Post by Wargamer on Apr 12, 2005 8:29:57 GMT -5
The Wickerman is a creature of fire, flesh and wicker. These constructs tower over the land, rivalling the tallest Giant. The origins of the Wickerman is unknown, but the beliefs behind its purpose are many and disturbing. The truth is lost to most, as only a scarce few know the rituals needed to turn a Wickerman into an instrument of death... and the Old World is probably better off because of this.
The Wickerman is a Dogs of War unit. He may be purchased by any army, taking up a Rare and a Special slot. If taken in Dogs of War, he takes up a Rare slot.
Cost: 220pts.
Equipment: None.
Special Rules:
Unique: Whist there may indeed be more than one Wickerman roaming the lands, the odds of having two in the same battle are virtually none!
As such, there may be only one Wickerman in the entire battle. If both sides have a Wickerman, one of you will have to re-write your list!
Large Target: The Wickerman is a massive, burning humanoid the size of a castle wall... it's pretty hard to miss! As such, it counts as a Large Target.
Terror: The Wickerman is an unholy creation wreathed in unending flame... no suprise then that is causes Terror!
Fireborn: The Wickerman is totally immune to Fire-based attacks, and all attacks it makes count as Fire-based.
Construct: The Wickerman is powered by the souls of those trapped within its body, and thus does not operate like a conventional warrior. Instead, it follows all the normal rules for Undead. However, it always counts as being within 12" of a Battle Standard. If it is actually within 12" of a Battle Standard, then it will suffer 2 less wounds than normal.
Finally, because of its unnatural form, the Wickerman has a 5+ Armour Save.
Unpredictable: The Wickerman does not follow orders as such, and no-one can ever be sure what it's going to do next... or why. As such, roll a D6 on the apropriate table below when it is time to resolve the Wickerman's attacks. If faced with targets of both types (eg: An Empire General riding a Griffon), decide which you want to attack, then roll on the apropriate table.
The Wickerman is fighting large opponents (eg: Ogres, Chariots, Trolls, Minotoars and similar sized or larger creatures).
The Wickerman is fighting anyone smaller than the above
Horrify: The Wickerman stands before his foe, bathing them in his infernal heat, and the terrible stench of burning flesh. This unnerving experience is enough to cause most opponents to cower and flee... or pass out from the heat.
The Wickerman does not fight, nor does anyone else who has yet to resolve attacks in the combat. However, the Wickerman automatically wins the combat by 2.
Brawl: The Wickerman lashes out with a series of punches, kicks, and similar attacks. Resolve his attacks as normal this turn.
Crush: The Wickerman grabs his opponent, and begins to squeeze them as tight as possible. The target must take a toughness test. If it fails, it suffers 2D6 wounds with no armour saves allowed.
Immolate: The Wickerman's flames suddenly expland, engulfing everyone nearby. All models in base contact with the Wickerman take an automatic Str 4 hit with no saves allowed.
Sacrifice: The Wickerman grabs a nearby opponent, and hurls the victim into his chest, trapping the warrior in the flames of the Wickerman, and empowering the Construct. Resolve a single attack against any opponent in base contact. If the attack hits, the victim is killed outright with no saves of any kind allowed (not even Ward saves!). In addition, the Wickerman regains one wound. This may take him beyond his starting number of wounds.
The Wickerman is a Dogs of War unit. He may be purchased by any army, taking up a Rare and a Special slot. If taken in Dogs of War, he takes up a Rare slot.
Troop Type | M | Ws | Bs | S | T | W | I | A | Ld |
Wickerman | 6 | 3 | 3 | 6 | 5 | 6 | 1 | 4 | 8 |
Cost: 220pts.
Equipment: None.
Special Rules:
Unique: Whist there may indeed be more than one Wickerman roaming the lands, the odds of having two in the same battle are virtually none!
As such, there may be only one Wickerman in the entire battle. If both sides have a Wickerman, one of you will have to re-write your list!
Large Target: The Wickerman is a massive, burning humanoid the size of a castle wall... it's pretty hard to miss! As such, it counts as a Large Target.
Terror: The Wickerman is an unholy creation wreathed in unending flame... no suprise then that is causes Terror!
Fireborn: The Wickerman is totally immune to Fire-based attacks, and all attacks it makes count as Fire-based.
Construct: The Wickerman is powered by the souls of those trapped within its body, and thus does not operate like a conventional warrior. Instead, it follows all the normal rules for Undead. However, it always counts as being within 12" of a Battle Standard. If it is actually within 12" of a Battle Standard, then it will suffer 2 less wounds than normal.
Finally, because of its unnatural form, the Wickerman has a 5+ Armour Save.
Unpredictable: The Wickerman does not follow orders as such, and no-one can ever be sure what it's going to do next... or why. As such, roll a D6 on the apropriate table below when it is time to resolve the Wickerman's attacks. If faced with targets of both types (eg: An Empire General riding a Griffon), decide which you want to attack, then roll on the apropriate table.
The Wickerman is fighting large opponents (eg: Ogres, Chariots, Trolls, Minotoars and similar sized or larger creatures).
D6 | Result |
1 | Horrify |
2-4 | Brawl |
5-6 | Crush |
The Wickerman is fighting anyone smaller than the above
D6 | Result |
1 | Horrify |
2-3 | Brawl |
4-5 | Immolate |
6 | Sacrifice |
Horrify: The Wickerman stands before his foe, bathing them in his infernal heat, and the terrible stench of burning flesh. This unnerving experience is enough to cause most opponents to cower and flee... or pass out from the heat.
The Wickerman does not fight, nor does anyone else who has yet to resolve attacks in the combat. However, the Wickerman automatically wins the combat by 2.
Brawl: The Wickerman lashes out with a series of punches, kicks, and similar attacks. Resolve his attacks as normal this turn.
Crush: The Wickerman grabs his opponent, and begins to squeeze them as tight as possible. The target must take a toughness test. If it fails, it suffers 2D6 wounds with no armour saves allowed.
Immolate: The Wickerman's flames suddenly expland, engulfing everyone nearby. All models in base contact with the Wickerman take an automatic Str 4 hit with no saves allowed.
Sacrifice: The Wickerman grabs a nearby opponent, and hurls the victim into his chest, trapping the warrior in the flames of the Wickerman, and empowering the Construct. Resolve a single attack against any opponent in base contact. If the attack hits, the victim is killed outright with no saves of any kind allowed (not even Ward saves!). In addition, the Wickerman regains one wound. This may take him beyond his starting number of wounds.