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| -Sentinel- |
Posted: Sep 1 2009, 12:03 AM
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![]() Airship Captain Group: Member Posts: 2,278 Member No.: 46 Joined: 17-February 07 |
Congratulations to ArchonFarseerGuy! The Nine Knights of Tzeentch Exalted Hero (110), shield (5), barded horse (16), Biting Blade (5) – 136 5 Chaos Knights, champion (20), standard bearer (20), MoTzeentch (20) – 260 396 points After the Shattered Moon tribe stole the valuable artefact that is the Book of Tzeentch, the rest of the tribe needed to get it back where it belongs. The new commander sent out nine groups of nine (being Tzeentch's number) knights every day for nine days. Those under the command of Sur'tha headed to Rezephua, following a rumour that the book might be there. They managed to enter the city by claiming to be Bretonnians looking to find the Lady in her many aspects and have now decided to enter an arena, making their mighty presence felt. With luck, the commandos will be entering also, so they can squish the little runts mercilessly in front of everyone. Sur'tha Khen (x1)
Has a 1+ armour save, -3 to enemy armour saves, Eye of the Gods, can re-roll Panic (meh...) Scintilla (x1)
Cause Fear, can re-roll failed Panic tests, S5 magical attacks, EotG, 1+ save, 6++ Chaos Knight (x4)
Cause Fear, can re-roll failed Panic tests, S5 magical attacks, 1+ save, 6++ Chaos Steed (x6)
Final Fight The Guard of the Dread King vs. The Nine Knights of Tzeentch "Small chance of our warlock being one of these," sniffed Kenry, eyeing the six muscle-bound humans facing them. "You know what I think? I think this arena is a complete waste of time." "Be patient," replied Fenris. "Each fight brings us closer to our goal, we only need to be able to see opportunities when they present themselves. If we beat those knights, maybe we can... interrogate... one of them. A powerful magic user would not have gone past the notice of servants of Tzeentch." "I hope this will be worth all our losses," said Kenry bitterly. His unit had been reduced to the minimum eligible for this fight: only thirteen Elves, not including Fenris, still wore the soot-black armor of Malekith's personal guard — and many of them were wounded. If more soldiers were lost in this fight, not enough of them would be left to search for the warlock and, what was the word again?, apprehend him. "Both units, get ready," said the Southlander. Without a single word exchanged, Sur'tha Khen's Chaos knights brought their mutated horses face to face with the Elves. Kenry, determined to show the savage humans what discipline meant, did likewise with his unit and made sure all halberds were being held at the exact same angle. Up to now the northern barbarians had easily mowed down all opposition, but they had yet to face such an unshakeable wall of steel as the Witch King's sworn bodyguards. "FIGHT!" As soon as the word came out of Damon's lips, Sur'tha Khen let out a blood-thirsty warcry that made the spectators recoil but left the Elves unfazed. Swords and axes glowing with the raw power of Chaos, the six huge knights thundered forward, their mutated horses leaving a broad trail of upturned mud where they passed. "Hold!" Kenry commanded, a tad superfluously: his unit would not retreat unless he gave the order. As the Tower Master readied his halberd to receive the mother of all cavalry charges, he saw the enemy leader ride to the front of his unit and bellow a challenge. "I'll take him!" declared Kenry, stepping forward. Better spare his unit the rampage this maniac would cause: the greater good of the Witch King was well worth the death of any Black Guardsman. Moving like lightning, the Tower Master leaped at the foe and, in mid-air, swung his halberd at him for a single, deadly swipe. Sur'tha Khen blocked his blade with an almost negligent swing of his axe, then brought his left arm to his right side to smash Kenry's head with his shield. The Tower Master felt his skull crack under the blow, and for a moment he thought he would fall unconscious, but by an extraordinary effort of willpower he found the strength to strike again at random through the red mist that filled his eyes. Again, an impact told him that his halberd had met nothing but metal. Somewhat annoyed, Sur'tha swiped at Kenry with his axe, severing the Elf's skinny right arm at the elbow. The Tower Master dropped his halberd, staggered as if about to collapse, and suddenly drew a hand-held crossbow with his left hand to fire a single shot at his foe. The tiny bolt embedded itself in the flank of Sur'tha's mount. The only effect of