Specialist Arms Forum

Mordheim => [Mord] Discussion => Topic started by: Eliazar on January 24, 2011, 05:54:23 PM

Title: Resurrection: DDC#22 - Specialized Warbands
Post by: Eliazar on January 24, 2011, 05:54:23 PM
DD 22: Specialized Warbands
Topic author: Beardling
Subject: DD 22: Specialized Warbands
Posted on: 22/10/2008 17:02:36
Message:
Now, onto the next DD! So far we've seen alot of neat additions to Mordheim, from new equipment, drugs, scenarios, buildings, hired swords, etc. But there is always room for more!

One thing that I loved about Mordheim when it was released was the mercenaries. Instead of just lumping all humans together, GW decided to have a template for them, where different backgrounds added flavor (Middenheimers, Marienburgers, Reiklanders). It struck me as amazing then, and still does.

So, for DD 22, create a background bonus for any official warband in the style of the mercenaries. You may create rules for mercenaries from another province if you see fit. Note: You may not create an entire new warband.

Example of what is allowed: For Mercenaries adding a new province
Example of what is not allowed: Adding in new henchmen groups, heroes, equipment, etc.

Extra points for good fluff.

The contest ends in 1 week.

Reply author: Master
Replied on: 23/10/2008 12:54:09
Message:
Masters UNofficial entry

Skaven clan skryre:
Black skaven and assassin lose 1 movement and 1 strength.
Black skaven receive +1 bs.
Price of warplock pistols decreased to 25gc, rarity to 7.
Heroes get access to a new ratling rifle:
Cost: 75gc Rarity: 11
Range: 16" Strength: 4
Special Rules:
Volley of bullets: The ratling rifle fires a volley of shots, draw a line, 16" long 1" wide, roll to hit any model touched.
Experimental: If you roll a 1 to hit with the ratling rifle, roll a dice on the blackpowder misfire chart from the optional rules.
Very slow to reload: In order to reload the ratling rifle, the skaven must spend one complete turn, in which he does not move or fire any other weapon.

Reply author: Ethlorien
Replied on: 23/10/2008 13:17:12
Message:
Ethlorien's Official Entry:

Sisters of Sigmar Specializations:

While the majority of the Sisters took refuge within their fortress in the heart of Mordheim, saved by Sigmar Himself from the comet of judgement, not all of them made it back to the fortress in time. Below are those sisters and their warbands that did not reach the safety of Sigmar's embrace in time...

Sisters of Chaos:
These are the remanants of the sisters that did not reach their fortress in time, yet were within the walls of Mordheim none the less when the comet struck. They were ruined are tortured, spreading their corrupted word for years after...

To play a Sisters of Chaos warband, a player makes the following changes:
1) Sigmarite Matriarch loses her Prayers of Sigmar, but gains acces to the Chaos Rituals.
2) The Augur loses her Blessed Sight, but may purchase Mutations upon warband creation in the same fashion as a Cult of the Possessed.
3) The benefits of Sign of Sigmar and Righteous Fury now work only against Witch Hunters and Sisters of Sigmar warbands.


Sisters of Judgement:
While many of the Sisters of Sigmar were sheltered by their god, and others fell to the corruption of the comet, still there were those sisters who were not even in Mordheim upon its destruction. many Sisters had gone out into the world, spreading the world of Sigmar. When word of Mordheim's destruction reached them, they return with all haste. When they got there, seeing the decadent and crazed beings and the witch hunters who were burning everyone, these sisters chose not to act out of mercy or divine calling. These sisters did not need Sigmar to judge the wicked and evil; they would do so themselves.

To play a Sisters of Judgement warband, a player makes the following changes:
1) The Player loses access to the Augur. Sister Superiors become 0-4.
2) Sigmarite Warhammer's lose the Holy special ability, but gain Judgement.

Judgement: anytime a Sigmarite Matriarch, Sister Superior, or Sigmarite Sister wields a Sigmarite Warhammer they gain the Frenzy ability.


Sisters Of Righteousness:
Not every Sister who held up in their ancient fortress survived Sigmar's wrath unchanged. For many, the sight of the depraved and insane, the twisted and the warped was too much for them to bear. They saw filth everywhere, dirty awful filth! The scum of Mordheim had been judged and were found wanting. Those that survived now had these new, harsh sisters to deal with.

