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Grey Seer
Neekit - DRAMATIS
PERSONAE
V1.0
As the highest-ranking Grey
Seer in Karak Azgal, Neekit is the religious
leader of the Skaven within Karak Azgal as well
as having absolute authority over the forces
arrayed there.
Neekit is Grey
Seer Thanquols personal representative in
Karak Azgal and hopes that by proving himself
here, he will be granted a Seal of Lesser Council
Authority, which would grant him more influence
with the Council of Thirteen.
As with all Grey
Seers, he has climbed to his current position
leaving the bodies of his rivals in his wake.
Neekit is as cunning and ruthless as any Grey
Seer, and the fact that he has risen to such a
prominent position proves that he has an instinct
for survival, having come through some 30 or so
assassination attempts.
In common with
most temples of the Horned Rat, the Skaven
temples around Karak Azgal all contain warpstone
meteors of various sizes. To make best use of
this, Neekit has established several
laboratories. Warlock-Engineers of Clan Skryre
spend their days tinkering with arcane machinery,
carrying out experiments using the magical
properties of the corrupted stone to create items
to Neekits specifications.
The Skaven of
Karak Azgal occupy a large amount of the lower
levels, but there is one thorn in Neekits
side. Alchec of Strigoi has chosen his lair in
one of the most strategically important parts of
Karak Azgal. The creatures continued
presence means that Neekit has lost face with
Thanquol. No matter how many resources Neekit has
put into removing Alchec, each attempt has failed
to breach the well fortified area. Now Neekit
waits to try to catch the vampire when he roams
around other parts of Karak Azgal and there to
finally kill him.
| Profile |
M |
WS |
BS |
S |
T |
W |
I |
A |
LD |
| Neekit |
5 |
4 |
4 |
4 |
4 |
3 |
5 |
2 |
7 |
Equipment:
Neekit wields a sword and carries a Staff of
Authority.
Skills:
Sorcery, Wyrdstone Hunter, Dodge
Special Rules
Confident:
Neekits authority stems from his ability as
a commander. If Neekit wins two battles in
succession, he adds 1 to his Leadership to a
maximum of 10, but if he loses two battles in
succession, he subtracts 1 from his Leadership to
a minimum of 5.
Wizard:
Neekit is a wizard and knows all the spells
listed under the Magic of the Horned Rat in the
rulebook as well as his own spells detailed
below.
Grey Seer:
Neekit is a Grey Seer and therefore automatically
the leader of any warband he joins.
Master Sorcerer:
Neekit often consumes warpstone to power his
spells and is able to cast more than one spell
per turn; he may continue to cast spells until he
fails to cast one. However each attempt after the
first is made with a +1 difficulty, which is
cumulative. When casting more than one spell in a
turn, a failure means that Neekit has eaten too
much Warpstone and must immediately roll on the
Injury Table. Neekit cannot cast the same spell
more than once in a turn.
Hire fee:
None. Grey Seer Neekit will come to the aid of
any Skaven warband if they send one or more of
their heroes to look for him in the normal
manner, rolling under or equal their Initiative.
If they manage to find him then he might decide
to help the warband in the forth-coming battle.
He will only spare time if the hiring warband is
facing a threat to the Skaven power-base in Karak
Azgal i.e. the enemy has a higher rating
than the warband who is looking for his help.
Roll a D6 and
consult the table below to see if he will come to
the warband's aid. If the warband faces Strigoi
or a rebellious Skaven warband, add +1 modifier
to the D6 roll.
| Difference
in Warband Rating |
D6 |
| 0-49 |
No chance |
| 50-99 |
6+ |
| 100-149 |
5+ |
| 150-199 |
4+ |
| 200+ |
3+ |
Rivalry:
Neekit has a long-standing rivalry with Alchec. If one of Neekits
many spies reports that a rival warband is hiring
Alchec, Neekit is much more likely to accompany a
warband to fight him. Add +2 to the roll to see
if Neekit will join them. Even if the warband
ratings means "No chance" of hiring
Neekit, he will accompany the warband on a 5+.
Rating:
Neekit increases the warband's rating by 90.
Magic Items
Staff of
Authority: Provided Neekit is not fleeing,
stunned or OOA, any friendly Skaven warrior on
the battlefield may use Neekits Leadership.
Wyrdstone
Amulet: Neekit wears an amulet made from
Warpstone that has been blessed in the Temple of
the Horned Rat. Neekits player may re-roll
any one dice for Neekit ONCE during a battle.
Warpscroll:
A vicious spell is inscribed onto this enchanted
scroll. Once per battle Neekit may read from the
scroll. One model within 6" must make a Ld
test using his own Leadership, or suffer the
horrifying effects. A victim of a Warpscroll ages
rapidly and is immediately put OOA.
