Нашли Черновик не вышедшего дополнения к "Night Dark Masters" ещё времен FB. В нем фигурировали насекомоподобные вампиры Махтамаси
Из песков времени восстают Махтмаси - древние вампиры, стремящиеся превратить мир живых в пиршество разлагающейся плоти. Повелители царства насекомых, они командуют полчищами смерти, которые ползают, мечутся и роятся в унисон. Их армии нежити маршируют в тени колоссальных беспозвоночных, а небо темнеет от туч мух и саранчи.
Охваченные собственным безумием, махтмаси обладают странной и ужасающей силой, и вскоре это безумие распространится, поглотив сам Старый Мир!
Дополнение так и не вышло - поэтому данная династия не каннонПодробнее
\ THE MAHTMASI From the sands of time, the Mahtmasi rise—ancient vampires driven to turn the living world into a feast of decaying flesh. Masters of the insect realm, they command swarms of death that crawl, skitter, and swarm in unison. Their undead armies march beneath the shadow of colossal invertebrates, as the skies darken with clouds of flies and locusts. Twisted by their own madness, the Mahtmasi wield strange and terrifying powers, and soon that madness will spread, consuming the Old World itself! A supplement for The game of fantasy battles Inside you will find • A comprehensive section that details the full history of the devious and loathsome Mahtmasi vampires. • A Bestiary describing every unit, monster, and character • that is available for your army. • An Army List for arranging your figures into a battle ready force.
THE MADNESS CHART On the following pages you will find all of the psychoses that might afflict or empower your vampires. Vampiric Lords. Heroes, and Champions may spend 'Madness Points” to purchase these traits. Lords have 3 Madness Points, Heroes have 2, and Vampiric Unit Champions have 1. They may spend as many of these points as they wish. Traits that are potentially useful have a positive cost, whereas dysfunctional traits have a negative cost. Each character must balance any positive traits they purchase with negative traits until the balance is 0. For example, a Hero may purchase 'Manic Energy” (+1) and “Delusions of Grandeur”' (+1) for a total of +2. Then, to balance it out, they purchase “Nervous Tics” (-1), and “Dysmorphia” (-1) which brings their overall total to 0. Alternatively, if you:re an especially brave player wrho truly yvants to embrace the madness of the Mahtmasi. instead of spending Madness Points, you may roll on the table below and apply the results to the character. Roll 1D6 and note the result, then roll a second D6 to get a number ranging from 11 to 66, and then consult the chart. Do this three times for Lords, twice for Heroes, and once for Vampiric Unit Champions If you score any Positive traits this way, you do not need to purchase negative traits to balance them (that is your reward for taking a risk!). You must either purchase all madness traits for even-character, or roll randomly for every character, you may not purchase traits for some and roll randomly for others. If you roll the same trait twice for the same character, or roll a trait that they are ineligible for, then roll again until you get a new trait. Note: WMe this booklet focuses mainly on the Mahtmasi, which are the bloodline most associated with insanity, the other bloodlhtes frequently contain lunatics and maniacs as well. Therefore, a vampire from any other bloodline may also use this supplement, with your opponent’s permission. D66 Result Trait D66 Result Trait 11 Depressive 34-35 Hvperfocus 12-13 Manic Energy 36-37 Twisted Fixation 14-15 Compulsive Eater 38-39 Selective Amnesia 16-17 Selective Reality 40-41 Perfectionist 18-19 Echolalic 42-43 Delusions of Grandeur 20-21 Phobia (roll again) 44-45 Split Personality 1-2 Pyrophobia 46-47 Gleefully Sadistic 3 Hydrophobia 48-49 Ritualistic Mama 4 Megalophobia 50-51 Heroic Personality- Disorder 5 Agoraphobia 52-53 Death Obsession 6 Autophobia 54-55 Demoniacal Dancer 22-23 Sociopathic Magnetism 56-57 Dysmorphia 24-25 Agonistic Echo 58-59 Masochist 26-27 Psychotic Rage 60-61 Nervous Ticks 28-29 Compulsive Collector 62-63 Imaginary Friend 30-31 Pathological Overthinker 64-65 Paranoiac 32-33 Uncontrollable Laughter 66 Free Choice
MAHTMASI MADNESS! 11 Depressive -2 14-15 Compulsive Eater -1 The vampire is afflicted with intense woe and sorrow. Whether blood or flesh the vampire cannot stop feeding. The vampire must take all Leadership based tests on 3d6 and discard the lowest dice. 12-13 Manic Energy +1 The vampire buzzes with barely contained energy. The character gains +1 Movement and Attacks. They must always attempt to charge if there is a viable target within 12”. If there are multiple eligible targets, you may choose which one they charge. “My mind is shattered, yes—but the pieces are sharper than any blade." At the end of your turn, if the vampire did not kill an enemy, then it must devour a follower. If this occurs, choose a friendly unit in base contact. One randomly determined model in that unit loses D3 Wounds, with no saves allowed. In Combat, any wounds inflicted this way count towards your opponent’s Combat Resolution. If no friendly units are available the Vampire loses 1 wound with no saves allowed. 16-17 Selective Reality +2 The vampire lives in worlds of their own. The character may ignore any unsaved wound it suffers on a D6 roll of 4+. They also gain the Stupidity Special Rule. 1S-19 Echolalic -1 The vampire compulsively repeats everything they say. Wizard with two or more spells only. The character may cast any spell up to twice per turn. If the character casts a spell, they may not cast another until they have successfully cast the same spell a second time. 20-21 Phobia -1 The vampire has a powerful, all-consuming fear of... Pyrophobia: The vampire loses Immune (Psychology) against any enemies that have Flaming Attacks. Those enemies count as causing Fear to this character. Hydrophobia: The vampire treats water and swamp terrain as impassable terrain. It may not even fly over such terrain types. Megalophobia: The vampire loses Immune (Psychology) against Monsters, Monstrous Cavalry, Monstrous Beasts, and Monstrous Infantry, unless the vampire themselves are mounted on a Monster or Monstrous Beast* Agoraphobia: The vampire suffers -2Ld whenever they are more than 12” away from cover Autophobia: The vampire must start the game fielded in a friendly unit and suffers -2Ld if they are ever not part of a unit. N
THE MADNESS OF THE MAHTMASI Step deeper into the twisted psyche of the Mahtmasi with The Madness of the Mahtmasi, a supplement designed to take your vampire characters to terrify ing new heights of chaos and power. This tome introduces a range of madness traits, allowing players to customize their vampires with unpredictable abilities born of their fractured minds. With expanded lore and thrilling opportunities for narrative play, The Madness of the Mahtmasi is the ultimate guide to creating characters w ho are as terrifying as they are tragic. Unleash the madness, and « atch your enemies tremble! A supplement for Iuside you will find • An extensive list of “madness traits”, delusions and psychoses you can apply to your Mahtmasi characters. • A new short story “When the Curtain Falls” for your enjoyment. The game of fantasy battles
Vampire Counts,Warhammer Fantasy,Warhammer FB,фэндомы,Library (Wh FB),Vampire Lord (Wh FB)
Отличный комментарий!