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Cunning Woman
30 gold crowns to hire + 10 gold crowns upkeep
Throughout the villages of the world, there are numerous doctors and physicians of learned schools. However, there books are often based on theory and ancient texts, with no basis in practice or scientific method. Leave it to the herbalists, the wise woman, and country medicine folk to have detailed experience on what prevents infection, or what to do when an animal won't eat. They are often persecuted as 'witches' and heretics by individuals who mistake practical science for witchcraft... and when they are executed or driven out of a village by zealots, it generally spells the slow decay of the penitent village for all time.
May be Hired: Amazons, Outlaws of Stirland, Horned Hunters, & Wood Elves.
Rating: A Cunning Woman increases the warband's rating by +10 points, plus 1 point for each experience point she has.
Profile M WS BS S T W I A Ld
Cunning Woman 4 2 2 2 3 1 4 1 7
Weapons/Armour: Staff, Lucky Charm, Rabbit’s Foot.
SPECIAL RULES
Healer: At the end of any game in which the Cunning Woman has not been taken out of action, you may reroll a single Serious Injury result in Post-Game Phase. The second result must be taken, and cannot be rerolled.
Potions: The Cunning Woman is an expert as brewing all manner of curious concoctions. A single hero in the warband who have hired the Cunning Woman may partake of such a potion before the battle. Roll a D6 to discover the draught's effect.
1 Debilitating: The potion is simply too potent for the hero and weakens them. Roll on the Hero Advancement Table, rerolling any result of ‘Skill’- the stat rolled is at -1 for the next battle. If the stat rolled is already at 1, it will not be reduced to 0, and a new random stat must be rolled.
2-3 Small Burst. The hero is infused with a mild vigor as he quaffs the potion. Choose ONE of the following stats, which is boosted by +1 for the remainder of the game: Movement, Weapon Skill, Ballistic Skill, Initiative, or Leadership.
4-5 Massive Burst. The hero is infused with a moderate vigor as he quaffs the potion. Choose ONE of the following stats, which is boosted by +1 for the remainder of the game: Strength, Toughness, or Attacks.
6 Inner Strength. The hero's constitution is increased and he feels ready to take anyone on. Choose one of the following combinations: He gains +1 to a single any stat of your choose for the upcoming game, OR you may roll twice on the Hero Advancement Table (rerolling any rolls of Skill or duplicates), and gain +1 to both random stats for the rest of the game. You must choose which option you are taking BEFORE rolling to see which random stats are increased. If any of the increases chosen/rolled are wounds, they may raise the hero above starting wounds; however, once lost, the wound cannot be restored.
Reluctant: Whilst she is happy to use her magic to aid the warband, the Cunning Woman is reluctant to enter the fray herself. As such the Cunning Woman will never charge (although if charged she will defend herself) and will always try to stay at least 8" away from enemy models and must move away if she finds herself within this distance.
"She's a Witch! Burn 'Er!" - The Cunning Woman are NOT witches, nor do they practice chaos magic or principals. Closed minded individuals do not see the difference. For all intents and purposes, opposing warbands will treat the Cunning Woman as a 'witch' and a spellcaster (ex. The Witch Hunter warband).
Skills: The Cunning Woman is able to learn Academic Skills. She is also able to learn ‘Cunning Woman Special Skills’, listed below.
CUNNING WOMAN SPECIAL SKILLS:
Potions Master: In the Post-Game phase, if the Cunning Woman was not taken out of action this game, the Cunning Woman is able to make one ‘batch’ each of the following drugs/poisons. Roll to see how many she is able to make:
Item Dosage in 1 Batch
Black Lotus – 1D3-1
Healing Herbs- 1D3-1
As the amount made is 1D3-1, this may mean that she makes 0 of a certain batch. Any items made by the Cunning Woman must be used next match- if not, they are discarded. They cannot be sold, trade, or stockpiled.
Potions Genius: The Cunning Woman may only take this skill if she has learned the above skill, ‘Potions Master’. When she learns the skill ‘Potions Genius’, choose two of the following drugs/poisons below. From now on, the Cunning Woman may make a batch of either chosen drug/poison INSTEAD of making a batch of ‘Black Lotus’ or ‘Healing Herbs’.
