vessel of Light: This once simple glass container now has the power to absorb all Light energy around it. Sigil – Sigil of Everlasting Life Reagent – Glass Bottle Creates a Vessel of Light Reagent.
Elixir of Everlasting Life: This is Alchemy at its most prestigious level. Alchemists struggle their entire lives to learn and master the art of Living Alchemy. This one small potion represents an Alchemist’s highest achievement as they literally defy the most basic rule of the universe: Death. Sigil – Sigil of the Spirits Reagent – Vessel of Light + Clay Gollum (within 6”) This reaction happens immediately upon gaining every ingredient, but you must still take a Discipline test to determine the Modifiers, simply do this as soon as the reaction takes place. Destroy a Clay Gollum that is within 6” of the Alchemist and in its place return any previously killed troop to the field with full health and starting kit; the returned troop must only have a Unit Size of 1. If the Gollum was in combat then the replacing troop takes its place and counts as charging. If he was fleeing or had some other modifier affecting it then the replacing troop automaticly rallies and removes any modifiers that would have been on it. Modifiers: 2 over; the Technique fails; both the Alchemist and the Gollum are destroyed, 4 over; the Technique fails, both the Alchemist and the Gollum are destroyed, all troops within 6” take 1D6 damage.
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Morkskittar
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26th June 2007 - 03:06 PM
Post #2
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General Vorg
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26th June 2007 - 03:44 PM
Post #3
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