this desperate attack was to irritate the mutant horse, who promptly ripped Kenry's throat to shreds with its sharp teeth. "Elves," murmured Sur'tha Khen, shaking his head, as his horse feasted on the Tower Master's body. He took a moment to bask in the holy power of Tzeentch as soft multicolored flames danced around him. The rest of the Chaos knights, led by Scintilla, were welcomed by five horizontal halberds as soon as they crashed into the Druchii lines. Rau'akh Red-Maw was the first one to fall, a black halberd driven all the way through his horse's neck and into his eponymous shark-like mouth. In his death throes, the knight leaped down his mount and snapped the neck of his killer with his bare hands. He was the only one to make it through the line of halberds: his fellow knights did fiercely try to get within axe range, but were kept at bay by the cowards' accursed polearms. Several of the Nine roared at them in powerless frustration. Helian Fenris decided to satisfy them with the slaughter they were craving. His black cape flapping languidly in the wind like a manticore's wings, he stepped to the front, his draich raised, and remained unmoving for a moment. As the Chaos knights edged closer to have a swipe at him, he suddenly turned into a hurricane of steel, his sword moving too fast for the eye to follow. Most of his blows went for the head or the chest, but clanged only against metal. The knights rose their axes and shields high to block the frenzied attacks and were caught off-guard when Fenris' final blow went for the knees of one of their horses. Its legs cut from under it, the beast toppled forward and ended up impaled on two halberds. The rider rolled on the grass with incredible agility for such a heavily-armored man. He was back on his feet like a cat, sword in hand, but quickly found himself surrounded by Black Guardsmen from all sides. For a moment he looked flustered. His armor flickered in and out of sight, as if seen behind the shifting clouds that made up the visible world. He appeared to become smaller, leaner, less fierce. "Haurdrecht!" he swore in Drukh-Eltharin as his illusion faded and died. "The warlock!" shouted a Guardsman. "Kill him! Kill him!" yelled another. Judging by their expressions, the Nine Knights of Tzeentch were equally surprised by this revelation. Regaining his composure as his survival instincts kicked in, the warlock produced a swirling orb of violet flames in the palm of his hand and threw it into a Guardsman's face, reducing the unfortunate Elf to a pile of smoking ashes. The other Guardsmen rose their halberds to strike the one they had come to kill, but the warlock slammed them to the ground with a poweful magical blast. Then, swearing under his breath, he leaped out of the unit and fled towards the city. "After him!" roared Fenris as soon as he was back on his feet. The Elves broke ranks and pursued the warlock, leaving the Chaos knights somewhat confused. Victory to the Nine Knights of Tzeentch! Round One Fear test for the Guard: 7 (passed). Sur'tha issues a challenge. The Tower Master accepts. The Tower Master attacks Sur'tha. To hit (4+): 2,5,4 (2 hits). Re-roll to hit (4+): 5 (1 hit). To wound (4+): 4,5,4 (3 wounds). Armor saves (2+): 4,5,5 (3 passed). The Guard attacks the Knights. To hit (4+): 4,1,5,4,2,4,3,3,4,1 (5 hits). Re-roll to hit (4+): 1,4,3,2,1 (1 hit). To wound (4+): 6,4,6,4,6,6 (6 wounds). Wow. Armor saves (2+): 3,4,5,6,1,3 (5 passed, 1 failed). Ward save (6+): 4 (failed). 1 Chaos Knight is slain. Helian Fenris attacks the Knights. To hit (3+): 3,5,5 (3 hits). To wound (2+): 3,2,2 (3 wounds). Armor saves (5+): 3,5,6 (2 passed, 1 failed). Ward save (6+): 3 (failed). 1 Chaos Knight is slain. Sur'tha attacks the Tower Master. To hit (3+): 4,1,6,3 (3 hits). To wound (2+): 4,1,2 (2 wounds). The Tower Master is slain. +1 overkill bonus for the Knights. Roll for Sur'tha on the Eye of the Gods table: 8 — Magic Resistance (3). Sur'tha's horse attacks what is left of the Tower Master. To hit (4+): 5 (1 hit). To wound (3+): 4 (1 wound). Armor save (6+): 2 (failed). +1 overkill bonus. The Knights attack. To hit (4+): 5,5,2,1,4,1,2 (3 hits). To wound (2+): 5,3,1 (2 wounds). 2 Black Guardsmen are slain. The horses attack. To hit (4+): 6,5,2 (2 hits). To wound (3+): 6,1 (1 wound). Armor save (6+): 6 (passed). Combat resolution for the Guard: 4 (2 wounds inflicted, numerical advantage, banner). Combat resolution for the Knights: 6 (3 wounds inflicted, 2 overkill bonus, banner). The Black Guardsmen lose by 2. Stubborn Break test: 10 (failed). Meh. -------------------- |
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