To play a Sisters of Righteousness warband, a player makes the following changes:
1) Sigmarite Matriarch loses her Prayers of Sigmar ability. Instead, she gains Hatred against all, and is immune to Fear effects.
2) Novices remain to 0-10 but for all stats and abilities become exactly the same as Flagellants. Their equipment options do not change.


Sisters of Mourn:
The Sisters of Sigmar lived to spread the word of Sigmar. Far and wide they travelled, bringing the light of Sigmar to non-believers. When word of Mordheim's destruction reached the ears of these bands, they immediately set out for home. Some, from such lands as distant Cathay and the Mountains of Mourn, came with converts...

To play a Sisters of Mourn warband, a player makes the following changes:
1) Replace Augur with Ogre Augur. Price to hire changes to 120gc. While special rules and equipment remain the same, the Ogre Augur has stats matching that of the Ogre Bodyguard, as well as gaining the Large Target and Cause Fear special rules.
2) Replace 0-10 Novices with 0-5 Ogre Converts. Treat Ogre converts the same as the Ogre Bodyguard with the exceptions: price equals 100gc to hire, they are henchmen and thus do not gain skills, and Ogre Converts gain experience at half the normal rate. Furthermore, Ogre Converts do not benefit from TLGT rolls.

Reply author: StyrofoamKing
Replied on: 23/10/2008 15:38:06
Message:
UNDEAD - BLOODLINES!
Note: I did not make a Necrarch Bloodline; Brahm already made an entire warband for them, so no sense being redundant!

VON CARSTEIN- From the opulent spires of Sylvania come the lesser nobles of the Von Carsteins. Their mastery of both wolf and ghoul is unparalleled, as is their learned backgrounds.
Skills/Rules: The exact same as the Offical Undead Warband.

LAHMIANS- The daughters of Neferata, the original Vampire, they surround themselves with female dregs, each servant's appearance near-flawless except for a single, disfiguring mar. They are fast, deadly, and beautiful beyond imagination.
Skills:
Vampire: Comb, Shoot, Acad, Speed
Necromancer: Acad, Speed
Dreg: Comb, Shoot, Speed.
Special Rules: All Vampires, Necromancers, and Dregs start with +1 Initiative. In addition, the Vampire starts with the Chaos Ritual Spell "Lure of Chaos." She may not learn any other spells without a Tome of Magic and learning the skill that lets her read it. Also, all Ghouls in her Warband suffer Animosity (see the Orc Warband.) You may not have more than 2 Ghoul heroes in a Lahmian warband (although, upon promotion, they lose Animosity and may choose Strength as one of their two Skill Lists.)

BLOOD DRAGONS- In a former life, they were proud knights of the Empire and Bretonnia. Now, they are fearsome warriors, serving only their thirst and their love of battle. Their grasp on the winds of magic are not as strong as other bloodlines, but their servants are loyal squires, no matter how perverse the form.
Skills:
Vampire: Comb, Strength, Speed
Necromancer: Acad, Speed
Dreg: Comb, Strength
Special Rules: The Blood Dragon Vampire and all of his Dregs start with +1WS. Also, the Blood Dragon starts with the skill "Ride Nightmare" and at warband creation, he may buy a Nightmare mount for only 50gc. However, all Dire Wolves have only Movement 8.

STRIGOI- The most savage and deformed of Vampires, that feed on the dead and keep ghouls as their court. Any Necromancer lured into their service is not a proper mage, but a raving lunatic shaman, screaming in a hundred tongues.
Skills:
Vampire: Comb, Strength, Speed
Necromancer: Comb, Speed
Dreg: Comb, Strength, Speed
Special Rules: The Vampire starts at S5, and the Dregs start at S4. Also, the Max Strength for Ghouls is increased to S5, and henchmen ghouls may roll the Strength advancement twice, during two separate advancement rolls, to achieve a max Strength of 5. However, a Strigoi Warband may not include Dire Wolves or any missile weapons. Also, the Strigoi Vampire himself may never ride a mount nor wear armor.

