Treachery Aforth (WFB RPG) *ROLL CALL!*
Posted: 15 May 2008, 02:47
The fire dancing in the circle of figures cast a low, orange light upon the face of Weiland Heifkopper, the mayor of the small town of Reilsberg. His face was unwell, and beads of sweat glimmered on his pasty, balding forhead. He wrung his hands nervously as more and more figures approached the group. He could not see their faces in the hazy gloom of the evening, only their silhouettes. Gathering the scant courage he held in his overweight frame, he rose from the mouldy crate that he was just sitting on a moment ago. He adressed the group, "Greetings my fellows," He uttered nervously, his double chin wobbling as he spoke, "You are all here for the same purpose. I have proposed a hefty reward of a large chest of gold to the few courageous individuals who are up to slaying a monster..." He paused a moment, looking around, and wiping the sweat from his brow before continuing, "But this is no ordinary monster. He is...and has been a constant threat to Reilsberg and her neighbouring villages for many years now. He leads a savage and uncaring band of unspeakable horrors, raiding, pillaging and raping any who oppose him. This creature of chaos is rumoured to be over eight feet tall, and able to rend a man in twain with a single swipe of his rotton claws. Some call him Scabrender, others Goremonger; regardless of his name, he has roamed free in the Great Forest for far too long, and he must be stopped before any more harm is done. That is why I brought you here..." He stopped again, this time to wipe the sweat from his palms onto his pants, "Any man, dwarf or elf willing to step up to this immense challenge will be gifted with great wealth, and a permanent place as a herro to the town of Reilsberg."
He looked around nervously as some men began to leave the circle. Running his hand through his thin and wispy hair, Weiland paniced.
"Please kind sirs, show your faces if you are willing to slay this scourge, Scabrender..."
******
So, with a 40K RPG (sort of?) in process, I figured some people may be left out...
Anyways, this is kind of similar to Avalance's Necromancer RPG.
I am looking for about 5-8 players (more if the interest is enough).
Your character will be the champion of a unit type. you have up to 50 pts. to spend on your character.
For example, a glade guard character will be 12 pts, and +6 for the champion upgrade (which is manditory), leaving 32 pts to spend on other upgrades.
You may purchase weapons available to the hero choice of your race at double the cost (Example being, buying a greatweapon for your Glade Guard, from the Noble's weapon selection will cost 8pts.).
NO MAGIC ITEMS. You will be able to find them in the game, but you will not start with them.
Mounts may be purchased at the same price as the hero has access to (Elven steeds are still 12pts, etc)
You may upgrade to basic statline of your character (WS, BS, etc) for 10 pts. Attacks may only be upgraded once (1) over its starting statline. Wounds may never be increased. Certain races may not upgrade certain stats however:
Elves: May not upgrade S beyond 4, may not upgrade T whatsoever. All else is fine.
Humans: Cannot have I or T upraded.
Dwarfs: T cannot be increased over 5. I may not be increased.
Lizardmen: All can be upgraded. May take a single spawning (provided it still stays within the 50 pts limit)
All characters have 2 Wounds (second is free) on their statline for survivability.
On player can also take one(1) mage of level one that has a single spell can be only of human or elven race. Cost is 40pts with the option of a few 10pt abilities. Mage may take a spell of casting level 7 and below, including casting level 7.
There may only be this many players per race:
Elves: 3 [ 3 Confirmed ]
Humans: Unlimited [ 5 Confirmed ]
Dwarves: 2
Lizardmen: 1. Absolute max. [ 1 Confirmed]
Instead of spending points on stats you may opt to spend them on abilities. Only one ability may be purchased when first creating your character. You may choose one of the Extended Abilities (seen lower), as an original skill when creating your character.
