Idea for a new character

ispankpigeons

New member
This character is inspired by the Skull of Mugrar magic item that Grothor the Beastlord has....i\'m sure theirs a lot of balance issues..i wasn\'t trying to make an \"unbeatable character\"..i attempted to give him disadvantages. Still,he is said to be a legendary character, so i felt he had to be fairly powerful. Any suggestions for improvements, questions or comments are welcome. And feel free to use him in your games, or model a mini after him..id be honored if someone did that.:flip:


Mugrar, Lord of Minotaurs


M WS BS S T W I A Ld
Mugrar 6 6 3 7 5 4 5 5 10



Points: ?

Equipment: The Great Axe, Armour of Ruination



Special Rules

Mark of the Unfearing: Mugrar is Unbreakable and Immune to Pyschology. Mugrar must be deployed at least 6\" inches from all friendly models and must be infront of your army. No models can be deployed ahead of Mugrar. Mugrar may never join a unit. Any characters or units within 6\" of Mugrar after the start of the game will be gripped by Frenzy for the rest of the turn.

Freak of Nature: Mugrar is the largest, most terrifying Minotaur to have ever lived. He therefore counts as a Large Target and causes Terror. In addition, any non-chaotic(Empire, High Elves, Dwarfs, Lizardmen,etc..) enemy forces Hate Mugrar for the course of the game.



Magic Items

The Great Axe
This gigantic axe was forged in the bowels of the world by insane Chaos Dwarfs. Covered in wirthering runes and containing the bound spirit of a ferocious demon, it has been the death of kings and has broken the backs of armies. Thousands of years of torment, misery and pain surrond it like a shroud.

The Great Axe adds 2 to Mugrar\'s Strength (shown in the profile above), ignores armour saves and its attacks count as Poisoned. At the start of every turn, take a Leadership test with Mugrars\' Leadership. If failed, Mugrar takes an automatic wound with no saves of any kind allowed.

Armour of Ruination
This armour was worn by the legendary Dragon Orge, Bissoth the Conquerer, whos attacks nearly brought the Dwarven empire to its knees before the rise of man. It is pure black, crafted from a fallen meteorite at the dawn of time. It\'s surface was never broken or marred. Over the centuries it has protected many a great champion from harm.

The Armour of Ruination does not give Mugrar an armour save. Instead, every time he takes a wound in close combat roll a 2D6. Then roll a Scatter dice. Go in a straight line in whatever direction the Scatter dice indicates, for the distance rolled by the 2D6. Place a small template at that spot. Any models, friendly or enemy, underneath or partially underneath the template suffer an automatic hit. Armour and Ward saves can be taken as normal. In addition, enemy shooting at Mugrar(including magic missles) suffers a -1 penalty to hit.

Diadem of Horns
This fearful crown is made of the horns of hundreds of fallen Doombulls. Seeing it inspires the Beastmen to greater feats of savagery.

Beastmen in Mugrars army ignore the sneaky fighting tactics of other Beastmen. They may never ambush and lose their raiders ability. This is to represent the fact that they rank up and fight like noble, fearless warriors against the enemy, instead of common bandits. However, their unruly units will charge the enemy on a D6 roll of 1,2 or 3 instead of just 1.
 
Originally posted by U4-Welcome
I don\'t understand any of this. Maybe it\'d get more (and better) replies in the WFB forum ? :)
Yeah, the Warhammer forum can be found in the Games Specific Discussions boards located right under the main boards. You may also want to try out Portent.net which I and a number of other CMOTers frequent.
 
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