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kain7th

Think we Still have hope of any of these older edition characters making it in this one?

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We have a whole lot of characters, but there are still quite a few from the older editions missing in this one. Do you think we have any hope of seeing these making the cut someday?

 

Astronomer

Beastman

Centaur

Chaos Dwarf

Dark Elf

Goblin Fanatic

Halfling

Herald

Hobgoblin

Inquisitor

Martial Artist

Orc

Pilgrim

Pit Fighter

Ranger

Samurai

Saracen

Satyr

Soldier

Swordsman

Templar

Wardancer

Warrior of Chaos

Witch Elf

Woodsman

Wraith

Zulu

 

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I think the one thing most of us can agree that would be fun to have are the other races of humanoids.  I sort of understand some of the reasoning staying away from these races but I really want to see:

 

Astronomer

Beastman

Centaur

Chaos Dwarf

Dark Elf

Goblin Fanatic

Halfling

Herald

Hobgoblin

Inquisitor

Martial Artist

Orc

Pilgrim

Pit Fighter

Ranger

Samurai

Saracen

Satyr

Soldier

Swordsman

Templar

Wardancer

Warrior of Chaos

Witch Elf

Woodsman

Wraith

Zulu

Skaven

High Elf (Magic user)

Lizardman

 

 

The ones I crossed out I believe we have something similar enough or it really does not interest me.  I also added a couple that our group currently does use but all of the characters we made are very generic with similar stats to characters already in play just to keep the masses happy and not "break" the game with new abilities.  ;-)

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Some too are purely GW warhammer eg Wardancer, Witch Elf, Skaven, Chaos Dwarf although you can have them of course but I think they will be different than a pure warhammer version eg Skaven=Ratman.

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There's also 7 characters from Jaskinia (The Cavern), somewhat official polish expansion for 2nd edition. (It was fully official in Poland, but created without permission from GW :) )

MiM%20_32_.jpg

Edited by Bludgeon

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Monarcha - Monarch

Wędrujący Pustelnik - Wandering Hermit

Wampir - Vampire

Morlok - Morlock

Jasnowidz - Clairvoyant

Demon Zła - Demon of Evil

Wojownik z Zaświatów - Otherworldly Fighter

Edited by Bludgeon

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There's also six characters from Jaskinia (The Cavern), somewhat official polish expansion for 2nd edition. (It was fully official in Poland, but made without permission from GW :) )

MiM%20_32_.jpg

WOW cool, can you translate the special abilities and stats too?

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There's also six characters from Jaskinia (The Cavern), somewhat official polish expansion for 2nd edition. (It was fully official in Poland, but made without permission from GW :) )

MiM%20_32_.jpg

Dude these are awesome!. yes please translate their abilities!

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Those translations will be slightly edited where in the original didn't make any sense (for example, the monarch's ability to gain a weapon doesn't say at all where should it be taken from...)

 

MONARCH

Strength: 3 Craft: 4 Alignment: Good Start: City

1. You begin the game with 5 gold.

2. When you enter The Cavern for the first time, you may take any one Weapon from the Purchase deck.

3. You may ignore Strangers you encounter.

4. You are respected among Good Characters. They can't attack you in any way (except for the Command Spell).

 

WANDERING HERMIT

Strength: 2 Craft: 4 Alignment: Good Start: Crags

1. You are a loner by nature. If you end your move on a space with another Character, you may move again.

2. You can't have any Followers, but whenever you encounter a Follower, you gain 1 Craft.

3. Hardened by your travels, you don't lose a life in the Desert and when you pray at the Temple.

4. For each Enemy you defeat in battle you gain 1 Strength.

 

VAMPIRE

Strength: 2 Craft: 5 Alignment: Evil Start: Graveyard

1. You begin the game with 2 Spells.

2. When you attack another character, but not when attacked, you may choose to make the attack psychic combat.

3. You can't have any Followers, but whenever you encounter a Follower, you may drink their blood to gain 1 life. You can do this even to Poltergeist and Hag.

4. You don't lose life at Vampire's Tower. You are safe there.

 

MORLOCK

Strength: 3 Craft: 3 Alignment: Evil Start: Dungeon Entrance

1. If you are defeated in battle or psychic combat while in the Dungeon, you don't lose a life but on your next turn you must move towards the exit.

2. Add 2 to your effectiveness in battle and psychic combat with another Character in the Dungeon or the Cavern.

    Subtract 1 from your effectiveness in battle and psychic combat with another Character in any other Region.

3. At the end of your turn, if you are not in the Dungeon, the Cavern, or at the Crown of Command, you lose 1 life.
4. Whenever you win a battle or psychic combat, you gain 1 life.
 
CLAIRVOYANT (so broken the alchemist just wept)

Strength: 1 Craft: 6 Alignment: Neutral Start: Ruins

1. You begin the game with 1 Spell.

2. You must ignore effects of all Events.

3. When you attack another character, but not when attacked, you may choose to make the attack psychic combat.

4. You are immune to the effects of all Spells, except for the Command Spell.

5. If you encounter a space with instructions to draw Adventure Cards, you may draw two more cards than required. Then discard any you don't like.

 

DEMON OF EVIL

Strength: 2 Craft: 4 Alignment: Evil Start: Crags

1. Ignore all Spirits and Demons you encounter.

2. If you end your move on a space with another Character, you must attack that character.

3. When you attack another character, but not when attacked, you may choose to make the attack psychic combat.

4. You may try to ignore any Spell cast at you, other than the Command Spell.. To do so, roll 1 die. If the result is 1,2,3, or 4, the Spell has no effect on you.

5. If you defeat another Character in battle, that Character loses 2 life.

 

OTHERWORLDLY FIGHTER

Strength: 2 Craft: 5 Alignment: Neutral Start: any Plains

1. You automatically destroy any Spirits without resorting to psychic combat.

2. Other characters can attack you only in psychic combat.

3. You begin the game with 1 Spell and a randomly chosen Magic Object.

4. You may try to evade Monsters. To do so, roll 1 die. If the result is 1, you evade the Monster.

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