Common:
10 pts - Sharp eye (ranged):
The warrior lines up their target with efficientcy and releasing the arrow with grace it speeds through the air towards the target
1-2: Nothing
3-5: Re-roll of a failed 'to hit' roll
6: Re-roll of a failed 'to wound' roll
10 pts - Strike to Injure:
The warrior's blade is canny, and will not miss its target.
The warrior is granted a re-roll one 'to wound' roll per combat.
Elves:
15 pts -Lightning Reflexes: The elf moves with the speed of lightning, dodging around opponents attacks and delivering their own with swift judgement.
On a roll of
1-2: Nothing
3-5: Opponent re-rolls one successful hit
6: If hit and not wounded by an opponent, may riposte and be granted an immediate 'free' attack in return against the opponent who hit them. This may only be used once per combat phase, and only against a single foe.
Humans:
15 pts - Sharp Judgement: The human sizes up the combat quickly and decides what to do without a moments hesitation
1-2: Nothing
3-5: Strikes before charging opponent.
6: Strikes before a charging foe and has an extra attack too.
Dwarfs:
15 pts - Barrier:
The dwarf steadies himself for the oncoming attack becoming a barrier against harm
1-2: Nothing
3-5: Gives up an attack and makes himself a wall of Dwarven steel. Armour save increased by 2. so a 3+ save is now a 1+save .
6: Armour increased by 2 and no attack lost
Lizardmen:
20 pts - Charge:
The lizardman collects himself for a charge into the fray. The titanic mass is practically unstoppable once moving.
1-2: Charge into fray with extra attack on a 4+.
3-5: Charge with +1 Strength.
6: Charge with +1 Strength and an additional attack.
Mage:
10 pts - Re-bound:
May cast the spell in a chain re-bounding it twice. On a 6+ the spell re-bounds onto another with half of the spell damage. Again must roll a 6+ for it to re-bound with half spell damage
10 pts - Explode:
the spell may hit its target and explode. 1 the spell explodes before it gets far enough away from the caster who takes d3 strength 3 wounds. 2-5 the spell explodes hitting the the main target and on a 4+ wounds the person next to the target with d2 strength 3 wounds 6 the spell hits target and causes hits plus 1 and hits two targets next to the main target for d2 strength 3 wounds
10 pts - Concentration:
1-3: Nothing
4-5: +1 to cast
6: +2 to cast
Also if you have any skills that you think would suit your character PM me and ill see if it's fine
Present your character as following
Name:
Age:
Apperance:
Brief background:
Weapons:
Character stats(as you may have increased them using spare points): M WS BS S T W I A Ld
Abilites: if you got an ability
Weapons & armour: what your guy comes with and what others you may have purchased.
Then also say how you spent the points
eg: Total Points: 12 (base saurus) + 12 (champion) + 8 (spear) + 5 (sacred spawning) + 10 (+1 WS) = 47 points
These rules were heavily based off of Avalance's. If you have any questions, feel free to ask!
Hope to see some interest
Level Upgrades:
At certain points in the adventure, you will be gifted with what is essentially a "level up". This will increase the power of your character, to cope with the challenges ahead. You will be given an additional 30 points for your character, which may be allocated in any combination of the following:
These are purchased in the same way as when you created you character, just choose some abilities that appeal to you, weapons, mounts etc.
You may upgrade your statline, provided it does not exceed your races' caps. There is no longer a Wound upgrade. You may purchase weapons for the price listed, and exotic ones provided you have upgraded that skill. Rarity for items lists a number that must be met or exceeded on a roll of 2D6 in order to purchase it. (As much as I trust your honesty, I will be rolling the dice.)
Extended Abilities:
Common:
(These are not race specific, and may be chosen by any race for the price listed.)
10 pts - Weapons Expert: Truly a jack of his trade, a Weapons Expert treats all the blades they pick up with equal skill and finesse.
May use Exotic weapons.
15 pts - Trick Shooter: Eyes keen and trained, even the smallest opportunity poses a chance for a kill against a concealed foe.
Ignore all cover modifiers.
