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Showing posts from May, 2019

The Foggy Streets of Chester Falls - A Tales of Horror AAR

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In amongst the deep dark woods of New England, evil was stirring. An unearthly fog descended upon the sleepy town of Chester Falls. The local militia had been roused by a renowned monster hunter Dr Ebenezer Hill. Sensing evil was on the move and armed with his trusty cross, Dr Hill and his men moved to save the town. Dr Ebenezer Hill leading from the front! Elsewhere, hiding in the shadows, the feared Necromancer Grilam set forth with the aim of capturing new recruits. Grilam (right) with his Acolyte. With the fog limiting visibility to 12", both groups set out. The local militia made first contact with a civilian, strongly recommending that they accompany him home. "Come with me if want to live!" On the other side of town, led by the Acolyte, the Undead advanced. Grilam tried in vain to cast a spell from his Ancient Tome. "Bring out your dead!" With the civilians randomly stumbling around in the fog, both groups tried to reac

Fistful of Lead: Tales of Horror - Necromancer Group

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To take on my Hunter group in Tales of Horror, I have created this Necromancer group - although the characters are still unnamed! "Bring out your dead!" Necromancer Leader Shoot: d12 Close Combat: d12 Traits Leader: They give a +1 to the die roll to any model attempting to make a roll to recover from being Shaken or Wounded. The model must be within 12” and within line of sight (not blocked by terrain) of the Leader to give this “encouragement”. A natural roll of “1” still causes model to rout when attempting to become Unshaken, and expire from their wounds if rolling to get up from a wound. Veteran : You use a d12 for all rolls. God-like: This Necromancer ignores Wound penalties on movement, attack and recovery rolls. In addition, treat “Out of Action” rolls as Wounds instead. It can only be destroyed after losing all its wounds. Leach: If you cause a Wound or Out of Action in Close Combat, immediatel