Reply author: Johan Willhelm
Replied on: 24/10/2008 07:53:37
Message:
Johan Willhelm's Official Entry

Stirlanders

The province of Stirland has gained something of a reputation for . . . rusticness in the Empire. Their warbands heave with poorly equipped rabble who look somewhat similar . . .

Mercanry List with the following changes:

Warband Limit is increased to 20

Special Rules:

Dirt Poor: The usual limits on amount of weapons you can carry is adjusted. Heroes may only have up to one hand-to-hand weapon and one missile weapon. Henchmen may only have either one hand-to-hand weapon or one missile weapon. The free dagger is not included in the maximum limits.

Furthermore you may only have up to three models in your warband wearing armour and these may only be heroes.

Heroes may pick the following special Stirlander skill if they gain a skill advancement:

Stirlander Property Rights: Once a Stirlander has got hold of something they're loathe to let it go! The Hero may carry the normal amount of weapons (up to two hand-to-hand weapons and up to two missile weapons) and may add a further weapon (missle or hand-to-hand) to his person

Captains start off with this skill

Second Hand: At warband formation, you may purchase any weapon or armor second hand, at half price. However, for weapons, whenever you roll a natural one to hit, roll 1 D6 on the following table. When using armor, it is applied whenever you roll a natural 1 when rolling armor saves. If it's a hand-me-down blackpowder weapon, roll for Damage roll AND Misfire.

DAMAGE ROLL 1D6

1 - Shattered! The item is totally destroyed! Determine randomly if the shards hit you or someone you're in base contact with: that warrior receives a S3 hit, no armor save!

2-3 Dinged! The item is severely dinged, and can't be used for the rest of the battle. After the battle, your hero is able to bend it back into shape, at no charge.

4-5 Nicked! The blade gains another scratch, but no real damage done.

6: Hidden Power! Although old and tarnished, the item seems to have a deeper power than it would seem! If rolled for a weapon, the item hits and cannot be parried! If an armor item, the blow is warded, regardless of negative save modifiers (attacks that ignore armor save, like critical hits, still ignore the hippen power save.)


Skill Lists

Captain:Combat, Shooting, Academic, Strength, Speed

Champion: Combat, Shooting, Strength

Youngblood: Combat, Shooting, Speed

Reply author: Master
Replied on: 25/10/2008 18:33:54
Message:
Masters Official Entry (yeah forget the other one!):

Oriental mercenaries:
Warriors of Nippon:
From far off nippon come the samurai. These agents of the dragon emperor fight with uncanny abilities, and they are masters of the bow too!
Special Rules:
Shield removed from equipment list, crossbow renamed to composite bow.
The Captain & the Champions receive +1 to hit when charging with swords.
Swords may only be given to warriors with ws 4 or more.
Swordsmen may not have any missile weapons.
Skill lists:
Captain: Combat, Shooting, Academic, Strength, Speed.
Champion: Combat, Strength, Speed.
Yougnblood: Combat, Shooting, Speed.

Warrior monks
Warriors that do not need weapons for fighting, the warrior monks are feared all over the world, though no-one knows where they come from.
Special Rules
All warriors suffer no penalties from not using weapons.
Any warrior can choose +1 to weapon skill, +1 to strength or +1 to attack at the start of any close combat phase, this corresponds to his fighting style.
No armours are allowed.
Only missile weapon allowed is slings.
Swordsmen are renamed to fighting priests, they may not have missile weapons but may re-roll one dice per turn.
Any hero may choose the fey quickness skill from the elven warbands.
Skills:
Captain: Combat, Academic, Strength, speed.
Champion: Combat, Strength, Speed.
Youngblood: Combat, Speed.

Arabian Raiders:
The arabians are known for their horses, they ride them fast across the deserts, and being nomads is the only way they can survive in a land ruled by the dead.
Special rules:
May purchase horses from start-up. Horses cost 20gc.
Horses receive +1 movement.
Swordsmen are renamed nomads, they start with the combat riding skill.
All warriors have the ride horse skill.
The warband may never consume any kind of alcohol. (so no bugmans).
Skills:
Captain: Combat, Shooting, Academic, Strength, Speed.
Champion: Combat, Shooting, Strength.
Youngblood: Combat, Shooting, Academic.

