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Old World Chronicles > House Rules > Six Dragons


Title: Six Dragons
Description: RoR


NorthernStar - November 30, 2006 08:16 AM (GMT)
A Regiment of Renown I created on the Hammer & Anvil. A lot of my stuff there will come over here sooner or later. They haven't been playtested, but if any of you have the opportunity I would be very grateful. Anyway, here it goes:


The Six Dragons


The Six Dragons is a group of entertainers that travel the Old World, performing on stages and in town squares. But working together, they can more than hold their own in battle.
Even though it is possible to field each on their own, as special characters, I've put them in RoR as they are intended to be hired several together.


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The gracious hero's blade slashed time and time again upon the foul count's colossal mallet. Not one time did his eyes move from the gaze of his arch-nemesis, who seemed to have no problem parrying his blows so far. The count moved with surprising agility for a man of his size. Still, the hero refused to give up.

The crowd was completely sucked in to the duel now. The were still like statues, eyes eagerly following the intense sword fight, and the innocent damsel in the background, cheering for her noble savior. So caught up were they, that they did not take notice of the young man sneaking around and among them, emptying their pockets.

The hero's strength was growing thin now. He could feel the numbness sneaking up on him. The opposition took advantage and raised his wooden weapon far above the head, for a devastating strike. It looked grim for the hero, and the watchers gasped in shock.

The pickpocket concluded his quest, and moved quietly around the scene of the battle, hiding behind it. On the far side of the fateful duel and only a few feet behind the damsel. On his right side, an aged man was making hand gestures and muttering silent words, magically increasing the sounds and effects of the duel.

The hero decided that there was only one thing to do. He had no strength left. He let one of his knees collapse, and quickly fell on to the side, barely avoiding the near-fatal blow. He rolled around and made a lightning counter attack, reaching upwards to stab his sword into the side of the Count. The large man thumped to the soil, his wooden hammer falling beside him.

A victorious fanfare sounded from the audience, a man appearing in front of the audience blowing on a golden horn. He wandered away from the crowd, and stopped in between the lying hero and the fallen foe. He gave a small cough, to clear his voice.
"Dear Ladies, and noble Sirs. I hope you have enjoyed our performance, and we regret to inform you that we will be leaving tonight already. We have all appreciated your hospitality. For the last time here in Vallenburg, I give you:"

"Hector Gallen!" The hero rose, strength rejuvenated.
"Willem Vendenburg!" The dead count rose again, to receive the publics applause.
"Anne Yulen!" The beautiful damsel gave a gracious wave.
"The Effector!" The wizard gave a confirming nod.
"Sly Mune!" The young pickpocket, who had been introduced as the play writer, appeared from behind the stone and gave a confident grin.
"And last (but no least) myself, Jerom, the groups noble Bard!"

"So please: Give one last, resounding applause for the magnificent Six Dragons!"


The group headed confidently for their camp, leaving the paralyzed villagers behind. They were sure in that they would leave this hole behind them in few hours, and Jerom hoped that the villagers would not notice what they had lost before he and his friends was a long way gone. If they did, the bard figured that Willem might have to pull out his hammer once more that night...

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Captain: Willem the Villain

Motto: Act alive, everyone

Battle-cry: Varies from dragon to dragon.

For Hire: The Six Dragons will work for just about everyone.

Points: Hired all together, the group costs 300 pts.


CODE
              M WS BS S T W I A Ld
Willem        4 3  3  4 4 2 3 2  8
Hector        4 4  3  4 4 2 4 3  9
Anna          4 2  4  2 3 1 3 1  6
Jerom         4 4  3  3 3 2 4 2  9
The Effector  4 3  3  3 3 2 3 1  7
Sly           4 4  3  3 3 2 6 2  7


Equipment: See respective character.

