Wellsirs, as mentioned in the "alternate miniatures" thread, here are some supplementary Monty Python's Holy Grail profiles that I devised to play along with the excellent scenario that was printed in Wargames Illustrated (I believe, sadly I don't have the issue, just a saved pdf).
Anyways, enjoy!
Tim the Enchanter – ?? points Tim is something of a loner for the most part, but will join Arthur and the knights from time to time to aid them in battle. A strange and cantankerous mountain hermit, he mostly keeps to himself and prefers blowing up inanimate objects to actual fighting. F S D W A C - M/W/F 4/- 4 6 2 2 6 - 1/8/1 Wargear: Tim carries a staff, which may be used as a two-handed weapon. [u]Special Rules[/u]: It IS the Rabbit. Only Tim knows the true nature of the dread beast of Caer-Bannog, and is therefore immune to its Unassuming special rule. In addition, so great is Tim’s knowledge of all and sundry throughout the realm that he may ignore a special rule from one opponent within 6” every turn. The special rule is not negated for Tim’s allies, he simply gets to ignore it himself. Magic Powers: Pyrotechnics. Range: 10”. Dice score to use: 3+. Fire leaps from Tim’s outstretched palm, staff, or just erupts from the ground to strike a nearby foe. The target suffers a Strength 6 hit. Autoimmolation. Dice score to use: 4+. All models within 1” of Tim suffer a Strength 3 hit. After resolving damage, place Tim in a new location anywhere within 6”, whereupon all models within 1” suffer another Strength 3 hit (a model can only be targeted by this magic power once per turn).
Brother Maynard and Brother Maynard’s Brother – ?? points These two unassuming clerics occasionally follow Arthur and his knights as a sort of “cheer squad,” but rarely contribute anything more than emotional support. In game terms, the two are treated as a single entity on a 40mm round base. F S D W A C - M/W/F 1/- 3 3 2 1 3 - 0/6/1 Wargear: The Holy Hand Grenade of Antioch and a number of other relics and artifacts, but are otherwise considered to be unarmed. Special Rules: Inspirational. By expending a point of Will, Brother Maynard and Brother Maynard’s Brother can boost the valour of nearby knights, giving all allies within 6” +1 to their Courage values. The Holy Hand Grenade of Antioch. Likely the only useful item in the Maynards’ arsenal, no creature, no matter how resilient, can withstand a blast from this mighty weapon. Once per game, either they or a model within 1” of them may toss the hand grenade, requiring a 4+ to hit their intended target. If the target is hit it is automatically slain. If it is missed all models within 1” (including the target himself) suffer a strength 3 hit.
Patsy, Concord, and any other peasant foolish enough to be Knights’ squire – 10 points The rare peasant that has not joined Dennis’s Anarcho-Syndicalist Peasant League often winds up in the service of a Knight, hauling a pair of coconuts and whatever comforts he may require. Although not an especially glorious existence, there are few other options for the loyalist peasant. F S D W A C 1/- 2 2 1 1 1 Wargear: Spear, two-handed weapon Special Rules: Arms-Caddy. A squire must be assigned to a knight, and remains in base-to-base contact with the knight at all times, unless the knight moves into base-to-base contact with an enemy, at which point the squire can remain at a safe 4” distance. Although neither skilled enough nor brave enough to actually use the weapons they carry around, squires can pass these weapons to the knight for use at any time. If a squire finds himself in melee with an enemy, he may not strike back in the extremely unlikely event that he wins the fight. Arrow Fodder. Whenever a squire’s knight is struck by a missile attack of any kind, roll a die. On a result of 3+, the squire is hit instead.
The Black Knight – 115 points Perhaps the only knight in the realm as stupidly brave (or bravely stupid?) as Sir Lancelot, The Black Knight finds himself at odds with anyone and everyone for no apparent reason, but loves a good scuffle. He also has an uncanny optimism, a knack for seeing himself as the victor in any and all situations, even when defeat is painfully apparent. F S D W A C - M/W/F 4/- 4 6 5 * 8 - 3/3/3 Wargear: Sword and heavy armor. Special Rules: None shall pass! At the beginning of the game, before forces are deployed, choose a terrain feature on the board. The Black Knight has arbitrarily decided that absolutely no-one may trespass on this ground. Place him anywhere within this terrain, or within 3" if the terrain piece is too small. He will automatically and immediately charge any model that moves within 3" of his chosen terrain piece, friend or foe, interrupting the normal order of priority and even the offending model's movement to do so. The Black Knight may never stray more than 3" from this terrain piece unless he is forced to. It's Only a Flesh Wound. Although The Black Knight can withstand a ridiculous amount of punishment, due largely to his optimistic misconception that he is always winning, he becomes a somewhat less effective combatant as he is “worn down.” As such, The Black Knight's Attack characteristic is always equal to his current number of Wounds.