Ex. If you learn Potions Master and Potions Genius, choose ‘Crimson Shade’ & ‘Dark Venom’ as your new types, then in any post game phase, you may pick TWO of the following: Black Lotus, Healing Herbs, Crimson Shade, or Dark Venom. The Cunning Woman will attempt to make a batch of the two drugs/poisons you have chosen.
A Cunning Woman may learn the ‘Potions Genius’ skill more than once- for every time she learns it, she may pick two more drugs or poisons to learn how to make. Note: This merely increases the range of drugs and poisons she can make, NOT the number of batches she can make in any post game phase. The number of batches she attempts to make will never increase past two.
Item Dosage in 1 Batch
Crimson Shade - 1D3-1
Madcap Mushrooms 1D3-1
Bugman's Ale - 1
Khufu Beans (Relics) 1
Vodka 1
Reptile Poison* - 1D3
Vision Fruit* - 1D3-1
Green Greed* 1D3-1
Madness Elixer* 1D3-1
Vale Folium* 1D3-1
Manticore’s Sting* 1D3-1
Ulric's Crown* 1D3-1
Frostbile* 1D3-1
*For rules on the following drugs / poisons, see the bottom of the document.
Prudent Goodwife – The Cunning Woman may only take this skill if she has learned the above skill, ‘Potions Master’. Every time she makes a Batch of Poisons or Drugs, the amount of Drug/poison produced is increased by +1 (ex. the amount of Black Lotus made in the Postgame is increased from 1D3-1 to 1D3.)
Guardian: The Cunning Woman has ‘acquired’ an animal bodyguard to protect her from harm in the coming battles. The bodyguard will only protect the Cunning Woman and cannot fulfill warband objectives or search, loot or any function other than protecting the Cunning Woman and as such will remain within 1" of the Cunning Woman at all times. The animal bodyguard doesn’t gain experience and isn’t paid (it is assumed that the creature is fed for by the Cunning Woman… and possibly bits of people found on the ground.)
M WS BS S T W I A Ld
4 4 0 4 3 1 4 1 5
Equipment: None! Tooth and Claw!
SPECIAL RULE
Intercept: The bodyguard will intercept any model shooting at or charging the Cunning Woman. Any attacks will be directed at him, and if charged, place the bodyguard in front of the Cunning Woman to protect her. In the case of charging models that cause ‘fear’ or similar psychological effects, the animal will always pass any psychological effects that would prevent him from intercepting. The bodyguard will never charge models while the Cunning Woman is still in play, and cannot intercept an attack if already engaged in combat. It will also only intercept charges aimed towards the Cunning Woman while the Cunning Woman is still on the board.
Representing the Bodyguard: Depending on what setting you are playing, adjust your Animal accordingly! In the Old World, a hound or a pig makes sense. In the New World, anything can work: a cold one hound, a baby salamander, a spider token, a monkey- what you want!
NEW POISONS AND DRUGS
(Costs and Rarities are included for reference, and in case you wish to include the item in your normal campaign. Author of the various items are cited. New Drugs & Poisons, except for ‘Reptile Poison’, have not been playtested.)
*Reptile Poison- From the iCircle Lizardmen Warband - May be given to Henchmen only. The Poison can be applied to missile weapons only, granting the weapon +1 Strength until the end of the game (but does not have any further effect on saving throws.) Reminder: All henchmen in the same group must be armed in the same manner. May not be applied to Pygmy weapons, which are already poisoned.
VISION FRUIT
35+2D6gc – Rarity 9
A small, bitter fruit from the harsh deserts of the Dark Lands. When boiled, the ‘buttons’ of this plant allow the taker to see into the Spirit Realm, and taste the Winds of Magic.
Upon taking a dose of Vision Fruit, the hero temporarily learns a random spell from one of the spell lists below. Roll 1D6:
Roll 1D6
1 Dark Visions – On his vision quest, your hero has strayed off the path and into the darkness beyond! Gains 1 spell from the Chaos Ritual list.