Armour Save: Same as above


SPECIAL RULES

Six Dragons: For every Six Dragons-character you hire in your army beyond the first, he/she costs another tenth less (rounding up). They are listed in order of most expensive first (the most expensive character counts as the first one, the next pricier as number to etc.). E.g. if you hire Hector, Anna and the Effector, the Effector would be full price (most expensive), Hector would cost one tenth less, and finally Anna would cost two tenths less than normal.
The six dragons may be deployed together at the beginning of the game, if they number three or more (they form a skirmishing unit). If they do, they may disband at any time, following the normal rules for character leaving units. From this point, they count as single characters, and may not make an own unit again. They may however all join the same unit.



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WILLEM, THE VILLAIN


Willem is the leader of the group. He has a large and stern exterior, much like his inside. He always plays the arch-villain, most of the time accompanied by his huge wooden mallet.



CODE
                     M WS BS S T W I A Ld   Price
Willem, the Villain  4 3  3  4 4 2 3 2  8   70 pts


Weapons & Armor: Willems Mallet, Hand weapon, Light Armor
Special Rules: Villainous, Fat, Bossy


Villainous- Playing the evil part, Willem specializes in bringing out the hate in the audience, playing what they despise most. He can literally make the entire audience authentically hate him. No one may decline a challenge from Willem.

Fat- On the battlefield is both protected and hindered by his great girth. He may never march, but his size grants him a 6+ save that may be combined with other armor.

Bossy- Willem is a natural leader, and finds it equally natural to boss people around. Any unit he is with must use his Ld, unless they are using the generals.


Willems Mallet- The wooden hammer is gargantuan, for dramatic effect both off and on stage. On the battlefield, Willem aims this at the most unprotected parts, and do so well. Attacks with this mallet ignores non-heavy (eg. it ignores light armor and shields, but not heavy armor, full plate etc.) armor saves, and auto wounds unarmored targets.


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HECTOR, THE HERO


Hector is the groups handsome face. He plays the hero and Anna's prince charming. He has a dark, scruffy hair, and cold grey eyes. He has an average build, but is surprisingly strong and agile.



CODE
                 M WS BS S T W I A Ld  Price
Hector, the Hero 4 4  3  4 4 2 4 3 9   75 pts


Weapons & Armor: Hand weapon, Light armor
Special Rules: Heroic, Dueler


Heroic- Hector is a brave man, and he will go to great lengths to not lose face. He never needs to take an Ld-test to charge.


Dueler- Hectors skills are best employed in a duel face-to-face. Hector must pass an Ld-test to decline a challenge. When in one, he gains +1WS, +1A and +1Ld.


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ANNA, THE DAMSEL IN DISTRESS


Anna is a young woman, with brown eyes that could suck a mans heart out of his chest, and a fiery red hair. She has a knack for playing the innocent and vulnerable part, but is far tougher than she appears. As the group spends much time on the road, Anna has gotten a lot of time to practice her poisoned darts, with which she is deadly.




CODE
                              M WS BS S T W I A Ld  Price
Anna, the damsel in distress  4 2  4  2 3 1 3 1  6   35 pts


Weapons & Armor: Poisoned darts, Hand weapon
Special Rules: Beauty beyond compare, Damsel in distress


Beauty beyond compare- Any living (not Undead) unit containing man-sized models of Ld 7 or less, must take and Ld-test to shoot at or charge Anna, if she is on her own. This rule has no effect if Anna is within a unit, as the foe won't be able to pick her out at a distance.

Damsel in distress- Despite her young years, Anna has spent much time practicing the role of the innocent damsel in distress. Anna may auto-rally if she fled as a voluntary charge-reaction.


Poisoned darts- Thrown weapon. Ignores armor save, 6" range. Naturally, poisoned attacks.


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JEROM, THE BARD



Jerom is something of a mystic fellow, even to his fellow Dragons. Rumor has it was part of a Nuln noble house, thrown out for some obscure offense. Others say he is the son of a former Wizard Lord, granting his son the gift of beautiful music and a sharp tongue through the use of old magic. Although the latter idea is quite stupid to some degree, Jeroms abilities at his golden horn and worn lute, in addition that he can tell the tales of legends like few others, seems out if this world. It captivates the audience, and his comrades find him an amusing traveling partner.