In the post-battle
sequence, the victim does not roll to see if he
is seriously injured, but suffers the effects of
old age. If the victim is a Henchman, he is
simply removed from the warbands roster,
but the warband may keep his equipment. If the
victim is a Hero, one stat, chosen by the Skaven
player is reduced by one, down to a minimum of 1.
The stats maximum value is also reduced by
one. Thus a human warrior with a WS of 4 has his
WS reduced to 3 and can only ever have a maximum
WS of 5. If a warrior is affected by a Warpscroll
multiple times, each stat can only be affected
once.
Additional
Magic Items
Neekit also has
the following items. If a warband has fought
alongside him at least once, Neekit may sell them
the following items, provided they can make a
good argument as to why they should have it. This
equates to a rarity of 7 for each of these items,
with the usual bonus for Streetwise. Both items
are one use only, and Neekit will only allow a
warband to own one of each item. Neekit can make
additional quantities between battles, thus he
always has these two items on his person and he
always has enough to sell to warbands after a
battle.
Skalm. Cost
20GC. Skalm is a thick, black paste used to heal
wounds. At the end of each battle, the wounds of
a single Skaven warrior is automatically healed.
That warrior does not have to roll on the Serious
Injury Chart. Note: Skalm only works on Skaven
physiology. Neekit has used Skalm so many times
that he has become immune to its effects. Skalm
is highly poisonous to non-Skaven and it may be
applied to weapons. Skalm has the same effects as
Black Lotus. Note Skalm cannot be used to heal
after the same battle it was used as blade venom.
Skavenbrew.
Cost 30GC. Neekit brews Skavenbrew and gives it
to a Skaven warrior at the start of a battle, if
they want it, but will not drink it himself. A
potent stimulant, Skavenbrew can make a Skaven
warrior almost unstoppable. When a warrior drinks
Skavenbrew, roll a D6 and consult the chart
below:
1. No effect.
2-3. The warrior is affected by the rules for
hatred of all enemy warriors.
4-5. The warrior is affected by the rules for
frenzy.
6. The warrior is affected by the rules for
frenzy and hatred of all enemy warriors.
Skavenbrew has a
debilitating effect on Skaven Sorcerers. If a
Skaven Sorcerer warrior drinks Skavenbrew, he
will be unable to cast spells for the duration of
that battle, even if the result is "No
effect". Skavenbrew has no effect on
non-Skaven.
Additional
Spells: In addition to the spells listed in
the rulebook, Neekit has learnt the following
additional spells. Neekit may choose one of these
spells to add to his list of spells available to
cast this battle. Note these spells will affect
both friend and foe alike unless stated
otherwise.
Death Frenzy Difficulty:
8
Neekit can accelerate a Skavens metabolism
to an alarming rate, but not without exacting a
heavy toll. A Skaven warrior is automatically
affected and gains +2M, +2A, and +2I. At the
beginning of each of his turns, the warrior must
make a Toughness test or suffer a wound. At the
end of a battle, the warrior will run off in a
state of temporary madness and must roll on the
Serious Injury table henchmen must make an
additional T test or die. Note this spell may be
cast on an enemy Skaven warrior.
Pestilent
Breath Difficulty: 5
When Neekit consumes a specially prepared piece
of warpstone, his breath becomes a noxious vapour
which he may blow over an opponent. One model
within 3" must make a T test or go OOA. If
Neekit rolls a double when casting this spell, he
made a mistake in the preparation of the
warpstone and suffers a wound, with no save.
Neekit automatically recovers after the battle if
he goes OOA because of this.
Poison Wind Difficulty:
11
Neekit conjures a poisonous wind from the very
bowels of the earth, which blows in a straight
line away from him. Any model in the path of the
wind must make a T test or must make a roll on
the injury chart, treating OOA as stunned
instead.
Skitterleap Difficulty:
7
Neekit has used this spell several times to avoid
assassination attempts and to generally get
himself out of trouble. By using this spell,
Neekit may teleport himself in any direction.
Place a marker on the table in the direction
Neekit wants to teleport and roll 3D6 to
determine distance in inches. If the result is
that Neekit jumps into a solid object, he has
teleported away to his inner sanctum and should
be considered as OOA, but with no need for an
injury roll. He must be re-hired if the warband
wishes to retain his services.
Veil of
Darkness Difficulty: 7
This spell is unique to Neekit. When cast, one
enemy warrior within 12" is blinded. His WS
is reduced to 1 and he cannot attack, shoot or
cast spells. In addition he may only walk - and
even then only at half pace. At the end of each
of his turns, the affected warrior must make a Ld
test. If successful, the effects of the spell
wear off.
Wither Difficulty:
8
By grasping his opponent, Neekit is able to drain
the very essence from the enemy warrior. Neekit
may forgo all his normal attacks to make a single
attack at twice his normal strength. Roll to hit
as normal. The victim of this spell may not make
any dodge, armour or ward save of any kind.
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