View Full Version: Velykxak and the Shadow Riders

Old World Chronicles > House Rules > Velykxak and the Shadow Riders


Title: Velykxak and the Shadow Riders
Description: My first time ever


yourtimehascome - December 3, 2006 07:50 PM (GMT)
I've never done this before, so any criticizum and suggestions are welcome.




The Dark Elf Velykxak and the assassins of the Shadow Riders guild

Much of Velykxak’s history is lost to the outside world because all who know of it have mysteriously died. But there are some bits and pieces known to the common Dark Elf. When Velykxak was a young boy, he was taken on a slave raid . As they were there they came upon a small village in the midst of the mountains. As the Dark Elves crept towards their target, a group of wood elves discovered them. Although the wood elves were greatly outnumbered they fought valiantly. Velykxak was amazed with their sheer determination and skill.
A few years later he set off from his homeland in search of a path to follow. One day in his travels, he came upon a Wood Elf trying to fight off a greenskin charge. Velykxak drew his scimitar and repeater crossbow and charged in. After a fierce battle, the Wood Elf and Velykxak pushed the horde back. This Wood Elf pledged his life and the life of his companions to Velykxak for what he had done. As this small warband traveled the land, there numbers grew. Soon, they were known around the world as mercenaries for hire.





Regiment:

Captain: Velykxak

Motto: “For what was, for what is, and for what will be!”

Battle Cry: None is known, because none have lived to tell of the battles.

For Hire: Any army may recruit Velykxak and the Shadow Riders except, Dark Elves, Orks, Vampire Counts, and Chaos.
Velykxak does not believe in evil or the ways of his own race. This is the reason he will not allow his warband to fight for these armies.

Points: Velykxak costs 130 points and you may hire 3 Assassins for 50 points each.

user posted image
(toughness is changed to 3)
Equipment: All units carry hand weapons
Options:
All models in the unit may take a bow for an extra 4 pts per/model
Velykxak may take one of each of the magic armors or weapons from the Magic Items section.

Special Rules:

Speed of the Shadows:
Because of their cunning and speed, the assassins are considered skirmishers, so they ignore rough terrain.

Commanding Presence:
Because of there honor to Velykxak, the assassins will flee half the distance after failing a leadership test. They question their retreat as they do it, so they move less, in the fear that their great leader will be left behind.

The Dedication of Lives:
Because the assassins are so loyal to Velykxak, if Velykxak dies in combat, the assassins go on an all out rampage. They automatically charge if they can, ignoring leadership tests.

Magic Items:

The Scimitar of Ever-Sharp:
This scimitar has been known to cut through anything.

This weapon ignores armor saves.

The Cloak of Shadows:
This cloak enables the wielder to become camouflaged to the terrain.

The wearer may not be shot at by missile fire from 10 inches or further away.

NorthernStar - December 3, 2006 08:03 PM (GMT)
QUOTE (yourtimehascome (King of Fluff) @ Dec 3 2006, 07:50 PM)
1*For Hire: Any army may recruit Velykxak and the Shadow Riders except, Dark Elves, Orks, Vampire Counts, and Chaos.

2*Equipment: All units carry hand weapons

3*Options:
Velykxak may take one of each of the magic armors or weapons found in his armory.

4*Speed of the Shadows:
Because of their cunning and speed, the assassins roll a D6 whenever they approach rough terrain. On a roll of 4-6 they move across with no penalty, on a roll of 1-3, they move with the normal penalties

5*The Clicks of Coins:
Because the assassins are being paid to do what they do, when fleeing from a failed leadership test, they move half the distance to retreat, because they do not wish to lose their profits.

1* He is a Dark Elf. Why won't he fight for his own race?

2* All units? :P I understand what you mean, though.

3* What armory?

4* Why not make them skirmishers instead, they ignore rough terrain.

5* I would think that being a hired sword would actually make you less motivated to stay in battle. And when people are scared into flight, greed or common sense wouldn't normally override the instinct of survival.


I know this must seem like a lot of criticism at once. But I do think you have a good idea here. Rules just have to be adjusted and worked on more from the first version, than for example fluff.

yourtimehascome - December 3, 2006 08:08 PM (GMT)
The reason he won't fight for the DE is because of how they slaughtered the WE before, maybe I should add that......

I made a few of those changes....

Avaris - December 3, 2006 09:08 PM (GMT)
One major, MAJOR problem... your elves are toughness 4. Not even the Witch King or Prince Tyrion are T4, every elf is T3

Also, this may be slight nit-picking but in the background you mention a slave raid 'to the surface'. Dark Elves don't live underground...

yourtimehascome - December 3, 2006 09:18 PM (GMT)
Sorry, must have mixed up Salvatores books with warhammer....

Avaris - December 3, 2006 09:23 PM (GMT)
QUOTE (yourtimehascome (King of Fluff) @ Dec 3 2006, 09:18 PM)
Sorry, must have mixed up Salvatores books with warhammer....

Thought that might have been the case.

What about the T3?

yourtimehascome - December 3, 2006 09:31 PM (GMT)
It's a pic, so, maybe when I have time I can fix it....

The Hivemind - December 3, 2006 11:01 PM (GMT)
If he is a Dark elf, Dwarfs would not hire him either!

yourtimehascome - December 4, 2006 12:58 AM (GMT)
Well, in desperate need, you could, but as I said, any non-evil army can hire him. BTW-I am "redoing" this, fixing some stuff, then I'll post it again...




* Hosted for free by InvisionFree