15 pts - Raider: Quick to strike, and canny enough to run while the enemy's stunned, a brutal guerilla tactic indeed.
Hit and Run special rule. Previously struck enemy may not charge user during their phase.
20 pts - Crackshot: So great is the user's aim that they can place an arrow or bullet in the eye of an enemy 50 yards away.
Lethal Shot.
Elves:
(Only for you fickle pansy folk )
5 pts - Contortionist: Wardancers Only. Through the most rigorous tests of time does a Wardancer finesse their dance to such a level that they can sustain a single performance for days upon end.
May use the same Shadow Dance in consecutive combat rounds.
10 pts - Nimble: The warrior uses their unnatural speed to avoid the clumsy blows of their opponents.
First hit against the user is re-rolled.
10 pts - Hunter: A true master of the woods and stalking the shadows.
Special setup, much like a scout. User's choice to place character in cover after battlemap has been drawn.
If the character already has the Scout special rule, Hunter will extend the setup of the Scout rule: seen here.
15 pts - Bladesinger: No matter how outnumbered, the elf does not falter in combat. They merely whirl faster in their dance of death.
When charging a greater number of foes, outnumbered in a ratio of 3:1 or greater, user is granted an additional attack aimed at each additional enemy. May not grant more than 2 attacks in this way.
[Ex. If you are charging an enemy that outnumbers you, you get additional attacks to compensate. For each enemy over the second (so starting with the 3rd and so on), you may attack them for free, up to a maximum of 2 free attacks. (So you could land a hit against everyone in a 3:1 (+1A) and a 4:1 (+2A) situation, but not in a 5:1 situation (+2A)]
Humans:
10 pts - Streetwise: Well versed in haggling and all around conning, the user gets the best rates, guaranteed.
+1 to Rarity rolls, and deduct 2D6 from price of all items bought from traders and store owners.
10 pts - Gunman: When defending farms and houses from raids, cover is few and far between. Skilled gunmen must become accustomed to firing on the run.
Does not suffer from moving penalties when firing missile weapons. Weapons with the Move-or-Fire rule suffer from it no longer, but are penalized with the -1 Mod for firing on the run instead.
15 pts - Swordsman: The innate talent to humans of constant conflict gives them a rather close relationship with their weapon.
May re-roll missed hits when charging.
Lizardmen:
10 pts - Fearsome: The great beast is as imposing and terrifying as myths make him out to be.
Cause Fear (Is considered to outnumber any small foes).
10 pts - Brute: Saurus only. Such is the strength of this titan that he wields heavy and brutal weapons with ease.
Ignore Always Strikes Last when wielding Great Weapons.
10 pts - Messenger: Skink only. Blessed with nimble feet, the small lizard was once a runner between Temples for the Slaan.
Adds an additional half of his Move rate when running/marching.
[Ex. Q'dxufjlepcjk, Runner of High Slann Priest Master Lord Gtsix'Zkhualxcv The Anointed of Sotek's Best Man has M6 and Messenger. His run is now 15" (6+6+3)]
Magic Users:
15 pts - Strandseer: Able to see the winds of magic with more focus, the Mage can reach out and grab what they need with relative ease.
Allows one re-roll of a single casting dice if the spell originally failed. Cannot prevent Miscast or cause Irresistible Force.
15 pts - Dextrous: The physical memory and rigorous practice of the Mage allows them to cast spells while under the burden of armour.
May wear armour and cast spells.
Dwarves:
10 pts - Grudgebearer: The Dwarf has had a scarring past with a chosen foe, and now fights with barely contained rage against any of its kin.
Choose a race. The Dwarf may now re-roll any failed hits in close combat against the chosen foe.
15 pts - Resilient: The Dwarf is adorned with scars and callouses, rendering his thick skin even more resistant to blades and weapons.
+1 T. This may exceed the racial cap of Dwarven Toughness only once.