CODE
                 M Ws Bs S T W I A Ld   Points
Jerom, the Bard  4 4  3  3 3 2 4 2 9    75 pts


Weapons & Armor: Hand weapon, Light Armor, Throwing knives
Special Rules: Immune to Psychology, Amazing Bard


Immune to Psychology- Jerom has seen much in his long life, and takes everything with a light mood and a witty tongue. He is immune to psychology.

Amazing Bard- Jeroms talents are nearly enough to draw the audience all by themselves. His fanfares and melodies can renew a tired soul, and his fiery tales of brave men can light a fire in the most worn warrior-heart. Jerom counts as both a musician and a battle standard bearer. Note that this means a unit containing Jerom effectively may have two standards and two musicians, if he is in the front rank.


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"THE EFFECTOR"



Like Jerom, the Effectors past is a bit unclear, although less so than the Bards. He origins from the College of Fire magic, and joined the group after a performance in Altdorf, as a counter-favor after Willem allegedly saved his life from a pair of angry looking Ogres. He works in the background, creating massive special effects.






CODE
              M Ws Bs S T W I A Ld  Points    
The Effector  4  3 3  3 3 2 3 1 7    100 pts


Weapons & Armor: The Redspark Staff, Hand weapon
Special Rules: KA-BOOM!, Vial of Voiceboom, Not your regular wizard

KA-BOOM!- The Effector carries with him an assortment of fireworks and exploding powders. He may throw them in the shooting phase. Place the small template at any point within 12". It then scatters d6-1". If the scatter dice comes up a "Hit", the stuff explodes with even more power than normal, and is strength 4 instead of 3. Enemies in contact with the template take a s3-hit, which is a flaming attack. This ability may not be used while the Effector is in close combat, or any time after he has come in contact with a non-open water terrain.

Vial of Voiceboom- This silvery liquid is the Effectors own invention. He only carries with him enough for one use. It is used in close combat, and declared before any hits are struck. It multiplies the strength of his voice, making any roar or battle cry terrifying. Any enemy break tests that round are taken at -1 Ld, and if failed, the enemy is run down on the spot. The owning player may overrun as normal.

Not your regular wizard- The Effector left the Fire college not long after he initially joined it. He is lvl.1, and only knows the Fireball-spell.


The Redspark Staff- Great weapon that grants the Effector flaming attacks.


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SLY, THE PICKPOCKET



Sly is a young man, with cold gray eyes, and dark scruffy hair. He has good look, but stays too much in the shadow for anyone to notice.
Although the audience hardly sees during the entire show, and he does very little, Sly is possibly the most vital part of the group. His quick and searching hands have looted the pockets of many a diverted crowd, and it is this that is the Six Dragons' main source of income. After the plays, he is introduced as the man who writes the scenes, although the plays are in fact all stolen papers from a library in Altdorf.






CODE
     M Ws Bs S T W I A Ld  Points
Sly  4  4  3 3 3 2 6 2  7  65 pts


Weapons & Armor: The Silent Dagger, Hand weapon
Special Rules: Pickpocket, Scout


Pickpocket- Sly is a master of snatching stuff from another person, when his or her mind is on something else. In close combat, Sly may take an initiative-test every turn, to steal a magic trinket from and enemy in base contact. In addition, for every turn spent in base contact with an enemy character, Sly gains +10 VP per character (stealing stuff from them). Note that this bonus is lost if Sly flees the battlefield or doesn't survive the game.

Scout- Sly is very sneaky, and is subject to the scout-rule.


The Silent Dagger- If he passes an initiative-test at the start of the combat round, Sly gains an extra attack for one combat round with his magical dagger. Note that he needs to take a new test at the start of every combat round. This extra attack auto-hits and auto-wounds, but saves are taken as normal.

snyggejygge - November 30, 2006 11:51 AM (GMT)
Very good rules, but a bit complicated to remember all during a game.

Snotty-Goblin - November 30, 2006 11:58 AM (GMT)
That looks really cool! I hope it works well good luck!




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