Reply author: Chad
Replied on: 27/10/2008 17:32:06
Message:
I felt I couldn't include Blacksmiths, Stone-Carvers, Carpenters, etc. Because they'd be in demand outside of Mordhiem, and wouldn't be crazy enough to enter the city.

Craftsmen Mercenaries

Sometimes when times are hard, such as when the Empire is split in three, craftsmen can’t find work. Many have made their way to Mordhiem, most find work carving Wyrdstone or making weapons. Others (especially those whose skills are of no use to fighters) have to go into the city; just like everybody else…

Skills
Foresters
                             Combat Shooting Academic Strength Speed
Leader                         *       *        *        *       *
Champion                               *        *                *
Youngblood                             *        *                *
Masons:
                            Combat Shooting Academic Strength Speed
Leader                        *       *        *        *
Champion                      *                *        *
Youngblood                    *                *        *
Bonuses:
Foresters are used to spending long periods of time alone in the forest, finding and felling the very tallest trees, as such they are very adept at shooting their own food and climbing up and down. Swordsmen lose Expert Swordsmen but gain Scale Sheer Surfaces. And Champions gain 1+ BS (making a total of 4).

Masons don’t move around much. They sit at a wall laying bricks all day long. As such they tend to be slow on their feet and quick with their hands. Up to 2 henchman groups gain 1+ WS. They, also, all own their own stone-cutting hammer, so they all get a free hammer instead of a dagger.

Reply author: Flavio
Replied on: 27/10/2008 17:50:00
Message:
WISSENLAND MERENARIES

Wissenland is a small province in the extreme south of The Empire, bordered on two sides by mountains. The Grey Mountains are the frontier with Bretonnia, and are the natural habitat of the Pegasus. The Black Mountains divide The Empire and the lawless lands of the Border Princes; they are exceptionally high and extremely dangerous, both for their unpredictable weather and the many Goblin tribes that live there.

Much of what is now Wissenland was once the province of Solland. Gorbad Ironclaw’s invasion of 1707 was disastrous for most of the southern Empire, but Solland was hit hardest of all. Count Eldred, Elector of Solland, was slain by Gorbad and his Runefang taken – Solland was so thoroughly burned and ravaged that its surviving population were forced to seek refuge elsewhere. By the time Gorbad had been defeated and reconstruction had begun, Solland was irrevocably absorbed into Wissenland. The Solland Runefang was eventually recovered, and now rests in the Imperial Vault at Altdorf, but the province itself now exists only in the history books.

Wissenland’s Elector is Countess Emmanuelle von Liebewitz, the most eligible woman in The Empire. The Countess famously spends all her time at Nuln, hosting extravagant parties, and has little interest in her province. The people of Wissenland, tough and independent, despise the Countess and the indolent city-dwellers. Lacking the military funding of Reikland or Averland, the Wissenland army makes heavy use of ambush and hit-and-run tactics, favouring horse-archers and woodsmen above artillery and massed infantry. Rather paradoxically, the province is also famous for its Spear regiments, drilled at the capital Wissenburg.

Resentment: The 'Leader' ability only has range 3".

Replace Swordsmen with this:

0-5 Woodsmen 35gc to hire
M4 WS3 BS4 S3 T3 W1 I3 A1 Ld7
SPECIAL RULES
Use the Marksman Equipment List
Mountaineers: May buy Rope & Hook, even though they are henchmen.

Replace Marksmen with this:

0-7 Line Infantry 25gc
M4 WS3 BS3 S3 T3 W1 I3 A1 Ld7
SPECIAL RULES
Use the Mercenary Equipment List
Drilled: Strike first when using Halberds in the same way as warriors armed with Spears.
Hates Orcs & Goblins

Reply author: Beardling
Replied on: 29/10/2008 17:24:48
Message:
Well, it is Wen. and it is time to declare a winner. This was definately hard with so many submissions. However, in the end the winner is...Flavio and his Wissenland Mercenaries!

Why? Well, first of all he blended the fluff for Wissenland and Solland perfectly. The Wissenland Spearmen, Solland Woodsmen and the resentment rule...well, lets just say that it all came together. It looks balanced, fluffy and is still simply. So, congradulations!

And no, there won't be any runner ups, because in all likely hood I'd probably just end up naming everyone (and of course write far too much in the process).