Weapons & Miscellanea:
Melee Weapons:
[a pair of Elven Blades and Assassin's Blades will benefit from the Ad. Hand Weapon bonus. They may not be mixed together.]
5 pts - Additional Hand Weapon
6 pts - Halberd
6 pts - Flail
8 pts - Great Weapon
12 pts - Elven Blade (Rare 9; Exotic to Non-Elves, +1 to hit, does not stack. Are considered Wardancer Weapons to WD characters)
15 pts - Assassin's Blade (Rare 7; Exotic, +1 to wound rolls, does not stack.)
18 pts - Executioner's Axe (Rare 8; Great Weapon. Killing Blow)
Ranged Weapons:
2 pts - Sling
4 pts - Shortbow
5 pts - Bow
7 pts - Pistol (Brace for 13 pts)
6 pts - Throwing Knives/Stars (Rare 8; Exotic, S3, Multiple shot x2, no penalties to BS, short range compared to other weapons)
8 pts - Longbow
8 pts - Crossbow
10 pts - Repeater Crossbow
10 pts - Handgun
14 pts - Blunderbuss (Rare 5; Multiple Shot x4, S6, Armour Piercing, 1 use per skirmish)
20 pts - Nuln Experimental Rifle (Rare 10; Multiple Shot xD6, SD6+1, Armour Piercing)
Armour:
Armour is not available to those without the option for it in their book.
5 pts - Shield
8 pts - Chainfist (Rare 8; Exotic, Counts as Shield and Additional Hand Weapon)
10 pts - Light Armour
20 pts - Heavy Armour
10 pts - Barding
Other:
7 pts - Luck Charm (re-roll first miss in each skirmish)
7 pts - Holy Icon (+1 to hit & wound against undead and daemons. Does NOT affect run-of-the-mill Chaos followers!)
8 pts - Healing Herbs (Heals 1W. 3 uses/purchase)
10 pts - Poison (Rare 9; Exotic, your choice of melee/ranged weapon now has the Poison special rule.
If weapon already has that rule, then lower the required number by 1. Maximum 5+ to autowound. )
[Ex. aforementioned Skink, Q'whateverthef*ck, Runner of High Slaan Whogivesadamn has a blowpipe. He can purchase more poison and now any rolls of 5+ to hit automatically wound.]
18 pts - Hunting Hound (Rare 6; Chaos Hound statline, loyal until death)
20 pts - Horse (Rare 8; Basic statline)
25 pts - Elven Cloak (Rare 11; opponents are at -2 to hit you w. missiles/Magic. They may pass by you completely if you are concealed)
25 pts - Magic Tome (Spellcasters ONLY, Rare 10; Your choice: +1 to cast OR additional spell from same lore up to power lvl 7)
Cheers,
Ryikko
He looked around nervously as some men began to leave the circle. Running his hand through his thin and wispy hair, Weiland paniced.
"Please kind sirs, show your faces if you are willing to slay this scourge, Scabrender..."
******
So, with a 40K RPG (sort of?) in process, I figured some people may be left out...
Anyways, this is kind of similar to Avalance's Necromancer RPG.
I am looking for about 5-8 players (more if the interest is enough).
Your character will be the champion of a unit type. you have up to 50 pts. to spend on your character.
For example, a glade guard character will be 12 pts, and +6 for the champion upgrade (which is manditory), leaving 32 pts to spend on other upgrades.
You may purchase weapons available to the hero choice of your race at double the cost (Example being, buying a greatweapon for your Glade Guard, from the Noble's weapon selection will cost 8pts.).
NO MAGIC ITEMS. You will be able to find them in the game, but you will not start with them.
Mounts may be purchased at the same price as the hero has access to (Elven steeds are still 12pts, etc)
You may upgrade to basic statline of your character (WS, BS, etc) for 10 pts. Attacks may only be upgraded once (1) over its starting statline. Wounds may never be increased. Certain races may not upgrade certain stats however:
Elves: May not upgrade S beyond 4, may not upgrade T whatsoever. All else is fine.