The Green Knight - 90 points The Green Knight has no affiliations with Arthur's Round Table, but instead wanders the land issuing challenges to any and all comers - a habit that would end poorly when fellow rogue The Black Knight mightily chucked a sword through his eye. F S D W A C - M/W/F 4/- 4 6 2 2 6 - 3/3/3 Wargear: Heavy armor, a shield, and a myriad of weapons. Special Rule: Challenge. The Green Knight's only purpose is to seek out worthy opponents to face in a duel to the death. At the beginning of the game, select an enemy hero - The Green Knight must attempt to engage this model in melee combat first, and recieves +1 to his Fight characteristic when fighting this model. Once (if) his target is slain, he must then select a new enemy hero, until there are none left. Additionally, any model that slays The Green Knight causes Terror. Arsenal. The Green Knight likes to be well-equipped to face any potential threat, with new weapons appearing seemingly out of thin air when needed. As such, he may choose at the beginning of each close combat phase whether he would like to use a two-handed weapon, a spear, two hand-weapons (recieving +1 attack), or a hand weapon and a shield (recieving +1 defense).
The Three-Headed Knight – ?? points No one’s quite sure where they came from, why they’re there, or why they enjoy impaling Arthur’s knights so much, but according to Robin’s account (the only knight to have actually encountered the beastly trio) they’re, really, really scary. Fortunately they bicker enough to give most knights a chance to flee should they have the brains to do so. F S D W A C - M/W/F 6/- 5 6 3 3 6 - 3*/3*/3* Wargear: Heavy armor, a lance, and a hand weapon. Special Rules: Impale! If the Three-Headed Knight finds himself in combat against opponents supported by spear- or pike-armed allies, he may direct a single attack against up to three models that are in a row and supported in this manner. He may only attack one group of enemies in this manner per turn, and must direct the remainder of his attacks against opponents that are in base-to-base contact. For example, if facing three French Guards with swords, one of whom is supported by a spearman, he may attempt to wound all for French Guards in total. However, if he is facing two French Guards with swords who are both supported by spearmen, he may only attempt to impale one swordsman/spearman pair, and must direct the remainder of his attacks only on the swordsmen. Terry, Graham, and Michael. The three heads of the Three-Headed Knight rarely agree on how to go about doing anything. As such, although the Three-Headed Knight has 3 Might, Will, and Fate each, he is not necessarily able to use them all on the same turn, depending on which of his heads has taken charge. On a roll of 1-2 he can only use up to 1 of each this turn. On a roll of 3-5 he can use up to 2 of each. On a roll of 6 his heads are too busy bickering to make use of any Might, Will, or Fate at all for this turn (he may still move and fight as normal, however). Additionally, if they win a combat all opponents may make a free move directly away on a roll of 4+, before the Three-Headed Knight has a chance to attack.
The Knights who say “Ni!” Terrifying to behold, difficult to please, and puzzling to engage in conversation, the Knights of Ni! are perhaps the second fiercest opponents to Arthur and his knights. Giants among men, they tower over ordinary knights and will not suffer any man to pass through their woods without paying sufficient tribute, which (depending on their whimsy) may be anything. Captain F S D W A C - M/W/F 5/- 4 6 2 2 6 - 2/2/2
Knight F S D W A C 4/- 4 5 1 2 5 Wargear: the Knights who say “Ni!” wear heavy armor and carry swords. Special Rules: 10 feet tall! Inexplicably, the Knights who say “Ni!” are enormous. To reflect the advantage this gives them over ordinary knights, they always receive a +1 bonus to their combat dice (this does not turn a roll of 6 into a score of 7). Trials and Tributes. When a model comes into base-to-base contact with any of the Knights who say “Ni!”, roll a die. On a roll of 1-4, the eccentric giants require a tribute of some kind, which may be anything. If the model has killed an opponent at any point during this battle, he may give the knights some small token from that opponent to satisfy them (peasants don't count – they don't have anything). If not, he must forfeit a piece of equipment from his Wargear list. Terror.
_________________ Well, that's my 2 cents.
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