[Archive] Tuomas Pirinen's Alchemagi Full Fluff

tvandyke:

CHAOS DWARF ALCHEMAGI

Alchemagi are the scientist-sorcerors of House Khash and are greatly respected members of the Chaos Dwarf society. The Alchemagi are the greatest scientists of the Chaos Dwarf race. Their twisted inventions and war machines are a foundation fo the military power of the Chaos Dwarfs. In battle the Alchemagi command war machine batteries and their great expertice allows them to oversee the use of the Earthshaker cannons and the like. They also bring their own Greenskin slaves to battle, mutated and twisted creatures that have been forced to endure the cruelties of the scientists of House Khash.

PROFILE

M 3, WS 5, BS 4, S 4, T 4, W 2, I 3, A 2, LD 10

Limited to 0-1 (Can’t be army General) 143 points.

SPECIAL RULES

EXPERTICE ON WAR MACHINES

In the beginning of the battle the Alchmagi may join any war machine or battery (remember batteries in 5th edition?) of war machines as any other character. The Alchemagi serves as leader of the unit. If he leads a battery of war machines, he must choose one of the war machines which he operates. The Alchemagi counts as one of the crew as well, so the war machine may suffer one extra casualty without any affect on the firing rate of the war machine. Due to his expertice, this war machine will also ingore the first misfire rolled. Simply re-roll the dice. The second result stands even if you roll a misfire again.

SLAVE EXPERIMENTS

The Alchemagi may choose one of the Slave regiments in the beginning of the battle. He will have experimented on these unfortunate Greenskins. Roll a D6 and consult the chart below to determine the effect. Note that this roll may not be modified for any reason. All the models in the unit are affected, excluding any characters except the unit champion.

1) Lunacy. The minds of the Greenskins break in the unspeakable treatment of the Alchemagi. The unit becomes subject to stupidity as detailed in the Warhammer Rulebook.

2-3) Psychotic Hatred. The Alchemagi has tormented the minds and the bodies of the Greenskins until they became psychopathic and dangerous, ready to vent their anger on anybody that comes in their way. The unit suffers from hatred as detailed in the Warhammer Rulebook.

4-5) Toughened. After the treatment of chemicals and spells the Greenskins are disfigured and deformed beyond description. The unit causes fear as detailed in the Warhammer Rulebook.

6) Frenzy! The unit becomes insanely violent. The Greenskin unit becomes subject to the rules of frenzy as described in the Warhammer Rulebook.

wallacer:

(remember batteries in 5th edition?)

tvandyke
They actually still exist in Legendary Battles games, so this bit isn't actually as redundant as it may seem.

Kera foehunter:

Nothing cooler than a mad scientist and sorcerer in one person

Grimstonefire:

This guy actually reminds me a bit of Fabius Bile…  Imagines the possibilities…

A cross between a master engineer and fabius bile gives him quite a lot of character, but still with a clear battlefield role. Fluffwise I would have thought each would be a specialist career, but then with sorcerers doing engineering anything is possible!

I tend to conveniently ignore all the slave breeding/ experimenting fluff, but this actually sounds quite cool.

My fluff confusion was on him suddenly magically transforming a unit of slaves into something else, rather than the fact that they would have been born/ mutated that way and just represented by the dice roll on the battlefield.

wallacer:

I never thought of Fabius Bile.

When I read it he actually reminded me of Thrott the Unclean.

Kera foehunter:

That would be cool mutan slaves!! like lab animale

that would put the skaven to shame