Humans: Cannot have I or T upraded.
Dwarfs: T cannot be increased over 5. I may not be increased.
Lizardmen: All can be upgraded. May take a single spawning (provided it still stays within the 50 pts limit)
All characters have 2 Wounds (second is free) on their statline for survivability.
On player can also take one(1) mage of level one that has a single spell can be only of human or elven race. Cost is 40pts with the option of a few 10pt abilities. Mage may take a spell of casting level 7 and below, including casting level 7.
There may only be this many players per race:
Elves: 3 [ 3 Confirmed ]
Humans: Unlimited [ 5 Confirmed ]
Dwarves: 2
Lizardmen: 1. Absolute max. [ 1 Confirmed]
Instead of spending points on stats you may opt to spend them on abilities. Only one ability may be purchased when first creating your character. You may choose one of the Extended Abilities (seen lower), as an original skill when creating your character.
Common:
10 pts - Sharp eye (ranged):
The warrior lines up their target with efficientcy and releasing the arrow with grace it speeds through the air towards the target
1-2: Nothing
3-5: Re-roll of a failed 'to hit' roll
6: Re-roll of a failed 'to wound' roll
10 pts - Strike to Injure:
The warrior's blade is canny, and will not miss its target.
The warrior is granted a re-roll one 'to wound' roll per combat.
Elves:
15 pts -Lightning Reflexes: The elf moves with the speed of lightning, dodging around opponents attacks and delivering their own with swift judgement.
On a roll of
1-2: Nothing
3-5: Opponent re-rolls one successful hit
6: If hit and not wounded by an opponent, may riposte and be granted an immediate 'free' attack in return against the opponent who hit them. This may only be used once per combat phase, and only against a single foe.
Humans:
15 pts - Sharp Judgement: The human sizes up the combat quickly and decides what to do without a moments hesitation
1-2: Nothing
3-5: Strikes before charging opponent.
6: Strikes before a charging foe and has an extra attack too.
Dwarfs:
15 pts - Barrier:
The dwarf steadies himself for the oncoming attack becoming a barrier against harm
1-2: Nothing
3-5: Gives up an attack and makes himself a wall of Dwarven steel. Armour save increased by 2. so a 3+ save is now a 1+save .
6: Armour increased by 2 and no attack lost
Lizardmen:
20 pts - Charge:
The lizardman collects himself for a charge into the fray. The titanic mass is practically unstoppable once moving.
1-2: Charge into fray with extra attack on a 4+.
3-5: Charge with +1 Strength.
6: Charge with +1 Strength and an additional attack.
Mage:
10 pts - Re-bound:
May cast the spell in a chain re-bounding it twice. On a 6+ the spell re-bounds onto another with half of the spell damage. Again must roll a 6+ for it to re-bound with half spell damage
10 pts - Explode:
the spell may hit its target and explode. 1 the spell explodes before it gets far enough away from the caster who takes d3 strength 3 wounds. 2-5 the spell explodes hitting the the main target and on a 4+ wounds the person next to the target with d2 strength 3 wounds 6 the spell hits target and causes hits plus 1 and hits two targets next to the main target for d2 strength 3 wounds
10 pts - Concentration:
1-3: Nothing
4-5: +1 to cast
6: +2 to cast
Also if you have any skills that you think would suit your character PM me and ill see if it's fine
Present your character as following
Name:
Age:
Apperance:
Brief background:
Weapons:
Character stats(as you may have increased them using spare points): M WS BS S T W I A Ld
Abilites: if you got an ability
Weapons & armour: what your guy comes with and what others you may have purchased.
Then also say how you spent the points
eg: Total Points: 12 (base saurus) + 12 (champion) + 8 (spear) + 5 (sacred spawning) + 10 (+1 WS) = 47 points
These rules were heavily based off of Avalance's. If you have any questions, feel free to ask!