2 – Primal Visions – Your hero witnesses a primeval time of raw magic and survival of the fittest. Gain 1 spell from the Orc Waaagh Magic.
3 – Bitter Visions – Your hero sees how all life is a snake eating its own tail, in a cycle of endless hate. Learn 1 spell from the Hexes and Charms List (from the Witch Hired Sword)
4 – Falconer’s Vision – Your hero sees magic itself as a beast under his control, to cast away and call back! Learn 1 spell from the Lesser Magic List
5 - Weaver’s Vision – You see the thread that ties the Earth and Skies together, and how it can be stretched without breaking. Learn 1 Spell from one of the four Elemental Lores of the Sorcerous Society. Randomly determine which Element.
6 – Divine Vision - The drug did more than make your hero hallucinate; his soul is further along the path of righteousness. Learn 1 spell from the Prayers of Sigmar list.
If, when casting, you roll a natural 2 on the Difficulty Roll, the model is no longer able to cast for the rest of the game. He treats all opposing models as causing ‘fear’, even if the Vision Questing model is normally immune to psychology or fear.
After the game, roll 2D6: on a 2-3, he permanently treats all enemy models as causing fear as described above; he is temporarily immune to this penalty in any game that he has taken dose of vision fruit (he needs his fix, ‘e does!). On a roll of 12, the spell has become permanently logged into the hero’s brain. He may not cast it without the Vision Fruit, but when taking Vision Fruit, he may cast that spell or the new random Spell each turn.
Vision Fruit may not be taken by Demons, Unliving Models, Sisters of Sigmar, or Witch Hunters. Any model that hates spellcasters will hate any model that has taken a dose of Vision Fruit this game, even if he rolls a 2 and is no longer able to cast. They will even hate fruit-taking models that cast Prayers, as they are outraged by the blasphemy of it all!
Green Greed: - By Master
Since the first wyrdstones where found they have been used for weird potentials, some wizards, grind them and eat them, just like the skaven. The recipe for the green greed is unknown to many, however the darker alchemists delve in it's uses, it has the power to give a man the strength of seven men, and it has the power to kill that same man the next day, some suggestions tell that this is the same as the dreaded skaven brew.
Cost: 35+2d6gc
Rarity: 11, 8 for skaven and possessed.
Effect:
Whenever a warrior takes green greed roll 2d6 and consult the table below:
2: A heart Strike! The warrior has suffered from one of the most terrible side effects of the Green greed, he must roll d6 times on the serious injury chart, if the warrior survives roll again on this chart.
3: Severe degeneration. Roll an advancement, but instead of adding the stat to this warriors stats, deduct one, if you should gain a skill, roll again.
4: Mutation: This warrior attains one random mutation from the power in the stones chart.
5: Aeeer'd this stuff makes my head hurt. The warrior suffers from -1 ws, bs, s and t in his next battle.
6: I feel Dizzy. The warriors suffers -1 weaponskill and initative, in his next battle.
7: Normal Effect: The warrior is immune to psychology for the next battle.
8: Uncontrollable rage: The warrior is frenzied, for the next battle only.
9: You make me SOOO mad!: The warrior is frenzied, AND hates all enemies warriors, even though being immune to psychology, for the next battle only,
10: Mutation: The warrior attains one random mutation from the possessed chart.
11: Powerful Wyrd effect: The warrior permanently gains the power of one of the empowered wyrdstones in the power in the stones (chose at random).
12: This makes me strong! Immediately roll an advancement for the drug user, re-roll any skills. Then roll again on this chart.
In addition Green Greed is highly addictive, whenever a warrior takes green greed he must pass a toughness test or become addicted, an addicted warrior that goes without green greed for a game deducts one from his toughness (permanently), if all his toughness is lost, he dies.
Skaven may chose to re-roll one of the 2d6 when determining the effect, however the second result stand!
Madness elixir – Chad
Commonly known as “Friend Killer†Madness Elixir is one of the harshest most addicting drugs on the market; Madness Elixir can cause anyone even vaguely frightening to be perceived as a deadly threat. More than one unfortunate “User†has murdered their best friends while out drinking and perusing other less wholesome activities…
Cost GCs 30+2D6. Availability 10+.