Hope to see some interest
Level Upgrades:
At certain points in the adventure, you will be gifted with what is essentially a "level up". This will increase the power of your character, to cope with the challenges ahead. You will be given an additional 30 points for your character, which may be allocated in any combination of the following:
These are purchased in the same way as when you created you character, just choose some abilities that appeal to you, weapons, mounts etc.
You may upgrade your statline, provided it does not exceed your races' caps. There is no longer a Wound upgrade. You may purchase weapons for the price listed, and exotic ones provided you have upgraded that skill. Rarity for items lists a number that must be met or exceeded on a roll of 2D6 in order to purchase it. (As much as I trust your honesty, I will be rolling the dice.)
Extended Abilities:
Common:
(These are not race specific, and may be chosen by any race for the price listed.)
10 pts - Weapons Expert: Truly a jack of his trade, a Weapons Expert treats all the blades they pick up with equal skill and finesse.
May use Exotic weapons.
15 pts - Trick Shooter: Eyes keen and trained, even the smallest opportunity poses a chance for a kill against a concealed foe.
Ignore all cover modifiers.
15 pts - Raider: Quick to strike, and canny enough to run while the enemy's stunned, a brutal guerilla tactic indeed.
Hit and Run special rule. Previously struck enemy may not charge user during their phase.
20 pts - Crackshot: So great is the user's aim that they can place an arrow or bullet in the eye of an enemy 50 yards away.
Lethal Shot.
Elves:
(Only for you fickle pansy folk )
5 pts - Contortionist: Wardancers Only. Through the most rigorous tests of time does a Wardancer finesse their dance to such a level that they can sustain a single performance for days upon end.
May use the same Shadow Dance in consecutive combat rounds.
10 pts - Nimble: The warrior uses their unnatural speed to avoid the clumsy blows of their opponents.
First hit against the user is re-rolled.
10 pts - Hunter: A true master of the woods and stalking the shadows.
Special setup, much like a scout. User's choice to place character in cover after battlemap has been drawn.
If the character already has the Scout special rule, Hunter will extend the setup of the Scout rule: seen here.
15 pts - Bladesinger: No matter how outnumbered, the elf does not falter in combat. They merely whirl faster in their dance of death.
When charging a greater number of foes, outnumbered in a ratio of 3:1 or greater, user is granted an additional attack aimed at each additional enemy. May not grant more than 2 attacks in this way.
[Ex. If you are charging an enemy that outnumbers you, you get additional attacks to compensate. For each enemy over the second (so starting with the 3rd and so on), you may attack them for free, up to a maximum of 2 free attacks. (So you could land a hit against everyone in a 3:1 (+1A) and a 4:1 (+2A) situation, but not in a 5:1 situation (+2A)]
Humans:
10 pts - Streetwise: Well versed in haggling and all around conning, the user gets the best rates, guaranteed.
+1 to Rarity rolls, and deduct 2D6 from price of all items bought from traders and store owners.
10 pts - Gunman: When defending farms and houses from raids, cover is few and far between. Skilled gunmen must become accustomed to firing on the run.
Does not suffer from moving penalties when firing missile weapons. Weapons with the Move-or-Fire rule suffer from it no longer, but are penalized with the -1 Mod for firing on the run instead.
15 pts - Swordsman: The innate talent to humans of constant conflict gives them a rather close relationship with their weapon.
May re-roll missed hits when charging.
Lizardmen:
10 pts - Fearsome: The great beast is as imposing and terrifying as myths make him out to be.
Cause Fear (Is considered to outnumber any small foes).
10 pts - Brute: Saurus only. Such is the strength of this titan that he wields heavy and brutal weapons with ease.
Ignore Always Strikes Last when wielding Great Weapons.
10 pts - Messenger: Skink only. Blessed with nimble feet, the small lizard was once a runner between Temples for the Slaan.