Effect: for one game Madness Elixir modifies the taker’s stats by the following:M+1, WS+1, S+2, I+1 LD+2
Madness: The model is immune to all psychology (including all alone, fear, and stupidity.) They still suffer frenzy (see below).
Battle Frenzy: The model is affected by frenzy, to the extreme point that the model must charge ANY models (friend or foe) within range. Also, the model may not use missile weapons and the drug user’s leadership may never be used by other models, or for rout tests.
Friendly Fire: If the drug using model comes into combat with a friendly model, treat as if it was a normal combat. However if the drug using model is taken Out-of-Action then do not roll for serious injuries- they will always be back, since their friends try not to hurt them too badly.
Side effects: Madness Elixir will always cause one side effect. After the game, roll on the below table.
2D6
2-5: Permanently dazed, May never use missile weapons or any miscellaneous equipment and counts as suffering stupidity.
6-9: Addict, the model is addicted, you must buy them one dose before every battle or they leave the warband (taking all equipment with them). Note: addicts are immune to any further side effects tests, you don’t need to roll for them.
10: Old user, after causing or losing a wound in Hand-to-Hand combat the model has +1 strength for the remainder of that game.
11-12: Nothing’s as good, may never use any drug other than Madness Elixir.
Vale Folium - Saltbrush
A strange pale soft plant that grows along the river stir, the size of the plant is quite small and to make a usable dose requires serval plants however given the distance from the river to the ruined city and the wonderful effects of the plant it is no surprise that it can be bought for the right amount of coin.
Cost 5+3D6 Rare 6 (note: it would be rare 8 in area's not near the stir river)
Effect: For one battle the warrior gains a 6+ regeneration save this works the same as a trolls regeneration (except that a warrior only gains a 6+ save vrs serious injury after a battle, rather than automatically healing.)
Side Effects: Although no long-term effects have been documented with use of Vale Folium there is a very real drawback- the plant is highly flamable and hence a warrior coated in it suffers 2 wounds from any fire attack that wounds. Likewise, they may not cast fire spells or use any fire base weapon/item (such as a torch).
Manticores sting: Master
Rare 12, Cost 30+d6x10gc.
Among the poison users of the old world, the dark elves are the masters, every poison they make is made with such an expertise that no man can redo. The dark elves have developed several poisons, for different purposes, among the most potent are the Manticores sting, a poison known for it's ability to knock out enemy warriors, so the dark elves can capture them afterwards.
A weapon coated in manticores sting receives +1 on critical rolls, in addition, a warrior taken out of action by the manticores sting much make a toughness test, if he suceeds he is taken out as normal, if he fails he is automatically captured, and suffers a nervous condition.
Ulric’s Crown - Eikaeros
Cost: 15+D6 gold crowns
Availability: Rare 8 (Rare 7 for Middenheim bands)
Ulric’s Crown is an unremarkable shrub that can be found on the fringes of the Drakwald Forest. It’s so-named for the distinctive tri-fold pattern of its yellow flowers, which loosely resemble (to Middenlanders, at least) the tines of the crown of the Teutogen kings. The leaves of Ulric’s Crown have a mild numbing and tranquilizing effect, and have been in use for centuries by healers and midwives. Some alchemists have been known to distill the leaves of the shrub with certain chemicals, producing a stronger pain-killer without the sedative qualities. This concoction is derisively called "wolfnip" by Reiklanders.
A model may ingest Ulric’s Crown during his movement phase. For the next D3 turns, the model may negate the effects of a Knock Down result or change the effects of a Stunned result to a Knock Down on a roll of 3+ on D6. When the effects of Ulric’s Crown wear off, the model suffers a -1 penalty to his initiative score for the rest of the battle as the tranquilizing effects of the drug kick in.
Once used, Ulric's Crown is completely consumed.
Frostbile - Poison
10+2D6gc
Anytime you successful injure a model with this poison, the victim loses -1 Initiative for the rest of the battle. This bonus stacks multiple times, but cannot reduce a warrior less than 1. This effect still applies is the armor save is successful, but not if the blow is successfully dodged or prevented (Dodge, Fey Quickness, Lucky Charm.)