Adds an additional half of his Move rate when running/marching.
[Ex. Q'dxufjlepcjk, Runner of High Slann Priest Master Lord Gtsix'Zkhualxcv The Anointed of Sotek's Best Man has M6 and Messenger. His run is now 15" (6+6+3)]
Magic Users:
15 pts - Strandseer: Able to see the winds of magic with more focus, the Mage can reach out and grab what they need with relative ease.
Allows one re-roll of a single casting dice if the spell originally failed. Cannot prevent Miscast or cause Irresistible Force.
15 pts - Dextrous: The physical memory and rigorous practice of the Mage allows them to cast spells while under the burden of armour.
May wear armour and cast spells.
Dwarves:
10 pts - Grudgebearer: The Dwarf has had a scarring past with a chosen foe, and now fights with barely contained rage against any of its kin.
Choose a race. The Dwarf may now re-roll any failed hits in close combat against the chosen foe.
15 pts - Resilient: The Dwarf is adorned with scars and callouses, rendering his thick skin even more resistant to blades and weapons.
+1 T. This may exceed the racial cap of Dwarven Toughness only once.
Weapons & Miscellanea:
Melee Weapons:
[a pair of Elven Blades and Assassin's Blades will benefit from the Ad. Hand Weapon bonus. They may not be mixed together.]
5 pts - Additional Hand Weapon
6 pts - Halberd
6 pts - Flail
8 pts - Great Weapon
12 pts - Elven Blade (Rare 9; Exotic to Non-Elves, +1 to hit, does not stack. Are considered Wardancer Weapons to WD characters)
15 pts - Assassin's Blade (Rare 7; Exotic, +1 to wound rolls, does not stack.)
18 pts - Executioner's Axe (Rare 8; Great Weapon. Killing Blow)
Ranged Weapons:
2 pts - Sling
4 pts - Shortbow
5 pts - Bow
7 pts - Pistol (Brace for 13 pts)
6 pts - Throwing Knives/Stars (Rare 8; Exotic, S3, Multiple shot x2, no penalties to BS, short range compared to other weapons)
8 pts - Longbow
8 pts - Crossbow
10 pts - Repeater Crossbow
10 pts - Handgun
14 pts - Blunderbuss (Rare 5; Multiple Shot x4, S6, Armour Piercing, 1 use per skirmish)
20 pts - Nuln Experimental Rifle (Rare 10; Multiple Shot xD6, SD6+1, Armour Piercing)
Armour:
Armour is not available to those without the option for it in their book.
5 pts - Shield
8 pts - Chainfist (Rare 8; Exotic, Counts as Shield and Additional Hand Weapon)
10 pts - Light Armour
20 pts - Heavy Armour
10 pts - Barding
Other:
7 pts - Luck Charm (re-roll first miss in each skirmish)
7 pts - Holy Icon (+1 to hit & wound against undead and daemons. Does NOT affect run-of-the-mill Chaos followers!)
8 pts - Healing Herbs (Heals 1W. 3 uses/purchase)
10 pts - Poison (Rare 9; Exotic, your choice of melee/ranged weapon now has the Poison special rule.
If weapon already has that rule, then lower the required number by 1. Maximum 5+ to autowound. )
[Ex. aforementioned Skink, Q'whateverthef*ck, Runner of High Slaan Whogivesadamn has a blowpipe. He can purchase more poison and now any rolls of 5+ to hit automatically wound.]
18 pts - Hunting Hound (Rare 6; Chaos Hound statline, loyal until death)
20 pts - Horse (Rare 8; Basic statline)
25 pts - Elven Cloak (Rare 11; opponents are at -2 to hit you w. missiles/Magic. They may pass by you completely if you are concealed)
25 pts - Magic Tome (Spellcasters ONLY, Rare 10; Your choice: +1 to cast OR additional spell from same lore up to power lvl 7)
Cheers,
Ryikko